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Daso
January 13th, 2021, 14:13
Character Wizard not showing custom race bonuses


I was creating a custom race for the Aarakocra and when I go into the creator the bonuses don't show.
I'm not sure if there is a set way to do this or this is an actual bug.
Thank you!

425154251642517

This also happens when I try and use the wizard with the custom races from the Odyssey of the Dragonlords product. I've had to not use the wizard for that game, which sucks... because the wizard is really nice!

Auzlin
January 14th, 2021, 05:54
Moderator: Moved to Character Wizard reports

Hi, I have two issues I am running into with my 5e campaign, both when creating characters and when leveling up:

1. When I click on the "Next" button to move to the next tab/section/etc it is getting stuck in a loop that does not include all the tabs/sections. For instance, when I level up, it goes from Class to Inventory to Class to Inventory...I never get to Spells or Feats when I am supposed to (depending on the character and level of course).
2. When I create an Arcane Trickster I can pick my spells at 3rd level (ignoring #1 above, I click on the tab to get to the Spells), but when I get to level 4 my spells disappear and never come back, no matter how much I level up. This actually creates an error when I click on Cantrips or Lvl1 to try and see spells (see screenshot)

FG_Wraith
January 14th, 2021, 16:22
Moderator: Moved to Character Wizard reports

Hi, I have two issues I am running into with my 5e campaign, both when creating characters and when leveling up:

1. When I click on the "Next" button to move to the next tab/section/etc it is getting stuck in a loop that does not include all the tabs/sections. For instance, when I level up, it goes from Class to Inventory to Class to Inventory...I never get to Spells or Feats when I am supposed to (depending on the character and level of course).
2. When I create an Arcane Trickster I can pick my spells at 3rd level (ignoring #1 above, I click on the tab to get to the Spells), but when I get to level 4 my spells disappear and never come back, no matter how much I level up. This actually creates an error when I click on Cantrips or Lvl1 to try and see spells (see screenshot)

The next/back buttons never stopped on the conditional buttons for spells and feats, and process was to click on them when applicable, but I will take a look at making a conditional break in the tab order for next and back to stop on those if the character has those choices.

The arcane trickster spell bug is new. I will take a look at it immediately. Thanks for the error report!

Auzlin
January 14th, 2021, 22:55
Thank you FG_Wraith! I'll wait to see what happens with the Arcane Trickster. If you need anything else from me on that just let me know.

In regards to the Next button, my newbie players are struggling with the current design, which is why I brought it up. They keep assuming that since the Next button doesn't take them to the other tabs then there is nothing for them to do there. They hit save, think they are done, then we have to go back and manually make the changes. I do see that the tabs are raised to indicate that changes can be made, so that is useful, but I thought I would pass this along. I figure anything to make it more intuitive for the players cannot hurt :-) Thanks for the quick reply!

FG_Wraith
January 15th, 2021, 00:44
Thank you FG_Wraith! I'll wait to see what happens with the Arcane Trickster. If you need anything else from me on that just let me know.

In regards to the Next button, my newbie players are struggling with the current design, which is why I brought it up. They keep assuming that since the Next button doesn't take them to the other tabs then there is nothing for them to do there. They hit save, think they are done, then we have to go back and manually make the changes. I do see that the tabs are raised to indicate that changes can be made, so that is useful, but I thought I would pass this along. I figure anything to make it more intuitive for the players cannot hurt :-) Thanks for the quick reply!

You're very welcome. I am always interested in feedback. As far as the next/back buttons, your players are quite right, it should have functioned as expected. My not having it go to spells and feats was from an earlier version where those buttons were not as functional as they are now. I'll make sure to bring those up to full usefulness.

chlmz
January 15th, 2021, 20:47
Hey guys, for those of you reporting on specializations not providing their benefits, I am currently working on getting that sorted. I'll let you know when I have a solution in place. Thanks for the reports on this.

Hi was there any advance with this issue? I am trying to create my character for a new campaign and it would be nice to have this solve out since I need some of the things missing. thanks!

FG_Wraith
January 15th, 2021, 21:19
Hi was there any advance with this issue? I am trying to create my character for a new campaign and it would be nice to have this solve out since I need some of the things missing. thanks!

Yes, I am currently testing a possible solution. So far, it seems to work for the no specialization features bug you guys reported and another issue I uncovered while testing for the former.

chlmz
January 15th, 2021, 22:46
Yes, I am currently testing a possible solution. So far, it seems to work for the no specialization features bug you guys reported and another issue I uncovered while testing for the former.

Thanks!! that sounds great!

SharedFG
January 16th, 2021, 02:49
Hi, not sure if you accept suggestions there but will be nice to see an option for quick gear sets with items from background and class for choose, and also an option for gold rolling that shows you how much gold to spend you actually have. It should make character generation faster and also helps newbies (though Character Wizard made for them at the first place). Also choosing of specific fighting style and automatized adding of its effects to character sheet is nice idea tho.

Auzlin
January 20th, 2021, 06:36
I have noticed several times during PC creation that certain selections are not available when I have the DM module loaded, but if I load the player module then they appear. For instance, the background Far Traveler doesn't show up when I have the DM module loaded, but it will if I load the player module. The same goes for spells for the Artificer and Tasha's modules. Those are just two examples. I don't think it is an issue with the PC wizard, but I didn't know where to put this and other people creating characters might notice it and think it is a bug.

LordEntrails
January 20th, 2021, 15:58
I have noticed several times during PC creation that certain selections are not available when I have the DM module loaded, but if I load the player module then they appear. For instance, the background Far Traveler doesn't show up when I have the DM module loaded, but it will if I load the player module. The same goes for spells for the Artificer and Tasha's modules. Those are just two examples. I don't think it is an issue with the PC wizard, but I didn't know where to put this and other people creating characters might notice it and think it is a bug.
This is intentional and has to do with that (most) DM modules do not include the player options. Since they have to be in the player module (for you to be able to share just player options) they are not also included in the DM module or if you had them both loaded then you would have duplicate entries.

This was a change a few years ago in the approach to building the player/DM modules and so some DM modules do have the player options included while others (most) do not.

freeplay
January 27th, 2021, 17:22
Moderator: Moved to character wizard thread

Hello, I have got a problem trying to get a custom class using the wizard to put the correct spell choice number in the spell tab. It does show all the spells and cantrips in the right lists but does not limit them based on level limits. It just shows cantrips 0/0 l10/0 l20/0 etc. If I do add the spell to the list it shows -1/0. I have made modules that will put the spells in a priest "source list" and a class in a category like the players hand book. I have also made xml files based off 5E SRD data file making spell lists and spells classes, even this does not work. I have tried only players handbook and only 5E SRD Data. I also have watched all the videos on the forums that people have linked. They are all for classic fantasy grounds. I am using fg unity ultimate. The spellcasting feature is set to level 1 and have tried copying 3 or 4 different class descriptions in there from premade classes. I am copying them then replacing them with all occurrences of like cleric etc with my class name matching case. Any help would be much appreciated or just letting me know it isn't possible at this time.

43270

FG_Wraith
January 27th, 2021, 18:30
Moderator: Moved to character wizard thread

Hello, I have got a problem trying to get a custom class using the wizard to put the correct spell choice number in the spell tab. It does show all the spells and cantrips in the right lists but does not limit them based on level limits. It just shows cantrips 0/0 l10/0 l20/0 etc. If I do add the spell to the list it shows -1/0. I have made modules that will put the spells in a priest "source list" and a class in a category like the players hand book. I have also made xml files based off 5E SRD data file making spell lists and spells classes, even this does not work. I have tried only players handbook and only 5E SRD Data. I also have watched all the videos on the forums that people have linked. They are all for classic fantasy grounds. I am using fg unity ultimate. The spellcasting feature is set to level 1 and have tried copying 3 or 4 different class descriptions in there from premade classes. I am copying them then replacing them with all occurrences of like cleric etc with my class name matching case. Any help would be much appreciated or just letting me know it isn't possible at this time.

43270

Hey freeplay,
For custom classes there is no way to currently set spell choice numbers or spell slot numbers. You can still select the official spells and any custom spells you provide, but the choice numbers will be zero for cantrips and spells and go into negatives as you select them. As for spell slots, you'll need to set those on the final character sheet manually.

freeplay
January 27th, 2021, 18:40
Thanks! Glad I am not doing anything wrong and it is working as intended. Was afraid I was messing up :)

DJShamrock
January 30th, 2021, 04:24
Hello all! I'm having some trouble with the wizard. So, I have a custom background and race, but otherwise I am using book based option all loaded with ultimate version of the app. For this example, I'm playing a rogue. When I go to save, I notice that in the finished character sheet, the rogue, nor its level, show up. In addition, none of my assigned proficiencies are recognized on the skill tab, and none of the rogue feats/features/traits are showing up on the abilities tab. For instance thief's tools was also noticeably vacant from proficiencies- but the proficiencies added by my custom backgrounds (calligrapher's tools and dragonchess set) were there. Am I missing something?

Edit: I am uploading a log file from when I click 'Rogue' in the wizard- this is the step I believe is causing the issue, as others in my party on not receiving an error message when clicking on their classes.

Edit #2: More specifically, I believe it's this line triggering when trying to click on Rogue:

[1/29/2021 10:51:41 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:551: attempt to index local 'sTrainingText' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[1/29/2021 10:52:15 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:551: attempt to index local 'sTrainingText' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

FG_Wraith
January 30th, 2021, 20:34
Hello all! I'm having some trouble with the wizard. So, I have a custom background and race, but otherwise I am using book based option all loaded with ultimate version of the app. For this example, I'm playing a rogue. When I go to save, I notice that in the finished character sheet, the rogue, nor its level, show up. In addition, none of my assigned proficiencies are recognized on the skill tab, and none of the rogue feats/features/traits are showing up on the abilities tab. For instance thief's tools was also noticeably vacant from proficiencies- but the proficiencies added by my custom backgrounds (calligrapher's tools and dragonchess set) were there. Am I missing something?

Edit: I am uploading a log file from when I click 'Rogue' in the wizard- this is the step I believe is causing the issue, as others in my party on not receiving an error message when clicking on their classes.

Edit #2: More specifically, I believe it's this line triggering when trying to click on Rogue:

[1/29/2021 10:51:41 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:551: attempt to index local 'sTrainingText' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[1/29/2021 10:52:15 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:551: attempt to index local 'sTrainingText' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Is your custom race a subrace, and if so, does it have a trait with the word training in it? If those are both accurate, could you provide the full text of the training trait? Thank you.

DJShamrock
January 31st, 2021, 03:19
Is your custom race a subrace, and if so, does it have a trait with the word training in it? If those are both accurate, could you provide the full text of the training trait? Thank you.

Here you go! It isn't a subrace, but it does have a trait with 'training'. The name of the trait is "Khenra Training" (without quotes) and the text is as follows (also no quotes):

"You gain one of the following options of your choice: (a) proficiency in longsword, spear, and javelin or (b) proficiency in a tool and a skill of your choice."

Edit: I will note, we DID find a way around this (oddly it was only Rogue having this problem) and that was to skip the race selection step and choose the class and all other creation wizard options first, THEN go back to race, make the selection- it still shows error log but it allows the class to go through and populate the character sheet. But I figure/hope this is still possibly valuable info for debug.

FG_Wraith
January 31st, 2021, 12:20
Here you go! It isn't a subrace, but it does have a trait with 'training'. The name of the trait is "Khenra Training" (without quotes) and the text is as follows (also no quotes):

"You gain one of the following options of your choice: (a) proficiency in longsword, spear, and javelin or (b) proficiency in a tool and a skill of your choice."

Edit: I will note, we DID find a way around this (oddly it was only Rogue having this problem) and that was to skip the race selection step and choose the class and all other creation wizard options first, THEN go back to race, make the selection- it still shows error log but it allows the class to go through and populate the character sheet. But I figure/hope this is still possibly valuable info for debug.

Ah, that's why then. In the official data the only options for choice are what martial weapon do you select. There's no provision for open-ended option choices. I will fix the error from suspending operation however. Thanks for the report!

lartra
February 1st, 2021, 05:31
Hello, I'm trying to add a custom race to my campaign. I checked all the forums and followed the instructions. The problem is that I'm adding a subrace that comes with two choice skill proficiencies. I found that I had to change the trait name to include the word "Training" and that got it trying to parse the skill proficiency selection. I used the working example for this feature from the post https://www.fantasygrounds.com/forums/showthread.php?47343-phrasing-of-homebrew-race-trait-for-proficiency that pointed me at the Kenku. I made a new trait with the title "Tilishna Training" and the text "You are proficient in your choice of two of the following skills: Athletics, Investigation, Medicine, Nature, Stealth, and Survival."

When I try to create a new character using that subrace I get a console error of "Script execution error: [string "charwizard/scripts/charwizard.lua"]:581: attempt to index local 'sTrainingText' (a null value)"

Attached screenshots and logs compile.

FG_Wraith
February 1st, 2021, 17:31
Hello, I'm trying to add a custom race to my campaign. I checked all the forums and followed the instructions. The problem is that I'm adding a subrace that comes with two choice skill proficiencies. I found that I had to change the trait name to include the word "Training" and that got it trying to parse the skill proficiency selection. I used the working example for this feature from the post https://www.fantasygrounds.com/forums/showthread.php?47343-phrasing-of-homebrew-race-trait-for-proficiency that pointed me at the Kenku. I made a new trait with the title "Tilishna Training" and the text "You are proficient in your choice of two of the following skills: Athletics, Investigation, Medicine, Nature, Stealth, and Survival."

When I try to create a new character using that subrace I get a console error of "Script execution error: [string "charwizard/scripts/charwizard.lua"]:581: attempt to index local 'sTrainingText' (a null value)"

Attached screenshots and logs compile.

Hi, lartra
This problem is related to the issue above that DJShamrock reported, the training tag does not allow a choice beyond martial weapons in the official data, so the code does not trap for, or create a choice dialogue. I will be fixing the error from firing, but making a choice system (that supports all the possible training choices from weapons to skills to tools, etc.) there might be a bit further in the development cycle. Thank you for reporting this, however.

lartra
February 3rd, 2021, 03:12
Hi FG_Wraith,

Thanks for the explanation. I look forward to the improved parsing. In the meantime, we'll just work around it. It would be nice to be able to offer up a list of skill, weapon, or feat choices. When it is improved it would be nice to know how to trigger each kind of selection processing. It took me about 45 minutes of googling and trying different wordings out before I figured out I had to name the trait "training" to trigger the skill parsing.

Really appreciate all you do. Thanks!

Fidelis Animi
February 4th, 2021, 13:14
I've created a custom race. It shows up as an option in the Character Wizard, along with subraces. It takes into account most of the racial traits as well. However, It doesn't take into account ability score increases. I've double checked my wording and I'm pretty sure it is correct. I even tested using the old way to make characters in FGC (PCs menu->Add Item, and then just manually dropping the race into the new character sheet). When I do it this old way, the race does properly consider ability score increases.

Does the character wizard not handle this correctly, or is there something I'm missing?

These are the relevant racial and subracial traits:
Your Dexterity score increases by 1.
Your Dexterity score increases by 1. Your Strength score increases by 1.

FG_Wraith
February 4th, 2021, 22:12
I've created a custom race. It shows up as an option in the Character Wizard, along with subraces. It takes into account most of the racial traits as well. However, It doesn't take into account ability score increases. I've double checked my wording and I'm pretty sure it is correct. I even tested using the old way to make characters in FGC (PCs menu->Add Item, and then just manually dropping the race into the new character sheet). When I do it this old way, the race does properly consider ability score increases.

Does the character wizard not handle this correctly, or is there something I'm missing?

These are the relevant racial and subracial traits:
Your Dexterity score increases by 1.
Your Dexterity score increases by 1. Your Strength score increases by 1.

Try using this syntax; "Your Dexterity and Strength scores both increase by 1." without the quotes.

Fidelis Animi
February 5th, 2021, 00:27
Try using this syntax; "Your Dexterity and Strength scores both increase by 1." without the quotes.

I tried that syntax and have the same result. The classic method of creating the character through drag and drop captures the stat increase, but the character wizard does not.

I also noticed that the character wizard properly imports the racial traits under the "Traits" header, but it doesn't have the imports to proficiencies/tools. For example the trait: "You have proficiency in the Persuasion skill." does not trigger in the character wizard, but does trigger with the drag and drop. Finally the trait: "You have proficiency with the longbow and spear." does not work through either method. However, it is worth noting that even the old premade races (such as dwarf) doesn't work with the old method of drag and drop. Dwarves' "Dwarven Combat Training" only works with the character wizard.

