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Drogo210
January 9th, 2022, 12:44
So it's not calculating the spells slots if you don't interact with the spells tab when you commit?

It seems it does not add the number of spell slot for any Spellcasters. You can go under preparation and add the initial spell slots available then when you level up CW will add them normally.

superteddy57
January 9th, 2022, 20:37
There is an issue with Tiefling subraces (MToF) they are not selectable, while other subraces, within the same module MToF, are....(Ex: Sea Elf)

UPDATE

College of Loro Skill Proficiency Bard. If have selected Half-Proficiency by Half Star (Jack of all Trades), the CW recognizes it as proficient in and will not give you any choice. Furthermore, it will add Proficiency (Full Start) in all Half/Start skills.

An update will be pushed for Tuesday's update to take care of the Tiefling subrace issue you are facing. As for the Bard Jack of all Trades issue, there is an effect that covers that functionality and will cover ability checks much better than making all the skills half prof. It should show up in the actions tab when you create the bard and can follow this thread for it's usage.

https://www.fantasygrounds.com/forums/showthread.php?27331-Effects-The-Complete-Bard-Package

Drogo210
January 10th, 2022, 08:57
An update will be pushed for Tuesday's update to take care of the Tiefling subrace issue you are facing. As for the Bard Jack of all Trades issue, there is an effect that covers that functionality and will cover ability checks much better than making all the skills half prof. It should show up in the actions tab when you create the bard and can follow this thread for it's usage.

https://www.fantasygrounds.com/forums/showthread.php?27331-Effects-The-Complete-Bard-Package

I see your point for Jack fo all Trades. I will find a work around because there is a better effect that can be applied to automate it and leave it on. CHECK: HPRF; SKILL: [-HPRF], of course this needs the start option. Thanks

BangsNaughtyBits
January 11th, 2022, 05:37
Minor issue, the FG Dark Modern theme makes seeing the buttons for class level nigh impossible to see in the Class tab of the Wizard proper and also using the Level Up function. It's visible in the FG Dark theme as a gray arrow on a slightly lighter gray background.

Also, in the Race tab, the button to select the modifiers, I.E. +2 +1 or +1 +1 +1, on newer races without a default value set, still shows the Default and Tasha 2 buttons. Default yields no modifiers on these newer races without default values. Older races with default modifiers work normally.

superteddy57
January 11th, 2022, 07:59
Minor issue, the FG Dark Modern theme makes seeing the buttons for class level nigh impossible to see in the Class tab of the Wizard proper and also using the Level Up function. It's visible in the FG Dark theme as a gray arrow on a slightly lighter gray background.

Also, in the Race tab, the button to select the modifiers, I.E. +2 +1 or +1 +1 +1, on newer races without a default value set, still shows the Default and Tasha 2 buttons. Default yields no modifiers on these newer races without default values. Older races with default modifiers work normally.

I will pass the theme issue along to the developer. As for the default button it will provide the +2 +1 option if no default can be found. The behavior is to provide a choice box for the default score increases when choosing default. I tested with Fairy and it is providing those choice boxes. Can you provide an example race that does not do this?

Here is the example with Fairy
50894

BangsNaughtyBits
January 11th, 2022, 15:32
I am not reproducing the button issue, now. Likely PEBCAK unless I duplicate it.

AaronLHastings
January 11th, 2022, 16:30
This thread seems stale, but maybe this is the right place.

Issue: Latest public release of character wizard for 5E does not show all races. I have all modules loaded.

Zacchaeus
January 11th, 2022, 17:41
This thread seems stale, but maybe this is the right place.

Issue: Latest public release of character wizard for 5E does not show all races. I have all modules loaded.

Welcome to FG.

Can you say what races are missing? I'm not seeing any.

MrDDT
January 11th, 2022, 18:23
Didn't read if this was reported or not, I went back like 10 posts.

When using the "LVL UP" after a char is made and going to the next level in the CW.
It will double up on some of the stuff in the abilities tab. Things like "Proficiencies" where you might be prof with weapons: simple. It will add a new line each time.

superteddy57
January 11th, 2022, 18:25
I'm not seeing that with the build that will be pushed today with the weekly updates. So when that gets pushed I would recommend trying again.

Drogo210
January 11th, 2022, 20:17
Didn't read if this was reported or not, I went back like 10 posts.

When using the "LVL UP" after a char is made and going to the next level in the CW.
It will double up on some of the stuff in the abilities tab. Things like "Proficiencies" where you might be prof with weapons: simple. It will add a new line each time.

Good for you I get none.

All characters

NO proficiencies added at any level/character.

Rogue
[1/11/2022 9:07:19 PM] [ERROR] Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:2280: attempt to index local 'sSpecialization' (a nil value)


Fighter

1) If Samurai selected as specialization I do not get to choose the extra proficiencies.
2) Click on a Specialization adds all the features and select another Archetype will not remove the previous.
3) Inventory selection for Fighter is a bit messy and Shield option is missing.

SilentRuin
January 12th, 2022, 05:33
[ERROR] Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:1325: attempt to index local 'sProficiency' (a nil value)

This section of code is not guarding against a race that has no proficiency here - sProficiency can legally be nil...



local sProficiency = sText:match("you have proficiency with ([^.]+)")

if not sProficiency then
sProficiency = sText:match("you gain proficiency with ([^.]+)")
end

if not sProficiency then
sProficiency = sText:match("you are proficient with ([^.]+)")
end

if not sProficiency then
sProficiency = sText:match("one tool proficiency of your choice")
end

if not sProficiency then
sProficiency = sProficiency:match("artisan's tools %((.*)%)");
end

if not sProficiency then
sProficiency = sText:match("you have proficiency with ([^.]+)")
end

sProficiency = sProficiency:gsub(" and ", ",")
sProficiency = sProficiency:gsub(" or ", ",")
sProficiency = sProficiency:gsub("the ", "")

if sProficiency:match("choice") then

Pirogeth
January 12th, 2022, 08:51
[1/12/2022 12:43:07 AM] [ERROR] Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:3870: attempt to concatenate global 'nCantrips' (a nil value)
[1/12/2022 12:43:17 AM] [ERROR] Script execution error: [string "selectedspells_iadd"]:25: attempt to perform arithmetic on a nil value

I am not able to add spells to any caster classes in the character wizard. I get these errors when opening the spells tab, and then when trying to add any of the cantrips respectively. There is no number for cantrips available or spells.

This seems to occur with any class with casting. I tried fresh installing fantasy grounds and only loading the 5e PHB with no modules and the errors are still happening.

[1/12/2022 12:33:04 AM] [WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
This warning is shown when the character wizard is opened (one for each tab_XXX stats,races,class,ect.)

LordEntrails
January 12th, 2022, 16:14
[1/12/2022 12:43:07 AM] [ERROR] Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:3870: attempt to concatenate global 'nCantrips' (a nil value)
[1/12/2022 12:43:17 AM] [ERROR] Script execution error: [string "selectedspells_iadd"]:25: attempt to perform arithmetic on a nil value

I am not able to add spells to any caster classes in the character wizard. I get these errors when opening the spells tab, and then when trying to add any of the cantrips respectively. There is no number for cantrips available or spells.

This seems to occur with any class with casting. I tried fresh installing fantasy grounds and only loading the 5e PHB with no modules and the errors are still happening.

[1/12/2022 12:33:04 AM] [WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
This warning is shown when the character wizard is opened (one for each tab_XXX stats,races,class,ect.)
There was a hot fix pushed this morning. Update and see if this issue is resolved.

SilentRuin
January 12th, 2022, 16:35
There was a hot fix pushed this morning. Update and see if this issue is resolved.

Still busted. Just go into charwizard - immediately select Wizard for class - then spell button will pop up - select it and BOOM. Same error. And I saw nothing change in the 5e.pak I have delivered on my machine.

PS - I just forced the update to make sure nothing was out there (no extensions used) - nothing had a fix I could see. Is it just me not getting this update?

LordEntrails
January 12th, 2022, 17:18
I ad only see the notice; https://www.fantasygrounds.com/forums/showthread.php?72118-Release-Updates-for-January-11th-2022&p=635287&viewfull=1#post635287 as well as some comments by Superteddy about the fix in similar threads.

superteddy57
January 12th, 2022, 19:04
I pushed a hotfix last night, but another was pushed today by Moon Wizard. I might have an issue with my build creation and that is currently being investigated.

SilentRuin
January 12th, 2022, 19:23
I pushed a hotfix last night, but another was pushed today by Moon Wizard. I might have an issue with my build creation and that is currently being investigated.

Well the hotfix fixed the spell list issue but the proficiency issue is still an issue (as there were two places that it was accessing a method on a nil - I did not highlight the other I now see in my report above so I guess it was missed)

Highlighted now...



local sProficiency = sText:match("you have proficiency with ([^.]+)")

if not sProficiency then
sProficiency = sText:match("you gain proficiency with ([^.]+)")
end

if not sProficiency then
sProficiency = sText:match("you are proficient with ([^.]+)")
end

if not sProficiency then
sProficiency = sText:match("one tool proficiency of your choice")
end

if not sProficiency then
sProficiency = sProficiency:match("artisan's tools %((.*)%)");
end

if not sProficiency then
sProficiency = sText:match("you have proficiency with ([^.]+)")
end

if not sProficiency then
return bChoice
end


So that guard missed it

It's going to need to be guarded anytime it does that sort of thing (in case there are more someplace else).

superteddy57
January 12th, 2022, 19:57
Please point me to what race is providing the error. You are correct there isn't a nil return, but races parse from their traits and currently they are hard coded.

SilentRuin
January 12th, 2022, 21:12
Please point me to what race is providing the error. You are correct there isn't a nil return, but races parse from their traits and currently they are hard coded.

Per original statement its a homebrew. So unless you make a race with none of these proficiency phrases, its unlikely you can test it. Or just copy a race you do have an remove out those strings.

This is just pure raw FGU characterwizard - which I don't use myself. The override version I had to make handles supplemental modules and other homebrew 5e modules (not hardcoded stuff) for races, classes, backgrounds, spells, and feat lists that get displayed in normal charwizard. I could fix this to resolve this also - but seems a legit bug not checking for nils. Plus I already have to check every release for differences from the last 5e.pak just to see if I need to update parts I've had to clone in my version. This is currently not one of them. I'd like to avoid adding it into the ones I do clone (currently only parts that deal with building lists).

Shadowsneak999
January 13th, 2022, 03:40
For a few patches now it seems Warlock hasn't been working right for me when I create a character i get no spells tab and now its not giving me the option to multiclass into it even when I have enough charisma. No errors or anything just not showing up.

superteddy57
January 13th, 2022, 06:07
For a few patches now it seems Warlock hasn't been working right for me when I create a character i get no spells tab and now its not giving me the option to multiclass into it even when I have enough charisma. No errors or anything just not showing up.

Yes, the warlock class is not producing the spell button to select spells. I found the issue and will make it available with the next update. As for allowing multiclass, the PHB requirements are not enforced as we need to cater to the possibility of house rules and thus make any class available for multiclass.

Dsala
January 13th, 2022, 09:23
In the spells tab there are no cantrip and L1 buttons. I see all the classes on the left side of the box (not only Wizard) and cantrips on the right. You can only pick cantrips for the classes that have them, normal spells appear for rangers and palys even if they can't cast at lvl 1. I have Version 4.1.13. I'm using only Dungeon Master, PHB and Lost mine of Phandelver modules with the DND theme but tried with default theme and still no buttons.

superteddy57
January 13th, 2022, 10:08
Thank you for reporting. I saw this reported on discord and was able to find a solution. This will be pushed with the next update.

SweetSwede
January 13th, 2022, 20:15
Articifer in the character wizard: Seems that the spell levels etc for articifer follows pure casters and not the progression in the info about the class.

Valyar
January 14th, 2022, 10:09
We noticed that during creation or level up activities where Ability Score Improvement is involved, selecting Asi does not prompt which ability to increase. Is this by design or something is not connecting in the automation?

superteddy57
January 14th, 2022, 10:19
Articifer in the character wizard: Seems that the spell levels etc for articifer follows pure casters and not the progression in the info about the class.

Thank you for the report, found the issue as I was not calculating it as a half caster. Will be pushed with the next update.

superteddy57
January 14th, 2022, 10:20
We noticed that during creation or level up activities where Ability Score Improvement is involved, selecting Asi does not prompt which ability to increase. Is this by design or something is not connecting in the automation?

The ability score increase selection is on the stats page. I am working on getting the warning icon to change when this is available and part of the warning before commit.

Valyar
January 14th, 2022, 11:06
The ability score increase selection is on the stats page. I am working on getting the warning icon to change when this is available and part of the warning before commit.
Oh my, nobody thought to check back as the visual indicator was green. Maybe also update the checkmark back to red exclamation mark when ASI is selected?

kageus
January 15th, 2022, 02:46
Confirming that in character wizard I'm also not seeing the buttons to select spell levels 50988 All extensions and mods off, only PHB loaded.

superteddy57
January 15th, 2022, 04:09
Confirming that in character wizard I'm also not seeing the buttons to select spell levels 50988 All extensions and mods off, only PHB loaded.

Thank you for the report. Was able to find the issue and will be part of the next update.

Ventys
January 15th, 2022, 04:16
While creating a new character in the Character Wizard there seems to be an issue with selecting spells higher than cantrip. I can not find any way to increase spell levels to add to a characters sheet via the creator.

SweetSwede
January 15th, 2022, 14:11
thanks!

Ventys
January 16th, 2022, 17:22
I have also noticed that when leveling up a character if we manually added spells to the character before the level up process, the wizard does not recognize the spells added correctly. Instead, it will keep the 0/6 selected.

SweetSwede
January 16th, 2022, 17:53
Great job getting the ability to pick spells at level above cantrips back. One issue i just noticed though... If you remember i reported that articifers were getting spells at the same pace as full casters. That seems to have been fixed, but one issue isnt fixed. I only spell slots up to level 2 however, I can pick level three spells. See attached pic.51037

superteddy57
January 17th, 2022, 00:32
I have also noticed that when leveling up a character if we manually added spells to the character before the level up process, the wizard does not recognize the spells added correctly. Instead, it will keep the 0/6 selected.

