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bmos
November 13th, 2020, 23:16
This extension improves automation of NPC abilities and spells.

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions)
FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/35/view)
Ext Files and Changelog (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases)
License Information (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/issues)


To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

Kelrugem
November 13th, 2020, 23:28
This extension replaces spell effects with those from PFRPG - Spellbook (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook). This happens when you click the 'add encounter' button, it will not do anything if you drag an npc directly to the combat tracker.

Extension Homepage and Readme (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions)
Download (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases)
License Information (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports).

Future plans:
Adding automation for NPC feats like Power Attack.

Can you elaborate on what precisely the extension does? :) So, when I have actions for an NPC, then it searches for the names of spells there to overwrite the defined actions? :)

bmos
November 13th, 2020, 23:30
Can you elaborate on what precisely the extension does? :) So, when I have actions for an NPC, then it searches for the names of spells there to overwrite the defined actions? :)
You're spot on.

Because the actions are usually created by the (woefully inadequate) parser, the PFRPG - Spellbook module includes pre-defined actions.
This makes leveling up characters a breeze, but requires you to manually re-add all NPC spells if you want to replicate that polished experience.

I copy actions of the type "effect" from the spell in the module to the same spell on the NPC after deleting any actions of the type "effect" that the parser has created. This makes prep a lot easier for automation-focused GMs :)

I have marked the small amount of code that I added with "-- bmos replacing spell effects"

Kelrugem
November 13th, 2020, 23:49
You're spot on.

Because the actions are usually created by the (woefully inadequate) parser, the PFRPG - Spellbook module includes pre-defined actions.
This makes leveling up characters a breeze, but requires you to manually re-add all NPC spells if you want to replicate that polished experience.

I copy actions of the type "effect" from the spell in the module to the same spell on the NPC after deleting any actions of the type "effect" that the parser has created. This makes prep a lot easier for automation-focused GMs :)

I have marked the small amount of code that I added with "-- bmos replacing spell effects"

Nice :D I was only wondering whether some extra action is needed (besides having the module), but seemingly not then :D (which is good :D)

Zygmunt Molotch
November 14th, 2020, 14:55
This saves a lot of time for prepping encounters!

Things like this should be built in... ;-)

bmos
November 14th, 2020, 15:04
Nice :D I was only wondering whether some extra action is needed (besides having the module), but seemingly not then :D (which is good :D)I edited function called by the "add encounter" button on the encounters sheet.

bmos
November 26th, 2020, 13:04
Upgrade NPC Actions v1.1 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.1)
Now brings over all actions (except saves if saves already exist).
Better spell name detection
A fix for NPCs without spellsets causing script error

bmos
November 28th, 2020, 18:40
Coming soon to an effects library near you, tooltips!:
41495

This doesn't have anything to do with the rest of this extension, but it seemed like the most fitting place for it (I didn't really want to make another extension just for that...)

EDIT: Upgrade NPC Actions v1.2 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.2) is now available with this helpful little feature

ramon09
November 30th, 2020, 06:38
Does this is compatible with 5e or it is exclusive for the mentioned settings?

bmos
November 30th, 2020, 11:35
Does this is compatible with 5e or it is exclusive for the mentioned settings?
No idea. No sure what benefit it would have in 5e since PFRPG-Spellbook only has Pathfinder spells in it.

ramon09
November 30th, 2020, 15:17
ill check if it helps to at least upgrade NPC to have them on higher CR

bmos
November 30th, 2020, 20:17
ill check if it helps to at least upgrade NPC to have them on higher CR
That's not what this extension does. It replaces the damage, heal, and effect buttons on spells with spells from this module (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook) and adds tooltips to the 'effects library' list of conditions.

ramon09
November 30th, 2020, 20:51
That's not what this extension does. It replaces the damage, heal, and effect buttons on spells with spells from this module (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook) and adds tooltips to the 'effects library' list of conditions.

oh ok, so nevermind this won't work at all in 5e

Svandal
December 5th, 2020, 19:53
Great work, it now works with monsters that have (at will), and (3/day) etc in their spell text.
But it did not work with Ray of enfeeblement.

In the spellbook module it has some spells with an [Y] behind them, example:
Ray of Enfeeblement [Y]
When a monster has the spell: Ray of Enfeeblement it will not detect that this is the spell Ray of Enfeeblement [Y] from the spellbook.

So maybe it will not detect them if the spellbook has these weird added parantheses in the text? Maybe let this extension ignore everything inside a paranthese in the spell book module. Both of these:
()
[]

bmos
December 5th, 2020, 21:02
Great work, it now works with monsters that have (at will), and (3/day) etc in their spell text.
But it did not work with Ray of enfeeblement.

In the spellbook module it has some spells with an [Y] behind them, example:
Ray of Enfeeblement [Y]
When a monster has the spell: Ray of Enfeeblement it will not detect that this is the spell Ray of Enfeeblement [Y] from the spellbook.

So maybe it will not detect them if the spellbook has these weird added parantheses in the text? Maybe let this extension ignore everything inside a paranthese in the spell book module. Both of these:
()
[]I think what you're seeing there is that I don't overwrite the 'cast' actions.
I did notice and fix an issue with detecting 'greater' versions of spells as a result of your bug report, so thank you for that :)
I might be able to overwrite the cast action except for the DC (which is why I am not doing so currently--some monsters have fixed DCs).

Svandal
December 6th, 2020, 06:03
I think what you're seeing there is that I don't overwrite the 'cast' actions.
I did notice and fix an issue with detecting 'greater' versions of spells as a result of your bug report, so thank you for that :)
I might be able to overwrite the cast action except for the DC (which is why I am not doing so currently--some monsters have fixed DCs).