So it just looks like none of these three options are being imported to the character wizard.

The things that *are* working and imported correctly are:
Age
Size
Senses (Darkvision in this case)
Languages
Traits (listed as traits, but not parsing them for proficiencies)

FG_Wraith
February 5th, 2021, 01:57
Could you PM me the text of your custom race?

Roslyn
February 5th, 2021, 19:47
I was trying to make the Warforged and added Ability Score Modifier which was "Your Constitution score increases by 2, and one other ability score of your choice increases by 1."

However when I try to run it through the character wizard , I get this error:
Script execution error: [string "charwizard/scripts/charwizard_racewizard.lu..."]:570: attmpt to index field 'abilities' (a nil value)

Any help would be appreciated

Moderator: Moved to Character Wizard bug report.

FG_Wraith
February 5th, 2021, 23:02
I was trying to make the Warforged and added Ability Score Modifier which was "Your Constitution score increases by 2, and one other ability score of your choice increases by 1."

However when I try to run it through the character wizard , I get this error:
Script execution error: [string "charwizard/scripts/charwizard_racewizard.lu..."]:570: attmpt to index field 'abilities' (a nil value)

Any help would be appreciated

Moderator: Moved to Character Wizard bug report.

Thanks Roslyn, I'll take a look at it.

chlmz
February 6th, 2021, 01:31
Hey guys, for those of you reporting on specializations not providing their benefits, I am currently working on getting that sorted. I'll let you know when I have a solution in place. Thanks for the reports on this.

Hi sorry to bother again, but I still do not get the features from specialization. for example, the hexblade does not show an expanded spell list for the warlock. But my party seem to have everything in order. I updated to the last version already.
I am using MAC could that be the problem? or is it that I am doing something wrong maybe. I have loaded everything just for players.

Fidelis Animi
February 6th, 2021, 18:34
Could you PM me the text of your custom race?

I PM'd you the custom race. I want to confirm that you got it.

I also created a custom background at the request of another player. It works in the character wizard if I add it first, but if I add it progressing in the default order Race->Stats->Class->Background, it creates a bug where the user gets an extra bonus proficiency. I made a recording with the bug demonstrated, along with the full background information.

https://www.youtube.com/watch?v=Oq0H69rQmus&feature=youtu.be

FG_Wraith
February 7th, 2021, 00:49
Hi sorry to bother again, but I still do not get the features from specialization. for example, the hexblade does not show an expanded spell list for the warlock. But my party seem to have everything in order. I updated to the last version already.
I am using MAC could that be the problem? or is it that I am doing something wrong maybe. I have loaded everything just for players.

No, you're fine. I wasn't able to include all abilities last time around but will be adding the rest soon. Thanks for keeping up with this.


I PM'd you the custom race. I want to confirm that you got it.

I also created a custom background at the request of another player. It works in the character wizard if I add it first, but if I add it progressing in the default order Race->Stats->Class->Background, it creates a bug where the user gets an extra bonus proficiency. I made a recording with the bug demonstrated, along with the full background information.

https://www.youtube.com/watch?v=Oq0H69rQmus&feature=youtu.be

I did get your PM and I'll be taking a look at it this week. Thank you for the help!

ogreofnorth
February 8th, 2021, 21:06
When creating a Character with the Character Wizard with DnD 5e Characters, when a background is selected, it is not adding skills to the character. It adds the background but not the skills.

Zacchaeus
February 8th, 2021, 21:54
When creating a Character with the Character Wizard with DnD 5e Characters, when a background is selected, it is not adding skills to the character. It adds the background but not the skills.

I'm not seeing this. Can you give more information like which background you are seeing this problem in and what skills aren't being added?

ogreofnorth
February 9th, 2021, 19:16
I'm not seeing this. Can you give more information like which background you are seeing this problem in and what skills aren't being added?

That is really weird. I just got the error just now and have been for the last week on Campaign A. I opened Campaign B, one that is even older, and when I did it, it worked fine. Went back to to Campaign A, and now its working properly. Weird. Thanks though for the quick response! :confused:

SimonMERP
February 10th, 2021, 01:54
Characters do not get class specialization options when leveling up. It works if you are creating a character from scratch and make it 2nd-20th level, all options appear where you expect them to be. If however you have made the characters and use them in game and then level up, when you level up the drop down menus for specializations do not appear at teh appropraite level. There is a prompt to make a selection but the menu does not appear to make that selection prompted.

Additional, OK, it does not seem to be all characters, in the campaign i am running the classes of Warlock and Cleric do not seem to get their subclass options or abilities when they level up.

Any direction to fix this issue would be appreciated.

Many thanks for you time on this matter.

ogreofnorth
February 10th, 2021, 19:09
That is really weird. I just got the error just now and have been for the last week on Campaign A. I opened Campaign B, one that is even older, and when I did it, it worked fine. Went back to to Campaign A, and now its working properly. Weird. Thanks though for the quick response! :confused:

So I replicated it. With elves, half elves, kenku it works but not with any of the other races on mine43605 4360643607

Zacchaeus
February 10th, 2021, 19:30
Characters do not get class specialization options when leveling up. It works if you are creating a character from scratch and make it 2nd-20th level, all options appear where you expect them to be. If however you have made the characters and use them in game and then level up, when you level up the drop down menus for specializations do not appear at teh appropraite level. There is a prompt to make a selection but the menu does not appear to make that selection prompted.

Additional, OK, it does not seem to be all characters, in the campaign i am running the classes of Warlock and Cleric do not seem to get their subclass options or abilities when they level up.

Any direction to fix this issue would be appreciated.

Many thanks for you time on this matter.

Not sure what you mean. My testing shows that Clerics and Warlocks do get the archetype choices. You may have to walk through what you are doing and when so that the issue can be pinpointed.

Zacchaeus
February 10th, 2021, 19:30
So I replicated it. With elves, half elves, kenku it works but not with any of the other races on mine

Only tested on Gnome but I can replicate the issue.

FG_Wraith
February 12th, 2021, 00:15
Hey guys, I am in the middle of finishing up a UI and Inventory update that will be published soon, but as soon as that's done I will take a closer look as to what cases are preventing the background skills from appearing. Any further examples of this happening would be welcome. Thanks!

quirkygamer
February 13th, 2021, 22:58
A player in my campaign didn't have any of the supporting material loaded when he went from 4th level to 5th level. He should have two spell slots for 5th level Bard but they are not showing in his Action tab. Is that due to him not having anything (not even the players book for some reason) loaded? Any way to remedy this for future games when he tracks if he used a 3rd level spell slot?

Zacchaeus
February 14th, 2021, 01:02
A player in my campaign didn't have any of the supporting material loaded when he went from 4th level to 5th level. He should have two spell slots for 5th level Bard but they are not showing in his Action tab. Is that due to him not having anything (not even the players book for some reason) loaded? Any way to remedy this for future games when he tracks if he used a 3rd level spell slot?

You can edit the spell slots in preparation mode.

Rivanknight220
February 20th, 2021, 17:56
Apologies if I'm asking a question already addressed, but is it a bug that when you create a spellcaster it doesn't divide up the spells into their levels?

mdrichey
February 20th, 2021, 19:17
Apologies if I'm asking a question already addressed, but is it a bug that when you create a spellcaster it doesn't divide up the spells into their levels?

Click the little magnifying glass next to "Spells (Sorcerer)" or "Spells (Wizard)." Then, next to "Group Type," if the icon looks like a sword, click on it so it looks like a spellbook. That should do the trick.

Rivanknight220
February 20th, 2021, 19:51
Click the little magnifying glass next to "Spells (Sorcerer)" or "Spells (Wizard)." Then, next to "Group Type," if the icon looks like a sword, click on it so it looks like a spellbook. That should do the trick.

That did it. Thanks for the help!

thejeff79
February 21st, 2021, 18:08
In the 5e FGU Character Builder, I'm seeing some oddities around captured information, Specializations, and Alerting a Feat is available.

Item 1: Draconic Ancestry
The Character Wizard brings up a selection box for picking a color for your dragon ancestor, but nothing is currently done with the information.
Looking in charwizard/scripts/charwizard_racewindow.lua, the Draconic Ancestry is populated using the string values in the createDragons() function, but once the selection is make, that value doesn't appear to be ever read, so it is just lost.

It seems more appropriate that the different dragon types be turned into 'sub-races' of Draconian, capturing their color and unique breath weapons so it can be autopopulated into the abilities.

Echo Knight Specialization not saving
When I have both the DND5e Players Handbook and Explorers guide to Wildemount Modules loaded, I can go into the Character Wizard and on creating a 3rd level fighter, I see the Specialization option for 'Echo Knight' appear as a selectable object. On Selection, it appears in the Character Wizard summary sheet. However, on Saving, the Echo Knight Specialization is lost, and the Echo Knight Features do not get added to the character sheet. Leveling again and re-entering the Character Wizard shows no value in the Specialization Summery.

If I select a PHB Fighter Specialization, such as 'Champion', then everything works as expected.

If I unload the PHB Module, so that I only have the Explorers guide to Wildemount loaded, and select the Echo Knight, then it works as expected. The Echo Knight Features get added correctly, and the specialization shows on a second level up.

I'm still working on understanding the scripts, but this looks to be an issue in the charwizard/scripts/charwizard.lua addClassFeatureDB function.
When charwizard/scripts/charwizard_classwindow.lua loads the specializations, it loads the PHB, then all other sources. I suspect that when the Character Wizard save happens, its looking up the Fighter class object, getting the entry from the PHB, and then not matching the 'Echo Knight' specialization since it is from a later loaded module.

I do see a lot of custom handling of the Tasha material, so this may be a similar need.

Feat Tab not highlighting on Level 4
In the Character Wizard, on advancing to level 4 in a class, the Character received a Ability Score Improvement / Feat. However, there currently is no indication in the Wizard that the Feat tab should be reviewed before saving, leading to that advancement being missable. Clicking the NEXT button does not include the Feat tab in the rotation.

Looking at the charwizard/scripts/charwizard_classwindow.lua, both the setMulticlassLevel and setIncreasedLevel have code to set an alert indicator on the Feat Tab. However, the conditional:
if nLevel - nCurrentLevel > 3 then does not look correct.
Assuming nLevel (new Level) = 4, and nCurrentLevel = 3, then the result is 1 > 3, which is false and the flag is not set.
Leveling up a character multiple levels in one go, so moving from level 1 to level 6, does set the flag.

I think a better solution would be to pass a reference into the createFeatureWindow() function, such that if line 207: if sFeatureType=="abilityscoreimprovement' is observed, then a flag can be passed back out of the function. The alert condition would then look for the presence of the flag.

The Flag however, simply notifies the user the tab should be selected, but does not make it a required action, so even with the flag set, the user can Save the level and miss the Feat / stat advancement

Thanks
Jeff

GKEnialb
February 22nd, 2021, 03:06
Is there a way to add a custom ability (such as Sanity) in a manner that is compatible with the Character Wizard? If I have Sanity added, I get "charwizard/scripts/charwizard.lau":150: attempted to index field '?' (a nil value).

FG_Wraith
February 23rd, 2021, 16:49
In the 5e FGU Character Builder, I'm seeing some oddities around captured information, Specializations, and Alerting a Feat is available.

Item 1: Draconic Ancestry
The Character Wizard brings up a selection box for picking a color for your dragon ancestor, but nothing is currently done with the information.
Looking in charwizard/scripts/charwizard_racewindow.lua, the Draconic Ancestry is populated using the string values in the createDragons() function, but once the selection is make, that value doesn't appear to be ever read, so it is just lost.

It seems more appropriate that the different dragon types be turned into 'sub-races' of Draconian, capturing their color and unique breath weapons so it can be autopopulated into the abilities.

We can't really change them into subraces, since that is not 5E material. The ability to choose your dragon's color was put in place only to facilitate the creation of a type of breath weapon attack once that feature is added.


Echo Knight Specialization not saving
When I have both the DND5e Players Handbook and Explorers guide to Wildemount Modules loaded, I can go into the Character Wizard and on creating a 3rd level fighter, I see the Specialization option for 'Echo Knight' appear as a selectable object. On Selection, it appears in the Character Wizard summary sheet. However, on Saving, the Echo Knight Specialization is lost, and the Echo Knight Features do not get added to the character sheet. Leveling again and re-entering the Character Wizard shows no value in the Specialization Summery.

If I select a PHB Fighter Specialization, such as 'Champion', then everything works as expected.

If I unload the PHB Module, so that I only have the Explorers guide to Wildemount loaded, and select the Echo Knight, then it works as expected. The Echo Knight Features get added correctly, and the specialization shows on a second level up.

I'm still working on understanding the scripts, but this looks to be an issue in the charwizard/scripts/charwizard.lua addClassFeatureDB function.
When charwizard/scripts/charwizard_classwindow.lua loads the specializations, it loads the PHB, then all other sources. I suspect that when the Character Wizard save happens, its looking up the Fighter class object, getting the entry from the PHB, and then not matching the 'Echo Knight' specialization since it is from a later loaded module.

I do see a lot of custom handling of the Tasha material, so this may be a similar need.

I am currently fixing some of this in addition to other issues with features not being added correctly. I should have an update out soon.


Feat Tab not highlighting on Level 4
In the Character Wizard, on advancing to level 4 in a class, the Character received a Ability Score Improvement / Feat. However, there currently is no indication in the Wizard that the Feat tab should be reviewed before saving, leading to that advancement being missable. Clicking the NEXT button does not include the Feat tab in the rotation.

Looking at the charwizard/scripts/charwizard_classwindow.lua, both the setMulticlassLevel and setIncreasedLevel have code to set an alert indicator on the Feat Tab. However, the conditional:
if nLevel - nCurrentLevel > 3 then does not look correct.
Assuming nLevel (new Level) = 4, and nCurrentLevel = 3, then the result is 1 > 3, which is false and the flag is not set.
Leveling up a character multiple levels in one go, so moving from level 1 to level 6, does set the flag.

I think a better solution would be to pass a reference into the createFeatureWindow() function, such that if line 207: if sFeatureType=="abilityscoreimprovement' is observed, then a flag can be passed back out of the function. The alert condition would then look for the presence of the flag.

The Flag however, simply notifies the user the tab should be selected, but does not make it a required action, so even with the flag set, the user can Save the level and miss the Feat / stat advancement

Thanks
Jeff

Thanks for the bug report, I'll take a look at that for feats. As far as the feats being required, it is part of the design to allow the user to quickly make a character and skip over parts that aren't needed for a minimally viable character and fill those in at a later time if desired. That's why only the first for buttons are required and the inventory, spells, and feats are optional.


Is there a way to add a custom ability (such as Sanity) in a manner that is compatible with the Character Wizard? If I have Sanity added, I get "charwizard/scripts/charwizard.lau":150: attempted to index field '?' (a nil value).

That's a bit outside of the core idea of the character wizard. It does allow some customization, but an entirely new attribute is not included.

thejeff79
February 23rd, 2021, 18:02
We can't really change them into subraces, since that is not 5E material. The ability to choose your dragon's color was put in place only to facilitate the creation of a type of breath weapon attack once that feature is added.]



True, while not officially 5E subraces, that seemed the cleanest way to add it into the current design and get the data recorded on the char sheet. The placeholder makes sense if you're still adding the breath weapon functionality. For now the work-around is to create a custom spell.

Will keep an eye out for the changes, thanks for the replies

UngainlyTitan
February 23rd, 2021, 19:58
So A quick question but I just tried the character wizard to build a level 12 wizard and in the specialisation section there are only the options Onamancy and School of Invention. How do I get the rest to register? The modules are selected and opened in the campaign.

FG_Wraith
February 23rd, 2021, 20:29
So A quick question but I just tried the character wizard to build a level 12 wizard and in the specialisation section there are only the options Onamancy and School of Invention. How do I get the rest to register? The modules are selected and opened in the campaign.

Which modules do you have loaded? You should be at least getting the base schools (Abjuration, Conjuration, Evocation, etc.) from the PHB.

UngainlyTitan
February 23rd, 2021, 20:54
I am in the module as DM.
Modules loaded
DMG; Tasha: Volo: Xanathar, Wayfinders Guide: Ebberon Rising: Sword Coast Guide: PHB; DMG

FG_Wraith
February 23rd, 2021, 21:17
I am in the module as DM.
Modules loaded
DMG; Tasha: Volo: Xanathar, Wayfinders Guide: Ebberon Rising: Sword Coast Guide: PHB; DMG

Are they the player's version of those modules? They are the ones with character building information, and those are the ones the Character Wizard relies on for its data.