You would have to setup the category the same as the class you wish to have them attached. There isn't a way currently to figure out what are selected spells and what are innate/actions easily. So you can add a spell to create the group and then change the group name on the actions tab to that spell group to get the spell numbers to match up.

Valyar
January 17th, 2022, 16:33
It seems the fix to the spell tab introduced some new bugs - player today checked his wizard level 2 and he has access to level 2 spells, which should happen at wizard level 3 instead of 2.

superteddy57
January 17th, 2022, 16:40
Thank you, it's been reported and currently being investigated.

agriaartsstudio
January 19th, 2022, 20:49
all class/race combinations.
using 5E ruleset and only the SRD- data SRD- bestiary and SRD -magic items modules, using any combination of class/race, completing entire character creation process. i consistently get items that should be automatically added to character inventories not being added at all (examples include: packs (diplomat priest adventurer dungeoneer so on) ammo (bolt's arrows's etc) some accessories (emblems reliquary amulet) some weapon's, afew armors and other various items)
after some looking around i found out that the issue seems to be related to the DD PHB deluxe specifically many items in the character wizard seem to require that the DD PHB Deluxe module be Loaded, also almost all items exist in the SRD-data or SRD-magic items list of items.

superteddy57
January 19th, 2022, 21:03
Yes, currently the wizard was setup to use only the PHB items for the free equipment choices to add to the character. I am looking into a way to expand this to include the SRD available content if the PHB is not available. One work around currently is just to visit the purchase equipment screen when it asks you for the items selections and choose from there as those should be pulling from the SRD module for the item links.

agriaartsstudio
January 19th, 2022, 21:09
Yes, currently the wizard was setup to use only the PHB items for the free equipment choices to add to the character. I am looking into a way to expand this to include the SRD available content if the PHB is not available. One work around currently is just to visit the purchase equipment screen when it asks you for the items selections and choose from there as those should be pulling from the SRD module for the item links.

Thank you very much for your very prompt response and the information and workaround idea.

webdove
January 23rd, 2022, 04:29
Hi, Yesterday when starting Curse of Strahd I had some people wanting to use the "hexblood" race from Van Richten's Guide to Ravenloft".
The "race" table was missing the "hexblood" race from Van Richten and Curse of Strahd.
The "background" table did include "haunted one" background from Van Richten's guide.

Why was the "hexblood" race missing?
Are other things missing too?

superteddy57
January 23rd, 2022, 05:02
Lineages aren't really races. They are templates to tack onto another race. The best practice is to use the wizard to build up the character and then replace the portions on the character sheet that you wish to replace with the lineage. The wizard unfortunately doesn't have the ability to work with these types of templates that are provided.

TopazKat
January 23rd, 2022, 17:00
Hi,

I'm trying to upgrade a rogue to level 3 and have Tasha's Cauldron of Everything open as a supplement but I can only see the archetypes from the PHB none of the new ones like Soulknife. Is there a way to find these please?

Zacchaeus
January 23rd, 2022, 17:39
I'm seeing them fine. Are you sure you have Tasha Players open? They don't appear in the DM copy of the module.

TopazKat
January 23rd, 2022, 17:43
Ah no sorry I didn't realise I needed the player book open as well so just had the DM one! Found them now. Thank you for your help!

42 is the answer
January 23rd, 2022, 18:07
Hello! I am having an issue with the Character wizard, its worked mostly fine for 3 of my 5 players, but the last two both are playing paladins and are at lvl 5. However the spells that the Character wizard is offering is only what would be offered to a lvl 4 . If we up them to a lvl 6 it the offers them the spells available to a lvl 5.
Like a lvl 5 paladin should have 4 1st lvl slots and 2 2nd lvl slots but its only giving them 3 1st lvl slots.

Also with a monk in the character wizard it doesn't give anything to track ki points.

Zacchaeus
January 23rd, 2022, 18:20
Hello! I am having an issue with the Character wizard, its worked mostly fine for 3 of my 5 players, but the last two both are playing paladins and are at lvl 5. However the spells that the Character wizard is offering is only what would be offered to a lvl 4 . If we up them to a lvl 6 it the offers them the spells available to a lvl 5.
Like a lvl 5 paladin should have 4 1st lvl slots and 2 2nd lvl slots but its only giving them 3 1st lvl slots.

Also with a monk in the character wizard it doesn't give anything to track ki points.

The character Wizard won't set up ki points for you. You'll need to do that yourself, See video eight here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

superteddy57
January 24th, 2022, 01:11
Hello! I am having an issue with the Character wizard, its worked mostly fine for 3 of my 5 players, but the last two both are playing paladins and are at lvl 5. However the spells that the Character wizard is offering is only what would be offered to a lvl 4 . If we up them to a lvl 6 it the offers them the spells available to a lvl 5.
Like a lvl 5 paladin should have 4 1st lvl slots and 2 2nd lvl slots but its only giving them 3 1st lvl slots.

Also with a monk in the character wizard it doesn't give anything to track ki points.

Found the issue for the spell slots, was a math miscalculation. An update will go out with the weekly update.

SweetSwede
January 24th, 2022, 14:41
Hi. I havent bothered to browse through 80 pages of text to see if anyone has reported this:

When selecting starting equipment, the list of weapons etc is populated with everthing from soulknives to silvered quarterstaffs, and not only "basic" martial or simple weapons.
So, I am now having to have my players select the buy option unless I want to severely restrict what they can pick from their list. Also, it seems as it populates a bit different from char to char.

superteddy57
January 24th, 2022, 15:20
I believe you are referring to the purchase equipment part. If I'm mistaken please let me know. It shouldn't populate with the kit choices. With that start, we have to develop for many types of DMs and homebrew could allow magic items for purchase during creation as with higher level starts. This could allow the chance at varying equipment choices from the purchase equipment section. So there isn't an intended filter of non-"basic" items. The list also populates based on the modules open by the player, so the list may change based on the items in those modules.

Zacchaeus
January 24th, 2022, 15:54
Hi. I havent bothered to browse through 80 pages of text to see if anyone has reported this:

When selecting starting equipment, the list of weapons etc is populated with everthing from soulknives to silvered quarterstaffs, and not only "basic" martial or simple weapons.
So, I am now having to have my players select the buy option unless I want to severely restrict what they can pick from their list. Also, it seems as it populates a bit different from char to char.

As superteddy says what appears in equipment is determined by what you have shared with your players and what your players have opened. Remember you, as DM. might see a lot more than players do if you have say the DMG open. Sounds like you have Tasha's shared and in that book there are a bunch of things which an Artificer could have access to or some of the other archetypes detailed in Tasha; so it would be quite correct to have that available to players playing those classes.

webdove
January 25th, 2022, 03:57
Lineages aren't really races. They are templates to tack onto another race. The best practice is to use the wizard to build up the character and then replace the portions on the character sheet that you wish to replace with the lineage. The wizard unfortunately doesn't have the ability to work with these types of templates that are provided.

I beg to differ.
a. You may choose Hexblood, Dhampir or Reborn as if they were equivalent to a race. For example "VRGtR p18 If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."
b. All three are included as races in Fantasy Ground Unity via Van Richten's Guide to Ravenloft. That was how we were using them.

superteddy57
January 25th, 2022, 12:29
I beg to differ.
a. You may choose Hexblood, Dhampir or Reborn as if they were equivalent to a race. For example "VRGtR p18 If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."
b. All three are included as races in Fantasy Ground Unity via Van Richten's Guide to Ravenloft. That was how we were using them.

Thank you for the feedback. I will take it into consideration for the next expansion of the code base.

webdove
January 25th, 2022, 14:30
You are most welcome.

khirsah
January 25th, 2022, 21:23
Good evening,

I'm trying to create a new character using character creation wizard with 5th edition ruleset and no classes, races or backgrounds are shown. I have loaded Player's handbook and Dungeon's masters guide modules, but no info is shown. No extensions added.

I have also reinstalled fantasygrounds app and deleted vault folder.

I'm using OSX Monterey.

I attach screenshot.

51164

Thanks in advance,

Khirsah.

Moon Wizard
January 25th, 2022, 22:21
That looks like a very old version of CoreRPG running. Can you open your FG data folder, and make sure that you don't have any subfolders under the rulesets folder within?

The version text reported in the chat window should be: Core RPG ruleset (v2022-01-04) for Fantasy Grounds

Regards,
JPG

khirsah
January 25th, 2022, 23:53
Great!! It was the problem.

Thanks Moon Wizard.

luigiHugs
January 26th, 2022, 17:25
So i am having an issue with 2 campaigns, my paladins are not getting their second level spell slot check boxes. They are both left with only 3 level one check boxes above their spell lists on the actions page.

Zacchaeus
January 26th, 2022, 17:42
So i am having an issue with 2 campaigns, my paladins are not getting their second level spell slot check boxes. They are both left with only 3 level one check boxes above their spell lists on the actions page.

This was fixed in yesterday's update. Make sure you have updated FGU.

DeadOnArival
January 27th, 2022, 03:19
Not sure where to put typos but here seemed like an idea. In fantasy grounds 5e under the light domain for clerics it states that improved warding flare is only 10 feet but the PH I own says 30 feet

superteddy57
January 27th, 2022, 05:13
Issues with the data would be best in the 5E Bug report thread as that's an issue with the module data and not the wizard. Thank you for the report. I'll direct the dev to here to check it out.

deer_buster
January 27th, 2022, 06:11
Character Wizard - inventory for Ranger doesn't give an option for "two short swords"...

Moderator: Moved to character wizard bugs

Zacchaeus
January 27th, 2022, 09:12
Not sure where to put typos but here seemed like an idea. In fantasy grounds 5e under the light domain for clerics it states that improved warding flare is only 10 feet but the PH I own says 30 feet

It's 30 ft in my copy of the PHB.

Chuckhdtv
January 27th, 2022, 16:53
Disclaimer, I only have red the last couple of pages of the thread...

I built a Variant-human and the wizard gives me 2 racial modifiers options
-Default: Use default racial modifiers or use TCE option for one ability score of your choice increase by 2 and one other ability score increase by 1
-Option 2: Increase three ability score by 1

First of I can't find that in TCE, It says at page 8 Ability score increase: One ability score of your choice increases by 2. I might have missed something there. But when I select the default option, the wizard only gives me 2 +1 increases. The option 2 gives 3. It does have similar issues with custom lineage ASIs.

Another thing, The longbow is "included" and added to the default Ranger's inventory but not it's 20 arrows quiver. No big deal but it's worth telling you

Ludd_G
February 2nd, 2022, 18:05
Hi,

I may have got hold of the wrong end of the stick, but I seem to remember that the Character Wizard should amalgamate all the classes and subclasses from any open source book, and offer all the options even if you didn't select your first level from a particular book? It's just I don't seem to be able to choose domains, traditions or sub-classes from the Midgard World Book or Deep Magic, unless I use those books to create the PC at first level, and then only through drag-and-drop, not the CW for that 1st level. Would it be possible to make the options in those books available as well, regardless of what book was used to start building the character, as I hate having to have my players decide several levels ahead in what direction they want their pc to go in?

I may have missed something obvious but I don't think so, and at the moment it looks like my only option is to rebuild the pc from 1st level using either Deep Magic or the Midgard World Book if they contain the options the player want's to level up with going forward.

The Midgard Heroes Handbook works as expected though, and all the options are available.

As I said, I may have misunderstood how the CW is expected to work, or I may have done some thing daft, it wouldn't be the first time!

Cheers,

Simon

Zacchaeus
February 2nd, 2022, 18:12
I don't think this is a problem with the character wizard. Both modules you mention are third party modules and the character wizard really only works at the moment with official 5e content from WotC. I'd suggest that if your players want to use third party material that you don't use the Wizard.

Ludd_G
February 2nd, 2022, 18:21
Yeah, that would've been my conclusion too except for the fact it incorporates the Midgard Heroes Handbook as expected, and the other books do function fine in the CW, but only from level 2 on, and only if the build was started, via drag and drop, from that same book. So I was hoping that incorporating them the same as the Midgard Heroes Handbook is already incorporated, may just be a small tweak from the devs? If not, and this is just an insurmountable issue with most 3rd party books, then so be it, and it does look like I can use the CW from level 2 onwards as it is, so that's something at least.

Thanks for your help and insight, it's appreciated as always :)

Cheers,

Simon

Alcarnique
February 3rd, 2022, 19:18
I beg to differ.
a. You may choose Hexblood, Dhampir or Reborn as if they were equivalent to a race. For example "VRGtR p18 If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."
b. All three are included as races in Fantasy Ground Unity via Van Richten's Guide to Ravenloft. That was how we were using them.

I know this is an old post, but how do you add dhampir in the character wizard? I have loaded Van Richten's Guide to Ravenloft and dhampir appears in the Races subsection of the Character tab on the right, but when trying to build a character using the wizard in the Charaters subsection of the Player tab, it does not appear as a race option.

Zacchaeus
February 3rd, 2022, 19:55
Welcome to FGU.

I agreed with Superteddy here in that the races in von Richten are not really races as such. Sure you can selected them as a race but they don't have everything that a race has - primarily the ability score increase. So they're not in the Wizard because it's really complicated to cover all the possibilities. You could select a Dwarf for example and then overlay the Dhampir over that taking away stuff and adding other stuff. So if you want to use the van Richten stuff I'd suggest that you do so manually via drag and drop and then edit what you need to edit to get the correct result.

Alcarnique
February 4th, 2022, 03:10
I know this is an old post, but how do you add dhampir in the character wizard? I have loaded Van Richten's Guide to Ravenloft and dhampir appears in the Races subsection of the Character tab on the right, but when trying to build a character using the wizard in the Charaters subsection of the Player tab, it does not appear as a race option.

