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bratch9
September 12th, 2020, 18:44
This extension is now on www.dmsguild.com 'Fantasy Grounds Advanced Spell Damage' (https://www.dmsguild.com/product/327397/Fantasy-Grounds-Advanced-Spell-Damage-extension)
My other extensions can be found on www.dmsguild.com 'Bratch Nine' (https://www.dmsguild.com/browse.php?keywords=&author=Bratch+Nine&artist=&pfrom=&pto=)
RULESET : 5E

Just letting people know my extension to allow 'different level' casting is up on dmsguild. The extension adds a casting level box onto the spell header bar, it parses the 'at higher level' data from the spell description and extends the amount of damage/heal lines in the spell. As you change the casting level these are automatically updated on the spell and tool tip, so you can see what is going to be cast as damage/heal amounts. Once you are done with the action, you can 'double click' the spell level selection box to 'tick' off that spell usage. [ Note, not checks are made for valid spell slots available, or if you have slots left to cast... that is upto the player to make sure they actually have the level slot available when they decide on the casting level... ]

I'm going to be looking to add custom effect lines, for the spells that 'need' that sort of thing. I have already extended the effect line so it can roll a different amount of dice in the style of [STR] adds strength bonus value, and pass that evaluated amount onto a target, I'll be working on the 'linkage' between the selected spell level and the effect line next week.

If you have been looking for this type of thing, and/or have some feedback, please let me know.

39296

39295

LordEntrails
September 12th, 2020, 20:01
MOD: Moved to Paid Creations forum :)

bratch9
September 12th, 2020, 21:50
can you also move, https://www.fantasygrounds.com/forums/showthread.php?59741-extension-Advanced-Weapon-Damage-Extension&p=524192#post524192

as its now on dms guild aswell..

vaughnlannister
October 9th, 2020, 15:57
Hi, I found that Advanced-spell-damage doesn't work for NPC in the combat tracker, when MadNomad's Character Sheet Effects are on would you in the future make the two compatible with each other?

Many Thanks!

https://www.dmsguild.com/product/329736/Fantasy-Grounds-Mad-Nomads-Character-Sheet-Effects-Display

bratch9
October 10th, 2020, 17:27
Hi, I found that Advanced-spell-damage doesn't work for NPC in the combat tracker, when MadNomad's Character Sheet Effects are on would you in the future make the two compatible with each other?

Many Thanks!

https://www.dmsguild.com/product/329736/Fantasy-Grounds-Mad-Nomads-Character-Sheet-Effects-Display

Hi,

I've had a look using spell damage v2.0 with character sheet effects v1.10, and I'm not sure what is supposed to not be working? When I add an npc to combat tracker I can change the cast level and its responds as i'd expect.

Is some thing in the character sheet effects not showing as it should ? ( I dont know the extension, so not 100% what might be missing or not working. )

Can you check with the latest versions, and if you still have an issue, please add an image and some extra description as to what is not working and possible setup so I can check the issue. ( And if needed pass it onto MadNomad.. )

Thanks.

vaughnlannister
October 11th, 2020, 11:11
Hey,

I just did another check.. and I found that it was Advanced Effects https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)
that was interfering.. I dunno why.. but in the last test Character Effect Sheets wasn't interfering anymore.

I know Celestial's latest version fixed an issue that the amount of spells slots that an NPC could cast.. were missing.

Haven't changed versions for Character Effect Sheets so.. I don't know why.. though

Thanks!

bratch9
October 11th, 2020, 18:10
Hey,

I just did another check.. and I found that it was Advanced Effects https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)
that was interfering.. I dunno why.. but in the last test Character Effect Sheets wasn't interfering anymore.

I know Celestial's latest version fixed an issue that the amount of spells slots that an NPC could cast.. were missing.

Haven't changed versions for Character Effect Sheets so.. I don't know why.. though

Thanks!

Hi, would you like to check v2.1 as you probably know the advanced effects extension better than I do. But it seems to be displaying the correct spell level up-cast as selected and showing/rolling the effect when added to an npc.

(Dont forget you will probably have to delete the npc off the combat tracker, and re-drag it on.. to allow things to 'update' etc. )

-pete

vaughnlannister
October 12th, 2020, 13:06
Hi Pete :)

Many thanks for making it compatible with Advanced Effects! I was using a version that had a different load order.. 1001, that still wasn't working.. I re-downloaded the version that was on Celestial's page and it all works :D!!!

Again thanks for all the support you give to your extension :)!

bratch9
October 12th, 2020, 13:38
Hi Pete :)

Many thanks for making it compatible with Advanced Effects! I was using a version that had a different load order.. 1001, that still wasn't working.. I re-downloaded the version that was on Celestial's page and it all works :D!!!

Again thanks for all the support you give to your extension :)!

Hi, Glad its working for you..

Yep, its not possible for extensions to 'merge contents of a function', unless the work can be done as a 'pre or post' fix... In both mine and Celestials we do changes inside the middle of the function. So these will not 'normally' merge.

To resolve this I looked at the code add by both extensions and worked out a way to detect advanced effects and then also call this extra function(s) from my extension..

So my extension has to load 'after' for this to work... so if you do move the load order of advanced effects you need to move my advanced spell and my advanced weapon effects after it. ( As I have also done the same sort of patch for weapon effects on the player side to allow my extensions to work with this one.. )

-pete

vaughnlannister
October 13th, 2020, 11:27
Nice that sounds complicated!

Glad it was a familiar problem you dealt with earlier so it was easier for you to implement a fix :)!

Ludd_G
October 14th, 2020, 13:18
Hi Bratch9,

I'm using Diablobobs DM Tools to pre-place tokens for spells to target etc. but when I reparse a spell to use your 'casting at higher level' functionality (which works great by the way, great stuff!) it kills the token line for the spell. Am I doing something wrong or is there a work a round to be able to use both of these functions at the same time?

Cheers,

Simon

I think this is sorted by just repopulating the spell rather than reparsing an existing version, fingers crossed!

bratch9
October 14th, 2020, 18:43
Hi Bratch9,

I'm using Diablobobs DM Tools to pre-place tokens for spells to target etc. but when I reparse a spell to use your 'casting at higher level' functionality (which works great by the way, great stuff!) it kills the token line for the spell. Am I doing something wrong or is there a work a round to be able to use both of these functions at the same time?