It works fine, I came to the wrong conclusion when doing some tests.

bmos
December 6th, 2020, 12:34
It works fine, I came to the wrong conclusion when doing some tests.Ah, I do that frequently as well.
Glad it's working for you :)

bmos
December 25th, 2020, 12:10
Upgrade NPC Actions v1.4 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.4) handles a nil error when adding encounters that contained NPCs with spells that don't have corresponding entries in the reference library.
Merry Christmas :)

dellanx
January 3rd, 2021, 03:30
Coming soon to an effects library near you, tooltips!:
41495

This doesn't have anything to do with the rest of this extension, but it seemed like the most fitting place for it (I didn't really want to make another extension just for that...)

EDIT: Upgrade NPC Actions v1.2 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.2) is now available with this helpful little feature

This is awesome. Thank you bmos!

dllewell
January 11th, 2021, 18:09
hey bmos - I just downloaded V1.4 but I am still getting the nill error.

Script Error: [string "scripts/upgradespells.lua"]:93: attempt to index a nil value

I'm downloading the latest version from this URL - https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.4

dllewell
January 11th, 2021, 18:27
hey bmos - I just downloaded V1.4 but I am still getting the nill error.

Script Error: [string "scripts/upgradespells.lua"]:93: attempt to index a nil value

I'm downloading the latest version from this URL - https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.4

The image shows the effect that is on the NPC.
42789

bmos
January 11th, 2021, 19:12
hey bmos - I just downloaded V1.4 but I am still getting the nill error.

Script Error: [string "scripts/upgradespells.lua"]:93: attempt to index a nil value

I'm downloading the latest version from this URL - https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.4

The image shows the effect that is on the NPC.
42789
I've been battling that issue for a while now and honestly have no idea why it's coming up (I have had reports from multiple people but have not been able to recreate it personally).
Are you using Unity or Classic? Also your attachment isn't working.

Can you try this v1.5-beta.1? EDIT: removed. see official release here (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases).

dllewell
January 11th, 2021, 20:15
I've been battling that issue for a while now and honestly have no idea why it's coming up (I have had reports from multiple people but have not been able to recreate it personally).
Are you using Unity or Classic? Also your attachment isn't working.

Can you try this v1.5-beta.1?

That fixed it. Thank you.

Oh, and I'm using Classic.

bmos
January 11th, 2021, 21:14
That fixed it. Thank you.

Oh, and I'm using Classic.Yahoo!

dllewell
January 17th, 2021, 05:14
Yahoo!

I tested v1.5 on Unity and it is working there also.

tahl_liadon
January 17th, 2021, 17:34
.
someone mentioned this extension and i checked it out... this is great! thx
this will definitely be helpful to at least populate spells and spell-like abilities effects onto creatures/npcs.

as mentioned in your original post #1, i had another initiative to create non-spell effects (https://www.fantasygrounds.com/forums/showthread.php?63037-gm-tool-recurring-effects-monsters-and-(n)pc-abilities-(spoiler-alert)) (e.g. poisons, abilities, feats, etc).
people have reached out for the xml file that i'm continually appending. looking forward to future release to include this!

i will point to this thread from my thread to help gms out there with this time-saving tool!

bmos
January 18th, 2021, 21:00
.
someone mentioned this extension and i checked it out... this is great! thx
this will definitely be helpful to at least populate spells and spell-like abilities effects onto creatures/npcs.

as mentioned in your original post #1, i had another initiative to create non-spell effects (https://www.fantasygrounds.com/forums/showthread.php?63037-gm-tool-recurring-effects-monsters-and-(n)pc-abilities-(spoiler-alert)) (e.g. poisons, abilities, feats, etc).
people have reached out for the xml file that i'm continually appending. looking forward to future release to include this!

i will point to this thread from my thread to help gms out there with this time-saving tool!Thanks tahl_liadon!
I hope to have a chance to add that functionality in the coming months (the plan is to search the SA, SQ, and Feats fields for supported abilities and then create a spell class for each which contains the automated 'spells').

Svandal
January 21st, 2021, 21:07
I have an issue with small and large letters now. For example the Pathfinder NPC codes which I have bought have the spells in small letters, and also a dc in paranthese if they have something that increase their save. For example the npc codes has a sorcerer with spells:
reduce person (dc 17)
magic missile

This extension does not recognize that these spells are the same as:
Reduce Person [Y]
Magic Missile [Y]
from the spellbook.

Is it possible to not differentiate on large and small letters, and to also ignore if the spell has a (dc xx) in the name?

bmos
January 21st, 2021, 21:30
I have an issue with small and large letters now. For example the Pathfinder NPC codes which I have bought have the spells in small letters, and also a dc in paranthese if they have something that increase their save. For example the npc codes has a sorcerer with spells:
reduce person (dc 17)
magic missile

This extension does not recognize that these spells are the same as:
Reduce Person [Y]
Magic Missile [Y]
from the spellbook.