UngainlyTitan
February 23rd, 2021, 21:31
Well yes they are the player version and the PHB comes in only one flavour

UngainlyTitan
February 23rd, 2021, 21:41
Ok the character builder wizard seems to work correctly if I connect from a second FG instance as a player but not if invoked by the DM.
I can live with that.

quirkygamer
February 27th, 2021, 23:00
A PC playing a paladin took the heavy armor feat. When his character is targeted the damage doesn't take into consideration the feat and deduct the 3 points of damage from the total damage. Is this something you were aware of?

FG_Wraith
February 28th, 2021, 00:22
A PC playing a paladin took the heavy armor feat. When his character is targeted the damage doesn't take into consideration the feat and deduct the 3 points of damage from the total damage. Is this something you were aware of?

Yes. Neither the Character Wizard nor Drag and Drop character builder adds a character effect like that, currently. I'm pretty close to having the Character Wizard do everything the drag and drop does and cleaning up the remaining bugs, and once that is done, I can look to adding automatic effects based on race, class, and feat effects.

You can add the effect manually with; RESIST: 3 slashing,bludgeoning,piercing,!magic

quirkygamer
February 28th, 2021, 16:05
Yes. Neither the Character Wizard nor Drag and Drop character builder adds a character effect like that, currently. I'm pretty close to having the Character Wizard do everything the drag and drop does and cleaning up the remaining bugs, and once that is done, I can look to adding automatic effects based on race, class, and feat effects.

You can add the effect manually with; RESIST: 3 slashing,bludgeoning,piercing,!magic

Thanks for the tip. You're doing a great job and loving all the work you've put into this!

Xenfall
March 1st, 2021, 15:43
Hi! Zacchaeus from the Discord suggested I make a post here about this issue I found with the Character Wizard when creating a Warlock as a player that has joined the DM's session (this may be a red herring statement). I was able to create a Warlock when on as the GM. I was -not- able to make a Warlock when I connected to the GM in a second instance.
1. Click Characters
2. Open character wizard
3. Select Elf: Choose Dark Elf (Drow) subrace
4. Click Next to go to stats
5. Choose Standard Array: Drag 15 > Cha, Drag 12 > Wis
6. Click Next to go to Class: Select Warlock > Choose Aracana and Investigation Proficiency > Choose The Great Old One specialization > Select Additional Warlock Spells option (Select Tasha Class Options)
7. Click Next to go to BKGD: Choose Charlatan
8. Click Next to go to Inv: Select Weapons and search for dagger > Drag dagger to Inventory > Select Armor and search leather > Drag leather to inventory
9. Click Spells: Drag Eldritch Blast and Mage Hand cantrips to spells > Click L1 spells: Drag Armor of Agathys and Hex to spells
10. Give character a name DethTest
11. Click Save
12. Receive Error

44444

FG_Wraith
March 1st, 2021, 19:02
Hi! Zacchaeus from the Discord suggested I make a post here about this issue I found with the Character Wizard when creating a Warlock as a player that has joined the DM's session (this may be a red herring statement). I was able to create a Warlock when on as the GM. I was -not- able to make a Warlock when I connected to the GM in a second instance.
1. Click Characters
2. Open character wizard
3. Select Elf: Choose Dark Elf (Drow) subrace
4. Click Next to go to stats
5. Choose Standard Array: Drag 15 > Cha, Drag 12 > Wis
6. Click Next to go to Class: Select Warlock > Choose Aracana and Investigation Proficiency > Choose The Great Old One specialization > Select Additional Warlock Spells option (Select Tasha Class Options)
7. Click Next to go to BKGD: Choose Charlatan
8. Click Next to go to Inv: Select Weapons and search for dagger > Drag dagger to Inventory > Select Armor and search leather > Drag leather to inventory
9. Click Spells: Drag Eldritch Blast and Mage Hand cantrips to spells > Click L1 spells: Drag Armor of Agathys and Hex to spells
10. Give character a name DethTest
11. Click Save
12. Receive Error

44444

Thanks for the detailed bug report. I've replicated it and I'm taking a look at it now.

robmmills
March 4th, 2021, 12:12
I've found that when trying to create an Eldritch Knight the wizard works for level 3 but after that it only gives the fighter features each levels and not the Eldritch knights this includes increases to spells.

FG_Wraith
March 4th, 2021, 13:22
I've found that when trying to create an Eldritch Knight the wizard works for level 3 but after that it only gives the fighter features each levels and not the Eldritch knights this includes increases to spells.

Thank you for the bug report. I'll be fixing this in the next Character Wizard patch.

Valyar
March 7th, 2021, 09:45
When we are creating new characters, we noticed that the starting equipment is not added to the inventory after it is selected and the creation saved/finalized.
Is this bug or we miss something during creation?

cas206
March 7th, 2021, 15:49
Edit: FG Classic

Enter name, dwarf, mountain dwarf, smiths tools, NEXT, leave default (standard array), NEXT, Barbarian, Athletics, Intimidation, NEXT, Gladiator, Bagpipes, NEXT,

Script Error: [string "charwizard/scripts/charwizard_kitlist.lua"]:1252: bad argument #2 to 'setValue' (string expected, got userdata)

FG_Wraith
March 7th, 2021, 16:47
Edit: FG Classic

Enter name, dwarf, mountain dwarf, smiths tools, NEXT, leave default (standard array), NEXT, Barbarian, Athletics, Intimidation, NEXT, Gladiator, Bagpipes, NEXT,

Script Error: [string "charwizard/scripts/charwizard_kitlist.lua"]:1252: bad argument #2 to 'setValue' (string expected, got userdata)

Thanks for the detailed steps, just fixed it and it will be appearing in the next patch. Bagpiper gladiator dwarven barbarians should never be prevented from adventuring.

FG_Wraith
March 7th, 2021, 17:31
When we are creating new characters, we noticed that the starting equipment is not added to the inventory after it is selected and the creation saved/finalized.
Is this bug or we miss something during creation?

Could you describe what you're doing prior to the character save? I can't seem to replicate this problem.

Simerion
March 8th, 2021, 17:53
- Fantasy Grounds Unity
- New 5e Campaign, No Extensions, Data Modules: Option "5E - All Rules" (i have all official rule-content & adventures)

I'm currently testing the character wizard for the first time, in which I'm trying to recreate a player character from my round of dndbeyound. I can reproduce an error each time, i use following options:

1. Race: Gnome / Forest Gnome
[Next]
2. Stats (Standard Array): 8,13,14,15,12,10
[Next]
3a. Class: Wizard
3b. Skill Profiency: Arcana, History
3c. Select Tasha Class Options: Additional Wizard Spells
[Next]
4a. Background: Archaeologist
4b. Languages: Draconic
4c. Skill Profiency: Investigation
[Next]
[ERROR] Script execution error: [string "charwizard/scripts/charwizard_kitlist.lua"]: 636: attempt to index global 'wa' (a nil value).

If i go on Save, there is an empty inventory, if i choose "Dagger" + "Scholar's Pack"... do you know a long inventory list? i think there is each ****ing item on the list...

I think the Class-Template Wizard is defect, i have try a few different options, and reduce the rules.Only with the Wizard i get this error...

FG_Wraith
March 8th, 2021, 18:50
- Fantasy Grounds Unity
- New 5e Campaign, No Extensions, Data Modules: Option "5E - All Rules" (i have all official rule-content & adventures)

I'm currently testing the character wizard for the first time, in which I'm trying to recreate a player character from my round of dndbeyound. I can reproduce an error each time, i use following options:

1. Race: Gnome / Forest Gnome
[Next]
2. Stats (Standard Array): 8,13,14,15,12,10
[Next]
3a. Class: Wizard
3b. Skill Profiency: Arcana, History
3c. Select Tasha Class Options: Additional Wizard Spells
[Next]
4a. Background: Archaeologist
4b. Languages: Draconic
4c. Skill Profiency: Investigation
[Next]
[ERROR] Script execution error: [string "charwizard/scripts/charwizard_kitlist.lua"]: 636: attempt to index global 'wa' (a nil value).

If i go on Save, there is an empty inventory, if i choose "Dagger" + "Scholar's Pack"... do you know a long inventory list? i think there is each ****ing item on the list...

I think the Class-Template Wizard is defect, i have try a few different options, and reduce the rules.Only with the Wizard i get this error...

Thanks for the report. It's fixed and should be a part of the next patch.

*Neuro*
March 12th, 2021, 06:59
Hello.

Is it possible to add the feature for CUSTOMIZING ORIGIN as the latest option of TASHA's so we can choose where to place the racial bonuses at character creation?

Other thing: the log for Adventurers League is outdated, it is possible to update it according to new rules of Adventurers League? Someone yesterday during an AL game pointed out this. Would be nice to keep AL logs inside the character.

Thanks

Zacchaeus
March 12th, 2021, 10:30
The first is already available - see image. You can also assign ability scores however you want by just typing the number into the box.

The second would require adjustment to the character sheet rather than anything to do with the Wizard

Milmoor
March 12th, 2021, 11:07
Tried the wizard for levelling up for the first time:

I got an error when opening the spells in the char wizard on a client. No problems at the DM side. Loaded more modules, and the problem disappeared. Tried without extensions without the extra modules, not an issue. I'm not going to figure out which extension it is, but will just post this as a warning for others: if players get an error, try with loading the relevant modules with spell info etc. The extension Fantasy Grounds Better Module Window can be useful for this: the name is a matter of opinion, but it can push a pre defined set of modules to connected players.

I get an error when opening my rogue spells lvl 1 in the char wizard. Client en DM side: [ERROR] Script execution error: [string "button_spelllevel_1"]:23: 'for' limit must be a number
Opening my wizard spells does work. I'll attach my character sheet. I did rename some things, so that could be it. Got a group for my Forest Gnome, Rogue (because of Arcane Trickster) and Wizard spells in my action tab. Extensions loaded or not doesn't matter.

Levelling up my rogue did add hitpoints, but not the additional Uncanny Dodge feature which it should have gotten at level 6. Did not test that one without extensions yet, but don't think it would matter.

*Neuro*
March 12th, 2021, 13:50
The first is already available - see image. You can also assign ability scores however you want by just typing the number into the box.

The second would require adjustment to the character sheet rather than anything to do with the Wizard

It is not Custome lineage what I mean but Customizing origin, that let's you choose where to place the racial bonuses. There is no mean to change the racial bonuses at creation, only by hand after having saved the character acting on the character sheet itself. Or am I missing something?

Zacchaeus
March 12th, 2021, 16:02
It is not Custome lineage what I mean but Customizing origin, that let's you choose where to place the racial bonuses. There is no mean to change the racial bonuses at creation, only by hand after having saved the character acting on the character sheet itself. Or am I missing something?

Click on the STATS tab and adjust the ability scores there. There isn't support for choosing - that would get very complicated very quickly and it is easily done via the stats tab.

FG_Wraith
March 12th, 2021, 17:03
Tried the wizard for levelling up for the first time:

I got an error when opening the spells in the char wizard on a client. No problems at the DM side. Loaded more modules, and the problem disappeared. Tried without extensions without the extra modules, not an issue. I'm not going to figure out which extension it is, but will just post this as a warning for others: if players get an error, try with loading the relevant modules with spell info etc. The extension Fantasy Grounds Better Module Window can be useful for this: the name is a matter of opinion, but it can push a pre defined set of modules to connected players.

I get an error when opening my rogue spells lvl 1 in the char wizard. Client en DM side: [ERROR] Script execution error: [string "button_spelllevel_1"]:23: 'for' limit must be a number
Opening my wizard spells does work. I'll attach my character sheet. I did rename some things, so that could be it. Got a group for my Forest Gnome, Rogue (because of Arcane Trickster) and Wizard spells in my action tab. Extensions loaded or not doesn't matter.

Levelling up my rogue did add hitpoints, but not the additional Uncanny Dodge feature which it should have gotten at level 6. Did not test that one without extensions yet, but don't think it would matter.

Hi Milmoor,

I've recreated your character from the XML file through the Character Wizard, and did not encounter any errors. Did you happen to get the message given with the error? If not, would it be possible to have you create the character again under the same circumstances and send me any errors you get? It would help greatly in tracking down this bug. Thank you!

Fidelis Animi
March 13th, 2021, 14:12
Hey, I wanted to follow up regarding my quest from a couple weeks ago (Page 28 of the thread). Is there any updates on what may be going on with the race? It seems the relatively recent updates cause a few more problems with it. Now the only abilities being pulled in is the language, and nothing else. I have made no changes to the race itself, but the wizard itself got an overhaul update since I last tried.

Speaking of the new update to the character wizard, I LOVE what you did with the Inventory page. That was a constant wish of mien to have auto selectable items based on class/background. I do have two questions regarding this though. First, is there a plan to add this feature for background items too? Second, it seems like you can select all your items in the character wizard based on class, but then when you save your character, none of the items stick around. Is this a known bug?

Milmoor
March 13th, 2021, 15:43
Thanks for taking a look. Reproduction scenario:
- start new campaign without extensions
- import provided character
- open it en click the magnifying glass on Class & Level
- click LVL UP
- get warnings in log
- goto SPELLS
- get error
- click ROGUE or click WIZARD
- get the same error

Errors:


[3/13/2021 3:26:56 PM] Imported file '\\PIXEL-PC\uitwisselen\ZNP error spells.xml' to database node 'charsheet'
[3/13/2021 3:27:43 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_races) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_class) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_back) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_feats) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_import) does not exist
[3/13/2021 3:28:00 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_spelllist.lua"]:389: attempt to index local 'aSlots' (a nil value)

FG_Wraith
March 13th, 2021, 20:26
Hey, I wanted to follow up regarding my quest from a couple weeks ago (Page 28 of the thread). Is there any updates on what may be going on with the race? It seems the relatively recent updates cause a few more problems with it. Now the only abilities being pulled in is the language, and nothing else. I have made no changes to the race itself, but the wizard itself got an overhaul update since I last tried.

Speaking of the new update to the character wizard, I LOVE what you did with the Inventory page. That was a constant wish of mien to have auto selectable items based on class/background. I do have two questions regarding this though. First, is there a plan to add this feature for background items too? Second, it seems like you can select all your items in the character wizard based on class, but then when you save your character, none of the items stick around. Is this a known bug?

Hi scannon,

Deepest apologies for the missed PM, Let's address the most recent issue, the race not loading anything, first. I made the custom race from the data you gave me in the PM, and it seems to work fine. I will need more information on what is appearing (or not appearing) and what you have loaded and what sequence you made the character. Not really sure where to go with it not loading for you so more info the better.

As for the previous questions on traits not getting applied; Many of the official Races and Subraces have specific names for things that can be trapped individually with custom races, I don't know what the players will name their traits so I have some keywords that come from the official sources. For example; to have the Character Wizard trap for a Weapon Proficiency the keyword "training" can be used. (I changed your custom race's trait "Natural Predator" to "Natural Predator Training" and it worked) To add Skills the word I trap for is the keyword "skill". (I changed the Forest Kadis'ra subrace's "Christhela's Favor" trait to "Christhela's Favor Skill" and again it worked. (case does not matter in either situation)

Specifically for the "Natural Predator" trait I also changed the text of the trait (in addition to adding the "training" keyword from above) to "You have proficiency with the longbow, and the spear." the Character Wizard likes its Oxford commas. (Joking aside the comma is the default delimiter for string lists in the Character Wizard, currently)

And finally, with the Desert Kadis'ra, you have an attributes situation that does not occur in official products, and the Character Wizard does not process it; You add to an Attribute in the Race and then add to it again in the Subrace. There is currently no way to do this in the Character Wizard. For the record, the Race's values always overwrite the Subrace's values if they conflict.

Now, that being said about the Attribute Score Increases, the reason the Character Wizard was not reading them at all was because of a bug that this report helped me find for Custom races. I've got a fix in for that and it should be pushed soon. So thank you very much for that!

Now that all of that is covered,

Right now the new Inventory system should allow choices of Background starting equipment when that Background allows a choice, most don't. When it does not, it simply adds the items to your inventory upon saving the character. (as in the case of the Criminal's crowbar) However, currently there are a number of items that do not appear in the official item lists that are not appearing on the final Character Sheet, and I am looking for a fix to this. These items are the 'Role-Play' items such as the Soldier's Fallen Enemy Trophy, or Gambler's Lucky Charm, and this applies to RP items from Backgrounds and Classes.

Also, if you change either the Class or the Background before saving, the internal inventory will reset to empty (though the inventory selection list will still have the previous list and show your choices) and you need to return to the Inventory page and click Reset Inventory and it will repopulate with your new choices. You must re-select what you want from this new list. I do not yet have a warning indicator on the INV button like the others but that will be added soon.