Cheers,

Simon

I think this is sorted by just repopulating the spell rather than reparsing an existing version, fingers crossed!

Hi Simon,

I've added an option menu item to v2.2 that is defaulted off, that will only remove the 'damage/heal/cast/effect' action lines... so when enabled it should 'keep' the 'spell token' action line during the re-parse.

Note.. this can and will still break Rob2e spells effects, as these spells have custom 'damage/heal/cast/effect' lines during a re-parse... But my extension does patch in as best it can the extra lvl data on Rob2e spells when dropped onto character sheet and should keep the pre-defined spell token info. ( Just not on a re-parse.. )

But it sounds like you have been adding extra spell tokens to normal spells, and you want to keep these, which this option should.. ( Assuming you are not also editing action lines for the spell, which will be reset back to standard spell lines on re-parse.. )

Let me know if this goes well or not as you expected. ( If not as expected, can you attach an example screen shot or small campaign zip and some extra details, so I can take a specific look at what you need. )

-pete

Ludd_G
October 14th, 2020, 19:11
Thanks Pete,

I'll grab the new version and do some testing. Fingers crossed.

Cheers,

Simon

vaughnlannister
October 15th, 2020, 15:11
Hi Pete,

I looked closely in the option menu but couldn't find your new added option, could you help, by sending a screenshot :)

As blind as a bat :p

Thanks!

-Updated to v2.2
Added 'option menu' item to enable 'keep spell token' from 'Critically Awesome Essentials' extension

bratch9
October 15th, 2020, 15:57
Hi Pete,

I looked closely in the option menu but couldn't find your new added option, could you help, by sending a screenshot :)

As blind as a bat :p

Thanks!

-Updated to v2.2
Added 'option menu' item to enable 'keep spell token' from 'Critically Awesome Essentials' extension

see attached... hope this helps. ( Its from v2.2a but that fixes a different issue... but maybe update to this aswell. )

vaughnlannister
October 15th, 2020, 16:38
Thanks :D!!! Found it, I just updated Advanced Spell damage and had to re-enable the extension :P , that was why I couldn't find it lol

bratch9
October 15th, 2020, 16:41
Thanks :D!!! Found it, I just updated Advanced Spell damage and had to re-enable the extension :P , that was why I couldn't find it lol

Well not enabled would make it hard to find !!

let me know if its working as expected.

vaughnlannister
October 15th, 2020, 19:39
Thanks, I've finally gotten further in my LMoP campaign, and we've started to use your other extension Advanced Weapon Damage :D, its so cool, I used the power option, to add the Shillelagh effect to a staff, helps to clean up the Action Tab a bit that way. My group has just found the Hew axes :p, only a pity that twig blights only have 4hp :(, but its still really cool what effects you can add to weapons in this way!

bratch9
October 15th, 2020, 20:51
Thanks, I've finally gotten further in my LMoP campaign, and we've started to use your other extension Advanced Weapon Damage :D, its so cool, I used the power option, to add the Shillelagh effect to a staff, helps to clean up the Action Tab a bit that way. My group has just found the Hew axes :p, only a pity that twig blights only have 4hp :(, but its still really cool what effects you can add to weapons in this way!

Yep, also hew is part of the samples in adv weapon, I'm sure you have seen already. LMoP was the first fantasy grounds our group ran and inspired the adv weapon mod... due to not wanting to have many 'effect' active to manage in the CT.

I do need to add more samples for adv weapon, but adv spell needed my time to get to a good feature level.

If you have suggestions/feedback for either extension just let me know. ( and/or add them to dmsguild against the extension... reviews and stars are good too... I'm told !! )

I'm glad others are getting use out of them, our group is just wrapping up CoS and then we are looking at Starfinder dead suns.. So I might look into extensions for starfinder, which seem a bit slim on the ground...

vaughnlannister
October 15th, 2020, 21:19
Sure, I will I'm just starting to play around with them :p. I know this has been suggested.. but thought it worth suggesting again, if you could add automation to check off spell slots, when a player cast a spell, that would be awesome :D!! My players never do it themselves, other then that it looks pretty solid to me, I haven't run into other things I would want it to do for me yet, but I'm quite new to FGs and DnD :).

bratch9
October 16th, 2020, 10:57
Sure, I will I'm just starting to play around with them :p. I know this has been suggested.. but thought it worth suggesting again, if you could add automation to check off spell slots, when a player cast a spell, that would be awesome :D!! My players never do it themselves, other then that it looks pretty solid to me, I haven't run into other things I would want it to do for me yet, but I'm quite new to FGs and DnD :).

You can double click the up-casting box to tick off the spell level on the character sheet.. How does this not do this ?


And in more detail of my thoughts,

As it stands a spell could have multiple action lines, some are used most of the time, some are optional or depend on results.. So its not possible to say 'mark off' parts of the spell as its used and then once all parts are marked off to then 'tick off a spell' as done. That would require fully path flowing every spell and tracking the stages and steps, need loads of pop ups for things like 'target selections' and rolls etc...

To properly automate a spell tick off, would require fundamental structure at fantasy grounds program level, and this to then be added to every module for every spell. Its not something that is viable as an external extension, due to the fact 'every spell' would then be requested for that data as the extension (my) responsibility. Which is thousand(s) of spells to look after and manage at the whim of anybody wanting to make up a spell and request it work with the extension.

Fantasy grounds 'helps' automate many things, but its not a game that has a known structure and feature set and hence can not be automated to the likes of say final fantasy.