Is it possible to not differentiate on large and small letters, and to also ignore if the spell has a (dc xx) in the name?I am already checking for DC but perhaps I need to do a lowercase conversion first as you mention (dc XX) in your example. It sounds like this would address both of your issues.

bmos
February 15th, 2021, 17:33
Updated to support drag/drop NPC action replacement rather than just via encounters.
Should also be much more future-proof.
Download: v1.6 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases)

dllewell
February 21st, 2021, 11:51
bmos - The first post refers to version 1.7 but it looks like 1.6 is the latest version of this extension

bmos
February 21st, 2021, 22:53
bmos - The first post refers to version 1.7 but it looks like 1.6 is the latest version of this extensionThanks! It was a typo. v1.6 is the latest version.
EDIT: v1.7 now exists for real (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.7) ;)
It simplifies creating NPCs via copy/paste since you can skip dragging in spells. just copy/paste spell names into blank spell name fields and skip the details. They will be added when you add NPC to combat tracker.

brendude
March 6th, 2021, 01:33
I can't seem to get this to work for me. I have PFRPG - Spellbook.mod in my modules directory, I've activated the extension on load. I replicated exactly what you demonstrate in your video (literally took the same NPC from bestiary 4) and it doesn't work. I'm relatively new to Fantasy Grounds, I'm likely doing something wrong. Any ideas what I need to do?

bmos
March 6th, 2021, 02:32
I can't seem to get this to work for me. I have PFRPG - Spellbook.mod in my modules directory, I've activated the extension on load. I replicated exactly what you demonstrate in your video (literally took the same NPC from bestiary 4) and it doesn't work. I'm relatively new to Fantasy Grounds, I'm likely doing something wrong. Any ideas what I need to do?Are you using any other extensions?
It should be as simple as loading the extension and then dragging an NPC into the combat tracker.

After adding the NPC to the combat tracker, open the NPC sheet from the link shown in the combat tracker and look at the spells tab for actions.

bmos
March 6th, 2021, 02:33
I can't seem to get this to work for me. I have PFRPG - Spellbook.mod in my modules directory, I've activated the extension on load. I replicated exactly what you demonstrate in your video (literally took the same NPC from bestiary 4) and it doesn't work. I'm relatively new to Fantasy Grounds, I'm likely doing something wrong. Any ideas what I need to do?Oh, better question: have you loaded the PFRPG - Spellbook module via the library button?

brendude
March 6th, 2021, 02:39
Just tried testing with all other extensions unloaded and still no effect. Just to be sure I'm doing this correctly, my path for the mod file is: SmiteWorks\Fantasy Grounds\Module Data\modules

brendude
March 6th, 2021, 02:46
I realized that I hadn't actually loaded the module in the Data Module Activation (thought I had lol).... Sorry, rookie FG user mistake! Thanks for the support though, you mods are awesome! I'm going through adding them all, really great stuff.

bmos
March 6th, 2021, 03:12
Thanks for the support though, you mods are awesome! I'm going through adding them all, really great stuff.Glad you're enjoying them :)

I found an issue in v1.7.
Some spells would generate a script error. It seems this would occur with spells that had no actions to start with.

Script execution error: [string "scripts/upgradespells.lua"]:58: getValue: Invalid parameter 1
This appears to be resolved in v1.8 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.8).

Corun
March 6th, 2021, 13:30
As recently we talked in CreatureGen (https://www.fantasygrounds.com/forums/showthread.php?34199-CreatureGen-Extension-Import-Stat-blocks-on-the-fly-with-populated-spells/page24)
I've compiled list of suffixes to spells that should be ignored, based on SLAs, Spells Known and Prepared from https://docs.google.com/spreadsheets/d/1NK8JlpDYZSYtAH-Tumu8X0nlx99PsL1ddvhhVQIdY8c/edit#gid=0:

Abbreviation - Book
UM - Ultimate Magic
APG - Advanced Players Guide
OA - Occult Adventures
UI - Ultimate Intrigue
ISWG - Inner Sea World Guide
UW - Ultimate Wilderness
ARG - Advanced Race Guide
HA - Horror Adventures
UC - Ultimate Combat
MA - Mythic Adventures
ACG - Advanced Class Guide
AP75 - Adventure path #75, exists only once in this excel so might be problem with excel.
MC - Monster Codex
D - Domain
M - Mythic variant of a spell

bmos
March 6th, 2021, 16:39
As recently we talked in CreatureGen (https://www.fantasygrounds.com/forums/showthread.php?34199-CreatureGen-Extension-Import-Stat-blocks-on-the-fly-with-populated-spells/page24)
I've compiled list of suffixes to spells that should be ignored, based on SLAs, Spells Known and Prepared from https://docs.google.com/spreadsheets/d/1NK8JlpDYZSYtAH-Tumu8X0nlx99PsL1ddvhhVQIdY8c/edit#gid=0:
D - Domain
M - Mythic variant of a spellI don't think I can do D or M because there are spells that do actually use those capital letters in their name.
I'll include this in my next update or you can just download the github repo as a zip and rename the extension to ext.
Regarding the APXX notation, I could have it remove the capital letters AP followed by any number of digits. Sound like a good idea?

Corun
March 6th, 2021, 17:17
I don't think I can do D or M because there are spells that do actually use those capital letters in their name.
I'll include this in my next update or you can just download the github repo as a zip and rename the extension to ext.
Regarding the APXX notation, I could have it remove the capital letters AP followed by any number of digits. Sound like a good idea?

As for M or D, well there could be some help in that it's suffix. I am not aware of any spell ending with capital D or M.
From what I've seen in lua 5.1 documentation we could use string.find (s, pattern [, init [, plain]]) to check this. We could either check if

string.find(spellname, 'D') === string.len(spellname)
or check last character:

string.find(spellname, 'D', string.len(spellname)) != nil

Ah I forgot about (DC ) notation. Nevermind.

APXX sounds good.

bmos
March 6th, 2021, 17:21
From what I've seen in lua 5.1 documentation we could use string.find (s, pattern [, init [, plain]]) to check this.Great idea! I'll test this and implement if it works. Sure, it won't work with spells with specific DCs, but it will help with some...