Thanks for all the help and reports, and please get back to me on the Custom race data not appearing.

chlmz
March 14th, 2021, 00:34
Hi all

I have already post this, but it is still there.
When I create or level up a character with the character wizard nothing from the subclass is appearing. I mean not even their abilities (from the subclass) or expanded spell list, etc. this I happened to my warlock hex blade, but I tried with other classes and it is the same for some subclasses, their ability features just do not appear.
I have all core books including xanathars, Tashas, mordekains, etc, and have all the modules loaded.

FG_Wraith
March 14th, 2021, 01:34
Hi all

I have already post this, but it is still there.
When I create or level up a character with the character wizard nothing from the subclass is appearing. I mean not even their abilities (from the subclass) or expanded spell list, etc. this I happened to my warlock hex blade, but I tried with other classes and it is the same for some subclasses, their ability features just do not appear.
I have all core books including xanathars, Tashas, mordekains, etc, and have all the modules loaded.

Hi chlmz,
I am working on a fix for this and quite a few other issues related to specialization features not appearing. I did get one of those fixes in and want to make sure it is working as intended before moving on to the rest. They're all related to some issues with clients not saving data and classes from one book not getting paired with specializations from other books. I'm still working on it and I should have a fix in soon that takes care of all of these problems. Sorry for the delay.

FG_Wraith
March 14th, 2021, 01:35
Thanks for taking a look. Reproduction scenario:
- start new campaign without extensions
- import provided character
- open it en click the magnifying glass on Class & Level
- click LVL UP
- get warnings in log
- goto SPELLS
- get error
- click ROGUE or click WIZARD
- get the same error

Errors:


[3/13/2021 3:26:56 PM] Imported file '\\PIXEL-PC\uitwisselen\ZNP error spells.xml' to database node 'charsheet'
[3/13/2021 3:27:43 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_races) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_class) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_back) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_feats) does not exist
[3/13/2021 3:27:56 PM] [WARNING] bitmapwidget: Logical icon (tab_import) does not exist
[3/13/2021 3:28:00 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_spelllist.lua"]:389: attempt to index local 'aSlots' (a nil value)


Thanks for the error message. I was able to load your character with no problem and level it up. But, the Rogue does not pull up its list of spells as it should. I am looking at why that's not happening with this character.

chlmz
March 14th, 2021, 01:38
Hi chlmz,
I am working on a fix for this and quite a few other issues related to specialization features not appearing. I did get one of those fixes in and want to make sure it is working as intended before moving on to the rest. They're all related to some issues with clients not saving data and classes from one book not getting paired with specializations from other books. I'm still working on it and I should have a fix in soon that takes care of all of these problems. Sorry for the delay.

thanks

Milmoor
March 14th, 2021, 08:33
Thanks for the error message. I was able to load your character with no problem and level it up. But, the Rogue does not pull up it's list of spells as it should. I am looking at why that's not happening with this character.

It's not the level up which is the issue indeed, it is but the error messages when going to spells.

FG_Wraith
March 14th, 2021, 16:33
It's not the level up which is the issue indeed, it is but the error messages when going to spells.

Right, I didn't get those. So I am going to fix the part I did get and hope it helps.

Morfedel
March 14th, 2021, 17:30
So I was noticing that race selection occurs before attribute assignment in the wizard. This creates problems. If you are going to assign or use point buy AFTER race selection, it throws off the mechanisms, particularly in point cost for buying attributes. I know you can go back and forth in the wizard, but its a little confusing for those who dont realize its going to happen. For example, in a game I just started a couple weeks ago, half the players messed up their characters by following the wizard faithfully and we had to restart their characters.

The attribute selection panel should really come first, to prevent problems and confusion.

Also, I apologize if this has already been addressed, but 34 pages of stuff to look through when I havent been on the forums for a couple years kind of intimidated me. If its already being looked at, my apologies.

FG_Wraith
March 14th, 2021, 17:40
So I was noticing that race selection occurs before attribute assignment in the wizard. This creates problems. If you are going to assign or use point buy AFTER race selection, it throws off the mechanisms, particularly in point cost for buying attributes. I know you can go back and forth in the wizard, but its a little confusing for those who dont realize its going to happen. For example, in a game I just started a couple weeks ago, half the players messed up their characters by following the wizard faithfully and we had to restart their characters.

The attribute selection panel should really come first, to prevent problems and confusion.

Also, I apologize if this has already been addressed, but 34 pages of stuff to look through when I havent been on the forums for a couple years kind of intimidated me. If its already being looked at, my apologies.

Technically it does, as Point Buy assignment is conducted at initialization before the user even sees the first screen. However, this is a concern that has been brought up before and I've never really held a strong opinion one way or another, so I will start thinking about how to better represent the sequence of choices. That said, it is low priority and will be a big change so it will be some time before I can really get started on it. But you are not alone in your opinion, and I'm happy to have it either way as long as it helps the user.

Morfedel
March 14th, 2021, 19:19
Technically it does, as Point Buy assignment is conducted at initialization before the user even sees the first screen. However, this is a concern that has been brought up before and I've never really held a strong opinion one way or another, so I will start thinking about how to better represent the sequence of choices. That said, it is low priority and will be a big change so it will be some time before I can really get started on it. But you are not alone in your opinion, and I'm happy to have it either way as long as it helps the user.

I just tried the wizard and I didnt see any chance for selecting attributes - unless you mean the automated one where it already starts with a 15, 14, etc all assigned without input. I understand if you have major bugs to work out, but this really is kind of jarring and confusing, and I think it would fix a lot of confusion. But just my thought.

sillsoft
March 17th, 2021, 23:27
Not sure if this is character wizard bug or something else but when I drag the eldritch cannon feature onto my characters actions tab, the 'heal' section for the protector cannon is listed at 2d6 and not the 1d8+Int modifier

Moon Wizard
March 18th, 2021, 00:51
If you drag a feature onto your Actions tab, the ruleset will try to parse the actual text of the ability to try and pull out the appropriate rolls. It will not always get the correct values; so you will need to review any non-spell records you drag onto the Actions tab.

Regards,
JPG

Xenfall
March 18th, 2021, 15:55
Thanks for the detailed bug report. I've replicated it and I'm taking a look at it now.

Hey Wraith, any luck fixing this?

FG_Wraith
March 18th, 2021, 18:32
Hey Wraith, any luck fixing this?

Yes. I was fixing it this week, in fact. I have included some related fixes as well. I will be testing it along with those other DB permissions errors and inventory issues next week, and should be in a patch after that.

It ended up being part of a bigger issue that other reported bugs were also connected to, so the fix is fairly invasive and I need to make sure it works in all character creation states. (level up, new character, server, client, tashas on/off, etc.)

Ecks
March 19th, 2021, 01:28
Sorry in advance if this is a known issue / limitation.

I created a 1st level bard using the character wizard and after saving the PC did not include the "Tools: Three musical instruments of your choice" proficiency. It didn't come up during the wizard but I was thinking it could at least add the general description similar to drag/drop. I only had the PHB module loaded.

measmyself
March 19th, 2021, 01:36
So admittedly I did not read the previous responses. So this may have already been addressed. Though using steam unity.

I used the blue star , character creater

Creating a sorcerer: wirh specialization of wild magic.

The specialization is lost when you try to level or was never saved to begin with.

I was told to post hear by tech support

Dsala
March 19th, 2021, 09:12
I Just found 2 bugs while creating a Rogue character with a Charlatan background:

When choosing the background the CW didn't detected "Sleight of hand" as a duplicated skill.
The second was when I picked the expertise, I chose 2 of the proficient skills but only one showed up as Expertised, the other one I've just clicked in the star.

Also, don't know if it's a bug or something you will add later, the AC Bonus doesn't seem to be automatically detected in the character sheet.

Moderator: Moved to Wizard Bug reports.

FG_Wraith
March 19th, 2021, 13:16
Sorry in advance if this is a known issue / limitation.

I created a 1st level bard using the character wizard and after saving the PC did not include the "Tools: Three musical instruments of your choice" proficiency. It didn't come up during the wizard but I was thinking it could at least add the general description similar to drag/drop. I only had the PHB module loaded.

Thanks for the report. This will be added soon.


So admittedly I did not read the previous responses. So this may have already been addressed. Though using steam unity.

I used the blue star , character creater

Creating a sorcerer: wirh specialization of wild magic.

The specialization is lost when you try to level or was never saved to begin with.

I was told to post hear by tech support

Have not seen this, I will take a look, Thank you.


I Just found 2 bugs while creating a Rogue character with a Charlatan background:

When choosing the background the CW didn't detected "Sleight of hand" as a duplicated skill.
The second was when I picked the expertise, I chose 2 of the proficient skills but only one showed up as Expertised, the other one I've just clicked in the star.

Also, don't know if it's a bug or something you will add later, the AC Bonus doesn't seem to be automatically detected in the character sheet.

Moderator: Moved to Wizard Bug reports.

Thanks for bringing this to my attention. I will see why the conflict is happening. As far as the AC bonus, I'm not sure as to what bonus you are indicating here. The basic DEX bonus?

Dsala
March 19th, 2021, 15:54
Thanks for bringing this to my attention. I will see why the conflict is happening. As far as the AC bonus, I'm not sure as to what bonus you are indicating here. The basic DEX bonus?

Oh sorry, for example I was testing if the AC in the character sheet detected the Leather armor, +2 when equipped, it only showed the (base 10 + armor 1 + dex) but didn't showed the +2 bonus the magic armor provides. Anyway, I just found a thread about it, that it's not automated and has to be inserted manually in the misc space.

FG_Wraith
March 19th, 2021, 15:57
Oh sorry, for example I was testing if the AC in the character sheet detected the Leather armor, +2 when equipped, it only showed the (base 10 + armor 1 + dex) but didn't showed the +2 bonus the magic armor provides. Anyway, I just found a thread about it, that it's not automated and has to be inserted manually in the misc space.

Excellent. Glad you got that resolved.

blunk
March 19th, 2021, 19:30
edit: moved to the 2021 thread

fatmoocow
March 20th, 2021, 13:40
Hi Wraith, first of all, I've just updated my FG and very happy with improvements made with the character wizard. Love how the instruments and default equipment are handled now. "Spell known available" for leveling up seems to be working great now too. Thanks for those updates :)

Seeing the Sleight of Hand duplicate issue above I just want to note that the character wizard seem to use "Sleight Of Hand" (with capital O), rather than "Sleight of Hand" (with lower case o) that is used in the background skill choice and in the character sheet, hence the duplicate.

Here's a screenshot of the difference in the wizard.

45016

FG_Wraith
March 20th, 2021, 13:58
Hi Wraith, first of all, I've just updated my FG and very happy with improvements made with the character wizard. Love how the instruments and default equipment are handled now. "Spell known available" for leveling up seems to be working great now too. Thanks for those updates :)

Seeing the Sleight of Hand duplicate issue above I just want to note that the character wizard seem to use "Sleight Of Hand" (with capital O), rather than "Sleight of Hand" (with lower case o) that is used in the background skill choice and in the character sheet, hence the duplicate.

Here's a screenshot of the difference in the wizard.

45016

Thank you. I was looking at the same thing yesterday. I really do appreciate these reports!

Vaall
March 21st, 2021, 10:10
Hi,

Thank you already for the Character Wizard, it's a real success.

I wanted to know if it was possible to add an option during the selection of spells to keep in memory the spells chosen during the previous level/choice (like, if one of spells is not changed before / after saving do not re-upload in the "Action" tab)

Take the example of a cleric on d&d 5e who can prepare his spell list every day, if the PC decides to redo his list to change just one spell. The PC will end up with all his duplicate spells in the "Action" tab except the spells he has changed.
There is the possibility before redoing his preparation to delete all his spells in order to have a clean "Action" tab, but in this case, I have to reconfigure his spells so that the stats work again well.

If it is not possible to do it with the level-up system of the character wizard, would it be possible to do (I know it is a lot required and a lot of work) a "preparation" system with precisely the choice of spells and the "Merchant" system or the GM could drag and drop the list of items he sells (in the same style as the "inv" tab in the character wizard) ?

FG_Wraith
March 23rd, 2021, 21:48
Hi,

Thank you already for the Character Wizard, it's a real success.

I wanted to know if it was possible to add an option during the selection of spells to keep in memory the spells chosen during the previous level/choice (like, if one of spells is not changed before / after saving do not re-upload in the "Action" tab)

Take the example of a cleric on d&d 5e who can prepare his spell list every day, if the PC decides to redo his list to change just one spell. The PC will end up with all his duplicate spells in the "Action" tab except the spells he has changed.
There is the possibility before redoing his preparation to delete all his spells in order to have a clean "Action" tab, but in this case, I have to reconfigure his spells so that the stats work again well.

If it is not possible to do it with the level-up system of the character wizard, would it be possible to do (I know it is a lot required and a lot of work) a "preparation" system with precisely the choice of spells and the "Merchant" system or the GM could drag and drop the list of items he sells (in the same style as the "inv" tab in the character wizard) ?

Hi Vaall,

I must admit I am not sure I understand what it is that you are asking, but I'll take a shot;

Are you asking for the Character Wizard to load back in the spell list of an already created character during the level up process?

Or, are you asking if the spell list of a cleric can automatically populate?

I apologize for my confusion, perhaps you can help clarify my interpretation of your question?

Thanks!

Vaall
March 23rd, 2021, 22:41
Hi,

Don't apologize, my English is not the best.

I will try to detail with screenshots

For the example I create a cleric lvl 1 with 3 cantrips (Guidance / Light / Mending).
The 3 cantrips have been added to the Action tab.

45122 / 45123

Then I use the level up function (even if the PC does not have the necessary experience).
The spell list came back empty.

45124

The PC chooses again 3 cantrips (including Guidance which he had already taken before).

45126 / 45127

Suddenly, on the list of spells in the action tab, I find my 3 previous Cantrips + the 3 new ones (including 2 times Guidance).

So the question I have, is there a way to save your previous spell list and only change the spells you want? In order that when we save after the level up, it does not re-upload in the Action tab the spells that have not been changed.

Hoping to have been more precise.

FG_Wraith
March 23rd, 2021, 22:46
Hi,

Don't apologize, my English is not the best.

I will try to detail with screenshots

For the example I create a cleric lvl 1 with 3 cantrips (Guidance / Light / Mending).
The 3 cantrips have been added to the Action tab.

4512245123

Then I use the level up function (even if the PC does not have the necessary experience).
The spell list came back empty.

45124

The PC chooses again 3 cantrips (including Guidance which he had already taken before).

4512645127

Suddenly, on the list of spells in the action tab, I find my 3 previous Cantrips + the 3 new ones (including 2 times Guidance).

So the question I have, is there a way to save your previous spell list and only change the spells you want? In order that when we save after the level up, it does not re-upload in the Action tab the spells that have not been changed.

Hoping to have been more precise.

Ah, I see. No, that is most assuredly not intended. I will fix that bug ASAP. This is related to the feature I am trying to add at the moment of keeping a full track of your spell selections throughout the leveling process. Thank you very much for pointing this out to me.

measmyself
March 23rd, 2021, 22:59
I'm Checking when you looked into it, if you also had the error i described above . I tried updating and still had a similar issue as before, again specifically with Wild Magic. I can give screen shots if necessary.

FG_Wraith
March 23rd, 2021, 23:11
I'm Checking when you looked into it, if you also had the error i described above . I tried updating and still had a similar issue as before, again specifically with Wild Magic. I can give screen shots if necessary.

This is fixed in the Test branch. I just double checked. It hasn't been pushed live yet because there is another issue with client/server permissions that I want to be absolutely sure is fixed and does not break anything else. But it should be live soon.

measmyself
March 23rd, 2021, 23:12
This is fixed in the Test branch. I just double checked. It hasn't been pushed live yet because there is another issue with client/server permissions that I want to be absolutely sure is fixed and does not break anything else. But it should be live soon.

Thank you soo much. It is one of my players favorite sub classes.

Mgduder
March 25th, 2021, 07:54
Hey,

Something odd is happening with module loading. I have all the rulebook modules and when I load everything the duplicate races disappear from the character creator which is nice but so does some odd stuff like all the Tiefling sub races . Noticed that unloading the PHB fixes the problem? But Im hesitant to run games with out the PHB loaded.

Moderator: Moved to Wizard Bug reports

Mgduder
March 25th, 2021, 07:57
Hello,

The Custom Lineage option is bugged where if you select an ability modifier and then select another it gives you both... you can end up with a +2 in every ability with this.