I figured it out. You need to commit/save the character without a race then drag the dhampir race onto the race field.

GerryWright
February 7th, 2022, 15:21
Did a recent update introduce a bug to the Level Up feature that can be called from the main page of the character sheet? I successfully used it early last week on some characters I had created for a test campaign, but it wasn't working properly when I tried it a few days later. Specifically, the characters had attained level 8, so I wanted to increase their ability stats. But the window for leveling up would not allow me to change any of the ability stats.

superteddy57
February 7th, 2022, 15:35
MOD: Moved to Character Wizard Bug Report thread

Thank you for the report, but please can you provide more details on the steps you performed and maybe an image of where you are attempting to increase your ability scores?

guatermelunz
February 10th, 2022, 05:09
Hi, it's my first time on the forum so sorry if I am lacking in format or etiquette. That said, I've noticed that the Character Wizard doesn't parse well any statements in racial traits that contain "proficiency with NNN of the following skills of your choice" or similar text.
EX. When making a kenku char in CW, one should expect to choose two skills from it's Kenku Training trait but it only allows for a single choice (and it doesn't even include all the options - Sleight of Hand is left off the list of options to click on). The changeling also has this issue in the CW for its Changeling Instinct trait (though all skill options are shown in CW). I also made a custom race with a racial trait to choose one skill from a list and the CW doesn't even populate a choice. Also, oddly enough the CW does handle the orc Primal Intuition trait choice despite the text lacking a ":" after "choice."

Laerun
February 10th, 2022, 23:05
Hi, it's my first time on the forum, so sorry if I lack format or etiquette. That said, I've noticed that the Character Wizard doesn't parse well any statements in racial traits that contain "proficiency with NNN of the following skills of your choice" or similar text.
EX. When making a kenku char in CW, one should expect to choose two skills from its Kenku Training trait, but it only allows for a single choice (and it doesn't even include all the options - Sleight of Hand is left off the list of options to click on). The changeling also has this issue in the CW for its Changeling Instinct trait (though all skill options are shown in CW). I also made a custom race with a racial trait to choose one skill from a list, and the CW doesn't even populate a choice. Also, oddly enough the CW does handle the orc Primal Intuition trait choice despite the text lacking a ":" after "choice."

These are known issues. Please gather your console logs and post them here so that the Dev can look at your issue. Other related racial traits have been fixed on a case-by-case basis.

Sedori
February 11th, 2022, 09:36
Hello,

Using the Character Wizard to easily level up an Eldritch Knight, is a bit buggy. It opens the log and I see this line:

[ERROR] Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:4025: attempt to perform arithmetic on local 'nClassLevel' (a nil value)

Steps taken:
1. Create new character as a Fighter
2. Level character using the Character Wizard until Level 3, select Eldritch Knight when prompted for Specialization
3. Select spells as normal
4. Level to 4, click Spells Tab in Character Wizard
5. Error appears
6. Spell Selection is blank

It seems this exists as well when using Arcane Trickster on Rogue.

Using Fantasy Grounds Unity, v4.1.13 ULTIMATE (2022-01-05)

Moderator: Moved to Character Wizard bugs

superteddy57
February 11th, 2022, 11:19
Hello,

Using the Character Wizard to easily level up an Eldritch Knight, is a bit buggy. It opens the log and I see this line:


Steps taken:
1. Create new character as a Fighter
2. Level character using the Character Wizard until Level 3, select Eldritch Knight when prompted for Specialization
3. Select spells as normal
4. Level to 4, click Spells Tab in Character Wizard
5. Error appears
6. Spell Selection is blank

It seems this exists as well when using Arcane Trickster on Rogue.

Using Fantasy Grounds Unity, v4.1.13 ULTIMATE (2022-01-05)

Moderator: Moved to Character Wizard bugs

Thank you for the report, I was able to find the issue. The ruleset is currently on lock down till the latest CoreRPG updates go LIVE.

superteddy57
February 11th, 2022, 11:44
Hi, it's my first time on the forum so sorry if I am lacking in format or etiquette. That said, I've noticed that the Character Wizard doesn't parse well any statements in racial traits that contain "proficiency with NNN of the following skills of your choice" or similar text.
EX. When making a kenku char in CW, one should expect to choose two skills from it's Kenku Training trait but it only allows for a single choice (and it doesn't even include all the options - Sleight of Hand is left off the list of options to click on). The changeling also has this issue in the CW for its Changeling Instinct trait (though all skill options are shown in CW). I also made a custom race with a racial trait to choose one skill from a list and the CW doesn't even populate a choice. Also, oddly enough the CW does handle the orc Primal Intuition trait choice despite the text lacking a ":" after "choice."

Thank you for the report. I was able to see where the parse break down was and have it repaired. The ruleset is currently in lockdown due CoreRPG updates awaiting going LIVE. So the fix won't be available till then.

Thespis
February 17th, 2022, 22:56
I have some custom skills that I have created, but when I open the character wizard to create a new character, my custom skills are not options of choice. Is there something I need to do to get them to appear in there?

superteddy57
February 17th, 2022, 23:00
Custom content like that would need to be setup with the feature to recognize. Currently doesn't work well with custom content like this at this time.

DCPye
February 25th, 2022, 13:10
Hey,

For some reason the character wizard on all my campaigns now shows this for the human race option:
https://imgur.com/TveGWSy which gives me this https://imgur.com/2HfFULh

If I select the other option:
https://imgur.com/whvh5sj It gives me this https://imgur.com/VDrEu6Z

I did just buy the Curse of Strahd module and downloaded several extensions but it is happening on old campaigns, new ones with or without extensions. It won't let me move on with the wizard until I select one of these options.
Any idea what it could be causing this or is this a bug?

superteddy57
February 25th, 2022, 16:15
This is normal behavior has the human gets a +1 by default to every ability. So I'm not sure what the issue is that you are facing.

LordEntrails
February 25th, 2022, 16:19
The Default is the default Human, which as Teddy says is +1 to every attribute and no choices. Option 2 is the Variant Human, where you get +1 to 3 abilities and a bonus feat.

superteddy57
February 25th, 2022, 17:32
Well default Human is a bit goofy in that regard as the second option really shouldn't be used for base Human. It doesn't really follow the idea for the Tasha changes.

LordEntrails
February 25th, 2022, 22:24
Well default Human is a bit goofy in that regard as the second option really shouldn't be used for base Human. It doesn't really follow the idea for the Tasha changes.
There's something for you to consider... are folks going to be able to create using both the original PHB methods and the new Tasha's approach?

superteddy57
February 25th, 2022, 23:07
We are brainstorming changes to the Wizard for the old and new data. Nothing solid yet to implement.

Edit:

Let me clarify, that currently the way the CharWizard factors things, is the default button will search the race/subrace record you have chosen and see if it provides a default ability score increase. If so, then it will create a selection window with that ability score chosen with the proper increase. If multiple ability score increases match the increase they become also selected. This then allows you to swap the defaults for whatever you would like them changed to. This follows Tasha's of swapping increases. With the new Race records from the newer supplements, they don't provide defaults. Then it reverts to the one +2 and two +1 choices in default. The reason I say the PHB Human doesn't benefit from Tasha is because there is no swapping as the human race gets a +1 to every ability score. Nothing to swap. The second option also will make you lose ability score increases. So it might need a special case for it not to show the second option.

DCPye
February 26th, 2022, 00:37
The Default is the default Human, which as Teddy says is +1 to every attribute and no choices. Option 2 is the Variant Human, where you get +1 to 3 abilities and a bonus feat.

Ah this makes more sense. The variant-human and human race were merged into one rather than being separate. I only recently updated my Fantasy Grounds when I bought the new module so I guess this was an update that happened rather than something with what I downloaded or the character wizard glitching out. Okay, cool cool.
Maybe I've missed an actual dnd change or just terrible memory, wasn't variant human +1 to 2 ability scores in the past?


The reason I say the PHB Human doesn't benefit from Tasha is because there is no swapping as the human race gets a +1 to every ability score. Nothing to swap. The second option also will make you lose ability score increases. So it might need a special case for it not to show the second option.

Yeah this makes sense as to what I was wondering. There's no way to toggle these changes are there? It just came out of left field after updating and feels a bit clunky at first look at it. I feel like there should be a way to turn the Tasha's options off but understand if that's a bit too much work for literally just selecting "default" and not messing with the ability scores past that.

superteddy57
February 26th, 2022, 01:44
Human and Human-variant are not merged. They are still two separate records. There is nothing to turn off. There is no need to turn off Tasha as clicking on default will provide you with the default ability scores. What is available is the ability to swap the choices for your ability scores. This is what Tasha introduced. So you could go with the default or decide to change them based on the ability score increase. As for base Human, clicking on default provides the correct ability score increases, just nothing to swap. Human just needs to have the second option removed when chosen.

LordEntrails
February 26th, 2022, 02:37
Ah, sounds lie I was wrong on variant vs default.

TonyCannoli1969
February 26th, 2022, 15:19
Character Creation Wizard - source - Tasha's Cauldron - I have had 2 players select Fey Touched - however none of the following get added to the character sheet wizard when it is selected - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat

TonyCannoli1969
February 26th, 2022, 15:20
Character Creation Wizard - source - PHB - when building a cleric with the character wizard warhammer is not a choice, it must be selected from "purchasing equipment"

BangsNaughtyBits
March 3rd, 2022, 04:23
Are the nine Tieflings from MORDENKAINEN'S TOME OF FOES currently bugged? If I select default for ability scores it applies the default and forces an additional choice for +1 and +2 so two abilities get +1 and +2, each. This does not apply to the Tiefling-Variant subraces which includes the standard from PHB. Also, isn't the Asmodeus Tiefling from MTOF supposed to be the standard from PHB or is it just duplicated for convenience?

Zacchaeus
March 3rd, 2022, 09:50
Yes, the Asmodeus variant is the PHB standard one.

I think the answer is to not have the PHB open if you want a Tiefling. If you only have MToF open then you'll get the correct result. With the PHB open you get a double pick as you say.

Axeking
March 4th, 2022, 15:56
Maybe I'm missing something here - but if I don't have PHB open, then none of the PHB content is available in the wizard. So how do you do a tiefling from MToF that also uses some standard PHB content??

BangsNaughtyBits
March 4th, 2022, 16:32
Drag and drop or manually modify the ability scores to take the two bonuses into account. When the Default/Option 2 buttons first appeared I saw this on other races as well. It's minor enough I am not hugely concerned but wasn't sure if it got pushed up to support, yet.

BTW, the Esper Genesis rules that came out this week work really well with the Character Wizard. Well done peeps. I hate only complaining about things when it works so well overall.

Zacchaeus
March 4th, 2022, 17:50
Maybe I'm missing something here - but if I don't have PHB open, then none of the PHB content is available in the wizard. So how do you do a tiefling from MToF that also uses some standard PHB content??

I wasn't suggesting this as a permanent solution but rather a temporary one until Dominic figures out a fix. The Teifling race causes all sorts of issues even with drag and drop because the PHB version doesn't have subraces. So even outwith the Wizard it's best to only have Mordenkainen open.

bratch9
March 4th, 2022, 18:05
warlock level up via character wizard causes pack spell level availability issue.

51791

using the older, drag a level onto the character sheet to level up, works fine..

51792

-pete

Moderator: Moved to character wizard bugs.

Axeking
March 4th, 2022, 20:54
I wasn't suggesting this as a permanent solution but rather a temporary one until Dominic figures out a fix. The Teifling race causes all sorts of issues even with drag and drop because the PHB version doesn't have subraces. So even outwith the Wizard it's best to only have Mordenkainen open.

Ah! Ok - that makes more sense. Thanks for the clarification :-)

RaTath
March 5th, 2022, 05:50
First of all Thank you for the wizard! Lots of hard work there.

I made an elven wizard using the new wizard and everything seemed to go perfectly. However when the final sheet was built and I looked on the Actions tab at my spells in Preperation mode the radial buttons on the left were missing for me to select which spells I wanted to prepare.

Made a Cleric next with the same result. No buttons to select which spells I could prepared. The Cleric version only let me select the number of spells I could prepare in the wizard (level + wis mod) and not all of them as clerics have access to all spellls and just prepare the ones they want for the day.

Thanks again for all your hard work! You guys and gals ROCK. :)

RaTath

RaTath
March 5th, 2022, 05:58
Character Creation Wizard - source - PHB - when building a cleric with the character wizard warhammer is not a choice, it must be selected from "purchasing equipment"

Clerics don't normally get martial weapons as a proficiency unless you take like the War or Tempest domains or you get it from a racial trait like the dwarves have. So warhammer will not be available as starting equipment unless you meet these other prerequists.

Zacchaeus
March 5th, 2022, 07:46
First of all Thank you for the wizard! Lots of hard work there.

I made an elven wizard using the new wizard and everything seemed to go perfectly. However when the final sheet was built and I looked on the Actions tab at my spells in Preperation mode the radial buttons on the left were missing for me to select which spells I wanted to prepare.

Made a Cleric next with the same result. No buttons to select which spells I could prepared. The Cleric version only let me select the number of spells I could prepare in the wizard (level + wis mod) and not all of them as clerics have access to all spellls and just prepare the ones they want for the day.

Thanks again for all your hard work! You guys and gals ROCK. :)

RaTath

Make sure there's a number entered into the Prepared box in any spell power group (click the magnifying glass at the end of any spell header line).

superteddy57
March 5th, 2022, 09:02
First of all Thank you for the wizard! Lots of hard work there.

I made an elven wizard using the new wizard and everything seemed to go perfectly. However when the final sheet was built and I looked on the Actions tab at my spells in Preperation mode the radial buttons on the left were missing for me to select which spells I wanted to prepare.

Made a Cleric next with the same result. No buttons to select which spells I could prepared. The Cleric version only let me select the number of spells I could prepare in the wizard (level + wis mod) and not all of them as clerics have access to all spellls and just prepare the ones they want for the day.