As an example, can you list what a 'player' would do to say 'cast magic missile' in terms of button presses/selections and how and when this would then 'automatically ticked off the spell slot'

( Yes I know this is not your direct suggestion, but can you give it some thought and put some words down as to 'how' you think this would work at a player interaction level... )

From what I can see '5e spell automation' basically uses the left side 'icon' of the spell to tick off the spell, it runs all the actions... which then 'breaks' a lot of spells... For example 'chromatic orb' will roll the ranged 'attack' cast and on a hit it will then roll the 3d8 damage for 'acid', and 3d8 'cold', and 3d8 'fire', and 3d8 'lightning', and 3d8 'poison', and 3d8 'thunder'... ( And if the spell also has effect actions it will run all those even if only some should apply.. ), for magic missile it only rolls one 1d4+1 damage instead of 3 of these or more at higher level and again no 'target' selections etc...

Hence this is why I say 'automation' of spells does not work. You would have to know that only one of the damage lines need to be run for chromatic orb... you need to pop up to ask the player which damage type etc... and magic missile needs target pop ups as you could and should roll each dart against a creature ( which might die ) and select the next target etc...

This is just 2 examples of simple spells, more complex flow exists in other spells.

Does this clear up the reason why automated spell just does not work, without it been fundamental to fantasy grounds and it 'forcing' flow structure to be built into every spell. ( which modules would then have to add/support to add new spells etc.. )

-pete

Ludd_G
October 16th, 2020, 15:17
Hi Pete,

just to let you know I've been testing with the most recent version and so far things are working well. Thanks for all your work.

Cheers,

Simon

vaughnlannister
October 16th, 2020, 18:48
Hi Pete,

I was thinking if similar implementation could be used as for the "Use Up Power" https://www.fantasygrounds.com/forums/showthread.php?43198-5E-Use-Up-Powers-extension

Fantasy grounds already can make a distinction between, power, cantrips and spells (see images). 4025640257.
Maybe full coverage of spell slot tracking would be difficult, but I was wondering if, a spell cast when pressed, then could automatically check the upcast from your window --> then mark of the lvl of the spell slot.

For Damage (magic missile), Heal or spells effect, maybe it would be possible to add an effect line that could be tied into this mark of, for spell slots in a similar way as described above. Players would have to add this effects line themselves to spell that they want to have automation for.

Another idea would be to track the symbols of the spells used for casting in the chat.
That are used in the Rob2e Spell Effects codings.
(Mattekure chat triggers uses this for sounds)

(60) - Range - this will be a range in feet 30, 60, 90, etc.
(S) - Self - sometimes listed with a corresponding range
(T) Touch
(C) Concentration
(B) Bonus Action
(R) Reaction
(RIT) Ritual
($) Component cost

So I was hoping that a button press for a cast, effect or DMG/Heal from a spell could be linked to mark of the spells.
I don't know if this would be achievable.. I'm not an expert in coding.. but maybe it could help spark an idea, or could be interpreted from your perspective if this would be possible to do?

Many thanks for your openness to feedback!

Vaughn

bratch9
October 16th, 2020, 22:55
Hi Pete,

I was thinking if similar implementation could be used as for the "Use Up Power" https://www.fantasygrounds.com/forums/showthread.php?43198-5E-Use-Up-Powers-extension

Fantasy grounds already can make a distinction between, power, cantrips and spells (see images). 4025640257.
Maybe full coverage of spell slot tracking would be difficult, but I was wondering if, a spell cast when pressed, then could automatically check the upcast from your window --> then mark of the lvl of the spell slot.

For Damage (magic missile), Heal or spells effect, maybe it would be possible to add an effect line that could be tied into this mark of, for spell slots in a similar way as described above. Players would have to add this effects line themselves to spell that they want to have automation for.

Another idea would be to track the symbols of the spells used for casting in the chat.
That are used in the Rob2e Spell Effects codings.
(Mattekure chat triggers uses this for sounds)

(60) - Range - this will be a range in feet 30, 60, 90, etc.
(S) - Self - sometimes listed with a corresponding range
(T) Touch
(C) Concentration
(B) Bonus Action
(R) Reaction
(RIT) Ritual
($) Component cost

So I was hoping that a button press for a cast, effect or DMG/Heal from a spell could be linked to mark of the spells.
I don't know if this would be achievable.. I'm not an expert in coding.. but maybe it could help spark an idea, or could be interpreted from your perspective if this would be possible to do?

Many thanks for your openness to feedback!

Vaughn

Well if you double click my upcast level box it already marks off the spell at the top of the character sheet...

Yes I understand and know about usages and the like, I use these sorts of tick off for my characters lay on hands...

You could also probably understand I know a lot about how the spell system works from the rule set source code, I've made changes in nearly every part of the spell parsing code.. ( And weapons, and effects, from my other extensions.. )

Its not that its impossible to do what you want, and the above information you suggest is nothing close to the data you would need to make a quality solution. Yes I could hack some bodge together, and force players to 'hand code' effects and drag those about as you suggest... but the reality is I think that would be worse than the current system.

Fantasy grounds, just is not design to automate fully, it would need a fundamental change to make a nice reliable system that users new->experienced could actually use. ( Yes I'm sure some of the long term users will put up with a lot.. )

The reality of a system, I think, you are suggesting would require significant work in the spell,effects,character,npc,combat track and probably even the image system for the likes of LoS data.

While you are thinking about it from the player side, the reality is you also need to think about how this links back to the dm's/npc/ct side due to how the rule set code is designed and written.

Its just not something I think is workable from my extension side, and/or the time and effort I feel it would take to implement in a system I would be happy to release to the public. ( And I don't see any real use for it, because I feel you would still need to have player interactions for it to progress over the stages of the spell cast... I don't see what it would 'save' for a player/dm.. )

Its clear I probably have a different view on what you are suggesting, but I dont see a way to automate spell casting without the need for interacting with the player/dm. ( Yes I'm sure 'some' of the simple spell would work, but I'm not interesting in a solution for 'some' of the spell. Maybe I just have a high quality requirement that I just dont see as possible.. I will let it mull-around in my thoughts, but I just dont see a viable solution at the moment. )

-pete

vaughnlannister
October 17th, 2020, 09:54
It's fine.. :)
In an ideal world.. where anything was possible.. this would be how I hoped it could work.
Its ok.. its still great.. and people are just gonna have to learn to double click the upcast when they use a spell or remember how many spells they have left ;)

Vaughn

vaughnlannister
October 22nd, 2020, 10:03
Hi, I noticed that if that an upcast for a spell that is placed in a different group like Druid, your unable to upcast to a higher lvl spell, would that be a feature you would add in the future?

