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MrDDT
November 6th, 2024, 20:14
Sorry if it's been explained before, but I can't find it in the instructions or in the forum thread. How do I make my druid player use Shapechanger instead of Wild Shape? I tried adding a Shapechanger trait in the Abilities tab, but the player can still only select Wild Shape in the dropdown; I've tried adding an effect in the Combat Tracker (Shapechage; (C)) and still doesn't seem to work.

Long story short. Make sure Shapechanger is in the feature section of the PC area, not the trait section of the PC area. ;)

Also as I've said before, sometimes you have to click on the action tab, then click another tab, then back to the action tab to get it to update at the top.

Lo Zeno
November 6th, 2024, 22:16
As I tell people all the time - read the .txt file on page 1 - read the forum threads here - do research.

Not a fan of looking up threads myself after having put them in here multiple times but I'll do it one last time... (of many)

https://www.fantasygrounds.com/forums/showthread.php?61009-Polymorphism-Extension-(-ext-file)-Fantasy-Grounds-Unity-5E-ruleset&p=703969&viewfull=1#post703969

Specifically...

Shapechanger - This is an NPC trait/ PC feature...

As in on the relevant SHEET entry as described above (NPC trait is not a PC feature nor is a PC trait a PC feature nor is it an NPC action or spell - it expects an NPC trait or a PC feature - nothing else will work - as that is where FGU drops those things for other stuff and I keep it consistent) as in the many videos (all my videos are out of date - no idea if this particular one has info relating to shapechanger as I'm not going to rewatch it - https://www.youtube.com/watch?v=bkeBm7NerYI&list=PLudwZcUmLrnC_Z2r3Vjzw6PvmoywlJATy) in my youtube - also listed in many places in here.

Right.
Well pardon me if "this is an NPC trait/ PC feature" is not exactly unambiguous for someone who doesn't speak English as the first language.

SilentRuin
November 7th, 2024, 22:38
Right.
Well pardon me if "this is an NPC trait/ PC feature" is not exactly unambiguous for someone who doesn't speak English as the first language.

Yes I'm responsible for that and should provide multi lingual support in my text threads. Just like FGU does in its gam... Oh wait.

No they don't. And neither do I.

BushViper
November 7th, 2024, 22:42
Right.
Well pardon me if "this is an NPC trait/ PC feature" is not exactly unambiguous for someone who doesn't speak English as the first language.

Don't pay any attention to Silentruin. He has assholeperger's syndrome.

SilentRuin
November 7th, 2024, 22:53
Don't pay any attention to Silentruin. He has assholeperger's syndrome.

Yes its called user needyness. Not only am I expected to repeat explanations and videos - I get to maintain these extensions about 10+ hours work every update in TEST because users just need me to do everything for them. Are they identifying issues in TEST - OF COURSE NOT GOD FORBID! Nothing but mapping this round of TEST not changing my stuff but still - only me to find and notify. Now I'm responsible for English language translations?

Go away. I'm uninterested in yet another "users want" me to do something. I've done enough. I've been close to tossing everything for a while now and only my own personal need to keep things going for my games keeps from tossing it all to Grim Press to manage and keep updated. My patience... is gone.

Yet I'm likely stuck maintaining it for another two years. Oh yes, other devs and vaporize as they don't actually run the games with their stuff - but me? The unlucky one. And my users? Lucky also they get to ride on what I need for myself.

But I grow tired of being pressed for MORE and MORE and MORE... basically - go eat a cookie - in the most polite of interpretations :)

Lo Zeno
November 7th, 2024, 23:18
Yes I'm responsible for that and should provide multi lingual support in my text threads. Just like FGU does in its gam... Oh wait.

No they don't. And neither do I.

I never said nor implied that.
I'm just pointing out that this antagonizing attitude, just because I happen to not understand immediately a phrasing in a language that is not my main one, is undeserved.
It's not like I didn't make any effort to find the answer by myself before asking the question:


As I tell people all the time - read the .txt file on page 1 - read the forum threads here - do research.
I did all that, and unfortunately, despite the fact that normally I get by ok with English, this time it did not work for me. And feel free to not believe me, but you have all my sympathy for the work you do and the constant unexpected changes from FGU that break the functionalities of your extensions - still, the attitude was undeserved.

SilentRuin
November 7th, 2024, 23:31
I never said nor implied that.
I'm just pointing out that this antagonizing attitude, just because I happen to not understand immediately a phrasing in a language that is not my main one, is undeserved.
It's not like I didn't make any effort to find the answer by myself before asking the question:


I did all that, and unfortunately, despite the fact that normally I get by ok with English, this time it did not work for me. And feel free to not believe me, but you have all my sympathy for the work you do and the constant unexpected changes from FGU that break the functionalities of your extensions - still, the attitude was undeserved.