Zacchaeus
March 25th, 2021, 11:00
I'm not seeing this. If I use drag and drop then if I select more than one ability the tick box goes away and won't let me continue until I reduce the selection to one. If I use the Wizard as soon as I pick one ability score the rest go away and I can no longer select another.

Can you give us steps to reproduce the problem.

Zacchaeus
March 25th, 2021, 11:11
Hey,

Something odd is happening with module loading. I have all the rulebook modules and when I load everything the duplicate races disappear from the character creator which is nice but so does some odd stuff like all the Tiefling sub races . Noticed that unloading the PHB fixes the problem? But Im hesitant to run games with out the PHB loaded.

Moderator: Moved to Wizard Bug reports

Yes, I can see this. Probably has something to do with the Tiefling in the PHB not having any sub races. The 'Asmodeis' sub race in Mordenkainen is the same as the race detailed in the PHB.

Mgduder
March 25th, 2021, 11:52
The steps to reproduce are:

1) open character wizard and choose custom lineage as race

2) select one attribute
45175

3) it shows up in abilities
45176

4) Say you changed your mind and wanted to choose a different one so go back to race and choose a different ability
45180

5) it also shows up in abilities but the first doesn't go away.
45182

6) this can be repeated until you have a modifier in each ability
45179

Zacchaeus
March 25th, 2021, 14:12
Yep, I can reproduce this. Moved posts to the Wizard bugs thread.

FG_Wraith
March 25th, 2021, 15:52
Hello,

The Custom Lineage option is bugged where if you select an ability modifier and then select another it gives you both... you can end up with a +2 in every ability with this.

Thanks Mgduder, I'll get it fixed today. It'll be in the next patch.

FG_Wraith
March 25th, 2021, 15:53
Hey,

Something odd is happening with module loading. I have all the rulebook modules and when I load everything the duplicate races disappear from the character creator which is nice but so does some odd stuff like all the Tiefling sub races . Noticed that unloading the PHB fixes the problem? But Im hesitant to run games with out the PHB loaded.

Moderator: Moved to Wizard Bug reports

I will take a look at this. I have a fix in Test (for a related issue) that might already fix this, if not I'll get something in before the next patch. Thanks again!

Bubbalotski
March 29th, 2021, 03:54
The bard spell selectiion seem broken after first time through in character creation/Level up. It says -2 cantrips after selecting cantrips and the spells yet to be learned is always off.

45253

Also, although this may not be the right thread, all abiliities on actions appear as spells rather than other actions as before and "Powers" has no "mirror" to change anything.

45254

FG_Wraith
March 29th, 2021, 04:07
The bard spell selectiion seem broken after first time through in character creation/Level up. It says -2 cantrips after selecting cantrips and the spells yet to be learned is always off.

45253


Thank you for the bug report. I am currently adding in a feature that will load spells during level up and then save back only the new spells you choose for that level up, I found the same error you are reporting while doing that and will make sure the cantrip/spell selected vs remaining to select is accurate before I release the feature.


Also, although this may not be the right thread, all abiliities on actions appear as spells rather than other actions as before and "Powers" has no "mirror" to change anything.

45254

This, on the other hand, is very unusual for the Character Wizard. The current live version of the Character Wizard dumps all selected spells into a generic "Spells ([ClassName])" power group and does not try to save any other actions. Can you tell me what modules you have loaded, also try again with just the PHB? Thanks.

Bubbalotski
March 29th, 2021, 20:33
I have the following modules loaded (All D&D5e & WoTC unless otherwise stated)

Calendars (Smiteworks)
Dragon of Icespire Keep
D&D Dungeon Masters Guide
D&D Dungeon Masters Guide -Maps
D&D Lost Mine of Phandelver
D&D Monster Manual
D&D Mordenkainens Tome of Foes
D&D Players Handbook
D&D Sword Coast Adventurers Guide
D&D Sword Coast Adventurers Guide- Maps
D&D Sword Coast Adventurers Guide -Players
D&D Tashas Guide
D&D Tashas Guide -Players
D&D Volos Guide
D&D Volos Guide - Maps
D&D Xanthars Guide
D&D Xanthars Guide - Players
Default fumble critical hit tables (Smiteworks)
FG Battlemaps (Smiteworks)

Your comment got me thinking.

I have a test campaign and it did the exact same thing. I did as you asked and additionally created 2 identical College of lore Bards on on my test campaign that has only the Player's Handbook loaded and one on my play campaign. The results were identical with an added difference in the abilities tab. With only the PHB, all the Bard abilities appear, With the full boat, virtually none appear. This is not limited to the bard (I went on a character creation binge yesterday for a campaign event). It is a regular occurrence that abilities do nor appear in the abilities area, especially for Tasha's sub-classes (Eloquence Bard and Twilight Cleric for example, but also on the Xanathars era Hexblade)

Here is the actions tab with only PHB loaded

45267

Here is Actions Tab with above modulesoaded

45268

Here is abilities tab with PHB only loaded

45269

Here is Abilities Tab with above modules loaded

45270

Here is a Hexblade Abilities with all loaded

45273

Last, Add Power on the action button only adds "New Spell" to both campaigns without adding a new "Power" heading to add sub powers.

Hope this helps

Bubba

FG_Wraith
March 29th, 2021, 20:55
Thank you very much for the detail! I will check this out today.

Frunobulax
April 1st, 2021, 21:21
Hi Wraith - thanks for you response about the Character Wizard on the House of Healing. So... This isn't a bug report, just a suggestion - in the right-hand pane on the desktop, along with the other buttons like race, class, etc, add one for "Character Wizard". Make it toggle-able from the options just like the others, and add it to the "Create PC" set of buttons. The current place it is on the Character dialog is way too small and easy to miss. I think that would really help people find this useful tool.

LordEntrails
April 1st, 2021, 22:12
I like the wizard access via the Character Selection window, but instead of the small icon, what about a button on the top ribbon with text like is done on the Encounters list for Random and in Stories for Templates.

FG_Wraith
April 1st, 2021, 22:49
Hi Wraith - thanks for you response about the Character Wizard on the House of Healing. So... This isn't a bug report, just a suggestion - in the right-hand pane on the desktop, along with the other buttons like race, class, etc, add one for "Character Wizard". Make it toggle-able from the options just like the others, and add it to the "Create PC" set of buttons. The current place it is on the Character dialog is way too small and easy to miss. I think that would really help people find this useful tool.


I like the wizard access via the Character Selection window, but instead of the small icon, what about a button on the top ribbon with text like is done on the Encounters list for Random and in Stories for Templates.

Hey guys, just wanted to hop in real quick and say, you're heard, we're going to change it. Look for it in the next update.

Frunobulax
April 2nd, 2021, 00:52
I like the wizard access via the Character Selection window, but instead of the small icon, what about a button on the top ribbon

Just a thought - it's certainly possible to do both, it's not an either/or situation. You could keep the small button where it is and add other ways to access the Wizard.

mshall
April 3rd, 2021, 17:14
I created a Wizard-class character with the FGU "character wizard" -- when the character is saved, it puts the spells I chose into "Spells (Wizard)" category in the Actions tab, and when I put that tab in Preparation mode, there aren't any small circles to check off to show which is prepared for each level. Thus when I change it to Combat mode I will get all the spells from the spell book showing up.

Contrast this with the behavior dragging and dropping from Spells dialog box onto the Action tab that populates them into categories of "Spells (Cantrips)," "Spells (Level 1)," "Spells (Level 2)," etc.
For those, when you put the Actions tab in Preparation mode, it will correctly give you the small circles you can check off to indicated what is Prepared. [For Level 1, Level 2, etc., understand it doesn't do it for Cantrips as they are always prepared]

FG_Wraith
April 3rd, 2021, 20:51
I created a Wizard-class character with the FGU "character wizard" -- when the character is saved, it puts the spells I chose into "Spells (Wizard)" category in the Actions tab, and when I put that tab in Preparation mode, there aren't any small circles to check off to show which is prepared for each level. Thus when I change it to Combat mode I will get all the spells from the spell book showing up.

Contrast this with the behavior dragging and dropping from Spells dialog box onto the Action tab that populates them into categories of "Spells (Cantrips)," "Spells (Level 1)," "Spells (Level 2)," etc.
For those, when you put the Actions tab in Preparation mode, it will correctly give you the small circles you can check off to indicated what is Prepared. [For Level 1, Level 2, etc., understand it doesn't do it for Cantrips as they are always prepared]

That's right, The current system does not set the groups. It basically dumps all the player's spells into a single group and let's the player arrange them. Good news though, The next patch should bring a big change to spell saving and power groups for the Character Wizard. I recently added importing spells from the PC during level up and as I did that I noticed I had a chance to fix and enhance the power groups as the Character Wizard saves spells with either a new char or a level up. So look for that in the next patch and further updates to powers in the next.

Bubbalotski
April 3rd, 2021, 22:01
That's right, The current system does not set the groups. It basically dumps all the player's spells into a single group and let's the player arrange them. Good news though, The next patch should bring a big change to spell saving and power groups for the Character Wizard. I recently added importing spells from the PC during level up and as I did that I noticed I had a chance to fix and enhance the power groups as the Character Wizard saves spells with either a new char or a level up. So look for that in the next patch and further updates to powers in the next.

Will that fix the "powers" being "spells" issue and abilities not appearing in the character sheet I noted earlier? If so, fantastic!

FG_Wraith
April 3rd, 2021, 22:03
Will that fix the "powers" being "spells" issue and abilities not appearing in the character sheet I noted earlier? If so, fantastic!

I don't know. I hope so. I've been trying to replicate the issue. But no matter what I try, saving spells in the Character Wizard never makes unlabeled base powers.

oxdarkestsoulxo
April 4th, 2021, 09:04
Moderator: Moved to Wizard bugs thread,

I don't post or read forums much so I'm sorry if I'm in the wrong place! idk if its a bug or if I'm using it wrong but, when I'm setting up a short test campaign and creating characters trying to learn the systems. i noticed when I'm done creating a character after I've selected all the starting equipment, when i save it and go into the character sheet none of the equipment is there? spells and such seem to transfer but no inventory items do, making me input everything manually after creating the character, is this normal?

TL;DR Character equipment/inventory not added to new character sheets upon creation despite selecting it during character setup

astromath
April 5th, 2021, 11:34
Here's a formatting bug. See attachment.

I was trying to create a tabaxi rogue.

FG_Wraith
April 5th, 2021, 13:34
Moderator: Moved to Wizard bugs thread,

I don't post or read forums much so I'm sorry if I'm in the wrong place! idk if its a bug or if I'm using it wrong but, when I'm setting up a short test campaign and creating characters trying to learn the systems. i noticed when I'm done creating a character after I've selected all the starting equipment, when i save it and go into the character sheet none of the equipment is there? spells and such seem to transfer but no inventory items do, making me input everything manually after creating the character, is this normal?

TL;DR Character equipment/inventory not added to new character sheets upon creation despite selecting it during character setup


Currently, if you change from starting equipment to the purchase window it clears your choices and starts over. This will be changed to allow you to do both in the next update. Thank you for providing this bug report.

FG_Wraith
April 5th, 2021, 13:35
Here's a formatting bug. See attachment.

I was trying to create a tabaxi rogue.

Thanks, I'll get the spacing fixed.

Henrique Oliveira Machado
April 6th, 2021, 18:46
I think I've found a bug in the character creation wizard for 5e.
I'm Using FGU, and it's up do date.

The skills proficiency from the Backgrounds are not being added in the character sheet after creation. Everythink else seems ok.
It appear at the side table from the Background tab, but doesn't mark a Star in the character sheet.

It happened in two characters: A outlander warrior and a Guild Merchant Cleric.

I haven't had time to test it further, but i always select background before class, so the player don't pick the same skills that the BG already gives them.

FG_Wraith
April 6th, 2021, 19:03
I think I've found a bug in the character creation wizard for 5e.
I'm Using FGU, and it's up do date.

The skills proficiency from the Backgrounds are not being added in the character sheet after creation. Everythink else seems ok.
It appear at the side table from the Background tab, but doesn't mark a Star in the character sheet.

It happened in two characters: A outlander warrior and a Guild Merchant Cleric.

I haven't had time to test it further, but i always select background before class, so the player don't pick the same skills that the BG already gives them.

Thank you, I'll take a look at those backgrounds.

blazingwebs
April 6th, 2021, 23:41
Problem with Custom Class Character Creation Wizard Spellcasting - The Feature "spellcasting" is setup and applied at level 3 for archetype XYZ. So, at 1/3 spellcaster (this is just like arcane trickster), you should not see spell slots show up on the action tab until a)level 3 is reached, and b)the correct archetype is selected, however, level one character has spell slots.

Troubleshooting/Verification - FGU is up to date as of this afternoon. No Extensions enabled. Only D&D Sourcebook modules turned on. Development campaign active. Archetype selection works for all other corresponding class features beyond 3rd level, and if I rename the "spellcasting" feature to "not-spellcasting" the character wizard spits out a character with no spell slots at level 1 or any other level (as expected).

If screenshots are needed please let me know, happy to.

Sorry, forgot to report, this is 5E.

FG_Wraith
April 7th, 2021, 00:00
Problem with Custom Class Character Creation Wizard Spellcasting - The Feature "spellcasting" is setup and applied at level 3 for archetype XYZ. So, at 1/3 spellcaster (this is just like arcane trickster), you should not see spell slots show up on the action tab until a)level 3 is reached, and b)the correct archetype is selected, however, level one character has spell slots.

Troubleshooting/Verification - FGU is up to date as of this afternoon. No Extensions enabled. Only D&D Sourcebook modules turned on. Development campaign active. Archetype selection works for all other corresponding class features beyond 3rd level, and if I rename the "spellcasting" feature to "not-spellcasting" the character wizard spits out a character with no spell slots at level 1 or any other level (as expected).

If screenshots are needed please let me know, happy to.

Sorry, forgot to report, this is 5E.

Thank you. I am currently finishing up a spell selection and spell groups update and I'll add this to the fixes.

Bubbalotski
April 8th, 2021, 02:54
I don't know. I hope so. I've been trying to replicate the issue. But no matter what I try, saving spells in the Character Wizard never makes unlabeled base powers.

So I used the Effects - Sorcerer that Zaccheaus downloaded ages ago and tried to add a new power and got the same result - spells and no way to change it.

Just some more info.

B

Weptak
April 8th, 2021, 14:34
Hello,

I think the Shifter Swiftstride race is buggy : the final Dex bonus is +1 (should be +2 : +1 for Shifter and +1 for Swiftstride). Also, the 5 feet speed increase is not applied.

FG_Wraith
April 8th, 2021, 16:28
Hello,

I think the Shifter Swiftstride race is buggy : the final Dex bonus is +1 (should be +2 : +1 for Shifter and +1 for Swiftstride). Also, the 5 feet speed increase is not applied.

Thank you. I'll take a look at how I handle that race in the code.

Chocolate Thief
April 8th, 2021, 16:58
Hi, I tried to make a Kalashtar with the wizard and it only gave me +1 to wisdom instead of +2

Thank you

Chocolate Thief
April 8th, 2021, 17:01
Tried adding Wise Kalashtar but still only +1 wisdom.

FG_Wraith
April 8th, 2021, 17:06
Hi, I tried to make a Kalashtar with the wizard and it only gave me +1 to wisdom instead of +2

Thank you

I'll add this to when I check on the Shifter. Thanks!

BangsNaughtyBits
April 8th, 2021, 19:56
Here's a low priority issue. When loading UltraModern5 Redux (third party ruleset using 5E rules), when using the wizard to create a character, if there is a race with stat mods, it throws

[4/8/2021 2:51:45 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_racewindow.lu..."]:570: attempt to index field 'abilities' (a nil value)

This effectively means you can never complete the race screen and save the character as selecting stats don't update the ability scores and the sheet remains incomplete.

If you select something that does not have a racial stat adjustment, the wizard generates a character just fine.

FG_Wraith
April 8th, 2021, 20:00
Here's a low priority issue. When loading UltraModern5 Redux (third party ruleset using 5E rules), when using the wizard to create a character, if there is a race with stat mods, it throws

[4/8/2021 2:51:45 PM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_racewindow.lu..."]:570: attempt to index field 'abilities' (a nil value)

If you select something that does not have a racial stat adjustment, the wizard generates a character just fine.

Thank you. While third party rulesets aren't currently supported, (even 5E compatible) I do need to make sure they don't throw a script error. I will see what it will take to make UltraModern5 usable with the Character Wizard, though.

BangsNaughtyBits
April 8th, 2021, 20:22
Just to be pedantic, this is UltraModern5 Redux, basically a revision of Ultramodern5, both of which are on the FG store. Not sure if the original throws an error. Very low priority issue.