Corun
March 6th, 2021, 17:45
Great idea! I'll test this and implement if it works. Sure, it won't work with spells with specific DCs, but it will help with some...
If only lua had full regex features, then it would be easy :C
Unfortunately capture groups cannot be treated with repetition operators(?, +, * etc.).
Maaaybe if we would strip out DC first together with space before it checking for [DM] character set.
So
strsub (spellname, %s%(DC%s%d+%), '')
I hope I use right syntax for escaping parentheses.

bmos
March 7th, 2021, 22:34
Maaaybe if we would strip out DC first together with space before it checking for [DM] character set.I think you should take a look at the function that I'm using for this (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/e252b590da34621c5b9801e9d066702dbc697b09/scripts/upgradespells.lua#L9). It's already trimming out the DC stuff.
To summarize the process:

trim off DC in parentheses
remove any series of 4 consecutive uppercase letters
remove any series of 3 consecutive uppercase letters
remove "AP" followed by any number of consecutive digits
remove any series of 2 consecutive uppercase letters
remove any number of consecutive spaces followed by a colon
remove a comma followed by any number of consecutive spaces
remove square brackets containing a single letter
remove any non-letter characters
move "greater" to the end in case it's at the beginning


Unfortunately capture groups cannot be treated with repetition operators(?, +, * etc.).Are you sure about this? I think there is such a feature.
https://riptutorial.com/lua/example/20315/lua-pattern-matching
You can see this in action in FG here (https://www.fantasygrounds.com/forums/showthread.php?66789-Proposed-improvement-to-variable-numbers-in-effects).

EDIT: thanks for your help. I think I have it working in v1.9 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.9).

bmos
March 8th, 2021, 03:20
v1.10-beta.2 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10-beta.2) adds some NPC actions to the spells tab automatically.

If anyone wants to try automating more abilities, you can do so here (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/main/scripts/upgradespells.lua#L300).
string_ability_type can be Feats or Special Abilities
level is what spell level the ability should be added as (usually 0)
actions / zeffect-1, zeffect-2, etc are the individual effects that will be added if this is a match
within zeffect-X are tables containing type=string/number/etc and value=the value of that db node.
the table named label in zeffect-X can also contain a number keyed as "tiermultiplier" which will be replaced in the label string when it is created. This tiermultiplier value will be multiplied by a number that is entered after the ability name (such as Ancestral Enmity 2 (resulting in +4) vs Ancestral Enmity 1 (resulting in +2).

Next up: breath weapons

Svandal
March 8th, 2021, 06:11
v1.10-beta.2 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10-beta.2) adds some NPC actions to the spells tab automatically.

If anyone wants to try automating more abilities, you can try doing so here (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/main/scripts/upgradespells.lua#L257).
string_ability_type can be Feats or Special Abilities
level is what spell level the ability should be added as (usually 0)
actions / zeffect-1, zeffect-2, etc are the individual effects that will be added if this is a match
within zeffect-X are tables containing type=string/number/etc and value=the value of that db node.
the table named label in zeffect-X can also contain a number keyed as "tiermultiplier" which will be replaced in the label string when it is created. This tiermultiplier value will be multiplied by a number that is entered after the ability name (such as Ancestral Enmity 2 (resulting in +4) vs Ancestral Enmity 1 (resulting in +2).

Next up: breath weapons

So exited about this. This will be a HUGE help. Breath weapons are common. And dragons are a pain since they dont have their abilities automated.
I looked into your code, and be aware that ATK also affects CMB, so in your power attack example you subtract CMB twice for each.

Corun
March 8th, 2021, 09:15
I think you should take a look at the function that I'm using for this (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/e252b590da34621c5b9801e9d066702dbc697b09/scripts/upgradespells.lua#L9). It's already trimming out the DC stuff.
To summarize the process:

trim off DC in parentheses
remove any series of 4 consecutive uppercase letters
remove any series of 3 consecutive uppercase letters
remove "AP" followed by any number of consecutive digits
remove any series of 2 consecutive uppercase letters
remove any number of consecutive spaces followed by a colon
remove a comma followed by any number of consecutive spaces
remove square brackets containing a single letter
remove any non-letter characters
move "greater" to the end in case it's at the beginning

Are you sure about this? I think there is such a feature.
https://riptutorial.com/lua/example/20315/lua-pattern-matching
You can see this in action in FG here (https://www.fantasygrounds.com/forums/showthread.php?66789-Proposed-improvement-to-variable-numbers-in-effects).
EDIT: thanks for your help. I think I have it working in v1.9 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.9).
1) Ah, awesome somehow I've misunderstood purpose of grabbing this character "(".

2) It's close but not exactly what I want
I don't want to have only [DM], I though about grabbing everything by using one complex pattern. Grab things such as (2, DC 15), (2, DC 9), (3), (DC 27) by looking for repeating parentheses with optional combination digit followed by optional comma and optional combination of DC + spacebar + one to two digits. Bit complex to describe.
According to:
https://www.lua.org/manual/5.1/manual.html#5.4.1
Lua allows to use pattern items of length of 1 character, or exactly one of the first nine captures or %bxy balanced expressions. So there is no such feature.

3) Awesome I will test both versions soon.

bmos
March 8th, 2021, 12:19
Be aware that ATK also affects CMB, so in your power attack example you subtract CMB twice for each.Wow! Can't believe I didn't know this.
Thanks for the heads up.

Svandal
March 8th, 2021, 19:06
Wow! Can't believe I didn't know this.
Thanks for the heads up.

Yes, this caused me much headache before I found out.
Same with AC, AC also increase CMD since CMD is a form of AC, but not all types of AC increase CMD.

bmos
March 9th, 2021, 23:03
Basic breath weapon action creation included in v1.10-beta.3 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10-beta.3).
FG's 3.5E ruleset has been updated and now all included effects relying on QBAB should be functional.
Please report npcs that have breath weapons that are not picked up correctly so I can try to improve parsing.