If you want me to apologize for any frustrated tone about having to dig up stuff for someone again - where I went out of my way to point out the thread - the sentences - the actual wording and a video…. Which likely pushed you over the language barrier to get you to understand?

Sure I apologize for letting my frustration leak into my initial very detailed response.

If you want me to apologize for the reply to your language comment being somehow my problem - or my forum stalkers usual crack…


Well sure why not - lord knows I’d never get an apology from anyone else.

SmackDaddy
November 13th, 2024, 16:53
Not sure if this has been addressed before or it's a conflict with another extension. The polymorphism extension works as intended, but when not in wildshape, the weapons group is covered by Polymorphism, preventing the player from using their weapons while not in wildshape.

SilentRuin
November 13th, 2024, 18:30
Not sure if this has been addressed before or it's a conflict with another extension. The polymorphism extension works as intended, but when not in wildshape, the weapons group is covered by Polymorphism, preventing the player from using their weapons while not in wildshape.

Looks like a conflict.

62587

I'm placing my sub window off the overview invisibly and disabled.



<windowclass name="charsheet" merge="join">
<sizelimits>
<minimum width="470" height="695" />
<dynamic />
</sizelimits>
<sheetdata>
<subwindow name="sub_polymorphism">
<anchored to="overview" position="belowleft" offset="0,5" width="420" height="138" />
<class>char_polymorphism</class>
<activate />
<fastinit />
<invisible />
<disabled />
</subwindow>
</sheetdata>
</windowclass>


When it gets activated in the code it shifts things down overview in a "relative" manner so everything even stuff added plays nice. However - if someone adds something outside of the governing window (overview) then it can cause issues.



if bNPC then
--Debug.console(" ** NPC **");
-- NPC sheet has two tabs we need to push down to make room for sub_polymorphism (we won't try and display on tabs that aren't known to us)
-- this window is required - let it blow up if not present
-- NPC sheet now has 29 space between start of header and the tab data.
window["main"].setAnchor("top", "header", "bottom", "relative", 29+108);
if window["notes"] then
window["notes"].setAnchor("top", "header", "bottom", "relative", 29+108);
end
if window["inventory"] then
window["inventory"].setAnchor("top", "header", "bottom", "relative", 29+108);
end
else
--Debug.console(" ** PC **");
-- PC sheet has seven tabs we need to push down to make room for sub_polymorphism (we won't try and display on tabs that aren't known to us)
-- this window is required - let it blow up if not present
window["main"].setAnchor("top", "overview", "bottom", "relative", 128);
if window["skills"] then
window["skills"].setAnchor("top", "overview", "bottom", "relative", 128);
end
if window["abilities"] then
window["abilities"].setAnchor("top", "overview", "bottom", "relative", 128);
end
if window["inventory"] then
window["inventory"].setAnchor("top", "overview", "bottom", "relative", 128);
end
if window["notes"] then
window["notes"].setAnchor("top", "overview", "bottom", "relative", 128);
end
if window["logs"] then
window["logs"].setAnchor("top", "overview", "bottom", "relative", 128);
end
-- this window is required - let it blow up if not present
window["actions"].setAnchor("top", "overview", "bottom", "relative", 128);
end


Nothing I can do about that as I try to play within FGU defined window structures. Going outside of those your on your own.

MrDDT
November 13th, 2024, 18:39
Not sure if this has been addressed before or it's a conflict with another extension. The polymorphism extension works as intended, but when not in wildshape, the weapons group is covered by Polymorphism, preventing the player from using their weapons while not in wildshape.

Looks for sure to be a conflict of exts because I'm not getting it.

Do you have a list of exts you use? You can hit me up in discord if that's easier.

crauly
January 14th, 2025, 22:53
im not sure why im unable to use the extension. I am using unity, have watched the video on how it should look but cant get the characters sheets to show the poloy options. I made sure the char is in the combat tracker and added the spell still no go. It seems as if the extensions is not installed, however i did the update via the FG client. Any help would be great.

SilentRuin
January 14th, 2025, 23:01
im not sure why im unable to use the extension. I am using unity, have watched the video on how it should look but cant get the characters sheets to show the poloy options. I made sure the char is in the combat tracker and added the spell still no go. It seems as if the extensions is not installed, however i did the update via the FG client. Any help would be great.

See if these steps help - otherwise join Grim Press discord for more direct help...