Thanks again for all your hard work! You guys and gals ROCK. :)

RaTath

Clerics only get to choose the number of prepared spells as a character sheet that would contain every cleric spell would have a huge performance hit. That is why the design decision was for the player to choose which spells they wished to prepare for level 1. You can drag and drop more spells if you are hoping to track more spells. I would caution placing all the cleric spells into your action tab. As for the preparation issue, I will be investigating it.

superteddy57
March 5th, 2022, 20:23
Pushed a hotfix for prepared boxes not populating when committing using the Character Wizard.

RaTath
March 5th, 2022, 22:27
Make sure there's a number entered into the Prepared box in any spell power group (click the magnifying glass at the end of any spell header line).

Thanks Zacchaeus! That did put the radial buttons back as they should be. I'm guess when not using the wizard to generate a character that there is codeing in FG that puts that number in automatically. Shouldn't be to tough to add that particular code to the wizard to make sure that those buttons show up right away.

Thanks again!

RaTath

RaTath
March 5th, 2022, 22:28
Pushed a hotfix for prepared boxes not populating when committing using the Character Wizard.

Thanks!!! you guys rock thats all I can say about it!

superteddy57
March 5th, 2022, 23:05
The solution provided may add preparation for some of the other spell casters. I'm working on a final solution.

stoehovve
March 6th, 2022, 17:49
I've identified a bug with the character wizard that might affect other classes, but it definitely affects the ranger class. Currently, as part of the ranger class, you get a longbow as well as a quiver of 20 arrows, unfortunately, it appears that both the quiver, and the arrows are never added to the character sheet at the time the character is saved, as seen in the attached image.

merkvah
March 8th, 2022, 02:08
So possibly related issue here...

I used the FG "level up" button (great add, thank you!) to create a 5 pal / 6 sorc in 5e. It did the calculation for spell slots wrong. =( sorry.

D&D beyond says: "Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table."

so 5 pal would be a 2 caster (rounded down, as per D&D beyond) plus 6 sorc makes an 8th level caster, but FGU gave me a 5th level spell slot, which is not available before 9th level caster.

Just thought I'd let someone know. Thanks!

Moderator: Moved to Character Wizard thread.

Zacchaeus
March 8th, 2022, 08:59
I can confirm this; seems to be rounding up rather than down.

lmaofyou
March 11th, 2022, 10:08
Hello. I was leveling up one of my player's characters today and I found something odd. The character is a wizard that just leveled up to 2nd level. I used the Character Wizard to level the Wizard up and when I got to the spells, I saw that the Wizard can learn 8 more spells. I don't know if this is a bug but the "Spells 0/8" should be "Spells 6/8" as in the PHB, the Wizard can only learn 2 spells at level up after 1st. 51957

superteddy57
March 11th, 2022, 15:59
You are correct that it needs some fine tuning, but at this time the feature has a hard time with leveling up and spells. The issue with leveling up is the feature is unsure what is selected spells and what are other spells chosen for innate abilities and such from your character sheet. So to ensure that you are not losing out on the ability to select spells it won't count the selected spells. Until a solid solution is found, this is the approach we are using.

stoehovve
March 11th, 2022, 20:12
I believe I've found 2 more issues in relation to the character wizard, specific to a custom lineage from tasha's cauldron of everything. The first is an exception that is being thrown when choose "custom lineage" -> default racial modifers -> skill (for the variable trait)

This triggers the following error message:

"Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:1756: attempt to call method 'lower' (a nil value)

You can see the attached picture for a screenshot of the issue

The second issue is more cosmetic, in that when your selecting to create a custom lineage, your only actually able to choose the +2 modifier for a stat as the racial modifier, which means your selecting the default option. This means there is not point in displaying "option 2" for that selection, as it does not apply to a custom lineage based character at all.

Refer to page "8", or so, in the published pdf or hard cover, in the top left of the page in the purple box.

superteddy57
March 11th, 2022, 20:44
I believe I've found 2 more issues in relation to the character wizard, specific to a custom lineage from tasha's cauldron of everything. The first is an exception that is being thrown when choose "custom lineage" -> default racial modifers -> skill (for the variable trait)

This triggers the following error message:

"Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:1756: attempt to call method 'lower' (a nil value)

You can see the attached picture for a screenshot of the issue

The second issue is more cosmetic, in that when your selecting to create a custom lineage, your only actually able to choose the +2 modifier for a stat as the racial modifier, which means your selecting the default option. This means there is not point in displaying "option 2" for that selection, as it does not apply to a custom lineage based character at all.

Refer to page "8", or so, in the published pdf or hard cover, in the top left of the page in the purple box.

Thank you for the report. Found the issue with the skill selection. I will be pushing the fix for the weekly update. As for your other report, I am aware that it's showing the option 2 in many cases that aren't needed. I am currently investigating a solid solution for this. I have suggested to ignore the second option for now when not applicable till that solution can be provided.

Hispi
March 12th, 2022, 08:34
Get error message and character fails to load with all info after creation.

Ruleset: DnD 5e
No extensions
FGU

Seems to only happen right after using "Character Wizard" to make a Warlock PC.
Character window opens up but is missing Class, level, saving throws, inventory (ie. starting weapons), proficiencies, languages, spells, HP, HD
Character Wizard also remains open instead of closing automatically once a PC stats and features are "committed"

Error message:

Script execution error: [string "scripts/manager_char.lua"]:661: setValue: Invalid data path parameter

Moderator: Moved to Character Wizard reports

Zacchaeus
March 12th, 2022, 09:50
I'm not seeing this - can you give us exact steps to recreate.

Solidseq
March 12th, 2022, 14:12
Having this problem when trying to make a warlock too.
Any race/background combination seems to do it. Weirdly, all other classes come out fine. It just doesn't seem to know how to add warlock.

The errors that pop up are;

[WARNING] bitmapwidget: Logical icon (tab_stats) does not exist
[WARNING] bitmapwidget: Logical icon (tab_races) does not exist
[WARNING] bitmapwidget: Logical icon (tab_class) does not exist
[WARNING] bitmapwidget: Logical icon (tab_back) does not exist
[WARNING] bitmapwidget: Logical icon (tab_feats) does not exist
[WARNING] bitmapwidget: Logical icon (tab_import) does not exist
[WARNING] bitmapwidget: Logical icon (tab_warnings) does not exist
[ERROR] Script execution error: [string "scripts/manager_char.lua"]:661: setValue: Invalid data path parameter

Zacchaeus
March 12th, 2022, 15:36
Again I'm not seeing this. Can you give exact steps to reproduce. Also make sure you are testing in a clean campaign without extensions.


Oh, and also what modules do you have open.

Hispi
March 12th, 2022, 19:16
New clean Campaign
Name: Test 5e
Ruleset: 5e
LAN server (with pw)
No extensions added (if base FGU comes extensions that's all there is)

Steps (If you choose not to use either video link below):
Create new campaign with above settings, click through Setup and load "5E - Basic Rules" and "5E - SRD", open "Characters" using sidebar, click on "Character Wizard" to start generating PC, makes Tiefling Spy Warlock and hits "COMMIT", console appears with Error message, Character window opens but is incomplete, wizard remains open in bg.


https://drive.google.com/file/d/1S65i6BR5EDJpy0_euMlspm9jop0C9rpU/view?usp=sharing

https://www.youtube.com/watch?v=h5euJH-kwOk

Console Log: pastebin.pl (https://pastebin.pl/view/42011e37)

superteddy57
March 12th, 2022, 19:56
New clean Campaign
Name: Test 5e
Ruleset: 5e
LAN server (with pw)
No extensions added (if base FGU comes extensions that's all there is)

Steps (If you choose not to use either video link below):
Create new campaign with above settings, click through Setup and load "5E - Basic Rules" and "5E - SRD", open "Characters" using sidebar, click on "Character Wizard" to start generating PC, makes Tiefling Spy Warlock and hits "COMMIT", console appears with Error message, Character window opens but is incomplete, wizard remains open in bg.


https://drive.google.com/file/d/1S65i6BR5EDJpy0_euMlspm9jop0C9rpU/view?usp=sharing
https://youtu.be/h5euJH-kwOk

Console Log: pastebin.pl (https://pastebin.pl/view/42011e37)

Thank you for the information. It helped in tracking down the issue. It will be available with the next weekly update.

Moon Wizard
March 12th, 2022, 19:58
The 5E ruleset is currently on hold for other changes in the Test/beta channel; but this fix will be released with the next update. (i.e. may or may not be next week.)

Regards,
JPG

charmov
March 14th, 2022, 16:41
Not sure if this belongs here but when using the character wizard, the orcs primal intuition trait gives skill selection from a list of all skills, not the skills the trait is limited to. Not a huge deal but for lazies it will save them a click or two.

Cheers!

Edited, added info

Moderator: Moved to Wizard Bugs

Aergath
March 21st, 2022, 14:08
Summary: HI I noticed that when picking the Samourai subclass for the Fighter from Xanathar's Guide to Everything , It allows you to chose between a language or skill proficiency , but you can actually pick both of them (first issue) ,and the language will never be able to be picked and will create an error (second issue).


Ruleset(s) loaded : 5e (SRD +DMG + Eberron Elemental Evil , Tasha's , Xanatahar's , MM , PHB , Princes of the Apocalypse, Van Richten's and Volo's.

Extensions/Themes: Deactivated all extension to test, issues persist. All FG themes and official D&d tested

Modules Loaded: Same as above

Operating System / Language Setting: Windows10, English

Steps to Reproduce: create a new character with the fighter class, put 3 level in the fighter class and select the samurai subclass, while having xanathar's loaded.
See attached Screenshot. 52111

Edited to follow the guideline about submitting bugs

superteddy57
March 21st, 2022, 16:48
Summary: HI I noticed that when picking the Samourai subclass for the Fighter from Xanathar's Guide to Everything , It allows you to chose between a language or skill proficiency , but you can actually pick both of them (first issue) ,and the language will never be able to be picked and will create an error (second issue).


Ruleset(s) loaded : 5e (SRD +DMG + Eberron Elemental Evil , Tasha's , Xanatahar's , MM , PHB , Princes of the Apocalypse, Van Richten's and Volo's.

Extensions/Themes: Deactivated all extension to test, issues persist. All FG themes and official D&d tested

Modules Loaded: Same as above

Operating System / Language Setting: Windows10, English

Steps to Reproduce: create a new character with the fighter class, put 3 level in the fighter class and select the samurai subclass, while having xanathar's loaded.
See attached Screenshot. 52111

Edited to follow the guideline about submitting bugs


Not sure if this belongs here but when using the character wizard, the orcs primal intuition trait gives skill selection from a list of all skills, not the skills the trait is limited to. Not a huge deal but for lazies it will save them a click or two.

Cheers!

Edited, added info

Moderator: Moved to Wizard Bugs

Thank you for the reports. I will add them to my list to investigate.

Aergath
March 22nd, 2022, 08:33
Summary : Hi again, not sure if this is considered a bug or if it is by design /in consideration but I noticed that when a Warlock unlocks the Eldritch Invocations at lvl 2 there is no option to unlock them or to add them in the character wizard, it as be to done manually by searching the spells and it's not as easy as it could be.

Ruleset(s) loaded : 5e (SRD +DMG + Eberron Elemental Evil , Tasha's , Xanatahar's , MM , PHB , Princes of the Apocalypse, Van Richten's and Volo's.

Extensions/Themes: Deactivated all extension to test, issues persist. All FG themes and official D&d tested

Modules Loaded: Same as above

Operating System / Language Setting: Windows10, English

Steps to Reproduce: create a new character with the warlock class, put 2 level in the warlock class and scratch your head wondering how to break the news to your player. .


Thanks

Zacchaeus
March 22nd, 2022, 10:27
Summary : Hi again, not sure if this is considered a bug or if it is by design /in consideration but I noticed that when a Warlock unlocks the Eldritch Invocations at lvl 2 there is no option to unlock them or to add them in the character wizard, it as be to done manually by searching the spells and it's not as easy as it could be.

Ruleset(s) loaded : 5e (SRD +DMG + Eberron Elemental Evil , Tasha's , Xanatahar's , MM , PHB , Princes of the Apocalypse, Van Richten's and Volo's.

Extensions/Themes: Deactivated all extension to test, issues persist. All FG themes and official D&d tested

Modules Loaded: Same as above

Operating System / Language Setting: Windows10, English

Steps to Reproduce: create a new character with the warlock class, put 2 level in the warlock class and scratch your head wondering how to break the news to your player. .


Thanks

Eldritch invocations are not separate entities (like spells or feats) so there isn't a way to have them be a choice. This is true of character creation inside or outside the Character Wizard.

Aergath
March 22nd, 2022, 12:46
Eldritch invocations are not separate entities (like spells or feats) so there isn't a way to have them be a choice. This is true of character creation inside or outside the Character Wizard.

Indeed, and after a Google research I see that you already answered this question >< Sorry about that I usually research before posting.

Andir
March 24th, 2022, 04:03
Character wizard changes all known spells to "Innate" when another level is added.

Core Rules: D&D 5e Player's Handbook
Create a Warlock, assign all the stats, spells, cantrips, etc.

Commit

Open Character sheet Class dialog and click "Level Up" to bring up the wizard.
Click on Spells Tab
Observe all cantrips and spells become innate, spell slots become free to use

https://i.imgur.com/cYh3lh7.png

You can now claim more spells and you retain all of them.

Commit

https://i.imgur.com/TC5yYyp.png
https://i.imgur.com/nlP28ue.png

superteddy57
March 24th, 2022, 04:11
That is currently intended as there isn't currently a way to track spells you have chosen during creation or level up. What the wizard does is pull the spells from your actions tab and lists them for your reference during the selection process. At this time, till I can find a better solution, this will be the behavior.

talislanta
March 24th, 2022, 17:25
I'm encountering an issue and I am curious if it is a bug or something on my end. When I advance a rogue to 7th level who has picked Arcane Trickster for their specialization I do not get a 2nd lvl spell slot or option to pick a 2nd level spell. Is anyone else encountering this?
In case it matters I have every 5e book in the Essentials bundle minus Tasha's.

superteddy57
March 24th, 2022, 20:37
I'm encountering an issue and I am curious if it is a bug or something on my end. When I advance a rogue to 7th level who has picked Arcane Trickster for their specialization I do not get a 2nd lvl spell slot or option to pick a 2nd level spell. Is anyone else encountering this?
In case it matters I have every 5e book in the Essentials bundle minus Tasha's.