Thamyor
March 11th, 2021, 19:29
44729
Any chance this extension can add the proper tags of the spell on the cast section?
On the left is the spell added by the extension and on the right the spell added manually. Makes great difference when using Kel IFTAG extension.

bmos
March 11th, 2021, 23:24
44729
Any chance this extension can add the proper tags of the spell on the cast section?Absolutely. When Kelrugem's extension gets updated, I will be adding this. (no pressure Kel, I've got extensions I haven't had time to update too).

bmos
March 16th, 2021, 19:06
v1.10 is released (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.10).

Users of Kelrugem's FullOverlayPackage should have spell tags added automatically.
Some additional NPC actions will now be created when eligible NPCs are added to the combat tracker:

Supported Feats:
Ancestral Enmity
Arcane Strike
Bleed (requires manual entry of quantity)
Combat Expertise
Deadly Aim
Furious Focus
Mobility
Power Attack

Supported Abilities:
Breath Weapon (only 1 per NPC -- please pass any along that are not detected correctly).

Khoredran
March 31st, 2021, 21:52
I don't fully understand the formulae you are using for Power Attack, but I have a question: does it take into consideration the 0.5 damage dealt by secondary natural attacks and off-hand attacks? Also, say a dragon uses power attack while full-round attacking, its bite will be at 1.5 STR (so the 2H will apply), then it's wings are considered secondary natural attack and should trigger at 0.5 while its claws are at the normal 1H version.

A way to do this would be to first enable it's 1H Power Attack, then add a SELF/ROLL "Secondary Attack; DMG: -X melee" effect and apply it for both wing damage, then use a SELF/ROLL "Primary Attack/2H; DMG: X melee" for its bite.

I am curious though, what does QBAB means?

bmos
March 31st, 2021, 23:00
I don't fully understand the formulae you are using for Power Attack, but I have a question: does it take into consideration the 0.5 damage dealt by secondary natural attacks and off-hand attacks? Also, say a dragon uses power attack while full-round attacking, its bite will be at 1.5 STR (so the 2H will apply), then it's wings are considered secondary natural attack and should trigger at 0.5 while its claws are at the normal 1H version.

A way to do this would be to first enable it's 1H Power Attack, then add a SELF/ROLL "Secondary Attack; DMG: -X melee" effect and apply it for both wing damage, then use a SELF/ROLL "Primary Attack/2H; DMG: X melee" for its bite.No, the effects added by this extension are currently designed to work with the base ruleset and there is no way to automate that at this time.
I might add both with some clarification in the ability description. Typically it's not an issue so having one for 2h and one for 1h is much simpler to use in game.


I am curious though, what does QBAB means?Read about "PC Specific Notes" here:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/950877/PFRPG+and+3.5E+Effects#PC-Specific-Notes

[QBAB] gets replaced with 1/4 of the bab score when the effect button is clicked.
1 [QBAB] gets replaced with 1/4 of the bab score + 1 when the effect button is clicked.
2 [QBAB] [QBAB] gets replaced with 1/4 of the bab score + 1/4 of the bab score + 2 when the effect button is clicked.

Khoredran
March 31st, 2021, 23:19
Oh, I didn't mean to actually write X but an arbitrary number for the level of power attack determined by its BAB. QBAB seems an adequate solution.
Therefore, could this extension recognize primary and secondary natural attacks from monster NPC? (It would be recognized by looking at the melee entry and see if the DMG is multiplied by 1.5 or 0.5 on certain attacks). If not, would it be able to recognize the TYPE(dragon) of the NPC and change the power attack formula?

With this new knowledge, the effects for a dragon Power Attack would then look like this:
SELF/ALL= Power Attack/1H; ATK: -1 [-QBAB]; DMG: 2 [QBAB] [QBAB] (1 round)
SELF/ROLL = Primary Attack/2H; DMG: 1 [QBAB]
SELF/ROLL = Secondary/Off-Hand Attack; DMG: -1 [-QBAB]

What about Mythic Power attack? Would it be able to recognize Power AttackM in the feat list and give the corresponding damage boost?

bmos
March 31st, 2021, 23:38
Oh, I didn't mean to actually write X but an arbitrary number for the level of power attack determined by its BAB. QBAB seems an adequate solution.
Therefore, could this extension recognize primary and secondary natural attacks from monster NPC? (It would be recognized by looking at the melee entry and see if the DMG is multiplied by 1.5 or 0.5 on certain attacks). If not, would it be able to recognize the TYPE(dragon) of the NPC and change the power attack formula?

With this new knowledge, the effects for a dragon Power Attack would then look like this:
SELF/ALL= Power Attack/1H; ATK: -1 [-QBAB]; DMG: 2 [QBAB] [QBAB] (1 round)
SELF/ROLL = Primary Attack/2H; DMG: 1 [QBAB]
SELF/ROLL = Secondary Attack; DMG: -1 [-QBAB]

What about Mythic Power attack? Would it be able to recognize Power AttackM in the feat list and give the corresponding damage boost?1. No, that's not what this extension is about.
2.Changing how effects work to add that sort of automation is way outside its scope and is more the sort of thing you'd have to check with Kelrugem about once that extension is updated.
3.The type stuff could work, but I think the simplest solution is to just use the REMOVE effect extension so that there are add/remove buttons for 1H and 2H. then you can easily switch back and forth with each attack

Thamyor
March 31st, 2021, 23:49
Even for a seasoned GM sometimes it's really hard to tell when a natural atack is considered 1H, 2H or secondary, I would guess it would be really hard to automate this.
With Dragon or creatures with too many different atack types what I do is leave the PA effect with just the penalty, and do the bonus damage manually using modifiers.