40409

Thanks!

bratch9
October 22nd, 2020, 13:42
Hi, I noticed that if that an upcast for a spell that is placed in a different group like Druid, your unable to upcast to a higher lvl spell, would that be a feature you would add in the future?

40409

Thanks!

I had a quick look, and it seems from my testing and the look of your screen shot.... that you have these items configured in the 'actions' section and not in the 'spells' section.

Can you confirm you have these assigned to an 'action' section... ( check the meta data... )

'Actions' can group multiple spells at different levels into a group, because the full group is considered at level 0 by the rule set.

I also suspect that the rule set does other different things in the process of 'actions'.

( I'd not use actions for spells, but I understand why you have the druid ability in this section as to use the 'number' per day section etc.. )

I'll take a better look when I have some time, but the extension was not designed to consider 'actions' as 'spell' items... as the rule set splits these in the code so I have to look at that 'why' before I can even look as a solution...

vaughnlannister
October 22nd, 2020, 14:37
Hi yes!

I have these assigned in the action section indeed! Where you are able to assign how many daily uses, or uses per long rest for powers.

Thanks! Hopefully we might see this in the future!

bratch9
October 22nd, 2020, 16:15
Hi yes!

I have these assigned in the action section indeed! Where you are able to assign how many daily uses, or uses per long rest for powers.

Thanks! Hopefully we might see this in the future!

Updated in v2.4 for you..

Let me know if this causes any unknown issues, as I'm not sure if the rule set code might have issues. ( It does not seem to, but I only checked a few spells etc.. )

-pete

vaughnlannister
October 22nd, 2020, 16:39
Awesome it works :D!!!!

Thank you!!!

vaughnlannister
October 23rd, 2020, 09:45
Hi Pete, though up-cast on actions works great! It interferes with a token swap from Critically Awesome Essential One Click Druid .. though only for new added wild shapes when Advanced Spell Damage is turned on.

The effects are still applied on the PC.. though the token swap does not occur.

Thank you, would appreciate if you might be able to resolve this in a future update!

40442

bratch9
October 23rd, 2020, 17:30
Hi Pete, though up-cast on actions works great! It interferes with a token swap from Critically Awesome Essential One Click Druid .. though only for new added wild shapes when Advanced Spell Damage is turned on.

The effects are still applied on the PC.. though the token swap does not occur.

Thank you, would appreciate if you might be able to resolve this in a future update!

40442

Hi,

I'll probably take a look at this on sunday, work was busy today so I did not get time.

-pete

bratch9
October 23rd, 2020, 17:52
Hi Pete, though up-cast on actions works great! It interferes with a token swap from Critically Awesome Essential One Click Druid .. though only for new added wild shapes when Advanced Spell Damage is turned on.

The effects are still applied on the PC.. though the token swap does not occur.

Thank you, would appreciate if you might be able to resolve this in a future update!

40442

Ok, got 5 mins to have a go at reproduction....

looks like with my extension added the name ends up with a ':' instead of a ';'..

just edit the effect line to say 'wildshape;' instead of 'wildshape:'

I'll take a look when I get chance..

( Let me know if the quick edit, sorts out a temp fix for you.. )

-pete

vaughnlannister
October 23rd, 2020, 17:53
Great :) , no worries!

Thank you!

vaughnlannister
October 23rd, 2020, 18:00
Ok, got 5 mins to have a go at reproduction....

looks like with my extension added the name ends up with a ':' instead of a ';'..

just edit the effect line to say 'wildshape;' instead of 'wildshape:'

I'll take a look when I get chance..

( Let me know if the quick edit, sorts out a temp fix for you.. )

-pete

Indeed that fixed it :D!!!

Thank you!!

bratch9
October 23rd, 2020, 19:12
Indeed that fixed it :D!!!

Thank you!!

v2.5 should now spot the types used in the effects...

let me know if any of the heal/wild/poly etc... fail.

-pete

vaughnlannister
October 23rd, 2020, 21:53
Works :)! Many Thanks for implementing such a quick fix!!!

Will do!!

eriktedesco
February 18th, 2021, 19:04
hi bratch9! hope you are fine!

With the new update, this extension started to throw a tantrum:

[2/18/2021 7:03:53 PM] [ERROR] Script execution error: [string "scripts/manager_power_asd.lua"]:1911: attempt to index global 'ActorManager2' (a nil value)


hope it is going to be a minor adjustment!!!

bratch9
February 18th, 2021, 20:33
hi bratch9! hope you are fine!

With the new update, this extension started to throw a tantrum:

[2/18/2021 7:03:53 PM] [ERROR] Script execution error: [string "scripts/manager_power_asd.lua"]:1911: attempt to index global 'ActorManager2' (a nil value)


hope it is going to be a minor adjustment!!!

Just uploaded a fix for this.

let me know if you have other issues.

-pete

eriktedesco
February 18th, 2021, 20:36
Thanks man!!!

Reg
April 16th, 2021, 04:20
Hiya Bratch
I've just installed this extension in FGU current build 4.10 on a Mac. running Catalina 10.15.7
I've disabled all other previously loaded extensions.

The Rob2e spells are not being parsed still.

I've checked some common ones like "Burning Hands" such as used in your example.
If I switch to PHB versions, then it works as expected.
NPC's work fine

I had thought I understood that your support extended to "5e Effects Coding - Spells"

What have I done wrong?

bratch9
April 16th, 2021, 09:32
Hiya Bratch
I've just installed this extension in FGU current build 4.10 on a Mac. running Catalina 10.15.7
I've disabled all other previously loaded extensions.

The Rob2e spells are not being parsed still.

I've checked some common ones like "Burning Hands" such as used in your example.
If I switch to PHB versions, then it works as expected.
NPC's work fine

I had thought I understood that your support extended to "5e Effects Coding - Spells"

What have I done wrong?