1) The campaign you have is 5E.
2) The load campaign screen shows the campaign you selected with the "5E - Polymorphism FGU" selected before you start up the campaign.
3) The chat shows the polymorphism version (of the latest shown on page one) is loaded into your campaign.
4) You have one of the supported keywords in the proper place (or spell as you said) defined so it knows that NPC or PC should show the polymorphism window. (see above forum thread posts or .txt file for what keywords are supported and where they go)
5) place the NPC/PC into the combat tracker.
6) bring up the link for that sheet.

It should show the polymorphism actions on the appropriate tab (depending on NPC or PC). If not - one of the above things is not correct or you have other extensions causing a conflict. So last try removing all other extensions and see if it then works - if it does you some other extension is not playing nice with others and you'll have to take it up with them.

Otherwise, there are nice people in Grim Press who love to help with this stuff.

DarthPancake91
February 15th, 2025, 23:32
I don't know if I did something wrong but I'm getting an error message when adding creatures to the druids wild shape:
Rowan Sunleaf: combattracker.list.id-00010 not found in DB or modules (module loaded? Clear list to remove).
Not sure why it doesn't work...
I can see the bit of extension needed to view and add wild shape forms, and when I add anything to it, it gives the above error and the wild shape has no activate button...
63451

SilentRuin
February 15th, 2025, 23:46
I don't know if I did something wrong but I'm getting an error message when adding creatures to the druids wild shape:
Rowan Sunleaf: combattracker.list.id-00010 not found in DB or modules (module loaded? Clear list to remove).
Not sure why it doesn't work...
I can see the bit of extension needed to view and add wild shape forms, and when I add anything to it, it gives the above error and the wild shape has no activate button...
63451

Did you "Clear list to remove" the NPCs you had loaded into this?

Lots of info in forum thread above about how FGU indexes are not transferrable between campaigns. But for some reason people keep pulling PCs where NPC lists have been defined in another campaign and trying to use that local data. Not saying it IS this - but its usually this when someone mentions this. At least never seen it NOT be this.

Just clear the list and redefine what NPCs your trying to transform into.

SilentRuin
March 14th, 2025, 23:38
I know I've verbally state this workaround for 2024 wildshape - but as I just went over it in detail in discord I'm going to post images of steps I did to do it. I have no near term plans to support 2024 stuff in poly (wildshape rules) any time soon.

63784

63785

63786

63787

Also, you need to edit the NPC mental stats to that of PC. Personally, once I edited the stats and TMP hp into the CT entry - I'd copy it to the NPC list and then clear the poly list and readd that in. You'd then have to change nothing but TMP on transformation back. Just track it to change the NPC anytime they leveled up (or stats/druid level for TMP change in some other way)

Bonkon
March 15th, 2025, 02:06
Good Day SilentRuin :)
Thanks for this, although I do not use the 2024 version I just got into a game the DM does use it. :)

rpgathome
March 19th, 2025, 05:18
Wonderful workaround. Thank you for putting in the extra effort.

Mike Hancho
March 19th, 2025, 21:52
I also keep getting this code after I clear the NPC and try to add new NPC's. I get this whether its Shapechanger, Polymorph or Wildshape. I have tried importing characters from other servers and tried building characters from scratch, but keep getting the same code. I even made a whole new server from scratch and built a whole new Druid only to get the same code. I have tried using Bestiary NPC, Monster Manual (legacy) NPC, PHB 2024 NPC and 2024 Monster manual NPC. None will load and only give me the same code/issue DarthPancake91 is getting and no NPC repopulates my list.

I also get the attached script execution error

SilentRuin
March 20th, 2025, 04:17
V1.62 - Update - support of 2024 ruleset for polymorphism operations. Each of the supported polymorphism operations has a unique option: "Rules: Polymorph", "Rules: True Polymorph", "Rules: Shape Change", "Rules: AnimalShape", and "Rules: WildShape". Each has the following options: "Default" (active FGU ruleset defined in options - 2024 or Legacy), "2024" (forces use of 2o24 ruleset - no transfer of temp hp when transforming back), "2024-TempHP" (forces override for this operation with 2o24 ruleset - transferring any remaining temp hp when transforming back). Operations in 2024 will always lose any temp HP when transforming (except for wild shape) per definition of rules to replace temp HP where definition is to replace HP and TEMP HP with values specified. IMHO never do 2024-TempHP - it will make polymorphism a joke to just buff temp HP - which I'm sure is not the intent of WOTC regardless of what some say.
Got bored and tired of people asking.

Very little testing. Lets see if I can blow up the world - will be in FORGE when GP puts it in.

Also PC race is used for NPC type for places that wanted it preserved.