I wish companies and movies would just include a version number. Ultramodern5 2e, Thor 3: Ragnarök.

FG_Wraith
April 8th, 2021, 22:05
Just to be pedantic, this is UltraModern5 Redux, basically a revision of Ultramodern5, both of which are on the FG store. Not sure if the original throws an error. Very low priority issue.

I wish companies and movies would just include a version number. Ultramodern5 2e, Thor 3: Ragnarök.

Right. That's what I was referring to just to be clear. You're not the first to want Ultramodern5 Redux compatibility, so I want to try and extend as much support as possible.

Norge
April 9th, 2021, 21:37
Hey, i was using the Character Wizard to create a character with the midgard races etc and when it came to backgrounds the "Prophet" background showed a tool proficiency choice however when I was in the CW it showed as having once choice but didn't give any options.
I've hopefully attached an image which may help
I've posted in the discord FGU support and spoken to Zacchaeus who said it might not be a Wizard issue, it might be an issue with who-ever converted the Midgard Heroes Handbook, but to post here just in case

FG_Wraith
April 9th, 2021, 22:04
Hey, i was using the Character Wizard to create a character with the midgard races etc and when it came to backgrounds the "Prophet" background showed a tool proficiency choice however when I was in the CW it showed as having once choice but didn't give any options.
I've hopefully attached an image which may help
I've posted in the discord FGU support and spoken to Zacchaeus who said it might not be a Wizard issue, it might be an issue with who-ever converted the Midgard Heroes Handbook, but to post here just in case

Thanks for the bug report. Yes, Zacchaeus is correct that it is most likely how that ruleset phrased the section where it granted the tool use proficiency. Not all third party rulesets use the same wording as the official 5E sources so some conflicts can arise. I will take a look at that ruleset, however, and see what might be the specific issue there.

bassically
April 10th, 2021, 23:15
Hey all,

I'm having an issue with the Character Wizard where the character's inventory does not get saved after performing the character creation through the wizard.

https://www.youtube.com/watch?v=vCKY8uZrsOU

FWIW, I only own the OGL 5e content (i.e. the SRD and the basic rules). I have all of the 5e libraries loaded. I'm able to drag-and-drop items to my character's inventory post-creation as expected. If it's not an issue with me missing the paid 5e content, maybe I'm simply missing a step here? I'm able to replicate the issue exactly in the free client as well as the Ultimate client. I'm on the latest live version (_not_ beta) of Fantasy Grounds Unity Ultimate, currently.

FG_Wraith
April 10th, 2021, 23:17
Hey all,

I'm having an issue with the Character Wizard where the character's inventory does not get saved after performing the character creation through the wizard.

https://www.youtube.com/watch?v=vCKY8uZrsOU

FWIW, I only own the OGL 5e content (i.e. the SRD and the basic rules). I have all of the 5e libraries loaded. I'm able to drag-and-drop items to my character's inventory post-creation as expected. If it's not an issue with me missing the paid 5e content, maybe I'm simply missing a step here? I'm able to replicate the issue exactly in the free client as well as the Ultimate client. I'm on the latest live version (_not_ beta) of Fantasy Grounds Unity Ultimate, currently.

Hi bassically,
Right now, the inventory system resets if you change from starting packages to purchase items. For now you need to stick with one or the other when creating a character, but I will be changing that to allow both in an upcoming patch.

bassically
April 10th, 2021, 23:26
Hey FG_Wraith,

Really appreciate the quick response. However, I don't believe that I am changing to "Purchase Items" - Actually, I'm being quite careful to make sure that I select the items, click Next, and then Save the Character sheet immediately. I've also tried saving the character sheet immediately from the Inventory Selection screen (without pressing Next), but still experiencing the same behaviour. I've been chatting with some other users on Discord and they aren't able to replicate either. Is there a log file or some such that I can attach here?

FG_Wraith
April 10th, 2021, 23:37
Hey FG_Wraith,

Really appreciate the quick response. However, I don't believe that I am changing to "Purchase Items" - Actually, I'm being quite careful to make sure that I select the items, click Next, and then Save the Character sheet immediately. I've also tried saving the character sheet immediately from the Inventory Selection screen (without pressing Next), but still experiencing the same behaviour. I've been chatting with some other users on Discord and they aren't able to replicate either. Is there a log file or some such that I can attach here?

Ok, I will take a look. If you want to double check that the items are being stored, perform these steps;

1) Right before saving and right after selecting your starting items (Do not do anything in between those two things. Save items for last if you have to.) Type /save in the chat bar and hit enter and confirm the campaign saved.
2) Go to the CampaignRegistry.lua file which can be found by clicking the folder in the upper left corner of FGU or the upper right of FGC and then opening the 'campaigns' folder, then opening the folder with your campaign name. In that folder you will find CampaignRegistry.lua.
3) Open that in any text editor and search for one of the items in the starting packages.

Be aware that some items in the starting packages are not saved to your character. These are the Roleplay type items like the Noble's signet ring or the Soldier's trophy from a fallen enemy.

bassically
April 11th, 2021, 00:03
Hey FG_Wraith,

I hope this assists with your debugging efforts:

https://i.imgur.com/CI8x5L2.png

https://pastebin.com/L4YtcVsZ

If I'm understanding your previous post, it looks like the chosen items aren't actually getting attached to the CampaignRegistry as expected.

(EDIT: Just to be clear, this is a new character that I created fresh for this demonstration - it just happens to share the same name and such as my previous example, which was already deleted)

FG_Wraith
April 11th, 2021, 00:06
Hey FG_Wraith,

I hope this assists with your debugging efforts:

https://i.imgur.com/CI8x5L2.png

https://pastebin.com/L4YtcVsZ

If I'm understanding your previous post, it looks like the chosen items aren't actually getting attached to the CampaignRegistry as expected.

(EDIT: Just to be clear, this is a new character that I created fresh for this demonstration - it just happens to share the same name and such as my previous example, which was already deleted)

That is strange. What modules do you have open?

bassically
April 11th, 2021, 00:08
I believe I have all of the Basic / SRD 5e modules loaded:

https://i.imgur.com/AHpJXbt.png

I also have an adventure loaded currently, but I'm able to replicate the issue with the same module setup minus the adventure.

FG_Wraith
April 11th, 2021, 00:13
I believe I have all of the Basic / SRD 5e modules loaded:

https://i.imgur.com/AHpJXbt.png

I also have an adventure loaded currently, but I'm able to replicate the issue with the same module setup minus the adventure.

Ah, that is probably it, then. The Character Wizard assumes the full PHB is loaded at the minimum. Much of what it needs for each step of the process simply isn't in the SRD or Basic modules.

bassically
April 11th, 2021, 00:20
I had a feeling that might be the case which is why I mentioned it in the original post - should have made that more clear. No worries then, dragging the items in post character creation works fine enough for now. Appreciate your time! Looking forward to getting the fully-fledged experience once I pick up the PHB.

FG_Wraith
April 11th, 2021, 00:24
I had a feeling that might be the case which is why I mentioned it in the original post - should have made that more clear. No worries then, dragging the items in post character creation works fine enough for now. Appreciate your time! Looking forward to getting the fully-fledged experience once I pick up the PHB.

So you did, my apologies. My arrogance at thinking I have the solution before I read the entire question. I'll try not to repeat that again. Thank you for understanding.

AZWrastler
April 12th, 2021, 21:42
Is there something I am missing how do I download this extension again?

FG_Wraith
April 12th, 2021, 21:44
Is there something I am missing how do I download this extension again?

It is a part of the 5E ruleset now. You don't need to download an extension anymore. Just click the star in the same window where you select your character.

Ecks
April 14th, 2021, 00:01
With today's update, it appears the button for the Character Wizard has reverted back to the star icon instead of the text button in FGU (FGC has text button) - is this expected?

Moon Wizard
April 14th, 2021, 00:16
I just double-checked, and FGU only has one build of 5E in the patch system and it's showing the text button for me.

Are you sure that you don't have any ruleset folders in your FGU data directory under the Test channel?

Regards,
JPG

Ecks
April 14th, 2021, 00:23
I did have a Test channel directory (though I'm using Live) so I just deleted the entire directory and retested, same thing, the star icon is where the text button should be (top left corner). I tried deleting the 5E ruleset and did another update, same thing.
My ruleset version shows v2021-04-06 instead of today's date, not sure if that's expected.

Moon Wizard
April 14th, 2021, 02:43
I just pushed a new version of CoreRPG and 5E to update the version date number in the chat window to be today (since I forgot earlier).

After you update, if you are still seeing issue and version number is correct, make sure you don't have any extensions loaded and check.

Regards,
JPG

Ecks
April 14th, 2021, 03:00
Tested with the new update. I see the new version (v2021-04-13) but am still seeing the star icon for the character wizard. No extensions loaded in a new 5e campaign. I also tried re-installing to rule out any issues with my updater (2020-12-08).

I do see some warnings in console.log when clicking the start to open the wizard, but it seems to open OK.

[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_races) does not exist
[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_class) does not exist
[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_back) does not exist
[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_feats) does not exist
[4/13/2021 6:57:31 PM] [WARNING] bitmapwidget: Logical icon (tab_import) does not exist

Moon Wizard
April 14th, 2021, 04:36
Yeah, those warnings are part of something that the character wizard is doing; not relevant to this discussion.

Can you show me a screenshot of the character window? And the chat window after launching campaign?

Thanks,
JPG

Ecks
April 14th, 2021, 04:41
Can you show me a screenshot of the character window? And the chat window after launching campaign?
Capture.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45720)

Moon Wizard
April 14th, 2021, 05:10
That is a strange one. I'm going to try a full update; and move all my development files; so I can see if I can recreate.

Is anyone else seeing the star instead of the text button?

Thanks,
JPG

Moon Wizard
April 14th, 2021, 05:35
OK, I think I found the issue. Can you update, and try again?

Thanks,
JPG

Ecks
April 14th, 2021, 14:38
It's fixed now after updating, thank you!

Rivanknight220
April 14th, 2021, 16:30
I was building an Artificer in the wizard and when I got to the Inventory tab and scrolled down I came across this formatting issue.

FG_Wraith
April 14th, 2021, 16:36
I was building an Artificer in the wizard and when I got to the Inventory tab and scrolled down I came across this formatting issue.

Thanks for the report. I'm looking at a new window structure for the gear you're given automatically that will scale with the list rather than just be one line across the window.

Rivanknight220
April 14th, 2021, 16:38
Thanks for the report. I'm looking at a new window structure for the gear you're given automatically that will scale with the list rather than just be one line across the window.

No problem! I also don't know why it puts "Tinker" under proficiencies. Thanks for what you do!

FG_Wraith
April 14th, 2021, 17:23
No problem! I also don't know why it puts "Tinker" under proficiencies. Thanks for what you do!

That's supposed to be Tinker's Tools, I'll make sure it parses that correctly. Thank you.

BangsNaughtyBits
April 15th, 2021, 03:01
Hey peep. Another minor issue. I was creating a 5E 1st level Wizard High Elf. I had all the WotC player books loaded except Eberon or MTG related. Tasha's was definitely loaded. The Cantrip Mind Sliver was not listed as an option under either Elf cantrip or Wizard cantrip. Lightning Lure, another cantrip from Tasha's was listed for both. I also started a sorcerer and a warlock and Mind Sliver was not listed there, either. I tried enabling the Tasha's additional spells option button and it didn't change. If I save the character, I can drag and drop the cantrip into the character sheet.

FG_Wraith
April 15th, 2021, 03:14
Hey peep. Another minor issue. I was creating a 5E 1st level Wizard High Elf. I had all the WotC player books loaded except Eberon or MTG related. Tasha's was definitely loaded. The Cantrip Mind Sliver was not listed as an option under either Elf cantrip or Wizard cantrip. Lightning Lure, another cantrip from Tasha's was listed for both. I also started a sorcerer and a warlock and Mind Sliver was not listed there, either. I tried enabling the Tasha's additional spells option button and it didn't change. If I save the character, I can drag and drop the cantrip into the character sheet.

Good catch, I'll check out why that spell isn't getting loaded. Thanks!

BangsNaughtyBits
April 15th, 2021, 03:22
I just relaunched and had no updates waiting. I forced an update just in case. Running on Mac, Public version. Started a new character and replicated it unless I am doing something very wrong. I presume since Lightning Lure, also a Tasha only cantrip, is listed, Mind Sliver should be as well. Not a big deal.

FG_Wraith
April 15th, 2021, 03:25
I just relaunched and had no updates waiting. I forced an update just in case. Running on Mac, Public version. Started a new character and replicated it unless I am doing something very wrong. I presume since Lightning Lure, also a Tasha only cantrip, is listed, Mind Sliver should be as well. Not a big deal.

Yep, you were right, I tested it before my previous post. Thanks again.

Ecks
April 15th, 2021, 04:09
I'm not sure if creating higher level characters with the wizard is supported yet, so apologies if this is not supported or a known issue.

When using the wizard to create a character at a higher level that includes an Ability Score Increase, navigating to the Feats tab multiple times results in the Feats/ASI sections being duplicated: Capture.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45755)

5e v2021-04-13
No extensions
New campaign
Only PHB loaded

To recreate:

Create new campaign
Load PHB
Launch Character Wizard
Dragonborn, Black. Clicked Next.
Standard Array. Clicked Next.
Bard, Level 8, selected proficiencies and college. Clicked Next.
Acolyte Background. Click Next.
Select Inventory. Click Next (loops back to Race)
Manually advance to Feats. There are two sections for Level 4 Feat and Level 8 Feat.
Manually return to Stats
Manually advance to Feats. Section for Level 4 Feat and Level 8 Feat is duplicated. Repeat steps 10-11 to create more Feats sections.
If the Class is changed (e.g. Cleric, Level 8), then the Bard Feat sections all remain in addition to new Cleric Feat sections, even though Bard has been removed.

Each section allows selecting ability score increases and they're all added on the Stats page.

Some other observations

The Ability Score Increase for level up on the Feats page is odd. I would have expected ASI on either the Class or Stats page, though it may be hard to find a place for it. One option might be a section on the Class tab titled "Select Ability Score Increase" with options for each ability and a button to instead take a feat, which then activates the section on the Feats tab.
The Ability Score Increase sections on the Feats page defaults to feats and is titled as a feat (e.g. Bard Level 4 Feat). If ASI selection remains here, then the default should probably be ASI, since Feats are an optional rule.
When selecting ASI, it isn't immediately obvious that you can select one ability for a +2 bonus or two abilities for a +1 bonus each. Maybe something like having the selected ability show +1 or +2 depending how many are selected, or some other visual indication.
Clicking Next doesn't always advance forward and instead loops back to the start. In the above steps Next proceeded to inventory but after that returned to Race (even for a spellcaster). I would expect Next to always advance to the next step of the wizard and to never loop back (and the button disable at the end of the wizard).
For the "Select Specialization" step on the Class tab - is the "Specialization" terminology from 5e rules or is it a term used just in FG? I ask because in Tasha's Cauldron of Everything it is referred to as "Subclass" (Ch1: Changing Your Subclass)

FG_Wraith
April 15th, 2021, 04:14
I'm not sure if creating higher level characters with the wizard is supported yet, so apologies if this is not supported or a known issue.

When using the wizard to create a character at a higher level that includes an Ability Score Increase, navigating to the Feats tab multiple times results in the Feats/ASI sections being duplicated: Capture.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45755)

5e v2021-04-13
No extensions
New campaign
Only PHB loaded

To recreate:

Create new campaign
Load PHB
Launch Character Wizard
Dragonborn, Black. Clicked Next.
Standard Array. Clicked Next.
Bard, Level 8, selected proficiencies and college. Clicked Next.
Acolyte Background. Click Next.
Select Inventory. Click Next (loops back to Race)
Manually advance to Feats. There are two sections for Level 4 Feat and Level 8 Feat.
Manually return to Stats
Manually advance to Feats. Section for Level 4 Feat and Level 8 Feat is duplicated. Repeat steps 10-11 to create more Feats sections.
If the Class is changed (e.g. Cleric, Level 8), then the Bard Feat sections all remain in addition to new Cleric Feat sections, even though Bard has been removed.

Each section allows selecting ability score increases and they're all added on the Stats page.


Thanks, I have this on my list for this round of fixes. It should go in during the next CW patch.