From my PC version 4.10 FG unity, this is what I get for burning hands from both PHB and Rob2e spell. The image is taken set as a level 9 cast, you can see the extra damage and when looking at the spell 'dmg' 'magnifying glass' 'spell/ability damage' you can see both versions of the spells list the extra d6 fire,lvl2... damage as expected.

Can you post the same from your mac side, as i dont have mac its not a 'test' that i can do.. so any information would help. I need to see if its failing to encode the extra lines of damage into the 'spell/ability damage' or if its failing to expand the dmg line on the character sheet when interacting with the header bar cast level etc..

Sorry this is not working for you, as far as I know it should. So its does need to be looked at, but due to lack of mac on my side I can not direct test this issues, so any images/campaign zip you can provide would help.

bratch9
April 16th, 2021, 09:55
Hiya Bratch
I've just installed this extension in FGU current build 4.10 on a Mac. running Catalina 10.15.7
I've disabled all other previously loaded extensions.

The Rob2e spells are not being parsed still.

I've checked some common ones like "Burning Hands" such as used in your example.
If I switch to PHB versions, then it works as expected.
NPC's work fine

I had thought I understood that your support extended to "5e Effects Coding - Spells"

What have I done wrong?

Also please note, a phb spell can 're-parse' on a character sheet, but rob2e spells do not ( this is the case with no extensions installed... due to how they are encoded.. ), so I always advise (as noted in the instructions) that spell (specifically rob2e ones) need to be re-added to a character and not re-parsed in place on the character sheet.

Also, some of rob2e spell had 'different' damage encoding to the spell they are based off, if these do not match then I also do not add the extra 'lvl' data to the spell as the 'custom damage line' is considered to be a change to the spell. You might spot some of this with for example '1d6 slashing,magic' type damage as it might have been coded in rob2e as '1d6 slashing' ( no magic ).. Please check the original phb version to see if it differs from what is coded in rob2e effect coding spells... I'm not sure if the module from rob2e was built from a time when spell parser did not add in the 'magic' tag for the damage, or if he has specifically removed the tag for his own reasons.

as requested, any information as to the process you used on the character, and results, etc... with images would help, as it is possible mac is causing a specific issue that is now known.

rtrevino70
April 17th, 2021, 00:52
Hello,

ill you be integting with 5e automatic effects too?

https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects

thnks!

bratch9
April 17th, 2021, 12:05
Hello,

ill you be integting with 5e automatic effects too?

https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects

thnks!

Not even sure what 'integrating' would be in this case ? ( These are effects that end up on the player, so nothing to do with spells as such, so not sure what the question is about.. )

As I dont have the extensions, I can not tell if these conflict and cause any issues with operation of either.. if you have both and they are not working correct please let me know, what sort of issues you are getting and I can try and guess the issue.



EDIT... picked up the extension and modules... so had a very quick check..

see attached 'test.png' this is a PHB and a 5e Automatic PHB version of fireball.. you can see that both get the correct extra 'lvl' sections of advanced spell damage without breaking the extra effect of the 5e automatic.

while I only checked this one case, I did not see a code conflict with '5e equipped effects', and as long as the spells in the 5E automatic PHB version match the description of the PHB versions then all should generate correct.

ALSO like rob2e spell effects, as they use the same 'pre-parsed' custom effects modules, these 5e automatic PHB spells will not 're-parse' as it restores them to the default PHB structure, and looses the 'extra' hand edited version data.

Aridhro
April 23rd, 2021, 10:37
Hi Bratch9, was checking the forums on ways to upcast spells and found this post. Thanks for picking up my module. Returned the favor by picking up yours.
5 minute test with fireball looks good! Looks great in fact.
I'll do some extensive testing tonight.
I have one question, what do you mean by "looses the 'extra' hand edited version data in the post above this one.

viviolay
April 23rd, 2021, 19:32
Also can confirm this works really well with 5e automatic effects.

A trick I found to preserve the coding and get the upcast/spell tokens from your other module attached is to drag and drop the 5e Automatic effects spell that is currently on a characters sheet to make a duplicate. It forces the parsing but also preserves the effects coding without reverting to the phb version- so you get the custom hand edits and the spell token/upcast info added.

@Aridho - if instead of dragging and dropping to
make a duplicate you right click and use the parse option, it’ll clear your edits and instead replace it with the phb version of the spell. Doing the above method I described however preserves your coding and parses stuff to use bratch’s upcasting and spell tokens.


Of course, you can also just drag the spells from the 5e auto effects module and it will parse everything perfectly too. :)

Really like both of your extensions- thanks!

bratch9
April 24th, 2021, 12:53
Hi Bratch9, was checking the forums on ways to upcast spells and found this post. Thanks for picking up my module. Returned the favor by picking up yours.
5 minute test with fireball looks good! Looks great in fact.
I'll do some extensive testing tonight.
I have one question, what do you mean by "looses the 'extra' hand edited version data in the post above this one.

What I am expressing with 'loose the 'extra' hand edited' can be seen in the 'reparse.png' example attached...


In the '5E_Automatic_Effects_Players_Handbook.mod', the effects are a 'construct' made by dragging the original 'PHB' version onto a character sheet and then 'hand editing' these to add extra features. Once these have been done the character sheet in the db.xml is used as a 'cut'n'paste' source to make the actual 'module' part that is provided.

What this does is break 're-parse', as can be see in the png for the 'torch', the extra by hand edited in 'effect' for light will be 'lost' on a re-parse...

This is because 'powers' in the general term, normally from the PHB source do not have 'actions' defined. The act of dragging the 'spell/power', to the character sheet causes the 'parse' process to generate these 'actions'
ie effect/damage/cast items you get on the character sheet.

BUT once on the character sheet, to be able to edit these now... the rule set has a feature that if it finds 'actions' it does not re-parse when the character sheet is loaded... other wise any changes you make on the character sheet versions would be reset back to what is in the PHB description that was copied to the character sheet.

Modules like rob2e and this, 'use' the character load 'check for actions, dont parse, just COPY', stage of the rule set code... this allows these custom 'hand edited' versions with pre-defined 'actions', that are not part of the 'description' use during a parse, to exist and be copied to the character sheet when dragged on.