Khoredran
April 1st, 2021, 00:23
I don't know if it would be possible but, when parsing spell-like abilities while the spell is not set at the correct spell level for visual simplicity Ex: placing (1/day), (3/day), (At will), (Constant), (1/week), (1/month) together, if, let's say, I have an Angel, Planetar with a "(3/day) flame strike (DC 22)" spell:
First, while individually reparsing, I need to remove the (3/day) to let it reach the Spellbook information. Would the Extension be able to bypass these tags?
Then, since the spell is at a wrong spell level (for example 3rd instead of 5th), would it be possible to change the DC to the value in the parenthesis while placing it on "Fixed" instead of "Class DC +"?

Thank you very much!

bmos
April 1st, 2021, 03:25
That would be nice for visual simplicity, but wouldn't follow the standard approach of FG's statblocks which are level-based. I think what I can do, however, is move the (3/day) and such to the beginning of the spell name so it sorts lexicographically based on that (which would group by # of uses within the level).

Khoredran
April 1st, 2021, 04:10
Well, the thing is, since some of these Spell-Like Abilities are (At will) or (Constant), It's best to keep them in the cantrips area, but their spell Lvl will be wrong nonetheless (I'm thinking about Demon Lords in the WotR campaign who would otherwise have so many (at will) and (constant) spells all over the place). The available community bestiary modules already place the Spell-Like Abilities by grouping them visually by "(X/day) name of the spell (DC YZ)" tags so your extension would be compatible with this approach as well. Or, another solution would be to ignore all information in parenthesis to determine the spell's name and while reparsing, give the information that the GM will have to manually adjust the spell DC before casting said spells for saves if its in the wrong level category.

bmos
April 1st, 2021, 12:04
Or, another solution would be to ignore all information in parenthesis to determine the spell's name and while reparsing, give the information that the GM will have to manually adjust the spell DC before casting said spells for saves if its in the wrong level category.There's no way that visually sorting by # of uses is more useful than having correct spell DCs.

Khoredran
April 1st, 2021, 15:41
Allright then, back to the workbench I go ^^

Thamyor
April 8th, 2021, 23:17
Been using this extension for a while now, and I can't live without it now, here are some considerations:

Can we have the feature to parse all spells direct on the NPC entry instead of doing it when I add to combat tracker, it would save a lot of time and processing when dealing with multiple tokens of the same enemy, and I would be able to make some corrections before adding the NPC to the combattracker.
Quickened spells are not getting parsed, like Quickened Haste, removing the Quickened text and asking to reparse works for now.
I don't know if it's expected, but this extension adds a lot processing when I remove a NPC from combat tracker that had a lot of spells, sometimes my game freezes for like 5-10 secs (using Unity)
I think its known, but sometimes the parsing of SLAs messes the DC of the spell, here's a good example I ran into the week with Sivit from Curse of the Crimson Throne 45554, I can provide more examples if needed.
And the least important one, after I add the NPC to the combattracker and he is locked for editing, the DC of some spells are showing wrong when I hover it, but if I unlock or cast it, it uses the right DC, example: 45556

bmos
April 8th, 2021, 23:28
Been using this extension for a while now, and I can't live without it now, here are some considerations:

Can we have the feature to parse all spells direct on the NPC entry instead of doing it when I add to combat tracker, it would save a lot of time and processing when dealing with multiple tokens of the same enemy, and I would be able to make some corrections before adding the NPC to the combattracker.
Quickened spells are not getting parsed, like Quickened Haste, removing the Quickened text and asking to reparse works for now.
I don't know if it's expected, but this extension adds a lot processing when I remove a NPC from combat tracker that had a lot of spells, sometimes my game freezes for like 5-10 secs (using Unity)
I think its known, but sometimes the parsing of SLAs messes the DC of the spell, here's a good example I ran into the week with Sivit from Curse of the Crimson Throne 45554, I can provide more examples if needed.
And the least important one, after I add the NPC to the combattracker and he is locked for editing, the DC of some spells are showing wrong when I hover it, but if I unlock or cast it, it uses the right DC, example: 45556
Glad you like it.
1. Yes, I'll add that to the list of good ideas
2. I have fixed this and will post a new version in the next few days
3. I have noticed this also, but I'm not sure why; deleting the NPC isn't intentionally triggering anything.
4. I'll add this to the list of things to fix, but it may be pretty tough
5. This is a 3.5E ruleset bug that actually happens without the extension loaded as well. I reported it.

Svandal
April 17th, 2021, 19:24
I got a bug when opening the effect list. Started new campaign, this latest NPC actions v1.14 is the only one loaded. Error, and the condition windows looks "messy". See screenshot and attached compiled report (the complied report is after the 2. time I opened the effects window. It throws an error each time.45819
I have the latest fantasy grounds unity live version.

bmos
April 18th, 2021, 01:14
I got a bug when opening the effect list. Started new campaign, this latest NPC actions v1.14 is the only one loaded. Error, and the condition windows looks "messy". See screenshot and attached compiled report (the complied report is after the 2. time I opened the effects window. It throws an error each time.45819
I have the latest fantasy grounds unity live version.Yeah, I noticed the other day that SmiteWorks appears to have redesigned the effects list.
I'll update to accommodate the new interface soon.

Honken
April 18th, 2021, 07:18
I got a bug when opening the effect list. Started new campaign, this latest NPC actions v1.14 is the only one loaded. Error, and the condition windows looks "messy". See screenshot and attached compiled report (the complied report is after the 2. time I opened the effects window. It throws an error each time.
I have the latest fantasy grounds unity live version.

I was just about to report the same thing.

/H

dellanx
April 29th, 2021, 22:35
I am getting an error in FGC.

46201

Was having same error before I switched to v1.14, still having it now at least in FGU.

Thanks!

bmos
April 29th, 2021, 23:12
I got a bug when opening the effect list. Started new campaign, this latest NPC actions v1.14 is the only one loaded. Error, and the condition windows looks "messy".
I am getting an error in FGC.