SilentRuin
March 20th, 2025, 04:24
I also keep getting this code after I clear the NPC and try to add new NPC's. I get this whether its Shapechanger, Polymorph or Wildshape. I have tried importing characters from other servers and tried building characters from scratch, but keep getting the same code. I even made a whole new server from scratch and built a whole new Druid only to get the same code. I have tried using Bestiary NPC, Monster Manual (legacy) NPC, PHB 2024 NPC and 2024 Monster manual NPC. None will load and only give me the same code/issue DarthPancake91 is getting and no NPC repopulates my list.

I also get the attached script execution error

Either a conflict with another extension, your not up to date (page 1 has version info and in .txt file), or you have what has been described multiple times in this forum that FGU uses DB indexes that are NOT unique outside of the campaign you are in - if you did something crazy like import something with an existing list already defined in it. So you would have to clear the lists (button on left) and redefine all your NPCs from a module or from the local data of the campaign your running from.

Other than above no clue.

SilentRuin
March 20th, 2025, 21:19
V1.62 - Update - support of 2024 ruleset for polymorphism operations. Each of the supported polymorphism operations has a unique option: "Rules: Polymorph", "Rules: True Polymorph", "Rules: Shape Change", "Rules: AnimalShape", and "Rules: WildShape". Each has the following options: "Default" (active FGU ruleset defined in options - 2024 or Legacy), "2024" (forces use of 2o24 ruleset - no transfer of temp hp when transforming back), "2024-TempHP" (forces override for this operation with 2o24 ruleset - transferring any remaining temp hp when transforming back). Operations in 2024 will always lose any temp HP when transforming (except for wild shape) per definition of rules to replace temp HP where definition is to replace HP and TEMP HP with values specified. IMHO never do 2024-TempHP - it will make polymorphism a joke to just buff temp HP - which I'm sure is not the intent of WOTC regardless of what some say.

Live on Forge. Likely full of wonderous bugs as its had only superficial testing.

SilentRuin
March 24th, 2025, 18:14
New Video on Page 1.

SilentRuin
March 30th, 2025, 19:05
V1.63 - Bug - added logic to support 2024 ruleset for wild shape that lets druid with Circle Forms have 3 x druid level temp hp and AC of 13 + wisdom modifier if greater than current AC for beast shape.

Will be in Forge next week.

SilentRuin
April 8th, 2025, 05:31
Renamed to "Feature: Polymorphism" for extensions loading into campaign.

Next time its delivered.

SilentRuin
April 14th, 2025, 22:57
V1.64 - FGU update - at some point FG replaced calls to decodeAdvantage with setupD20RollResolve to support certain specialized die rolls. Fixed.

Thinkcrown
May 20th, 2025, 22:43
Running into a problem where player loses vision after Shapechanger-ing into a NPC token via Polymorphism "Active" button.

Apologies, this very issue was mentioned in the video tutorial provided by Grimlore (in it, he mentions it's not a problem for him because he's using another extension that fixes it--alas, he doesn't specify which extension). I word-searched the .txt PolymorphismFGU file, and this thread, for key words I thought might be used to reference how to fix it (so as not to bother y'all), but I couldn't find anything.

Current work-arounds that restore vision (they might help identify my issue):
- Getting player to close the current map record, followed by me (GM) sharing said map record again.
- Drag-dropping the polymorphed-into NPC record link onto the player avatar.
- Getting player to click "View Mode Toggle - Token" (icon top right on map record), then click it again.

Using: Win11, FGU v4.7.1 Ultimate (2025-04-29), Ruleset: Dungeons and Dragons (5E)
Extensions Active: Advanced Effects, Better Combat Effects Gold, Combat Groups, Combat Highlighter, D&D - Official Language Fonts, Effective NPC, Equipped Effects, Frankly Not, Generic Actions, Generic Actions Layer, Initiative Nanny, Natural Selection, Pets, Polymorphism, Replace GM Icon, Resistance is Futile, Turbo, Theme: Core, Coin Flip, Halt!

SilentRuin
May 20th, 2025, 23:07
As I made the video in GP I’d assume your issue is the fact when a CT token is not selected it does not have the vision. Thats pure FG. So when you change to a new token - then don’t have it selected in map - it won’t have vision. And if you have nothing else in map you own then you won’t see anything if lighting or LOS is in effect on map. The work around I tell my players is to double click on the image in their CT to force it to center and select that entry. I can’t remember which extension does that (combat groups or assistant GM) but pretty sure a recent FG upgrade now does it also.