The more 'correct' way of doing these sorts of additions is to 'expand' the description parse system to look for extra items in the 'description' which then generates the 'actions' for the power/spell as required...

An example might be to add to the description of a spell..

'Spell causes 1d6 acid damage, and leaves a pool of light 10ft' ( This is an example and not properly worded... but to make the point. )

In the normal rule set parse... this would create only a 'damage 1d6 acid' action for this power.

The correct way would be to add an extension, like this one, that extends the parse system to look for 'Light [n]ft' in the description and then add an 'action' of 'effect 'Light: 10' to the character sheet.

If you see what I'm getting at..... this basically what my extension is doing.... its extending the parse to look for the 'at higher level' part of the spell description and creating the correct adjustment.

Due to this you can use my extension on 'any spell' if it is worded correct and it will generate the correct 'lvlN' extra lines as required..

What my extension does not do, is basically what these modules do... is 'HARD CODE' the effect list... this is why the re-parse does not work on rob2e and 5E_Automatic_Effects_Players_Handbook.mod...

This is why if you look on my extension page you can see the 'Damage parse structure,' section that lists,

eg, 'damage increases by DICE for each slot level above LEVEL[st,nd,rd,th]'

Because these are the words I'm looking for in the spell description to pick out the 'DICE' and the 'LEVEL' for the at higher level control.. I can then add the required extra damage/heal lines as required and this works on any spell that has the correct wording. The wording I use is mainly 'standard' to how the PHB expresses the 'at higher level' part of the description of the spell text.

Sorry, probably gone into way too much detail for your request... but I wanted to express that my extension is doing the much harder cases of processing the description to make the adjustments and so will work on any spell worded correctly and is not 'hard coding' a list of extra lines.

( I do have some hard coded spells, but only a few... and also the 5e rule set also has some hard coded spells... these mainly fall outside the 'normal' word layouts of the PHB so are simpler to hard code then adding loads of special case word search patterns for them.. )

-pete

bratch9
April 24th, 2021, 12:59
Also can confirm this works really well with 5e automatic effects.

A trick I found to preserve the coding and get the upcast/spell tokens from your other module attached is to drag and drop the 5e Automatic effects spell that is currently on a characters sheet to make a duplicate. It forces the parsing but also preserves the effects coding without reverting to the phb version- so you get the custom hand edits and the spell token/upcast info added.

@Aridho - if instead of dragging and dropping to
make a duplicate you right click and use the parse option, it’ll clear your edits and instead replace it with the phb version of the spell. Doing the above method I described however preserves your coding and parses stuff to use bratch’s upcasting and spell tokens.


Of course, you can also just drag the spells from the 5e auto effects module and it will parse everything perfectly too. :)

Really like both of your extensions- thanks!

Thanks for the comment.

yep re-dragging the 'shortcut' on the character sheet back onto the character sheet will 'copy' the items in the same way as when they are added from these custom source(s) (rob2e etc.. ). Because this all goes via the re-parse code, even the copy part, the 'spell tokens' code patches at the end of this process will 'update' and add the 'spell token'... while the act of asking for a re-parse causes all 'actions' to be deleted and re-added from the description text process. Which is why I always say do not re-parse rob2e modules etc... and if using my 'spell tokens' extension you might have to re-drag them onto your character..

Aridhro
April 24th, 2021, 23:21
Nice to see someone so passionate about his work. I dont mind that you went into detail.
About that reparsing thing, I noticed that you better not do it, but dont realise why you would need it as your upcast parsing works fine the moment you drag a spell to the action tab, preserving all other effects. The copy idea of Viviolay is a great idea if something did not parse.
Works perfectly and will advise to those who ask about upcasting. Why do the extra work if it can be this easy.

bratch9
April 26th, 2021, 11:41
Nice to see someone so passionate about his work. I dont mind that you went into detail.
About that reparsing thing, I noticed that you better not do it, but dont realise why you would need it as your upcast parsing works fine the moment you drag a spell to the action tab, preserving all other effects. The copy idea of Viviolay is a great idea if something did not parse.
Works perfectly and will advise to those who ask about upcasting. Why do the extra work if it can be this easy.

Yep the process of 'parsing' happens on drag from phb, drag back onto the character ( or other character... I think for the DM anyway. ) and also re-parse causes the parse to happen..

The difference is that 're-parse' first deletes all the actions and then call the parse process..

In the parse process, any defined 'actions' are copied over and the parse ends early... if the parse sees no actions then the description is used to generate them.

I'm thinking of adding a check like 'hold shift' on the re-parse to disable the 'delete current actions', which would allow the spell to flow down the re-parse without causing damage to the current actions list and then allow the spell token side to run and update the token etc..

Aridhro
May 1st, 2021, 20:45
Hi there,

I've just recently updated my thread (https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects&p=597592&viewfull=1#post597592), saying customers we had to delete all descriptions from powers and replace them with a link to the official source books by Smiteworks, meeting Smiteworks requirements for their data usage.

But we found a solution, of which you can read about in the equipped effects forum thread (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity&p=597522&viewfull=1#post597522).
This does impact compatibility with your extension, as yours directly tries to parse the description, which is no longer available.

I dont know if it even possible, but maybe you can use the data behind the link I always provide on the first line of every power description. A link to the spell from the official books. On the other hand the equipped effects extension creates a duplicate of that description, the moment you click the link to the power. So no need to click twice to get to the actual description. I really hope it is a viable possibility, as I really liked your extension.

bratch9
May 6th, 2021, 23:35
Hi there,

I've just recently updated my thread (https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects&p=597592&viewfull=1#post597592), saying customers we had to delete all descriptions from powers and replace them with a link to the official source books by Smiteworks, meeting Smiteworks requirements for their data usage.

But we found a solution, of which you can read about in the equipped effects forum thread (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity&p=597522&viewfull=1#post597522).
This does impact compatibility with your extension, as yours directly tries to parse the description, which is no longer available.

I dont know if it even possible, but maybe you can use the data behind the link I always provide on the first line of every power description. A link to the spell from the official books. On the other hand the equipped effects extension creates a duplicate of that description, the moment you click the link to the power. So no need to click twice to get to the actual description. I really hope it is a viable possibility, as I really liked your extension.