46201

Was having same error before I switched to v1.14, still having it now at least in FGU.

Thanks!

I think you can comment out <includefile source="utility/utility_effects.xml" /> in extension.xml to fix that by removing the condition tooltips in the effects window.
A real fix is coming soon.

dellanx
April 30th, 2021, 00:03
I think you can comment out <includefile source="utility/utility_effects.xml" /> in extension.xml to fix that by removing the condition tooltips in the effects window.
A real fix is coming soon.

Ok thanks, can't wait! BTW what did the tooltip do?

bmos
April 30th, 2021, 00:08
Ok thanks, can't wait! BTW what did the tooltip do?

Improves condition tooltips first introduced in v1.2. Hovering over preset conditions in the effects window will tell you what automation is included for this condition and show you the PFRPG condition description. A ruleset update prompted by upcoming vision changes had broken this feature.

Fix released in v1.15 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.15). Thanks for the reminder about this issue, Svandal reported it a couple weeks ago and I forgot about it.

dellanx
April 30th, 2021, 00:16
Fix released in v1.15 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.15). Thanks for the reminder about this issue, Svandal reported it a couple weeks ago and I forgot about it.

Awesome. Meanwhile I learned to make a comment!

bmos
April 30th, 2021, 00:22
Awesome. Meanwhile I learned to make a comment!:D
Nice job!

I took a screenshot of a tooltip and posted it in the README to help illustrate how that feature works (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/main/README.md).

dellanx
April 30th, 2021, 00:48
:D
Nice job!

I took a screenshot of a tooltip and posted it in the README to help illustrate how that feature works (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/blob/main/README.md).

I see!

Ckorik
April 30th, 2021, 03:51
I just loaded the latest build from the project page and get the following when trying to open a campaign:
[4/29/2021 8:58:56 PM] [ERROR] Failed to load script buffer (PFRPG) (EffectLibraryDescriptions): [string "scripts/effectdescriptions.lua"]:19: '}' expected (to close '{' at line 7) near '='

RobboNJ69
April 30th, 2021, 15:32
Hello,
Sorry to post another 'problem'...
I'm getting this error when trying to import/generate an NPC with spell casting:

"Error when populating character record: [string "cgen/lua/creaturegen.lua"]:726: attempt to index field 'prepared' (a userdata value)"

FGU, current version.
Current version (1.15) of the extension.
No other extensions running.

Thanks!

bmos
April 30th, 2021, 16:48
I just loaded the latest build from the project page and get the following when trying to open a campaign:
[4/29/2021 8:58:56 PM] [ERROR] Failed to load script buffer (PFRPG) (EffectLibraryDescriptions): [string "scripts/effectdescriptions.lua"]:19: '}' expected (to close '{' at line 7) near '='oops, redownload. looks like I can't use a hyphen in table indexes.


Hello,
Sorry to post another 'problem'...
I'm getting this error when trying to import/generate an NPC with spell casting:

"Error when populating character record: [string "cgen/lua/creaturegen.lua"]:726: attempt to index field 'prepared' (a userdata value)"

FGU, current version.
Current version (1.15) of the extension.
No other extensions running.

Thanks!It looks like you're using another extension: CreatureGen.
But I see from your posts in that thread that it might be an incompatibility issue. I'll see what is going on.

RobboNJ69
April 30th, 2021, 17:33
It looks like you're using another extension: CreatureGen.

Hello bmos,
Yes, sorry for the confusion. The error is coming up with the CreatureGen - the new version forked by Corun. Trying to import some NPCs.

Thanks!

Zariel
May 7th, 2021, 15:17
Hi,

I have an error message when I open the spells tab of an NPC :
46426

bmos
May 7th, 2021, 15:32
Hi,

I have an error message when I open the spells tab of an NPC :
46426

yes this is documented on the buck tracker in the first post. I have not been able to figure out why (other than that it is related to the parse all button).

Zariel
May 7th, 2021, 15:52
Ah ok.
Thanks for the answer and the great job you have done :)

KevenSimmons
May 14th, 2021, 20:52
Just FYI - I've run into an issue recently when adding an NPC to the tracker FG will churn and become unresponsive. After about 2-3 minutes it will resume and throw a stack overflow error - although it appears that the spell actions are properly populated. I see this in both FGC an FGU, and I *think* I have eliminated any other extensions as the cause. This does not happen with all NPCs and I am still trying to narrow down what is different about the ones that work vs. the ones that do not. So far any NPC I build entirely by hand seems to work - and those that do not work are coming from published modules such as Pathfinder1 source books and published AP modules - but that might just be the small sample size I've tested with so far. I'm still testing various scenarios, but thought I'd post here in case someone else has also seen this and done some troubleshooting already.

Update: I think I have determined that the issue is with particular spells in the PFRPG - Spellbook module, not with this extension. I have found at least one spell ( "Divination" ) that will cause the same freeze when adding it from the Spellbook module directly to the NPC record without any involvement with the combat tracker. Guess I better go check that module's thread for possible issues/updates. As you were.

dllewell
May 15th, 2021, 00:57
Just FYI - I've run into an issue recently when adding an NPC to the tracker FG will churn and become unresponsive. After about 2-3 minutes it will resume and throw a stack overflow error - although it appears that the spell actions are properly populated. I see this in both FGC an FGU, and I *think* I have eliminated any other extensions as the cause. This does not happen with all NPCs and I am still trying to narrow down what is different about the ones that work vs. the ones that do not. So far any NPC I build entirely by hand seems to work - and those that do not work are coming from published modules such as Pathfinder1 source books and published AP modules - but that might just be the small sample size I've tested with so far. I'm still testing various scenarios, but thought I'd post here in case someone else has also seen this and done some troubleshooting already.