SilentRuin
May 28th, 2025, 22:41
V1.66 - Bug - Shapeshifter and Shapechanger options were not setting an effect which resulted in auras or anything else processing a delete effect on the node determining that it had no effect and should be changed back. Fixed. Also, insured that any polymorphed token would now be given the vision (selection) after transformation (prevent black screen on client where they had to double click on CT token to get it to select and have vision).

SilentRuin
June 10th, 2025, 23:07
V1.67 - Bug - 2024 logic for wild shape was not transferring skill/saving throw values correctly as it had been mistakenly copied from Shapechange spell logic. Fixed. Also NPCs in 2024 no longer have savingthrows string in DB - so we now have to keep adding it (in case they switch back to legacy) and also put the proficiency bonus of the source into the polyed NPC's savemodifier for power/spells that transfer abilities (also in both).

Devistation
June 15th, 2025, 00:17
Using this for the 2024 rules and the only problem I am seeing is when at higher level when the druid gets Lunar Radiance or Primal Strike I don't see where to add those effects on the wild shape character sheet? Is there a work around that I am not seeing?

fesegato
June 15th, 2025, 00:32
On the same note from the last comment, there are magic items that carry on to the wildshape their effects, but the extension just turn them all off, is there a way for the extension to ignore some? Or implement this? I remember an old version that trie a ;POLY syntax, but it got written off.

SilentRuin
June 15th, 2025, 01:10
Using this for the 2024 rules and the only problem I am seeing is when at higher level when the druid gets Lunar Radiance or Primal Strike I don't see where to add those effects on the wild shape character sheet? Is there a work around that I am not seeing?

Not sure what you mean. Effects are in the CT not the sheet. And effects are placed by DM or automated with extensions. In Legacy 5E I use 5EAE modules and equipped effects which when they see the abilities tab, action, trait, etc. they look up a matching custom effect or spell/power if any and assign it. As there is no 5EAE for 2024 yet you'd obviously have to supply that matching data yourself if you used equipped effects. And if not using EE then you'd have to create that effect and place it in CT entry for them yourself.

SilentRuin
June 15th, 2025, 01:12
On the same note from the last comment, there are magic items that carry on to the wildshape their effects, but the extension just turn them all off, is there a way for the extension to ignore some? Or implement this? I remember an old version that trie a ;POLY syntax, but it got written off.

Yes, but you'd have to look up the rules yourself in the .txt file version info or general text in it to find out as its been 4 years since I looked at that logic. In my campaigns its all correct with the data I use so I have long forgotten those rules myself.

Devistation
June 15th, 2025, 05:16
Not sure what you mean. Effects are in the CT not the sheet. And effects are placed by DM or automated with extensions. In Legacy 5E I use 5EAE modules and equipped effects which when they see the abilities tab, action, trait, etc. they look up a matching custom effect or spell/power if any and assign it. As there is no 5EAE for 2024 yet you'd obviously have to supply that matching data yourself if you used equipped effects. And if not using EE then you'd have to create that effect and place it in CT entry for them yourself.

Both effects are only for the first hit of the turn and drop off after being used. So when the next turn rolls around you cant put them on again without dropping Wild Shape and going back to the druid character sheet. I found a work around by keeping the effect on and not letting it end on the next roll and just skipping the effect for following attacks. On for a bite and skip for a claw attack. It works.

SilentRuin
June 15th, 2025, 05:26
Both effects are only for the first hit of the turn and drop off after being used. So when the next turn rolls around you cant put them on again without dropping Wild Shape and going back to the druid character sheet. I found a work around by keeping the effect on and not letting it end on the next roll and just skipping the effect for following attacks. On for a bite and skip for a claw attack. It works.

Do you not use Better Combat Effects Gold (BCEG) extension? I mean with all the effect combinations you can pretty do anything.

If your a standard FG user though your pretty limited on what you can do and your solution is probably best. Nothing to do with poly - pure effects and what they support (a lot more with BCEG).

MrDDT
June 15th, 2025, 06:28
Both effects are only for the first hit of the turn and drop off after being used. So when the next turn rolls around you cant put them on again without dropping Wild Shape and going back to the druid character sheet. I found a work around by keeping the effect on and not letting it end on the next roll and just skipping the effect for following attacks. On for a bite and skip for a claw attack. It works.

You can assess your PC sheet anytime without dropping wild shape.

Thinkcrown
June 15th, 2025, 20:41
Thank you for the excellent work, SilentRuin.

SilentRuin
June 28th, 2025, 14:51
V1.68 - Bug - Leokeros working on his addon to Poly found a solution to a long standing bug where you had to tab back and forth to get display to correct itself. Fixed.

GP does not deliver on weekends so this will be out next week.