Updated so v3.0 will deep copy the provided first link in the spell/effect/power etc from the source book you reference. The result on your character sheet will look like a source book with your extra notes (if any) added to the bottom of the text. ( But might break a spell if it is supposed to have a link at the start !! )

This does not require the 'Equipped effects extension' to work, but is only processed when the spell/effect/power is dropped on the character sheet. The character sheet 'shortcut' copy will have full text PROVIDED you have the required source books loaded, just like the normal spell off the PHB would.

Note if you just 'look' at the spell/effect/power from the 'SPELLS' window from the right hand side selection, you will still see the link.. ( Unless you have the 'Equipped effects extension' enabled. )

Processing happens on drop on character, this includes drag-and-drop of a spell already on the character sheet back on to the sheet to duplicate it. So if you added a spell without the source book loaded, you can duplicate drop the character sheet spell back on and it will resolve the text, then you can delete the old version with the link from your character sheet.

NuclearMonkey
May 23rd, 2021, 16:57
I'm having a weird problem where with your extension loaded, and no other, dragging a spell to a character sheet causes two identical copies of the spell to appear on the sheet.

bratch9
May 23rd, 2021, 17:29
I'm having a weird problem where with your extension loaded, and no other, dragging a spell to a character sheet causes two identical copies of the spell to appear on the sheet.

Just done a very quick check with a new campaign and player's hand book, dragging 'fireball' onto a new character. I only got one copy.

47029

Can you post a screen shot and confirm if you are using FGC or FGU and that you are using v3.1. It could be specific to the spell source you are using.

Thanks..

NuclearMonkey
May 23rd, 2021, 18:48
4703047031
Attached startup and added knock spell from PHB. It made two copies.

bratch9
May 23rd, 2021, 19:49
4703047031
Attached startup and added knock spell from PHB. It made two copies.

I only get one copy when I apply that spell.

Can you delete the 2 copies, close FG, make a zip of the campaign... open the campaign and add the spell again and see if it add 2 copies again ? ( ie is repeatable )

If it does can you attach the zip of the campaign so I run the same check at my side to reproduce it. It could be a combination of the larger character sheet you have and maybe you imported it and some 'upgrade' happened or some thing. With the campaign data I can look at the action db.xml file to also see if anything looks 'odd' in the character sheet.

Thanks, Pete.

matjam
May 24th, 2021, 09:15
I get this same behaviour; when I load this extension and the spell tokens extension loaded at the same time.

edit; loaded 2.9 and don't get this issue.

bratch9
May 24th, 2021, 11:35
I get this same behaviour; when I load this extension and the spell tokens extension loaded at the same time.

edit; loaded 2.9 and don't get this issue.

I dont get this sort of issue with both extensions running in my test case area.

Can you let me know how 'consistent' this is, ie one double spell per 20 spells dragged on or 1 double spell for every spell dragged on...

are you dragging from the the 'spell' window, or using a different source like the character sheet ( or a different character sheet )

I dont know of any part of the code in the extension that would duplicate a spell, but it is possible the rule set has changed the 'flow' of spells to create a new edge case.

again, if you have a campaign that can reproduce this, please attache a before issue version and what i do to reproduce the duplicate.

thanks,

bratch9
May 24th, 2021, 11:38
4703047031
Attached startup and added knock spell from PHB. It made two copies.

From the screen shots you have a character with things like effect actions 'dodge'... which to me looks like this character is one from a game which did have many extensions on, and when you import it into just with my extension it is possible that something already encoded in the character is causing this issue.

can you try with a clean campaign and a new character, to see if you can replicate this..

if not then we can try and find which extension 'adds' something to the character in a format that might be causing this type of thing.

thanks.

matjam
May 25th, 2021, 04:24
A demonstration:


https://www.youtube.com/watch?v=l0QAsXUw_Ds

Campaign folder attached.

It does this without any other extensions loaded.

matjam
May 25th, 2021, 04:44
Ok, I think I figured it out; It's a difference between using the character wizard and constructing the character manually. Character Wizard characters demonstrate the bug, hand constructed ones do not.


https://www.youtube.com/watch?v=eG1T4L-SA4M

Have attached the campaign I created in this video.

bratch9
May 25th, 2021, 10:07
Ok, I think I figured it out; It's a difference between using the character wizard and constructing the character manually. Character Wizard characters demonstrate the bug, hand constructed ones do not.


https://www.youtube.com/watch?v=eG1T4L-SA4M

Have attached the campaign I created in this video.

Hi, Thanks both zips helped a lot. I can reproduce it with both of them.

As far the 'interesting' at the end of the video, the difference between hand created is that the spell go into a 'spell' power section... and the 'character wizard' created ( and your first character ) put the spells in an 'attribute' power section which then does not have your correct 'skill base' set up in it and is not going to follow the spell level tick boxes etc.

So I'd say both characters are both 'wrong' but thats not anything to do with spell damage extension.

I'll make an upload with the fix soon. ( Basically its was a ruleset change that is now returning a value that my patch was not, hence causing a double add in the onDrop, instead of it been told not to continue. )

Thanks for the extra effort for this.
-pete

EDIT: v3.2 has been updated and should fix the double spell issues. Let me know if you have any more issues.

matjam
May 26th, 2021, 00:11
OK so the duplication is gone but the actual upcasting isn't working now .. will put together a demonstration if I can replicate.

matjam
May 26th, 2021, 00:42
OK, so not a huge deal, but the the way the Character Wizard generates Spell groups seems not quite right? and the Cantrips section ends up with a weird number for the upcast - so 3 in my case. It doesn't affect anything. But if I set the casting level to 0, and drag another spell in, it goes to 3. Kinda weird.

Anyone having trouble with this extension should make sure their spells are in "Spell" categories and the names make sense.

matjam
May 26th, 2021, 01:00
some warnings while working on a fresh campaign.


[5/25/2021 4:20:46 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (castLevel)

bratch9
May 26th, 2021, 09:23
OK, so not a huge deal, but the the way the Character Wizard generates Spell groups seems not quite right? and the Cantrips section ends up with a weird number for the upcast - so 3 in my case. It doesn't affect anything. But if I set the casting level to 0, and drag another spell in, it goes to 3. Kinda weird.