Some other observations

The Ability Score Increase for level up on the Feats page is odd. I would have expected ASI on either the Class or Stats page, though it may be hard to find a place for it. One option might be a section on the Class tab titled "Select Ability Score Increase" with options for each ability and a button to instead take a feat, which then activates the section on the Feats tab.
The Ability Score Increase sections on the Feats page defaults to feats and is titled as a feat (e.g. Bard Level 4 Feat). If ASI selection remains here, then the default should probably be ASI, since Feats are an optional rule.
When selecting ASI, it isn't immediately obvious that you can select one ability for a +2 bonus or two abilities for a +1 bonus each. Maybe something like having the selected ability show +1 or +2 depending how many are selected, or some other visual indication.
Clicking Next doesn't always advance forward and instead loops back to the start. In the above steps Next proceeded to inventory but after that returned to Race (even for a spellcaster). I would expect Next to always advance to the next step of the wizard and to never loop back (and the button disable at the end of the wizard).
For the "Select Specialization" step on the Class tab - is the "Specialization" terminology from 5e rules or is it a term used just in FG? I ask because in Tasha's Cauldron of Everything it is referred to as "Subclass" (Ch1: Changing Your Subclass)


Great list, I'll see about the fixes for these and try to get something in soon.

ZelieDad
April 17th, 2021, 20:17
I'm getting the following error when I attempt to level up any character. 45823

5e v2021-04-13
No Extensions currently loaded, but I have Equipped Effect, but for testing, I have disabled it
Session 4 of OotA
PHB, DGM, Tasha, Volos Guide/Maps, Xanathar's, Fumble/Crit tables, Zacchaeus' OotA Maps

To recreate:

1. Click on a character
2. Go to level up and launch Character Wizard, and the following warnings appear in the console window

"[TIMESTAMP] [WARNING] bitmapwiget: Logical icon (tab_races) does not exist"
"[TIMESTAMP] [WARNING] bitmapwiget: Logical icon (tab_class) does not exist"
"[TIMESTAMP] [WARNING] bitmapwiget: Logical icon (tab_back) does not exist"
"[TIMESTAMP] [WARNING] bitmapwiget: Logical icon (tab_feats) does not exist"
"[TIMESTAMP] [WARNING] bitmapwiget: Logical icon (tab_import) does not exist"

3. Attempt to level up
4. Click Save, and console window appears with the following message "[TIMESTAMP] [ERROR] Script execution: [string "charwizard/scripts/charwizard.lua"]:1633: attempt to index local 'nodeSource' (a nil value)

Additionally, in the chat window the following text appears when clicking save
"Unable to find class hit die type (assuming d6)"
"Average hit points for additional cleric level added to 'Cleric'. (7)"

FG_Wraith
April 17th, 2021, 21:12
Hi ZelieDad,
Are these characters you created in the Character Wizard? Are you doing this while connected to your DMs server? Is this a custom class?

Thanks!

ZelieDad
April 17th, 2021, 21:33
No custom classes. I believe that one of the characters was created with DnD Beyond, but the character that I've been using to test with was created wholly within FGU. Also, I am the DM and I am doing this from the DM server. I haven't tried launching the game and connecting as a player. I can try that if you want.

FG_Wraith
April 17th, 2021, 21:37
the character that I've been using to test with was created wholly within FGU.

Ok, was it created by typing in the data, by dragging and dropping from the source books, or by completing the process in the Character Wizard?

ZelieDad
April 17th, 2021, 21:38
Completely within the character wizard.

FG_Wraith
April 17th, 2021, 21:46
Completely within the character wizard.

Great, could you export that character and PM it to me?

Thank you!

sterlinghershey
April 18th, 2021, 02:15
We are having the same issue, except that most players successfully leveled up using the character wizard, while the barbarian character got the same errors as in the previous posts and essentially won't save. They all updated FG before the game today.

FG_Wraith
April 18th, 2021, 02:16
We are having the same issue, except that most players successfully leveled up using the character wizard, while the barbarian character got the same errors as in the previous posts and essentially won't save. They all updated FG before the game today.

Could you PM the Barbarian character as well? It would be a help to compare them. Thank you.

Miastra
April 18th, 2021, 03:52
Hello,

I just bought the Ultimate licence for my gaming group. We're thrilled with the software in general, save for one problem. The party scout is a Tiefling and uses the bloodlines from Mordenkainen's Tome of Foes. Which I did make sure to both buy the dlc and shared the volume. The check mark is green on my side and on hers the volume is loaded as well. When either of us go to the character creation wizard and try to make a Tiefling there are no Sub-Race options. With the other characters, Eladrin (DMG), 2 Dragonborn, and one Half-Elf it was seamless. So are we doing something wrong as we are new to the software or ..?

Thank you.
Miastra

FG_Wraith
April 18th, 2021, 03:56
Hello,

I just bought the Ultimate licence for my gaming group. We're thrilled with the software in general, save for one problem. The party scout is a Tiefling and uses the bloodlines from Mordenkainen's Tome of Foes. Which I did make sure to both buy the dlc and shared the volume. The check mark is green on my side and on hers the volume is loaded as well. When either of us go to the character creation wizard and try to make a Tiefling there are no Sub-Race options. With the other characters, Eladrin (DMG), 2 Dragonborn, and one Half-Elf it was seamless. So are we doing something wrong as we are new to the software or ..?

Thank you.
Miastra

Hi Miastra,
No, you're doing everything right. Currently there is a bug with the Tieflings, I just finished up adding a couple of features and some bug fixes, and this is part of what I am currently working on. It should be ready for the next Character Wizard update.

Thanks for the bug report!

Miastra
April 18th, 2021, 03:58
Awesome thank you! I'll let our Scout know to just be a little patient. Appreciate the quick reply. Have a good one! :D

fatmoocow
April 18th, 2021, 08:54
Hello, thanks for always for your updates, I love how much better the character wizard has improved recently.

I'd like to mention that if you pick your spell from the character wizard, the spellcasting group has no ability assigned to it. It would be fine if I can just change one level group and the other adjusts, but it seemed that they were considered different groups, so I have to assign the ability manually for each spell level group. (image attached to better illustrate my point)

45843

If I may ask, the "Spells" group that get automatically created if you add spell through drag and drop seemed to be working perfectly (they have the class's spellcasting and automatically assigns added spells into separate level yet still part of the same group), could the spells added from the character wizard works the same way?

FG_Wraith
April 18th, 2021, 16:25
Hello, thanks for always for your updates, I love how much better the character wizard has improved recently.

I'd like to mention that if you pick your spell from the character wizard, the spellcasting group has no ability assigned to it. It would be fine if I can just change one level group and the other adjusts, but it seemed that they were considered different groups, so I have to assign the ability manually for each spell level group. (image attached to better illustrate my point)

45843

If I may ask, the "Spells" group that get automatically created if you add spell through drag and drop seemed to be working perfectly (they have the class's spellcasting and automatically assigns added spells into separate level yet still part of the same group), could the spells added from the character wizard works the same way?

Thank you. The powers were meant to work the same way as the drag and drop but there was a bug. It's getting fixed and will be in the next Character Wizard update.

Miastra
April 20th, 2021, 00:57
Hello again,

During character creation if you create a paladin you get options to choose Battleaxe, +1 / +2 / & +3. Thought you guys should know.

Take care.

45890

Zacchaeus
April 20th, 2021, 10:22
I think your choice of equipment will depend on what modules you have open. A Paladin can choose any martial weapon so if you have a bunch of modules open and they include magical martial weapons then you'll see those on the list. Remember the character Wizard is for players and they won't have access to things like the DMG or adventure modules that would contain magical items.

I tested on a few different characters and they all showed any weapons of the type they were allowed that are available from any module that you have open as a DM. So I suspect in your case you had a at least one adventure module open that contained magical warhammers and other magic weapons.

ZelieDad
April 20th, 2021, 13:58
We are having the same issue, except that most players successfully leveled up using the character wizard, while the barbarian character got the same errors as in the previous posts and essentially won't save. They all updated FG before the game today.

At least I'm not the only one! :)

Aridhro
April 20th, 2021, 15:06
Thank you. The powers were meant to work the same way as the drag and drop but there was a bug. It's getting fixed and will be in the next Character Wizard update.

Will this mean the powers will be added to a "Spells" Group Type in stead of an "Abilities" Group type? That would be nice. Was here to ask the exact same question. Thanks for the update.

FG_Wraith
April 20th, 2021, 15:44
Hello again,

During character creation if you create a paladin you get options to choose Battleaxe, +1 / +2 / & +3. Thought you guys should know.

Take care.

45890

Thanks for letting me know, I'll put a filter in for magical items.

FG_Wraith
April 20th, 2021, 15:49
Will this mean the powers will be added to a "Spells" Group Type in stead of an "Abilities" Group type? That would be nice. Was here to ask the exact same question. Thanks for the update.

It does.

Alryon
April 20th, 2021, 21:24
I actually don't know if it's a bug or if I'm doing something wrong, but when I try to create a character using the Character Wizard, I don't get to choose spells and the spells are missing from the character sheet after I save the character. I have the standard license (for now) and SRD, Basic Rules and PHB loaded in a campaing I created for testing.

I figured out what I was doing wrong!!!

FG_Wraith
April 20th, 2021, 22:01
I actually don't know if it's a bug or if I'm doing something wrong, but when I try to create a character using the Character Wizard, I don't get to choose spells and the spells are missing from the character sheet after I save the character. I have the standard license (for now) and SRD, Basic Rules and PHB loaded in a campaing I created for testing.

I figured out what I was doing wrong!!!

I'm glad you were able to resolve the issue.

Miastra
April 22nd, 2021, 06:05
I think your choice of equipment will depend on what modules you have open. A Paladin can choose any martial weapon so if you have a bunch of modules open and they include magical martial weapons then you'll see those on the list. Remember the character Wizard is for players and they won't have access to things like the DMG or adventure modules that would contain magical items.

I tested on a few different characters and they all showed any weapons of the type they were allowed that are available from any module that you have open as a DM. So I suspect in your case you had a at least one adventure module open that contained magical warhammers and other magic weapons.

Ah! Thank you, I looked and I had a bunch of the modules - DMG & Tasha's / Unearthed with the Players and DM's modules were shared. :) New to the software. Thanks for the help.

kronovan
April 22nd, 2021, 18:20
I've been trying to use the character wizard as DM, to create an Arcane Trickster and bring them to level 8. I'm having a problem with Spells, in that the level up wizard never creates my 2nd level spell slots on the 'Action' tab. As well, when I access the Spell button when in the level up > 'Spells' page and click the [L1] or [L2] buttons, I get the following respective errors:

[4/22/2021 10:01:54 AM] [ERROR] Script execution error: [string "button_spelllevel_1"]:22: 'for' limit must be a number
[4/22/2021 10:03:54 AM] [ERROR] Script execution error: [string "button_spelllevel_1"]:23: 'for' limit must be a number

In addition to that, when I click the [Arcane Trickster] button on the level up > 'Spells' page I get this error:

[4/22/2021 10:07:02 AM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_spelllist.lua"]:360: attempt to index field '?' (a nil value)

I've turned off all extensions, but still get the same results and errors. If it matters, I have the the Migard Heroes Handbook module loaded and the race my Arcane Trickster is the Midgard Kobold.

FG_Wraith
April 22nd, 2021, 18:24
I've been trying to use the character wizard as DM, to create an Arcane Trickster and bring them to level 8. I'm having a problem with Spells, in that the level up wizard never creates my 2nd level spell slots on the 'Action' tab. As well, when I access the Spell button when in the level up > 'Spells' page and click the [L1] or [L2] buttons, I get the following respective errors:

[4/22/2021 10:01:54 AM] [ERROR] Script execution error: [string "button_spelllevel_1"]:22: 'for' limit must be a number
[4/22/2021 10:03:54 AM] [ERROR] Script execution error: [string "button_spelllevel_1"]:23: 'for' limit must be a number

In addition to that, when I click the [Arcane Trickster] button on the level up > 'Spells' page I get this error:

[4/22/2021 10:07:02 AM] [ERROR] Script execution error: [string "charwizard/scripts/charwizard_spelllist.lua"]:360: attempt to index field '?' (a nil value)

I've turned off all extensions, but still get the same results and errors. If it matters, I have the the Migard Heroes Handbook module loaded and the race my Arcane Trickster is based upon is the Midgard Kobold.

Thanks kronovan, I don't think the midgard race is at fault here, more likely my recent feature additions to spells. I'll take a look at these script errors and get a fix out immediately. Again, thanks for the report.

kronovan
April 22nd, 2021, 18:36
Thanks kronovan, I don't think the midgard race is at fault here, more likely my recent feature additions to spells. I'll take a look at these script errors and get a fix out immediately. Again, thanks for the report.

Many thanks for looking into this. I probably should have mentioned that I'm running Fantasy Grounds Unity v.4.0.10 Ultimate.

Rivanknight220
April 25th, 2021, 02:28
Is there a way to have the inventory section do a check for proficiencies? For instance, a Cleric can start with a mace or warhammer (if proficient). Can it check my character and not give me the warhammer option if I don't meet that requirement?

LordEntrails
April 25th, 2021, 05:15
Is there a way to have the inventory section do a check for proficiencies? For instance, a Cleric can start with a mace or warhammer (if proficient). Can it check my character and not give me the warhammer option if I don't meet that requirement?
Not currently. But I don't think one would want this because if a character is not proficient, it doesn't mean they can't carry or even use it. Plus, there are always exceptions to every rule, and houserules that change the exceptions :)

zelannii
April 25th, 2021, 16:11
I'm trying to create a custom background that involves a tools proficiency choice. Using the phrase "Tools: Proficiency in one tool of your choice from among" as well as several variants of that phrase I am able to get the character wizard to display a "Select Tool Proficiency" selection box on the BKGD tab, but no matter what I do I am unable to get it to populate a list of tools to actually select from. I have tried at least a dozen combinations of tools from loaded modules and nothing comes up. I have tried adding colon, semicolon, and no separators after this phase (and variants). Is this a defect in the tool? I have ensured case sensitivity of all listed tools matches.

Zacchaeus
April 25th, 2021, 16:31
You have two choices with tools. Either you provide a list of tools that the character has (Disguise kit, Thieves' tools) or you add wording like 'One type of Artisan's tools or One type of gaming set). There's no wording that you can use to allow a choice from a list of tools.

zelannii
April 25th, 2021, 17:31
You have two choices with tools. Either you provide a list of tools that the character has (Disguise kit, Thieves' tools) or you add wording like 'One type of Artisan's tools or One type of gaming set). There's no wording that you can use to allow a choice from a list of tools.

I am also unable to make "one type of Artisan's tools" work in any similar context. It still continues to display an empty list. I tried multiple permutations. Even "one of your choice" returns a blank list. The syntax parser does in fact seem to have an issue here.

In fact even if I enter simply "Tools: Alchemist's supplies, Herbalism hit" there's a parser error as it creates the following THREE proficiencies: Alchemist, S Supplies, Herbalism kit. It does the same thing with every tools set I tried that contain an apostrophe except "thieves' tools". (apostrophe at end on that one, and in proficiency list it lacks it in the display).

Zacchaeus
April 25th, 2021, 18:44
You are correct. I didn't test before I replied - I was just going on the wording of the standard PHB backgrounds. But now having tested the Wizard isn't picking up on anything in the tools section. It's possible that the wizard still doesn't play nice with user created stuff. But I'm unsure about that.

FG_Wraith
April 26th, 2021, 18:56
I am also unable to make "one type of Artisan's tools" work in any similar context. It still continues to display an empty list. I tried multiple permutations. Even "one of your choice" returns a blank list. The syntax parser does in fact seem to have an issue here.

In fact even if I enter simply "Tools: Alchemist's supplies, Herbalism hit" there's a parser error as it creates the following THREE proficiencies: Alchemist, S Supplies, Herbalism kit. It does the same thing with every tools set I tried that contain an apostrophe except "thieves' tools". (apostrophe at end on that one, and in proficiency list it lacks it in the display).

After I take care of the recent bug reports that have come in, in the last week or two, I will be addressing 3rd party text parsing, and I will include this for the WOTC 5E material to fix along with that feature improvement. Thanks for pointing this out.

AffableBrandish
May 2nd, 2021, 17:59
I am having lots of script issues (it seems choices my PCs make in character creation don't translate onto their character sheets as well) in the character wizard for the Ultramodern 5e DLC. It's almost unusable. I could see this as being an issue with Ultramodern DLC but its frustrating nonetheless.

krypticz
May 2nd, 2021, 21:15
Is there a way when you level up, that when using the Wizard that it would highlight sections like Spells & Feats to let you know that you have something to select? Right now when I level up a character from 7 to 8, i adjust the level, click the NEXT button. It moved to Inventory & that's it. Spells & Feats are not highlighted pointing out that I get to add another spell, or that i have the option to take a feat or ability score improvement.