Thank you for the report. I was able to see that it's not using the spell table for the Arcane Trickster. I'll add it to my list to investigate and resolve.

RaTath
March 25th, 2022, 19:15
Hello again.
I hope you are all safe and well. I'm not sure if this is a bug but...building a character for one of my players useing the wizard and selecting the "Variant Human" race. I noticed that there was a second option for selecting stats. Normally variant humans get a +1 to two stats of their choice. Which is the "default" option in the wizard.

There is an "Option 2" listed also which gives the variant human 3 +1 stat bumps. Is this a legal rules options? If so from what source since I can't seem to find it anywhere myself.

Thanks again for all your hard work!

Ra

superteddy57
March 25th, 2022, 20:04
No, we are still refining the code to remove the second option as a choice for those races that are not eligible.

RaTath
March 25th, 2022, 20:07
Ok thanks so just ignore that if it's not really a viable option.

Thanks again!

Ra

GregoryDB
March 27th, 2022, 07:07
So we are playing a 5e D&D Game on FG Unity. We created characters and all the spell casters spells are being changed to Innate, not Wizard/Cleric/Druid.

I tested this by creating a character (Assuming we are new and the players may have mis created the char)., when I selected the spells it said Wizard. After hitting Commit it changed all the spells to Innate.

This messes up when they level up, as the system says they can repick all their spells.

Also we have an issue where it's not limiting the spells players can pick, IE i have wizards that can pick Eldritch Blast and healing word...

So has anyone had these issue? How do we fix it? I mean the spell choice we can fix by using the books, but that's what this program is supposed to help lessen!

Thanks!
-Gregory

Moderator: Moved to Wizard thread.

superteddy57
March 27th, 2022, 12:18
That is currently intended as there isn't currently a way to track spells you have chosen during creation or level up. What the wizard does is pull the spells from your actions tab and lists them for your reference during the selection process. At this time, till I can find a better solution, this will be the behavior.

talislanta
March 27th, 2022, 18:10
Thank you for the report. I was able to see that it's not using the spell table for the Arcane Trickster. I'll add it to my list to investigate and resolve.

Probably fixed by the change to use the correct spell table but there is another issue with Arcane Trickster as well. In the character wizard every level it will give you the option to select all your spells again. It switches them from Arcane Trickster to Innate when you confirm your choices so each level it thinks you have selected none of your spells.

superteddy57
March 27th, 2022, 18:19
That is currently intended as there isn't currently a way to track spells you have chosen during creation or level up. What the wizard does is pull the spells from your actions tab and lists them for your reference during the selection process. At this time, till I can find a better solution, this will be the behavior.

LordEntrails
March 27th, 2022, 18:20
Probably fixed by the change to use the correct spell table but there is another issue with Arcane Trickster as well. In the character wizard every level it will give you the option to select all your spells again. It switches them from Arcane Trickster to Innate when you confirm your choices so each level it thinks you have selected none of your spells.
That is intended. See the developer response immediately above your post.

bratch9
April 1st, 2022, 11:24
Tested in 5e live/dev channel, same result.

Character does not get the feature at the time it should, see image

52238

In the above attached you can see that the level 9 'Tokens of the departed' was not placed into the 'features' section for the level up, and is not added on the 'commit'.

Replication steps,

1. Start a new campaign, and load 'player's handbook' module only.
2. Create a character wizard new character, pick rouge and create a first level character. ( options are not important until level 3 subclass selection. )
3. Now add the module 'tashas - players' to get phantom rouge subclass. ( As if I'd added new books to the game.. )
4. use character wizard to level up to 3, and select the 'phantom' subclass specialization. ( You will see the 'whispers' and 'wails' features been added. )
5. use character wizard to level upto 8, just select asi its not important on this.
6. use character wizard to level upto 9, see that the feature 'tokens of depared' is not added as a feature.


At this point the character has 'some' of the features of the phantom from level 3 selection but the higher levels will not be added.

Class is not important in this case, it comes down to what 'class' and 'source' is used to create the character. In this case the players handbook is used and its 'class' that is copied onto the character does not have 'features' for 'phantom'.

At level 3 after adding 'tasha', the system is happy to 'offer' 'phantom' subclass as it seems to check all available loaded source for the subclass list. And oddly at this stage when selected it correctly adds any 'features' of that subclass selected of the required level.

But later features are not added. ( At lvl 9, etc.. )

This issue looks to come from 'createFeatureWindows' in magaer_charwizard.lua at around line 2169 'for _,v in pairs(DB.getChildren(nodeSource, "features")) do' as it is looking at the 'features' section of the character doing the level up.

Obviously when the character was created only the 'features' for the players handbook version of the class was added. ( It adds all the subclass features from the players handbook as they live inside the 'class' structure so get copied into the character data class section. )

I'm not sure on the exact flow of why the level 3 works, maybe due to the specialization been selected it grabbed more data.

The later line in this function 'local tClassSpecOptions = CharManager.getClassSpecializationOptions(nodeSour ce);' does grab the full list of specialization and hints at that it probably could go off and look into all the source books for extras to add but it does not seem to do this.


Also note, if you use the non-character wizard to create a players handbook rouge, then load tashas-player, and at lvl3 specialise into rouge phantom, when doing level up to 9 outside the character wizard the 'tokens of departed' is added correctly.

This can be seen in this image,

52239

With the character been created with the players handbook and then levels added using the 'drag shortcut' back onto the level meta page upgrade process.. you can see the correct added 'tokens of the departed'.

thanks, Pete

Moderator: Moved to Wizard bug reports

superteddy57
April 1st, 2022, 14:52
Thank you for the report. I will add it to my list to investigate.

validpostage
April 3rd, 2022, 23:00
Racial Ability Score Increases for the Owlin race (Strixhaven) appear to be bugged. The race should have +2 and +1 options, but only the +2 option appears.
52291

Steps to replicate:
- Start a campaign and load the D&D Player's Handbook and D&D Strixhaven: A Curriculum of Chaos modules.
- Create a new character using the Character Wizard.
- Select the Owlin race, and Medium Owlin or Small Owlin subrace.
- Select Default racial modifiers.

Expected behavior:
- There will be an option for Racial mod +2 and another option for Racial mod +1.

Actual behavior:
- There is an option for Racial mod +2. There is no option for Racial mod +1.

superteddy57
April 3rd, 2022, 23:50
Racial Ability Score Increases for the Owlin race (Strixhaven) appear to be bugged. The race should have +2 and +1 options, but only the +2 option appears.
52291

Steps to replicate:
- Start a campaign and load the D&D Player's Handbook and D&D Strixhaven: A Curriculum of Chaos modules.
- Create a new character using the Character Wizard.
- Select the Owlin race, and Medium Owlin or Small Owlin subrace.
- Select Default racial modifiers.

Expected behavior:
- There will be an option for Racial mod +2 and another option for Racial mod +1.

Actual behavior:
- There is an option for Racial mod +2. There is no option for Racial mod +1.

Thank you for the report. Looks like it wasn't splitting the string on the period. A fix will be pushed with the weekly update.

BearTheCub
April 9th, 2022, 18:50
I'm throwing an error with trying to create a character. The error is as follows
Script execution error: [string "charwizard/scripts/charwizard.lua"]:1119: attempt to index a nil value
Not sure what is going on any help could be useful

BearTheCub
April 9th, 2022, 18:55
It seems like it isn't adding HP initially to the character so It won't allow the class to be chosen.

LordEntrails
April 9th, 2022, 19:29
Which character wizard? i.e 5E or one of the other rulesets? Note, the 5E character wizard has it's own bug report thread in the 5E sub-forum, probably the same for the other CW rulesets.

BearTheCub
April 9th, 2022, 19:42
5e ruleset. I could get some races to work with it but couldn't get Plasmoid to work. Just keeps throwing that error and loading a character with out health and class

LordEntrails
April 9th, 2022, 20:07
Plasmoid is not a race I recognize. And right now I think the 5E CW only supports official WotC products. You can check this thread for specifics and report furter there. Make sure to test without extensions and post what source the race is from.
https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)

superteddy57
April 9th, 2022, 21:03
I'm throwing an error with trying to create a character. The error is as follows
Script execution error: [string "charwizard/scripts/charwizard.lua"]:1119: attempt to index a nil value
Not sure what is going on any help could be useful

I'm not able to replicate this with the information you have provided and I'm not aware of that race. Can you provide more details and steps to help reproduce the issue?

Zacchaeus
April 9th, 2022, 21:44
I added Plasmoid to the Unearthed Arcana module recently. Not exactly sure what the issue is but I can replicate the error. Possibly the creature type? Or possibly the fact that there's a choice between medium and small size.

Trenloe
April 9th, 2022, 22:38
I added Plasmoid to the Unearthed Arcana module recently. Not exactly sure what the issue is but I can replicate the error. Possibly the creature type? Or possibly the fact that there's a choice between medium and small size.
The issue is in the charwizard code - just before the line error given in post #1. The code shouldn't run if there isn't a subrace, and it looks for a blank subrace link name - but the earlier the code can set that name to "none", so the subrace code runs - but there's no subrace which causes the error.

The code at line 1111 in the 5E ruleset "charwizard/scripts/charwizard.lua" file needs to be changed to the following:


if sSubRaceClass ~= "" and sSubRaceClass ~= "none" then

Laerun
April 9th, 2022, 22:46
Practiced before streaming a semi-Easter-themed build.
Character Wizard errors.
Wizard would not fully commit upon saving and would not allow for a level up. The character wizard will not proceed beyond the first level.

Harengon Level One Wizard DnD5e52331

Zip file with XML character build included, and console logs included.
Loaded 'minimal extensions,' just the font and Wizard Desks theme.

52332

superteddy57
April 9th, 2022, 22:52
I was able to locate the issue. An update will be provided with the weekly update.

LaoclesJarkin
April 15th, 2022, 17:02
Hello Noticed that Van Richten's Guide to Ravenloft Races are not populating in Character Wizard.

5240552406

I have attached images that show module is loaded and they are not in the CW

superteddy57
April 15th, 2022, 17:07
Hello Noticed that Van Richten's Guide to Ravenloft Races are not populating in Character Wizard.

5240552406

I have attached images that show module is loaded and they are not in the CW

They more like templates than real races. I have omitted them from the Character Wizard for now till a solution can be found how they can be better used under 5e's current structure. You can build your character and then add the features you wish from the module to the freshly made character and make the changes manually.

ifightwalruses
April 18th, 2022, 23:47
oath of the watchers paladin not allocating spell slots and spells properly. upon leveling up the spells turn into innate powers, as well as slots not seeming to update properly after 3rd level.

LordEntrails
April 19th, 2022, 03:22
oath of the watchers paladin not allocating spell slots and spells properly. upon leveling up the spells turn into innate powers, as well as slots not seeming to update properly after 3rd level.
See the developers response to this issue here; https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)&p=645470&viewfull=1#post645470

ifightwalruses
April 19th, 2022, 18:53
that doesn't explain why at level 5 my paladin only has 3 level 1 spell slots, when he should have 4 lvl1s an 2 2s

superteddy57
April 19th, 2022, 21:08
that doesn't explain why at level 5 my paladin only has 3 level 1 spell slots, when he should have 4 lvl1s an 2 2s

Thank you for the report. I can verify the paladin is not showing the correct slots. The rulesets are on lock down for updates, but I will investigate this to get it fixed.

superteddy57
April 20th, 2022, 07:29
that doesn't explain why at level 5 my paladin only has 3 level 1 spell slots, when he should have 4 lvl1s an 2 2s

Can you provide me with a copy of the character in question? I'd like to verify some information.

ProStashio-Pending-deletion
April 23rd, 2022, 18:11
Moderator: Moved to Wizard bug reports

The option for Shortswords does not show in the Character Wizard
https://gyazo.com/a5530d17f23cfe5f8d9076bc0ff22e9a


(https://gyazo.com/a5530d17f23cfe5f8d9076bc0ff22e9a)

BaneTBC
April 23rd, 2022, 19:19
Going through and making a wood elf ranger, neither the Elf Weapon Training nor Keen Senses traits are being added to the character via the character wizard. It does add these if I am making a character manually and drop Wood Elf onto the race.

superteddy57
April 24th, 2022, 20:24
Going through and making a wood elf ranger, neither the Elf Weapon Training nor Keen Senses traits are being added to the character via the character wizard. It does add these if I am making a character manually and drop Wood Elf onto the race.

I see it adds the proficiencies that each of those traits offer in their broken down form to the summay when selecting that combination. It does however skip adding it to the traits area. Is this what you are seeing?

lostsanityreturned
April 29th, 2022, 17:05
That is currently intended as there isn't currently a way to track spells you have chosen during creation or level up. What the wizard does is pull the spells from your actions tab and lists them for your reference during the selection process. At this time, till I can find a better solution, this will be the behavior.

What was the reason for moving away from the spell group approach that had previously been used if I may ask?
I have been getting my players to do it manually via groups to match the characters the older version of the character wizard had previously output, is there a downside to this that I am likely to run into?

superteddy57
April 29th, 2022, 19:47
I'm not sure what you mean by moving away from the spell group approach. I might not be understanding your process and need some elaboration. The current process should be when you select a spell using the wizard is selecting the spell group you wish to have the spell display under. This either adds to a group that is already with that name or creates a new one. The quote was in reference why the spells from the action tab were imported as 'innate' when leveling up. The quote describes the exact issue with pulling from the action tab as a whole currently. There is no current code to track selections from the wizard and when a manual spell add is part of that process. So it pulls all the spells in to help give a bit of background of what is there so need to keep switching to verify. I am still looking into a better solution for this portion and it's high on my list to solve.