Anyone having trouble with this extension should make sure their spells are in "Spell" categories and the names make sense.

Because its an 'action' group you can apply any level spell into that group, while the 'spell' group has special 'split' into level sections.. which is why I pointed out the character wizard made the character wrong. I thought it might have been specific to 'wizard' class but 'sorcerer' does the same.

Basically in the 'action' group due to 'mixed' levels I allow 1-20 for the cast level, in a 'spell' group I select the lowest as the level of the spells as they get split.

I've just made a new campaign by hand and with character wizard and the upcasting seemed to be working, it generated the extra lines in the spells and when i changed the upcast number it changed the damage.

If you have any extra information on how you setup/used the character that was not doing the upcast can you add some text and a campaign zip that says what you were doing. ( Video is not needed normally, if you are clear with your text.. )


Anyway my real work is starting, so will check in this evening to see if I need to make a further update.

( I'm not worried about the warning, I've seen it and it is caused because you can not pre-set an upcast level because the spell level is not known until you start to add spells... so normally 'onInit' when it adds the spells it has to 'adjust' the value which requires me to call the 'setValue', which due to callbacks to re-display the spell due to the changed value, now has to process an 'onUpdate' which also calls the 'setValue' to validate... so you end up in a recursive initial start as it tries to settle the first value. I could probably fix it if I wanted to merge in changes to a lot more of the spell code but then rule set changes become even harder to keep track of etc.. )


EDIT:..

47091

in the above image I've added incorrect level 'teleport' spells into the 'action' groups made by the character wizard, this is not possible in the 'Spells' due to rule set. You will notice on the 'meta' that the 'action' group is called 'Spell (Sorcerer)(level 1)' without an 'ability' been set while the 'spells' meta gets the 'cha' ability and is only named 'Spells' but the sub groups end up as 'Spells (level 6)' due to the special rule set code to keep spells in the correct group header. ( Because all the 'Spells' are in one group, it is split under multiple header bars by the rule set code. )

Its also showing extra damage for up-cast value.

I dont know why FG have decided that the character wizard will make 'action' groups for the spells and to not put them in a 'Spells' section. ( My guess would be mult-class to keep them in different groups.. but I dont understand why they do not make it a 'group type spell' with a name 'Spells (Sorcerer)' and let the auto group system add the '(level n)' section to the group name.

vaughnlannister
June 4th, 2021, 16:50
Hey, I found an interference between equipped effect by Silentruin and Advanced Spell Damage by you, when both extension are running, with the latest build from 25th of May, it won't parse the 5e effects for NPCs in the Combat Tracker, could you maybe have a look? Thank you!

bratch9
June 4th, 2021, 19:07
Hey, I found an interference between equipped effect by Silentruin and Advanced Spell Damage by you, when both extension are running, with the latest build from 25th of May, it won't parse the 5e effects for NPCs in the Combat Tracker, could you maybe have a look? Thank you!

I will take a look, I know Silentruin was making changes on his extension that was causing conflicts, but I thought he had resolved them. ( I'll contact him and see if the issue is at his end or mine or if we need to do a joint solution to get both extensions working nice. )

If you have a simple campaign you can zip and attach, that would allow me to reproduce this as I dont follow the equipped effects extension so not sure what settings you might have configured etc..

I'll do a basic check and see if I can reproduce my end.


EDIT: I made a quick campaign and dragged on an NPC into the CT, I could change the cast level and the spell effects changed the dice rolls as required and seemed to roll these when used. This is with Advanced spell damage v3.2 and equipped effects v1.31

Could you make sure you are updated and re-check, if so can you post some screen shots+campaign zip ( if possible ), and give some information as to what you are seeing as wrong and how you created it etc.. Just some reproduction steps. ( if you do provide a campaign, let me know which npc is having issues + spell etc... just so I can look direct at an error. )

vaughnlannister
June 4th, 2021, 20:00
Hey, I just copied the campaign folder and zipped it up, hopefully it works for you to reproduce it.
The NPC needs to be removed and re-added to the Combat Tracker for the proper 5e Effects to get parsed in the combat tracker, for the cantrip resistance highlighted in the screenshots. So the cantrip isn't parsed if I have, Equipped Effect + Advanced Spell Damage On.
Though it is parsed with only Equipped Effect On , though you have to add and remove the NPC for the effect to get parsed.


Thanks for picking this up so quick!

47352
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bratch9
June 4th, 2021, 20:28
Hey, I just copied the campaign folder and zipped it up, hopefully it works for you to reproduce it.
The NPC needs to be removed and re-added to the Combat Tracker for the proper 5e Effects to get parsed in the combat tracker, for the cantrip resistance highlighted in the screenshots. So the cantrip isn't parsed if I have, Equipped Effect + Advanced Spell Damage On.
Though it is parsed with only Equipped Effect On , though you have to add and remove the NPC for the effect to get parsed.


Thanks for picking this up so quick!

47352
47353
47354

Thanks, I'll take a look at that. I was expecting it to be a cast at a level issue, this looks like something else.

SilentRuin
June 4th, 2021, 21:33
Thanks, I'll take a look at that. I was expecting it to be a cast at a level issue, this looks like something else.

I think equipped effects broke this in how I'm overriding parseNPCpower. Give me a bit I think I can resolve it.

SilentRuin
June 5th, 2021, 00:48
Hey, I just copied the campaign folder and zipped it up, hopefully it works for you to reproduce it.
The NPC needs to be removed and re-added to the Combat Tracker for the proper 5e Effects to get parsed in the combat tracker, for the cantrip resistance highlighted in the screenshots. So the cantrip isn't parsed if I have, Equipped Effect + Advanced Spell Damage On.
Though it is parsed with only Equipped Effect On , though you have to add and remove the NPC for the effect to get parsed.


Thanks for picking this up so quick!

47352
47353
47354

See my thread Vaughlannister, I just put out a delivery which I hope works around my stuff not being able to translate NPC powers with this extension running.