It would also be nice if there was a way to see descriptions of options, like FEATS, so you know what your selecting without having to open a separate tab to look them up.

FG_Wraith
May 3rd, 2021, 16:32
I am having lots of script issues (it seems choices my PCs make in character creation don't translate onto their character sheets as well) in the character wizard for the Ultramodern 5e DLC. It's almost unusable. I could see this as being an issue with Ultramodern DLC but its frustrating nonetheless.

Hi AffableBrandish,
Currently the 5E Character Wizard is only intended for use with official Wizards of the Coast 5E Dungeons & Dragons. I am working on expanding its parsing to include third party products such as Ultramodern 5E REDUX and Midgard, but that is still in development. It should be available soon.

FG_Wraith
May 3rd, 2021, 16:36
Is there a way when you level up, that when using the Wizard that it would highlight sections like Spells & Feats to let you know that you have something to select? Right now when I level up a character from 7 to 8, i adjust the level, click the NEXT button. It moved to Inventory & that's it. Spells & Feats are not highlighted pointing out that I get to add another spell, or that i have the option to take a feat or ability score improvement.

It would also be nice if there was a way to see descriptions of options, like FEATS, so you know what your selecting without having to open a separate tab to look them up.

Thanks for the suggestions. The Character Wizard should alert you to available Ability Score Improvements/Feats, but Spells were optional when it was created. (You could make a bare bones character quickly and then populate the spell choices later if the player did not want to make it all at once. That option needed to still be available) I will see about adding alerts to spells and to have feats have a link to their description.

Nyarlathtp63
May 8th, 2021, 18:39
Creating a class for 5E and all seems to be working correctly until it comes time for the character wizard to let you choose starting gear and then I get the following error. [string"charwizard/scripts/charwizard_kitlist.lua"]:1002:bad argument#1.
How do I set starting equipment?? I am sure that I am just missing something. Thanks in advance for your help.

FG_Wraith
May 8th, 2021, 18:42
Creating a class for 5E and all seems to be working correctly until it comes time for the character wizard to let you choose starting gear and then I get the following error. [string"charwizard/scripts/charwizard_kitlist.lua"]:1002:bad argument#1.
How do I set starting equipment?? I am sure that I am just missing something. Thanks in advance for your help.

Hi Nyarlathtp63,
What modules do you have loaded, and if you could, please detail what steps you took right before the error. (leading up to the equipment selection) Thanks!

Nyarlathtp63
May 8th, 2021, 18:48
Just the basic modules are loaded. I am manually entering in the players handbook that I have a physical copy of so I am trying to create a barbarian using my entered data not the basic or srd (which are loaded for references) Click on char wizard, select race, stats, abilities click on next for equipment and get error. My class entry looks just like the basic and the srd except for added paths and alot more flavor text.

FG_Wraith
May 8th, 2021, 18:50
Just the basic modules are loaded. I am manually entering in the players handbook that I have a physical copy of so I am trying to create a barbarian using my entered data not the basic or srd (which are loaded for references) Click on char wizard, select race, stats, abilities click on next for equipment and get error. My class entry looks just like the basic and the srd except for added paths and alot more flavor text.

Ah, ok.
The Character Wizard is specifically for 5E Dungeons and Dragons and assumes you have the Player's Handbook module. I have been making some changes recently to expand that, but currently it is officially limited to 5E D&D and the user must have the PHB loaded.

Nyarlathtp63
May 8th, 2021, 18:54
Ah, ok.
The Character Wizard is specifically for 5E Dungeons and Dragons and assumes you have the Player's Handbook module. I have been making some changes recently to expand that, but currently it is officially limited to 5E D&D and the user must have the PHB loaded.

Ahhhh... ok.... thank you for your help I will stop stressing out about how I cant seem to get it to work correctly now!! hehehe I will just have to enter in the inventory manually instead. Thanks again for your help!!

Melrik
May 9th, 2021, 12:45
I found that while I was creating a wizard, when I was selecting my cantrips, that the 'count' became incorrect.
The wizard was 3/3 on cantrips when I added a 4th the count became -1/3, and then 'delete' one the count became 2/3.

Moderator: Moved to Wizard bugs reports

FG_Wraith
May 9th, 2021, 18:50
I found that while I was creating a wizard, when I was selecting my cantrips, that the 'count' became incorrect.
The wizard was 3/3 on cantrips when I added a 4th the count became -1/3, and then 'delete' one the count became 2/3.

Moderator: Moved to Wizard bugs reports

Yes, the count will not prevent you from over selecting spells. If you GM gives you a bonus spell or something similar, I did not want to prevent you from selecting it. However, you're right that when you delete a spell it does not recalculate your chosen spell count correctly, and that is bug fix I am working on this week to put in the next patch. Thanks for the heads up!

LaoclesJarkin
May 10th, 2021, 14:55
Hello, I have noticed an issue with the Wizard, i don't know if it is for all spells or just classes that need to "Prepare"

When I create a Wizard without the "charterer Wizard" so manual entry, there is no issue, the spells don't show up in the Mode: Combat, Display Actions" unless I prepare them (a little circle next to the spell in the Preparation mode.

However if I do use the "Character Wizard" it doesn't show up at all like that, On the Character Wizard when i click Preparation and display Action, it has a 0 the Daily, i know that probably means number and then per day, rest or once.

but Wizards should need to prepare the spells at the end of a long rest, that is my understanding, the wizard in my campaign knows 12 spells but can only prepare 8 of them. right now, they have access to all their spells in the combat mode.

Thank you,

FG_Wraith
May 10th, 2021, 15:21
Hello, I have noticed an issue with the Wizard, i don't know if it is for all spells or just classes that need to "Prepare"

When I create a Wizard without the "charterer Wizard" so manual entry, there is no issue, the spells don't show up in the Mode: Combat, Display Actions" unless I prepare them (a little circle next to the spell in the Preparation mode.

However if I do use the "Character Wizard" it doesn't show up at all like that, On the Character Wizard when i click Preparation and display Action, it has a 0 the Daily, i know that probably means number and then per day, rest or once.

but Wizards should need to prepare the spells at the end of a long rest, that is my understanding, the wizard in my campaign knows 12 spells but can only prepare 8 of them. right now, they have access to all their spells in the combat mode.

Thank you,

Thanks for the report LaoclesJarkin, I am working on an update that should fix the powers (spells) groups not configuring for the proper class (such as prepared casters vs spontaneous casters, etc) and it will be available soon.

Kalinor
May 10th, 2021, 19:11
Hello. Mr. Zacchaeus suggested me on the Discord's channel to write you about this possible bug. I've tried to create a Bard on FGU and it seems that the spells lists is wrong: at level 9, the software gives me the possibility to add 4-3-3-2 spells instead of 4-3-3-3-1 ones; at level 10, 4-3-3-3-1 instead of 4-3-3-3-2 and so on. At the same time, if I create a homebrew spellcasting class (like the ones for Journey to Ragnarok) the software does not recognize the spells list if I don’t name it bard, wizard, warlock etc. Thank you in advance.
46498
46499

FG_Wraith
May 11th, 2021, 15:33
Hello. Mr. Zacchaeus suggested me on the Discord's channel to write you about this possible bug. I've tried to create a Bard on FGU and it seems that the spells lists is wrong: at level 9, the software gives me the possibility to add 4-3-3-2 spells instead of 4-3-3-3-1 ones; at level 10, 4-3-3-3-1 instead of 4-3-3-3-2 and so on. At the same time, if I create a homebrew spellcasting class (like the ones for Journey to Ragnarok) the software does not recognize the spells list if I don’t name it bard, wizard, warlock etc. Thank you in advance.
46498
46499

Thanks, I've fixed this and it should be in the next update.

Carnella
May 16th, 2021, 19:28
I've been directed here by Zacchaeus to check on whether the Character Wizard Ability Score Increase Mechanic for levels 4, 8, 12, etc. is working properly for Home Brew Classes or if this is a feature that is broken or pending. Here is my original post.

I am a new user to Fantasy Grounds and am adding a custom class (home brew) and am having issues with the Ability Score Improvement at 4, 8, 12, 16, and 19 in the Character Wizard when leveling up. I've added the feature to the class at each level indicated and it pops up to request the input on the feat tab for each level but it is not actually modifying the ability scores.

Feature Name: Ability Score Improvement
Description: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Am I doing something wrong or do I need to link something somewhere? I copied the name and description from the Wizard class so I know the feature works. Thank you.

FG_Wraith
May 16th, 2021, 19:52
I've been directed here by Zacchaeus to check on whether the Character Wizard Ability Score Increase Mechanic for levels 4, 8, 12, etc. is working properly for Home Brew Classes or if this is a feature that is broken or pending. Here is my original post.

I am a new user to Fantasy Grounds and am adding a custom class (home brew) and am having issues with the Ability Score Improvement at 4, 8, 12, 16, and 19 in the Character Wizard when leveling up. I've added the feature to the class at each level indicated and it pops up to request the input on the feat tab for each level but it is not actually modifying the ability scores.

Feature Name: Ability Score Improvement
Description: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Am I doing something wrong or do I need to link something somewhere? I copied the name and description from the Wizard class so I know the feature works. Thank you.

It is not understanding this line, "you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1." The feats expect the line to read as pre-Tasha's without the ability to increase any score, such as this, "Increase your Dexterity score by 2" or "Increase your Dexterity, Constitution, or Wisdom score by 1". Basically you have to name the Ability Score and then provide a value in that syntax. I will be adding wildcard stat increases to the entire Character Wizard soon, however.

Carnella
May 16th, 2021, 19:55
It is not understanding this line, "you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1." The feats expect the line to read as pre-Tasha's without the ability to increase any score, such as this, "Increase your Dexterity score by 2" or "Increase your Dexterity, Constitution, or Wisdom score by 1". Basically you have to name the Ability Score and then provide a value in that syntax. I will be adding wildcard stat increases to the entire Character Wizard soon, however.

Thank you. this is the same text that comes off of any of the base (PHB) classes and works there. Is that why it works with the Wizard, Sorcerer, Rogue, etc. but not home brew classes?

FG_Wraith
May 16th, 2021, 20:22
Thank you. this is the same text that comes off of any of the base (PHB) classes and works there. Is that why it works with the Wizard, Sorcerer, Rogue, etc. but not home brew classes?

Basically, yes. If you can find it in the official rules, it should work with the Character Wizard. Again, with the previously noted post-Tasha any Attribute by 2, Any Attribute by 1 syntax exception.

seventhpetal
May 17th, 2021, 02:49
I am testing modules out for my 5E game and for some reason my Barbarian class won't save its specialization. When I level a barbarian to 3 and select a specialization it accepts it but when I save it the specialization disappears and the Features don't show up in the character sheet.

Moon Wizard
May 17th, 2021, 04:50
Are you using the Character Wizard or the drag and drop of the class onto the character sheet?
Can you walk us through the exact steps you are following?
Does it happen every time you level a Barbarian to level 3?

Thanks,
JPG

Zacchaeus
May 17th, 2021, 09:05
I can replicate this - using the Character Wizard. And it happens all the time. It's fine if I use drag and drop.

I've merged these posts in the Wizard bugs thread.

FG_Wraith
May 17th, 2021, 15:11
I am testing modules out for my 5E game and for some reason my Barbarian class won't save its specialization. When I level a barbarian to 3 and select a specialization it accepts it but when I save it the specialization disappears and the Features don't show up in the character sheet.

Thanks seventhpetal, I will take a look at the Specialization problem this week and get a fix in.

BangsNaughtyBits
May 18th, 2021, 15:33
Small issue with Van Richten's Guide. The Investigator's background has a skill "Or Perception". I also have duplicates of all three available skills listed in the background to choose from.

!

Brimstone1117
May 18th, 2021, 15:36
Custom backgrounds don't seem to work with the character Wizard, Even with the proper wording.

FG_Wraith
May 18th, 2021, 17:16
Small issue with Van Richten's Guide. The Investigator's background has a skill "Or Perception". I also have duplicates of all three available skills listed in the background to choose from.

!


Custom backgrounds don't seem to work with the character Wizard, Even with the proper wording.

Thanks guys, I will take a look at the background parsing in this week's bug fixing.

ChoppyWAL99
May 19th, 2021, 01:59
I used the character wizard and made a Bard and when I went to test him out the Spell Save DC wasn't adding the charisma modifier to the DC.

It added the proficiency bonus of +3 of a level 6 character. But when I used the button to show the Spell DC it comes up of 11 (8+3) but not the extra 4 for having an 18 Charisma Score

Moon Wizard
May 19th, 2021, 04:10
I'm assuming that you are playing 5E D&D in my questions, so let us know if you're talking about a different system.

* How did you create the character, using the character wizard or via class drag and drop?
* Can you click on the magnifying glass next to one of the Spells headers in the Actions tab; and make sure that the base ability is set to Charisma?

Regards,
JPG

Zacchaeus
May 19th, 2021, 09:28
I can replicate this if I create the Bard in the Wizard and select the spells in the Wizard. If I just create the Bard and don't select any spells in the Wizard but rather drag the spells into the actions tab then the correct DC's are worked out.

I've moved these to the Wizard Bugs thread.

Zacchaeus
May 19th, 2021, 09:37
Small issue with Van Richten's Guide. The Investigator's background has a skill "Or Perception". I also have duplicates of all three available skills listed in the background to choose from.

!

This isn't an issue with the Character Wizard but rather the wording in the background. It should read 'and' rather than 'or'. I've taken a note to fix that.

rathen45
May 19th, 2021, 10:56
There seems to be a bug when creating a Rune knight. Under the spells page it lists 'eldritch knight' and when you click on that button the program will spazz out until the wizard is closed

ZelieDad
May 22nd, 2021, 18:39
One of my players was getting an error when leveling up their character. I tried it from my DM session, and I also received an error.

They are trying to level a rogue from level 2 to 3. Looking at the character wizard, the arcane trickster is listed on the spell tab, but none of the other roguish archetypes are listed. I have disabled all extensions, and that did not fix the issue.

I have attached the compile logs and the character in question.

FG_Wraith
May 22nd, 2021, 20:07
One of my players was getting an error when leveling up their character. I tried it from my DM session, and I also received an error.

They are trying to level a rogue from level 2 to 3. Looking at the character wizard, the arcane trickster is listed on the spell tab, but none of the other roguish archetypes are listed. I have disabled all extensions, and that did not fix the issue.

I have attached the compile logs and the character in question.

Hi ZelieDad,
Thanks for the report I will check this out this week. What modules did you have loaded?

LaoclesJarkin
May 22nd, 2021, 20:41
Is there a way that we can get the Personality Traits, Flaws, Bonds and Ideals added to the Character wizard? I am having a hard time figuring out how to get those into my Chatterers sheets
Thank you

Zacchaeus
May 22nd, 2021, 21:11
Is there a way that we can get the Personality Traits, Flaws, Bonds and Ideals added to the Character wizard? I am having a hard time figuring out how to get those into my Chatterers sheets
Thank you

Those are all in tables which you can randomly roll on (or select) attached to the background. Once you have saved your character then click on the icon next to the background you chose and this will open the background details. Scroll down until you find the 4 tables for each trait and click on the links to open the tables and either roll or chose the trait you want. Drag the text from the table and drop it onto the Notes tab under whichever trait you are looking at.

Paperclipkiller
May 23rd, 2021, 01:03
Wrong Thread oops

ZelieDad
May 23rd, 2021, 01:28
Candlekeep mysteries, DMG, PHB, and MM

FG_Wraith
May 23rd, 2021, 19:37
Candlekeep mysteries, DMG, PHB, and MM

Thanks.

Dire Weasel
May 26th, 2021, 01:15
Creating a character with the character wizard does not add ammunition.

For example, create a rogue.

In the INV tab, choose "Shortbow" for Class Choice 2.
(a) a shortbow and quiver of 20 arrows or (b) a shortsword

Note how the ammunition was not added to the character sheet.

Dire Weasel
May 26th, 2021, 01:19
Creating a character with the character wizard does not add money, nor configure coin slot names.

For example, create a fighter.

Choose the Soldier background, which should include 10 gp.

Note how neither money nor the coin slot names were added to the character sheet.

See attached image.
47085

FG_Wraith
May 26th, 2021, 02:42
Creating a character with the character wizard does not add money, nor configure coin slot names.

For example, create a fighter.

Choose the Soldier background, which should include 10 gp.

Note how neither money nor the coin slot names were added to the character sheet.

See attached image.
47085

Thanks Dire Weasel, I will get those fixed in the next patch.

ZelieDad
May 27th, 2021, 14:33
Thanks.
Any luck?