DCrumb
April 30th, 2022, 05:20
Could you add a non-displayed tag when picked such that any manually added spells won't have it?

superteddy57
April 30th, 2022, 10:49
I have considered such a solution and I am currently testing ideas. I will provide an update to it's current behavior once I am confident that it will fix the issues reported and won't break character sheets as a whole.

jowenconnorton
May 1st, 2022, 04:00
Experiencing an error in my game where when players use the character wizard they get this error

[ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:1074: attempt to index field '?' (a nil value)

and nothing is actually added to their character sheet. Any fix for this?

LordEntrails
May 1st, 2022, 05:20
Experiencing an error in my game where when players use the character wizard they get this error

[ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:1074: attempt to index field '?' (a nil value)

and nothing is actually added to their character sheet. Any fix for this?
MOD: moved to CW bug thread.
Are you using any extensions?

superteddy57
May 1st, 2022, 05:35
Experiencing an error in my game where when players use the character wizard they get this error

[ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:1074: attempt to index field '?' (a nil value)

and nothing is actually added to their character sheet. Any fix for this?

I'm not sure how that could be replicated. Can you provide me the steps of what you did prior to the error? That error points to pulling the ability score from your summary window. So any more information would be a great help.

ZelieDad
May 3rd, 2022, 19:43
Crusher Feat from TCoE doesn't allow for the selection of which ability score to increase when chosen.

Zacchaeus
May 3rd, 2022, 20:27
Crusher Feat from TCoE doesn't allow for the selection of which ability score to increase when chosen.

That's got more to do with the wording of the feat in Tasha rather than the Character Wizard. I'll take a note to have a look at that.

jowenconnorton
May 4th, 2022, 22:57
The only extension I am using is the Flee Mortals! preview extension.\

Edit: Apologies, I did not realize MCDM's Kingdoms & Warfare included an extension. That is what causing the issue.

jowenconnorton
May 4th, 2022, 23:03
The steps appear to be the same for myself (host) and any player in my game. When creating characters through the character wizard, selecting race, class, background, etc. an error occurs and only the ability scores and character name are translated over. This is happening with any and all selections, not just when selecting Bard for example.

superteddy57
May 4th, 2022, 23:36
The steps appear to be the same for myself (host) and any player in my game. When creating characters through the character wizard, selecting race, class, background, etc. an error occurs and only the ability scores and character name are translated over. This is happening with any and all selections, not just when selecting Bard for example.

I will need more information than you are providing me. It's best to provide the error message you are receiving and the steps to recreate it. This way I can see it in action and find where the code is breaking down.

jowenconnorton
May 4th, 2022, 23:39
Yeah I did that in my original message:

"Experiencing an error in my game where when players use the character wizard they get this error

[ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:1074: attempt to index field '?' (a nil value)

and nothing is actually added to their character sheet. Any fix for this?"

I've since found the source of the error. It seems to be coming from the Kingdoms & Warfare extension.

superteddy57
May 5th, 2022, 00:11
Ah sorry! Thanks for the reply and providing the information.

ChattyKatty
May 6th, 2022, 00:01
I apologize if this issue has already been reported. I searched the thread, but it didn't seem clear to me, so I took a couple of screenshots and decided to make a post.

I don't have any mods or extensions just whatever is included with FGU.

I manually added the 5E race Leonin to Fantasy Grounds.
The racial trait Hunter's Instincts grants a choice of one out of four skills and when I use the "+" option and drag and drop Leonin onto the race line, this trait immediately pops up.

52658

However, when I go through the character wizard, the trait is listed but the choice does not appear.

52659

Zacchaeus
May 6th, 2022, 10:21
Welcome to FGU.

The character Wizard won't necessarily handle homebrewed stuff at the moment, only stuff found in official books.

superteddy57
May 7th, 2022, 00:16
I apologize if this issue has already been reported. I searched the thread, but it didn't seem clear to me, so I took a couple of screenshots and decided to make a post.

I don't have any mods or extensions just whatever is included with FGU.

I manually added the 5E race Leonin to Fantasy Grounds.
The racial trait Hunter's Instincts grants a choice of one out of four skills and when I use the "+" option and drag and drop Leonin onto the race line, this trait immediately pops up.

52658

However, when I go through the character wizard, the trait is listed but the choice does not appear.

52659

If it's an exact copy of the record from the WotC product, it should parse correctly. I'll have a look and see if the base race record works as intended. If not, I'll see why it's not parsing correctly. As Zacchaeus mentions, if the record has been changed and the language is different than what the system looks for it's a tad difficult for the feature currently to translate it properly. Something we are looking to expand in the future.

EllivasKram
May 11th, 2022, 10:00
Can I just say that for the 1st time I suggested to all my players use the lvl up button (Wizard) for going to lvl 11.

Usually we spend an hour with me talking them through the lvl up using the drag and drop old method and using discord screen shares.

This time they lvl’d up themselves with purely a few discussions more on choices than mechanics.

Impressed. It just worked. Many thanks superteddy for all the hard work

superteddy57
May 11th, 2022, 15:59
Can I just say that for the 1st time I suggested to all my players use the lvl up button (Wizard) for going to lvl 11.

Usually we spend an hour with me talking them through the lvl up using the drag and drop old method and using discord screen shares.

This time they lvl’d up themselves with purely a few discussions more on choices than mechanics.

Impressed. It just worked. Many thanks superteddy for all the hard work

Thanks for the kind words! Still has some more fine tuning and expansion, but certainly brought a smile to my face. Enjoy and have fun

johncawks
May 17th, 2022, 10:35
Yeah I did that in my original message:

"Experiencing an error in my game where when players use the character wizard they get this error

[ERROR] Script execution error: [string "charwizard/scripts/charwizard.lua"]:1074: attempt to index field '?' (a nil value)

and nothing is actually added to their character sheet. Any fix for this?"

I've since found the source of the error. It seems to be coming from the Kingdoms & Warfare extension.

I'm having the same exact issue with the same exact error, with Kingdoms and Warfare being the cause. Turning it off removes the error.

Laerun
May 19th, 2022, 17:34
Some of the third and second party might be problematic with the Character Wizard for now. If you use the older drag and drop method of character creation with Homebrew or non WotC content, you will not get as many console errors. I believe that Smiteworks is working on this compatibility with unofficial WotC content.

superteddy57
May 19th, 2022, 17:57
I'm having the same exact issue with the same exact error, with Kingdoms and Warfare being the cause. Turning it off removes the error.

I didn't want to respond without having a through look at the issue. I believe the issue might be the extension tinkering with the charwizard code. The error you relayed is that it's not able to locate the ability score summary field and it might be the overriding of the DataCommon.abilities from within the extension. I'll see if I can reach out to the developer that produced the extension.

meadegendar
May 30th, 2022, 01:02
My players just reach level 13 and used the Character wizard. They press the commit button and save the character, however they did not automatically get spell slots. Had to adjust those setting manually. Playing the 5e ruleset.

superteddy57
May 30th, 2022, 10:41
My players just reach level 13 and used the Character wizard. They press the commit button and save the character, however they did not automatically get spell slots. Had to adjust those setting manually. Playing the 5e ruleset.

I was able to see my spell matrix was off on the 13th level. Will have this fix pushed with weekly update.

meadegendar
May 30th, 2022, 13:35
thanks

stoehovve
May 31st, 2022, 21:31
I was recently looking at the barbarian class characters, and I noticed a few things when using the CW to level the character from level 2 through to level 20:

- The first key issue is that the "brutal Critical" feature is added a total of three times, and all three times its got the same amount of dice to be rolled set to 3d8, when it really should be 1d8, 2d8 and then 3d8 as the character gains enhancements to the feature, see the attached screenshot.
- When applying the level 12 ASI, the wizard ignored the Dexterity selection as the only selection and refused to apply the +2 bonus to it, however it seemed to work OK for all other levels. I had to manually adjust that after the fact.
- The number of uses with the Rage feature, failed to increase in their number of uses, and remained at the 2 uses that was initially configured, as per the additionally screenshot.
- Persistent Rage was added to the Abilities tab twice, but I did have all supplements loaded that had content specific to a barbarian class, so its possible it picked up the other class entries
- An "Average" was used in relation to hit point gains, rather than random rolls - maybe this should be a house rule that can be configurable in the options panel rather than an assumption, as I know quite a few players who would not be overly happy that a roll did not happen (this is a suggestion, not really an issue for me).

superteddy57
May 31st, 2022, 21:44
I was recently looking at the barbarian class characters, and I noticed a few things when using the CW to level the character from level 2 through to level 20:

- The first key issue is that the "brutal Critical" feature is added a total of three times, and all three times its got the same amount of dice to be rolled set to 3d8, when it really should be 1d8, 2d8 and then 3d8 as the character gains enhancements to the feature, see the attached screenshot.
- When applying the level 12 ASI, the wizard ignored the Dexterity selection as the only selection and refused to apply the +2 bonus to it, however it seemed to work OK for all other levels. I had to manually adjust that after the fact.
- The number of uses with the Rage feature, failed to increase in their number of uses, and remained at the 2 uses that was initially configured, as per the additionally screenshot.
- Persistent Rage was added to the Abilities tab twice, but I did have all supplements loaded that had content specific to a barbarian class, so its possible it picked up the other class entries
- An "Average" was used in relation to hit point gains, rather than random rolls - maybe this should be a house rule that can be configurable in the options panel rather than an assumption, as I know quite a few players who would not be overly happy that a roll did not happen (this is a suggestion, not really an issue for me).

The wizard will add the feature to your actions tab, but will not update based off the level it receives it currently. The actions were meant to help get your actions tab started, but ultimately be up to the player to update those entries. The actions being added was a recent addition and something we are still brainstorming what it will ultimately become. The inspiration was Zaccaeus' free xml sheets for each class and were used in creation of them. So the next evolution will be to have those actions update along with the level.

MeAndUnique
June 4th, 2022, 10:50
I didn't want to respond without having a through look at the issue. I believe the issue might be the extension tinkering with the charwizard code. The error you relayed is that it's not able to locate the ability score summary field and it might be the overriding of the DataCommon.abilities from within the extension. I'll see if I can reach out to the developer that produced the extension.

This has been fixed and submitted. It should be released on Tuesday.

bratch9
June 6th, 2022, 14:13
EDIT:

Spotted the actual issue...

in 'function getDefaultRaceTraitMod(nodeTrait)', you have..


for a1, sIncrease in v:gmatch("your (%w+) score increases by (%d+)") do
local nIncrease = tonumber(sIncrease) or 0;

table.insert(aIncreases, {stat = a1, increase = nIncrease})
end

for a1, sDecrease in v:gmatch("your (%w+) score is reduced by (%d+)") do
local nDecrease = tonumber(sDecrease) or 0;

table.insert(aIncreases, {stat = a1, increases = nDecrease * -1})
end


note the '"your (%w+) score is reduced by (%d+)"' section stores in the '{stat = a1, increases = nDecrease * -1}' it should be just 'increase'.

you have an extra 's'.. so the decrease entry in the table has no [v.increase] entry because its in [v.increases] by accident.

line 669

-pete


--------------------- original post --------------------



'Error in manager_charwizard.lua, line 815: table index is nil

issue is caused by,

In function 'function getDefaultRaceTraitMod(nodeTrait)' the use of "your (%w+) score is reduced by (%d+)", inserts into the 'aIncreases' table a stat and a negative value into 'increases' for the table entry.

Then in 'function applyRacialAbilityDefault(wndSummary, wList)', when it checks the 'if not tFinalChoices[v.increase] then' line the lua tries to store 'tFinalChoices[v.increase] = 1;' by accessing a negative array index due to 'v.increase' been negative.

-pete

superteddy57
June 6th, 2022, 19:16
Thanks for reporting the typo. I'll have that pushed with Tuesday's update. I haven't really looked into the negative modifiers, so I might want a closer look at the parsing of those, but will have this typo resolved with the weekly update.

bratch9
June 6th, 2022, 20:10
Thanks for reporting the typo. I'll have that pushed with Tuesday's update. I haven't really looked into the negative modifiers, so I might want a closer look at the parsing of those, but will have this typo resolved with the weekly update.

while removing that 's' clears up the crash report in lua, it does not 'solve' the reduced stats. It assumes later that they are still positive and groups them together and even lists them on the 'stats' in the wizard as positive values.

-pete

superteddy57
June 6th, 2022, 20:25
As I am not able to think off the top of my head where a negative ability score takes place in the WotC books, it must have been in there prior to me taking over the feature. I can fix the error report, but might take longer with it working as a negative result.

bratch9
June 6th, 2022, 20:32
As I am not able to think off the top of my head where a negative ability score takes place in the WotC books, it must have been in there prior to me taking over the feature. I can fix the error report, but might take longer with it working as a negative result.

Ive dm'ed you a module that has negatives in to use. When using the non-wizard character create race drag on from the module the positive and negative stat changes are applied.

Having it not 'crash' the wizard is a good first step.. but I hope its a simple fix to get it working.. most of the code looks to be in place from what I can see.

-pete

drempel
June 7th, 2022, 17:20
Ok, this is probably more of a bug for the Modern Dark Theme, but I thought for the longest time that the "Level Up" part of the character wizard was just busted. But since it could've been an extension I run (I have a lot of extensions in my sessions) I wanted to do some digging first as to what extension it was before filing a report. (because surely if it was just totally busted it would've been fixed by now was my thinking). Got time to do that today

So turns out that you can't see the level up and level down arrows with the Modern Dark Theme. You just can't. At one point in the past there was a drop down menu for the level to go to, and that was what I was trying to use (clicks started doing nothing), and I couldn't see that there are now arrows pointing up, or down.