SilentRuin
July 2nd, 2025, 20:13
V1.69 - Bug - Generic Actions Layers was being spammed with updates causing slow transformation. Fixed.

This fix was done to better support Generic Actions and Generic Actions Layer when a lot of effects are present.

Thinkcrown
July 8th, 2025, 15:44
Visual error overcome by tabbing finally fixed?!

Excellent work, you two.

Leprekorn
July 12th, 2025, 09:56
Hi I have a bug where despite transforming back into my main form my main character sheet still says "Do not use sheet...". The polymorphed form is no longer on the combat tracker I just have no way to remove the message and enable me to turn into another creature, the Dm has removed me form the combat tracker and added me back in but still no luck. Any idea what I need to do to correct?

SilentRuin
July 12th, 2025, 15:07
Hi I have a bug where despite transforming back into my main form my main character sheet still says "Do not use sheet...". The polymorphed form is no longer on the combat tracker I just have no way to remove the message and enable me to turn into another creature, the Dm has removed me form the combat tracker and added me back in but still no luck. Any idea what I need to do to correct?

I have no idea what your image here is showing.

When you get data "out of synch" due to corruption usually through some network issue or bad data I usually do one of three things to reset it.

1) Switch tabs back and forth.
2) Hit Active button a few times providing you still see it. (host should do it unless you have the active turn).
3) clear all your lists of NPCs you can turn into on assumption that data is bad in this campaign (like pointed to something that no longer exists in terms of DB indexes due to module change or local DB recreation of record or something).
4) Insure you delete any left over effects related to the poly process.

Or have host do all of the above if your client.

I see no issues with poly in testing I did for both NPC -> NPC ->NPC or PC -> NPC -> PC from client. As far as you image - I don't even know what your trying to tell me there as its not the poly area of the action tab sheet for PC - or NPC main page poly area. Its just a list of CT entries.

Leprekorn
July 12th, 2025, 15:42
On the left it shows my character is the active character in the CT and on the right it shows my character sheet with the warning do not use this character sheet.

SilentRuin
July 12th, 2025, 18:52
On the left it shows my character is the active character in the CT and on the right it shows my character sheet with the warning do not use this character sheet.

I have no idea how you got in that state. Typically switching tabs lets you see the data again in most situations. The only way that message will be displayed is if

polymorphism_originator

in your DB for that CT entry or PC is not "". And that is when its in a particular state of transition. How you managed to get it in that state - or how it is not self correcting when you toggle the tabs in a PC or NPC to get it to refresh I have no idea. Short of going into the DB.xml and blanking that value for the sheet in question I have no other ideas. And if that is whacked data what else is?

Leprekorn
July 12th, 2025, 19:15
No idea looks like it's a character rebuild and take note if it happens again.

SilentRuin
July 12th, 2025, 19:21
No idea looks like it's a character rebuild and take note if it happens again.

Just have DM blank that data record in db.xml if he has the knowledge on how to do that. Otherwise, not really sure how to recover it. I'd just set "polymorphism_originator" data to empty myself or even deleting it as it would recreate it, out of db.xml - making a backup copy first of course. But yeah - never seen this where you could not simply have the host fiddle with the ACTIVE button or tabs and have it recover.

LeoKeros
July 16th, 2025, 09:59
You can also remove the feature that uses Polymorph, change tabs to trigger the update, then add it back in. That's a way to clear the Polymorph data in my experience.

Leprekorn
July 16th, 2025, 10:00
I will try this.

Fingersome
July 30th, 2025, 05:31
With only Polymorphism loaded, I appear to be encountering an error when attempting to add a new option for Shapechange to the list of polymorphs, to whit;


[7/30/2025 5:26:42 AM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:4961: attempt to index local 'sTargetType' (a number value)

SilentRuin
July 30th, 2025, 14:46
With only Polymorphism loaded, I appear to be encountering an error when attempting to add a new option for Shapechange to the list of polymorphs, to whit;

The way you're wording this and the error your getting makes no sense to me. But I did test having the spell "ShapeChange" in my actions tab and then pulled down the "ShapeChange" selection and it worked fine. Obviously its not a number as your error claims, its a string, so really have no idea what your trying to tell me here.

64955

Fingersome
July 31st, 2025, 00:21
The way you're wording this and the error your getting makes no sense to me. But I did test having the spell "ShapeChange" in my actions tab and then pulled down the "ShapeChange" selection and it worked fine. Obviously its not a number as your error claims, its a string, so really have no idea what your trying to tell me here.

64955

I just copied the error from the log, dunno what to tell ya. :confused:
It pops up in the error console whenever I try and drag a new monster into the list of available polymorphs for Shapechange.