Once I switched my theme to the default I saw them, and then switched back to the Modern Dark Theme, and while I couldn't see them, I could click them. SMH. (not a huge deal, drag and drop a class level still worked fine).

superteddy57
June 7th, 2022, 17:24
Thanks for the report. I'll pass this along to have it looked at.

bratch9
June 8th, 2022, 00:30
EDIT NOTE: since the wizard has a check/warning for >20 stat value, with reduction support now... it might also need a <1 stat warning as well...

Had some spare time to look at the negative modifiers..



function applyRacialAbilityDefault(wndSummary, wList)
local aRaceIncreases, bTasha = CharWizardManager.getDefaultRaceMods(wList);

if bTasha then
return
end

local tSelectChoicesI = {};
local tSelectChoicesR = {};

for _,k in pairs(DataCommon.abilities) do
tSelectChoicesI[k] = { tooltip = "Select Ability to increase." };
tSelectChoicesR[k] = { tooltip = "Select Ability to reduce." };
end

local tFinalChoices = {};
local tFinalDefaults = {};
local bInnateIncrease = false;

for k,v in pairs(aRaceIncreases) do
if not tFinalChoices[v.increase] then
tFinalChoices[v.increase] = 1;
else
tFinalChoices[v.increase] = tFinalChoices[v.increase] + 1;
end

if v.stat ~= "any" then
tFinalDefaults[v.stat] = v.increase;
end
bInnateIncrease = true;
end

for k,v in pairs(tFinalChoices) do
CharWizardManager.createSelectionWindows(wList, "SELECT CHOICE RACIAL MOD " .. (k < 0 and '' or '+') .. k, (k < 0 and tSelectChoicesR or tSelectChoicesI), v);
end

if bInnateIncrease then
for _,vModWin in pairs(wList.getWindows()) do
if vModWin.group_name.getValue():lower():match("select choice racial mod") then
local sSign, sIncrease = vModWin.group_name.getValue():lower():match("select choice racial mod ([%+%-]*)(%d+)");
local nIncrease = tonumber(sIncrease) or 0;
if sSign and sSign == '-' then
nIncrease = -nIncrease;
end

for k,v in pairs(tFinalDefaults) do
if v == nIncrease then
for _,vMod in pairs(vModWin.selection_window.getWindows()) do
if vMod.name.getValue():lower() == k then
vMod.bname.onButtonPress();
break
end
end
end
end
end
end

return true
end

return
end


and



function calcRacialAbilityMods(wndSummary, wList)
CharWizardManager.clearRacialAbilityMods(wndSummar y);

local tRacialMod = {};
for _,wGroup in pairs(wList.getWindows()) do
local sGroup = wGroup.group_name.getValue();
if sGroup:match("^CHOICE RACIAL MOD") then
local sSign, sValue = sGroup:match("([%+%-]*)(%d+)");
local nIncrease = tonumber(sValue) or 0;
if sSign and sSign == '-' then
nIncrease = -nIncrease;
end
if nIncrease then
for _,wSelection in pairs(wGroup.selection_window.getWindows()) do
if wSelection.value.getValue() == "1" then
local sAbilityLower = wSelection.name.getValue():lower();
tRacialMod[sAbilityLower] = (tRacialMod[sAbilityLower] or 0) + nIncrease;
end
end

end
end
end

for k,v in pairs(tRacialMod) do
if StringManager.contains(DataCommon.abilities, k) then
wndSummary.summary.subwindow["summary_race_" .. k].setValue(v);
end
end

wndSummary.calcSummaryStats();
end


-pete

superteddy57
June 8th, 2022, 02:05
I looked over your Forge item and looks like you are trying to use it to not build a character but a companion/summoner. If I am wrong, please clarify. The race you are attempting to use is to facilitate this creation and such is not a published race. As the attempt to work with third party products and homebrew is still not fully investigated and worked on, this will not be a quick addition to the code. Currently, I'm not aware of negative ability scores for any race currently from WotC products and that is why the code shored up this logic. The code you have found was remnants from the previous developer attempting to get this ball rolling, but never fully realized. I can't promise any ETA on this expanded to include reduction. So it might be some time till it is completed.

bratch9
June 8th, 2022, 02:15
I looked over your Forge item and looks like you are trying to use it to not build a character but a companion/summoner. If I am wrong, please clarify. The race you are attempting to use is to facilitate this creation and such is not a published race. As the attempt to work with third party products and homebrew is still not fully investigated and worked on, this will not be a quick addition to the code. Currently, I'm not aware of negative ability scores for any race currently from WotC products and that is why the code shored up this logic. The code you have found was remnants from the previous developer attempting to get this ball rolling, but never fully realized. I can't promise any ETA on this expanded to include reduction. So it might be some time till it is completed.

Well I provided the 6 or so lines of change required in the 2 functions, so not sure why it would take a long time ?

-pete

bratch9
June 8th, 2022, 02:24
Multi class skill selection does not operate correctly..

By default the below assumes nSkillChoices = 2.

While in the major class the <skill> option reads as 'Choose four from Acrobatics,...' hence the 'sSkillText:match("four")' will fire.

But on a multi class the <skill> line for eg 'rouge' is 'Choose one from Acrobatics, ....', which defaults to two selections.

This requires a 'sSkillText:match("one")' section as shown below to correct this.

-pete




function updateClassSkills(wndSummary, sSkillText)
local aSkills = {};
local aClassSkills = {};
local aChoiceSkills = {};
local nSkillChoices = 2;
local bChoice = false;
local bFreeSkill = false;
local aAvailableSkills = wndSummary.getAvailableSkills();

if sSkillText:match("four") then
nSkillChoices = 4;
elseif sSkillText:match("three") then
nSkillChoices = 3;
elseif sSkillText:match("one") then
nSkillChoices = 1;
end

bratch9
June 8th, 2022, 02:36
on a would be nice request... change to 'CharWizardManager.createSelectionWindows(wList, sSelectionName:upper() .. " EXPERTISE", aSkills, 2);'

while I've not confirmed in the different classes the "expertise" feature to always worded like "At 1st level, choose two of your skill proficiencies, or one of y..." so the change below in manager_charwizard.lua would find the first case of 'two' and still default into giving two options to select for expertise in the class wording...

the below allows for a 'single' selection expertise.

Again this is not a 'standard' class feature... but the the 'skill expert' feat reads as 'choose one skill in which you have proficiencies. You gain expertise with that skill..... ' so it would need support for selecting one skill to become expert. ( not the hard coded 2 )

At the moment the adding of the feat does not generate a window section to select this skill to become expert, but if it did it would need something like the below. It would be nice to have the selections like this for feats..

( again this is a steel defender class which has a single expertise in perception.... I know its not an official race !! )

-pete



local nChoices = 1;
local sText = CharWizardManager.cleanupText(DB.getValue(v, "text", ""));
if sText:match("two") then
nChoices = 2;
end

CharWizardManager.createSelectionWindows(wList, sSelectionName:upper() .. " EXPERTISE", aSkills, nChoices);

superteddy57
June 8th, 2022, 06:56
Thanks, I'll take these into consideration. See how it affects the other content.

bratch9
June 8th, 2022, 11:09
tool tips fail when multiple attribute selections..

53064

you get a tool tip on the first racial mod, but not on the second.

-pete

bratch9
June 8th, 2022, 11:16
As I am not able to think off the top of my head where a negative ability score takes place in the WotC books, it must have been in there prior to me taking over the feature. I can fix the error report, but might take longer with it working as a negative result.

for reference the reduction support wording is in volo's guide. its been removed by errata updates.

53065

Which is probably the source book location for why the standard character creation supports the reduce wording.. and why this wording was copied into the character wizard code.

The character wizard just process the number as positive, via just the (%d+) grab the digits.



local sIncrease = vModWin.group_name.getValue():lower():match("select choice racial mod %+(%d+)");
local nIncrease = tonumber(sIncrease);


my fix for this was to process the sign, required in 2 locations..



local sSign, sIncrease = vModWin.group_name.getValue():lower():match("select choice racial mod ([%+%-]*)(%d+)");
local nIncrease = tonumber(sIncrease) or 0;
if sSign and sSign == '-' then
nIncrease = -nIncrease;
end


and to tidy up the,



CharWizardManager.createSelectionWindows(wList, "SELECT CHOICE RACIAL MOD +" .. k, tSelectChoices, v);


into,



CharWizardManager.createSelectionWindows(wList, "SELECT CHOICE RACIAL MOD " .. (k < 0 and '' or '+') .. k, (k < 0 and tSelectChoicesR or tSelectChoicesI), v);


So that the text does not end up as 'SELECT CHOICE RACIAL MOD +-4', and also to update the tooltip strings with the (k < 0 and tSelectChoicesR or tSelectChoicesI) to select an increase or reduce text version.

-pete

superteddy57
June 8th, 2022, 11:21
Thanks for the reports. I'll take your posts into consideration.

bratch9
June 8th, 2022, 21:38
If you create a 'Charlatan', 'Artificer', you can create 'duplicate skills' issue by selecting the 'Slight of Hand' options. ( Maybe you add the 'Artificer' and select skills before you decide on the background etc. )

53077

If you then 'unselect' the 'Slight of hand' and pick a different skill,

53078

You then end up with a character without any 'slight of hand', which should exist from the background,

53079

When unselecting the 'slight of hand' it should only remove the 'artificer' selected version which I unselected, and leave the background 'slight of hand' on the character. Instead its removing both instances of it.

-pete

superteddy57
June 8th, 2022, 21:42
Thanks for the report. I'll add it to my list of things to investigate.

bratch9
June 9th, 2022, 11:55
initial add of class 'rogue' does not give 'thieves tools' under the expertise selection.

53082

When you select the first skill, then the skill and 'thieves tools' are added as options. ( this is also the case if you add a background, its interactions with skills on the class causes it to show up aswell. )

53083


-pete

bratch9
June 9th, 2022, 11:59
missing skills after change of background..

add rogue, select skills acrobatics, athletics, deception, slight of hand..

add background, charlatan. (skills deception, slight of hand) [ see previous bug... see that deception is removed, but slight of hand remains as a duplicate.. ]

now swap the charlatan background with 'acolyte' (skills insight, religion. )

notice that no 'deception' is available as a skill option.

53084

-pete

superteddy57
June 9th, 2022, 13:41
Ok, thanks, I'll add your latest posts to my list for investigation.

superteddy57
June 10th, 2022, 19:34
I have pushed a hotfix for the items you have reported that are currently covered by WotC material. If something hasn't been touched it unfortunately not something to investigate till some new changes come down the pipe line and when I am ready to tackle expanding to home brew. Please keep the reports coming.

bratch9
June 11th, 2022, 11:45
I have pushed a hotfix for the items you have reported that are currently covered by WotC material. If something hasn't been touched it unfortunately not something to investigate till some new changes come down the pipe line and when I am ready to tackle expanding to home brew. Please keep the reports coming.

Thanks for fixing these.

Are you including the skill errors reported from adding/changing class/background, as I dont see fixes for these in the hotfix.

( I assume with them been a second batch that you are yet to look at them.. )

-pete

superteddy57
June 11th, 2022, 14:52
The sleight of hand issue will be a second round. There are some major ruleset updates incoming and the ruleset will be in lockdown. This is what I could fix before that happened.

Thuler
June 13th, 2022, 01:18
There is an issue with the character wizard when making a Samurai. At 3rd level it seems to get locked at the select samurai language and cannot progress forward.

superteddy57
June 13th, 2022, 09:21
There is an issue with the character wizard when making a Samurai. At 3rd level it seems to get locked at the select samurai language and cannot progress forward.

Thanks for the report. I see the issue is I never made a function for that choice when I added in parsing class features. I'll pass the fix to Moon for it to be included. Unfortunately the rulesets are on lockdown at the moment due to major ruleset updates incoming. So it will be available with those updates.

Tooting Dog
June 20th, 2022, 02:59
5e Half Elf speed

The text descriptions show 30' but the character wizard inputs 35'. I don't know where the fault lies.

53241

Zacchaeus
June 20th, 2022, 08:56
5e Half Elf speed

The text descriptions show 30' but the character wizard inputs 35'. I don't know where the fault lies.

53241

What book are you taking the half-elf from? It shows the correct speed for me with just the PHB open.

lazjen
June 30th, 2022, 07:51
I've picked up some Kobold Press Midgard books for 5E and I'm having some issues with character creation wizard.

Here's some of the issues I've found:

1. I've got the Southlands books and the classes are appearing in the list separately, e.g. "Wizard" and "Wizard (Southlands)". This affects the subclass list depending on what you've chosen. Most classes choose their subclass at 2nd or 3rd level, so picking the "wrong" choice here means trying to unravel you character levels or starting again in the creation.

2. There are a number of backgrounds where the Tool Proficiency details aren't correctly parsed, e.g. "Servant of the Jinn". This one in particular is a choice from a list in a subsequent table. It might be difficult to handle, but the biggest issue is that the wizard wants you to select a Tool Proficiency from an empty list and won't let you proceed further. The "Soldier, Healer", "Siwali Embalmer", "Soldier, Groom/Squire" are also affected.

3. "Servant Of The Jinn" also does not get the skill selection correct too.

4. Selecting "Sorceror (Southlands)" doesn't allow you to choose the specialization. A similar problem with "Cleric (Southlands)"

5. If you select and of the (Southland) classes and then change your mind to another class, the Skill Proficiency choices remain for selection

Zacchaeus
June 30th, 2022, 09:19
The character Wizard will only really work with the official classes. If you are using third party books I'd suggest that you use drag and drop, since the wording and many other aspects of third party stuff are not always worded in the same way as the WotC books and since the wizard makes extensive use of wording things aren't going to work for you (as you are discovering).

lazjen
June 30th, 2022, 09:20
Ok, sure, will go with that approach then.