I'll do some more testing and see if I can puzzle out what's causing it.

Fingersome
July 31st, 2025, 00:28
I have a suspicion that it's the character sheet that is causing the problem - it is a very old sheet, and has been used in a game for like, 5 years. It's possible it's accumulated some garbage clauses or something from being modified, and perhaps they are messing up Poymorphism's expected behaviour...

SilentRuin
July 31st, 2025, 00:56
Quick way to verify is to remake it.

Fingersome
July 31st, 2025, 01:04
Quick way to verify is to remake it.

I was in fact correct; remember kids, make sure to keep up with your house-keeping :p

Joj0no
October 24th, 2025, 12:55
Heya! So I've actually encountered the exact same error message about sTargetType and recreated a brand new character sheet following the 2024 ruleset and I'm still in the same situation with the message appearing.
Any idea as to what else it could be ? I've got everything updated yesterday and still can't quite figure out what's going on...
Could it be a conflict with other plugins?

Thanks in advance!

Here's the screenshot (https://i.postimg.cc/c4dKYmdW/Polymorphism-error.png)with the error messages. First is when I try to activate a polymorphism (wild shape) and second when I deactivate or try to add a new NPC form.

SilentRuin
October 24th, 2025, 16:57
Heya! So I've actually encountered the exact same error message about sTargetType and recreated a brand new character sheet following the 2024 ruleset and I'm still in the same situation with the message appearing.
Any idea as to what else it could be ? I've got everything updated yesterday and still can't quite figure out what's going on...
Could it be a conflict with other plugins?

Thanks in advance!

Here's the screenshot (https://i.postimg.cc/c4dKYmdW/Polymorphism-error.png)with the error messages. First is when I try to activate a polymorphism (wild shape) and second when I deactivate or try to add a new NPC form.

I can't duplicate this at all. In fact, I can't tell what can be causing it. I don't use 2024 but did try it in my 2024 test campaign for druid turning into a bear with no problems.

The code is validating the target of the polymorphism and is insuring you are not trying to turn into an NPC that is an object or item type without using true polymorphism spell. As you can see from the code below...



...
-- most things (not consistent) have a type
local sTargetType = DB.getValue(nodeTarget, "type", "");
if not sTargetType then
sTargetType = "undefined";
end
...
-- an object can only be used by true polymorph
if sFilter ~= Interface.getString("polymorph_filter_TruePolymorphSpell") and ((sType:lower():find("object") or sType:lower():find("item")) or
(sTargetType:lower():find("object") or sTargetType:lower():find("item"))) then
...


The only way you could get an error where sTargetType things its a number is if some massive code corruption or some of this code was overriden. The node "type" is a string - not a number. But your error is claiming its a number. I am curious about what happens when a "" would come back for sTargetType - so will fix that section to make sure it is "undefined". Not sure how that would interpret as a numeric.

I don't even know how that is possible with my code as written.

My suggestion is that you remove all extensions but polymorphism and try this again. It should work unless your data is truly something I have no idea how to duplicate. If it does work then you have to add in half your extensions - try again - if it fails with that half then their is conflict with one of them - if it does not then its in the other half - you just keep narrowing it down till you find it.

Unless you can tell me 2024 has changed some core DB type schema defintion in the last few months I have no way to fix or know what is going on. Its unique to your data/extensions I suspect.

Only if I can duplicate it would I be able to fix it (with my extensions and my data). Other peoples extensions and odd data I can't really track/fix. Nor do I attempt to.

SilentRuin
October 24th, 2025, 17:04
Heya! So I've actually encountered the exact same error message about sTargetType and recreated a brand new character sheet following the 2024 ruleset and I'm still in the same situation with the message appearing.
Any idea as to what else it could be ? I've got everything updated yesterday and still can't quite figure out what's going on...
Could it be a conflict with other plugins?

Thanks in advance!

Here's the screenshot (https://i.postimg.cc/c4dKYmdW/Polymorphism-error.png)with the error messages. First is when I try to activate a polymorphism (wild shape) and second when I deactivate or try to add a new NPC form.

I'd also check what NPC you are trying to turn into and what its "type" is defined as - as that seems to be the issue. Whether it is the data or some other extension stomping that data - I have no idea.

Xealot
November 12th, 2025, 01:47
This is a good mod but at this time I see one thing that could be fixed there is a new up date but this bug was in for some time when you morph and you are in 2d/3d view the person/monster image go's to a token and not the portrate.

SilentRuin
November 12th, 2025, 02:25
This is a good mod but at this time I see one thing that could be fixed there is a new up date but this bug was in for some time when you morph and you are in 2d/3d view the person/monster image go's to a token and not the portrate.

I'm not sure what you mean. If you have the 3 images of the NPC defined that you are polymorphing into then that NPC will have those images. If you do not - then it will not. As far as what is displayed - it absolutely only handles the token image as a token. I'm not even sure how the 2d/3d decides to use which image. But the code only deals with the token image. Any other of the 3 images you wanted to use would have to be put into the token. But really I've never done anything but the token on the 2d map. Never envisioned special support being required for 3D - I would assume whatever the NPC had defined would be what was used.

BillandDarrin
December 5th, 2025, 06:37
I get this error on the latest version of FG when trying to drag an NPC onto a druid PCs character sheet as shown in the video. 65915

MrDDT
December 5th, 2025, 06:45
I get this error on the latest version of FG when trying to drag an NPC onto a druid PCs character sheet as shown in the video. 65915

Tested, no errors. Can you give more info?
Can you make this happen in a new campaign with no other exts?
Any other steps to recreate this?

SilentRuin
December 5th, 2025, 15:37
As MrDDT says - can't duplicate. You have something else going on (conflict with another extension - bad data - not up to date version should be same as page 1 last modification).

Line 4972 of the code is a check for an object or item which can only be used by true polymorph (will generate an error if this is true). As your erroring on the value of the target of the spells "type" which is expected to be a text value - that is likely your problem (whatever this NPC is it has bad data - it claims that data is numerical which should be text for an NPC type). Or so I'm guessing based on nothing else to go on but the error. Though technically the value for the check here needs to be checking for "" not nothing. But either way something is wrong in how the target of the spell type is defined. If it is an error in logic then the exact case to duplicate it would have to be provided.



-- most things (not consistent) have a type
local sTargetType = DB.getValue(nodeTarget, "type", "");
if not sTargetType then
sTargetType = "undefined";
end





if sFilter ~= Interface.getString("polymorph_filter_TruePolymorphSpell") and ((sType:lower():find("object") or sType:lower():find("item")) or
(sTargetType:lower():find("object") or sTargetType:lower():find("item"))) then

Hjorimir
May 15th, 2026, 00:42
The 2024 PHB (pg. 81, Game Statistics paragraph) states that the druid gains the Beast's stat block, but retains their creature type (i.e., they are still humanoid when in wild shape). However, when I try to add a wildshape option that is set as type humanoid, Polymorphism blocks me because it isn't a beast. Is this something we can get fixed or given an option to allow for? Thanks!

Hjorimir
May 15th, 2026, 00:45
Nevermind, I see that I have an option to turn those checks off already. Carry on!

SilentRuin
May 15th, 2026, 16:41
The 2024 PHB (pg. 81, Game Statistics paragraph) states that the druid gains the Beast's stat block, but retains their creature type (i.e., they are still humanoid when in wild shape). However, when I try to add a wildshape option that is set as type humanoid, Polymorphism blocks me because it isn't a beast. Is this something we can get fixed or given an option to allow for? Thanks!

While you can turn off the wildshape check options - and I don't really play 2024 - are you saying you chose a beast - which which is what you WOULD do and WOULD be limited to with wildshape - and that it did not create it as your type humanoid? That would be a bug. You selecting a non beast because you wanted to turn off rules would be something else. So let me know. As 2024 wildshape is still limited to choosing beast as far as I'm aware. Otherwise, if you think you can turn into a "humanoid" type of NPC (not a beast NPC that has its type set to humanoid after you wildshape) then you are incorrect.

And I checked - when I choose a beast - like brown bear - and wildshape the NPC brown bear in CT entry is a type humanoid along with all the other stats its supposed to have from wildshape. So its all working.

I think your are cheating on 2024 wildshape by not limiting choice to a beast :) Which is your prerogative - and why that option to turn off checks exists.

BillandDarrin
June 2nd, 2026, 12:55
I continue to get this error when dragging an NPC creature onto the Polymorphism graphic on the actions tab to add it to the drop down as shown in the video instructions.

[6/2/2026 7:44:44 AM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:5224: attempt to index local 'sTargetType' (a number value)

SilentRuin
June 2nd, 2026, 19:53
I continue to get this error when dragging an NPC creature onto the Polymorphism graphic on the actions tab to add it to the drop down as shown in the video instructions.

[6/2/2026 7:44:44 AM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:5224: attempt to index local 'sTargetType' (a number value)

No way to duplicate. I assume you have some conflict with the extensions you are using. unload all extensions except polymorphism and try again. If the error does not happen you have an out of date, no longer supported, or conflicting extension and will have to unload it to use this. Or your not running on the latest FG updates - in which case it won't work.