Gezzer
July 1st, 2022, 12:04
[MODERATOR: this and the following posts have been moved from another thread as it's more appropriate to report and discuss character wizard bugs in this thread]

I'm more interested in how much effort is going into cleaning up the code and optimizing it. For example When creating a Cleric using the wizard you get to the inventory selection screen and the first weapon is blank, you have to add it manually after you commit to the character. You also have to load the domain spells manually. Or the fact that the wizard doesn't add the wisdom attribute to the Monk's AC. Or so on, and so on. I've now learned a lot about how the program works because of having to fix these little omissions or mistakes. In fact I now have my players end the session when there's a increase in level and then spend sometime going through each sheet to make sure everything is working the way it should. Don't get me wrong I love the program, but it seems really weird that things that are automated, aren't reliably automated. I sometimes think it would be easier just to do everything manually, but if I was doing that I might as well be using Roll20...

LordEntrails
July 1st, 2022, 17:56
I'm more interested in how much effort is going into cleaning up the code and optimizing it. For example When creating a Cleric using the wizard you get to the inventory selection screen and the first weapon is blank, you have to add it manually after you commit to the character. You also have to load the domain spells manually. Or the fact that the wizard doesn't add the wisdom attribute to the Monk's AC. Or so on, and so on. I've now learned a lot about how the program works because of having to fix these little omissions or mistakes. In fact I now have my players end the session when there's a increase in level and then spend sometime going through each sheet to make sure everything is working the way it should. Don't get me wrong I love the program, but it seems really weird that things that are automated, aren't reliably automated. I sometimes think it would be easier just to do everything manually, but if I was doing that I might as well be using Roll20...
Which is wy I use Drag & Drop and not the Character Wizard.

I'm torn aboot the CW. It's a good marketing tool and lots of people expect it. But, it has taken a ton of developer resources for a great deal of time and I don't know if it will ever be as flexible as some users will want (with homebrew and house rules). I keep hoping it becomes the defacto way of creating characters, but drag and drop works so well and with such reliability and ease that I personally question the value of the CW.

Zacchaeus
July 1st, 2022, 18:00
I'm more interested in how much effort is going into cleaning up the code and optimizing it. For example When creating a Cleric using the wizard you get to the inventory selection screen and the first weapon is blank, you have to add it manually after you commit to the character. You also have to load the domain spells manually. Or the fact that the wizard doesn't add the wisdom attribute to the Monk's AC. Or so on, and so on. I've now learned a lot about how the program works because of having to fix these little omissions or mistakes. In fact I now have my players end the session when there's a increase in level and then spend sometime going through each sheet to make sure everything is working the way it should. Don't get me wrong I love the program, but it seems really weird that things that are automated, aren't reliably automated. I sometimes think it would be easier just to do everything manually, but if I was doing that I might as well be using Roll20...
What you are seeing there are bugs rather than additions or further development which is what this thread is about. If you are seeing bugs then unless you (or someone) reports them the developers are unlikely to know about them. So please report issues with the character wizard here https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports

As regards the two you mentioned I see the issue with the Cleric weapon (I think this is because of the caveat that a warhammer is only available if the cleric is proficient and that can't be tested for - the domain spells are added into the ability in the abilities tab - so just drag them into the actions tab from there once you';ve set up the domain power group of course) but the WIS modifier is being added to the Monk's AC. Make sure that you test anything like this in a new campaign without extensions in case an extension is causing the issue. Note also that if you are using third party books those may not work properly in the character wizard because they may well have different wording.

Gezzer
July 2nd, 2022, 00:55
Actually the Wiz not being added is real and has nothing to do with any add-ons. I know this for a fact because in a previous campaign with no add-ons I had a Kobold Monk that was super squishy and we couldn't figure out why until I looked at the AC using the magnify glass. Sure enough the Wiz option was blank. And as I said that's the problem, I love the program but it's riddled with little gotchas, that you have to be constantly on the look out for. Even some of the spells on the action tab are incomplete or set up so they don't work as the description describes. Map making tools are fine and all, but it does seem as OP mentioned that it's a major focus of the developers. Does it actually have to be?

Zacchaeus
July 2nd, 2022, 09:42
Actually the Wiz not being added is real and has nothing to do with any add-ons. I know this for a fact because in a previous campaign with no add-ons I had a Kobold Monk that was super squishy and we couldn't figure out why until I looked at the AC using the magnify glass. Sure enough the Wiz option was blank. And as I said that's the problem, I love the program but it's riddled with little gotchas, that you have to be constantly on the look out for. Even some of the spells on the action tab are incomplete or set up so they don't work as the description describes. Map making tools are fine and all, but it does seem as OP mentioned that it's a major focus of the developers. Does it actually have to be?
As I say probably not the thread to be discussing this in but I cannot replicate the issue with Monk's AC. It's possible that your issue was a while ago and got fixed; but as far as I can see the current implementation correctly calculates the Monk's AC.

Valany
July 2nd, 2022, 16:19
I am helping a player create a Warforged cleric of Knowledge Domain, and I select 2 knowledge domain languages and when I do this it will not register the languages.
I have attached a screenshot.
Please advise.
53395

thank you

Moderator: Moved to Character Wizard bug reports.

Gezzer
July 2nd, 2022, 17:15
As I say probably not the thread to be discussing this in but I cannot replicate the issue with Monk's AC. It's possible that your issue was a while ago and got fixed; but as far as I can see the current implementation correctly calculates the Monk's AC.

Well, I don't know what the difference between your install and mine is, but the wizard doesn't do that for me. I just made one on a fully updated install and it did not add the monk's WIS attribute to the monk's AC. If you want I could make a video (some how) showing this.

Zacchaeus
July 2nd, 2022, 17:33
It could be a number of things; the modules you are using might have an impact for example. I was just using the PHB and MotM for the kobold race.

Temmpest
July 2nd, 2022, 17:55
As I say probably not the thread to be discussing this in but I cannot replicate the issue with Monk's AC. It's possible that your issue was a while ago and got fixed; but as far as I can see the current implementation correctly calculates the Monk's AC.

I tried it and the Monk's AC was being calculated correctly for me, too.

lmaofyou
July 2nd, 2022, 20:28
Hello, I have encountered a bug with the 5e Character Wizard. It involves with the Eldritch Knight Subclass and the Artificer, from what I can tell anyways. The issue is this, as shown in the screenshot. It seems to be exclusive to only this combination. For any more details, the Artificer took the Artillerist subclass. This bug only happens when I try to level up the character to level 4. But only for the artificer as I tried leveling up the Eldritch Knight and it was fine.53401

Gezzer
July 2nd, 2022, 23:50
It could be a number of things; the modules you are using might have an impact for example. I was just using the PHB and MotM for the kobold race.

So the actual modules that I purchased and then activated for the game could be the problem? And you don't see where that is an issue? I can understand if it's an add-on creating an issue because those aren't official, and all come with a buyer beware understanding. But official modules that are supported and purchased from Smite shouldn't and that's the problem as I see it. Plus it's not just that one, as I stated earlier there is all sorts of little got yas in the program, and if it's due to the modules that we have to buy half the time to get more use out of the program that's still a problem that IMHO needs to be addressed. Consider how many of these issues could actually cause new users to turn to easier to use alternatives. But I've said my piece here and am not about to beat a horse to death. This is becoming a waste of time for the both of us...

superteddy57
July 3rd, 2022, 02:37
Thanks for the reports. I will have a look and see if these are working with the TEST updates. May take some time due to the holiday.

Zacchaeus
July 3rd, 2022, 08:32
So the actual modules that I purchased and then activated for the game could be the problem? And you don't see where that is an issue? I can understand if it's an add-on creating an issue because those aren't official, and all come with a buyer beware understanding. But official modules that are supported and purchased from Smite shouldn't and that's the problem as I see it. Plus it's not just that one, as I stated earlier there is all sorts of little got yas in the program, and if it's due to the modules that we have to buy half the time to get more use out of the program that's still a problem that IMHO needs to be addressed. Consider how many of these issues could actually cause new users to turn to easier to use alternatives. But I've said my piece here and am not about to beat a horse to death. This is becoming a waste of time for the both of us...

I was having a wild guess as to why it's not working for you. I didn't say that a module you were using was definitely the issue. Nor did I say nothing would get done about it. It's possible that some book you are using might have slightly incorrect wording, a spelling error, a missing or incorrectly placed punctuation mark.It could be an extension. As noted several times if you see a bug then report it but we need steps to reproduce. I and several others cannot reproduce the issue so something that either you are doing or are using is the issue; and without a detailed bug report we're never going to know.

And as also stated if you are seeing other bugs then report them. Again I or the developers can't do anything about stuff we don't know about unless we come across it ourselves by accident.

LordEntrails
July 3rd, 2022, 18:03
If it helps, there is a link in my signature to a thread on how to report bugs and issues. It goes through some general suggestions as well as has links to how to collect logs etc.

meadegendar
July 13th, 2022, 13:09
After yesterday's update 7/12/2022 I tested out the CW. Confirmed my selections and press commit, I get [Error] Script execution error: [string "charwizard/scripts/charwizard.lua"] 236: attempt to index field 'contents' (a nil value)

LaoclesJarkin
July 13th, 2022, 15:12
After yesterday's update 7/12/2022 I tested out the CW. Confirmed my selections and press commit, I get [Error] Script execution error: [string "charwizard/scripts/charwizard.lua"] 236: attempt to index field 'contents' (a nil value)

I was also getting this, multiple times.

Character wizard after commit would stay open.

meadegendar
July 13th, 2022, 15:24
Also to note that specialization does not appear in the Class and Level.

Moon Wizard
July 13th, 2022, 20:18
@meadegendar, @LaoclesJarkin,
That script no longer contains the word "contents" at all in the Live version. Are you guys running any extensions on that campaign?

@meadegendar,
Responded on Discord, copying here too.
"The specializations will not show up in the PC class list for PCs made prior to the 2022-07 ruleset update. This is because there is no inherent information saved in the old version of the PC sheet data that tells us that any particular class feature is actually a class specialization. The ability to migrate PCs in FG is limited to a one-shot process (i.e. once triggered, data is updated even if failed lookup); and if the correct module is not open, the lookup would fail. It should not impact usage at all; since the Level Up must have the data loaded and can do a bunch of extra work to compare all feature names to possible specialization options currently loaded."

Regards,
JPG

SilentRuin
July 13th, 2022, 20:50
@meadegendar, @LaoclesJarkin,
That script no longer contains the word "contents" at all in the Live version. Are you guys running any extensions on that campaign?

@meadegendar,
Responded on Discord, copying here too.
"The specializations will not show up in the PC class list for PCs made prior to the 2022-07 ruleset update. This is because there is no inherent information saved in the old version of the PC sheet data that tells us that any particular class feature is actually a class specialization. The ability to migrate PCs in FG is limited to a one-shot process (i.e. once triggered, data is updated even if failed lookup); and if the correct module is not open, the lookup would fail. It should not impact usage at all; since the Level Up must have the data loaded and can do a bunch of extra work to compare all feature names to possible specialization options currently loaded."

Regards,
JPG

Advantages CW extension was not updated to match new FGU CW - it is now. Allows user to determine which module is used as reference for duplicate names (classes, spells, etc.) - via module priority. That was "content" error.

skorski
July 29th, 2022, 15:46
I found a very minor and edge-case bug that prevents a custom class's features and spec from showing to the player when you use the LVL UP button.

setup: I'm using FGU with 5E, no extensions loaded but I do have all the modules loaded up to and including MToF

1) make a copy of Fighter
2) rename the entry to Fighter - foo
3) create a character with that class
4) level up 3 times using the LVL UP button in the CLASS & LEVEL window

The key piece is the dash in the name. If you go through those steps and use a name with no dash or even a comma, it works out fine. Using the drag-n-drop method to level up does not mind the dash.

superteddy57
July 29th, 2022, 16:30
Thanks for the report. I will have it on my list of investigations.

Chivalrous1
August 1st, 2022, 01:46
53817

I searched, but was unable to find this specific issue. OR I just didn't do the right search.

Received the following and attached screen shot error.

Trying to level up a Half-Orc Fighter to level 3 and choosing Eldritch knight. I resolved by manually adding the chosen Cantrips and Spells to the character sheet. But thought you would like to have it for investigation

All updates performed
Ruleset: D&D 5e
Using Character Wizard
Race: Half-Orc
Class: Fighter
Leveling from 2 to 3
Select Eldritch Knight
Go to Spells list to add Cantrips / Spells

Script execution error: [string "charwizard/scripts/manager_charwizard.lua"]:3985: attempt to index field '?' (a nil value)
Script execution error: [sting "selectedspells"]:41: attempt to concatenane local 'sTotalCantrips' (a nil value)

superteddy57
August 1st, 2022, 03:39
Thanks for the report. I will add it to my list of reports for the feature. I am currently nailed down with another project that is almost complete. I will get to that list once this project is complete.

Metlore
August 1st, 2022, 06:13
Are there any plans to address how much the information icons overlap the text? It seems to be quite bad.

53818

Secondly, since ASI stands for Ability Score Increase, I think it would be much less confusing if all 3 letters were capitalized.

53819

All updates performed
Ruleset: D&D 5e
Using Character Wizard
Race: Any but SubRaces tend to be worse
Class: Any
When creating a character or earning an ability score increase.

superteddy57
August 1st, 2022, 06:36
Yes, a look at the issues with the current design will be investigated and cleaned up.

Locotomo
August 2nd, 2022, 10:23
Some spells are missing their duration. For example : Guidance, Resistance, Bless …

superteddy57
August 2nd, 2022, 10:48
Some spells are missing their duration. For example : Guidance, Resistance, Bless …

I might need more information on where and what is not showing the duration of the spells. I went through and tested building all the casters and was able to verify spells had their duration. I even choose the spells you listed in your example. Please provide me steps to help me replicate what you are seeing.

Locotomo
August 2nd, 2022, 10:56
Yesterday we where playing 5e with FGU and the player who’s character is a cleric, couldn’t find the durations in the the spell descriptions.
And I couldn’t either.

Locotomo
August 2nd, 2022, 10:57
I put them in manually on the characters sheet.