Update: I think I have determined that the issue is with particular spells in the PFRPG - Spellbook module, not with this extension. I have found at least one spell ( "Divination" ) that will cause the same freeze when adding it from the Spellbook module directly to the NPC record without any involvement with the combat tracker. Guess I better go check that module's thread for possible issues/updates. As you were.

Keven -Strange. I have tried to replicate the issue you are seeing with the PFRPG - Spellbook and am not able to do so.

I have tested specifically with the 'Divination (M)' spell and am not seeing any delay when adding the spell directly to the NPC record or when subsequently adding that NPC record to the combat tracker.

I have tested with the NPC Actions Extension turned on and turned off and am not encountering any delay.

Are there any other details you can provide to help me try and replicate this issue?

KevenSimmons
May 15th, 2021, 05:04
I grabbed a more current version of the Spellbook mod and that fixed the problem. I didn't bother trying to figure out what was different between the two versions.

dllewell
May 15th, 2021, 15:30
Excellent. Glad that resolved it for you. Thank you for the update.

Khoredran
May 15th, 2021, 16:29
I have two small requests:

First would be to correct the typo in the Panicked effect description (f lee), in the Paralyzed description (f lying & f lap) and in the Blinded one (Strenght-). Also, maybe change the Confused text to add the PFSRD confused table? The Grappled condition's Fantasy Ground Automation says GRANTCA, and then the text says: -4 to DEX and -2 to ATK. Does the automation reflect this? Same thing for Climb. I also see no overlay text when putting my cursor over Flat-footed.

Second would be to know if the extension could, prior to adding any of the FEATS, look if they are already present in the spells of the NPC to avoid doubling. (I edited all of my NPC to add their feats before I knew this extension existed and now I see them twice and it makes me want to avoid using this extension altogether in my games. I would like to use it because of the effect overlay, but then it would be marvelous to avoid the doubling!).

Thank you very much ^^

bmos
May 15th, 2021, 18:09
First would be to correct the typo in the Panicked effect description (f lee), in the Paralyzed description (f lying & f lap) and in the Blinded one (Strenght-). Also, maybe change the Confused text to add the PFSRD confused table? The Grappled condition's Fantasy Ground Automation says GRANTCA, and then the text says: -4 to DEX and -2 to ATK. Does the automation reflect this? Same thing for Climb. I also see no overlay text when putting my cursor over Flat-footed.I have fixed grappled, thank you. Climb only applies GRANTCA automation. Flat-footed was not working right because of the hyphen. I have fixed this as well. The tooltips can't contain tables, so I can't include the confusion table (at least not as a table).


Second would be to know if the extension could, prior to adding any of the FEATS, look if they are already present in the spells of the NPC to avoid doubling. (I edited all of my NPC to add their feats before I knew this extension existed and now I see them twice and it makes me want to avoid using this extension altogether in my games. I would like to use it because of the effect overlay, but then it would be marvelous to avoid the doubling!).This would make adding NPCs even slower (especially for NPCs with a lot of spells/actions. I'll consider adding it as an option.


Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.16 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.16)
* fix condition description typos (thanks to Khoredran for reporting)
* fix grapple condition description not listing all automation (thanks to Khoredran for reporting)
* fix flat-footed condition not having description due to hyphen issue

Khoredran
May 15th, 2021, 18:12
Thank you for the typo fixes! For the Confused table, I was thinking only adding the % roll effect like so:
01-25 Acts normally; 26-50 Does nothing but babble incoherently; 51-75 Deals 1d8 points of damage + Str modifier to self with item in hand; 76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)

I would gladly take the option to look at NPC's spells to avoid doubling existing ones! It could be in the Options and natively triggered as No, so people could activate it if they want to avoid doubling the feats.

Also, I am not sure if it has been implemented yet, but for the spell parsing, does the extension successfully ignores the duration tags before the spell names? Example: (3/day); (1/month); (1/min); (3/hour), etc. Everything in parenthesis really!

bmos
May 15th, 2021, 18:22
For the Confused table, I was thinking only adding the % roll effect like so:
01-25 Acts normally; 26-50 Does nothing but babble incoherently; 51-75 Deals 1d8 points of damage + Str modifier to self with item in hand; 76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)

Also, I am not sure if it has been implemented yet, but for the spell parsing, does the extension successfully ignores the duration tags before the spell names? Example: (3/day); (1/month); (1/min); (3/hour), etc. Everything in parenthesis really!Good suggestion. I will cue that confusion improvement for the next update.

Would you mind telling me a Bestiary entry with that formatting? I'm pretty sure it only ignores things in parentheses after the spell name.

Khoredran
May 15th, 2021, 18:32
Sure! If you look at madman's bestiaries made for the Pathfinder community located here: https://www.fantasygrounds.com/forums/showthread.php?41644-Pathfinder-Bestiaries-1-2-3-4-5-6-and-Occult-Bestiary-Modules-Reformatted
For example, if you load the first bestiary module and open the Demon, Glabrezu NPC, you will see in its spell-like abilities all the (At will), (Constant), (1/day), (1/month) tags in front of the spell names.
This goes for all of the NPC with spell-like abilities in his modules. They are sorted by usage instead of by spell level, but when I use this resource, I manually replace all the spells at the correct spell level while keeping the duration tag in front.

Another idea for making it simpler to avoid doubling the feats: a simple option to avoid feat parsing would do the trick without having to look at the spell names already present. It would be natively on YES Do the feat parsing, and people could just turn it off for whatever reason.

bmos
May 15th, 2021, 19:02
Sure! If you look at madman's bestiaries made for the Pathfinder community located here: https://www.fantasygrounds.com/forums/showthread.php?41644-Pathfinder-Bestiaries-1-2-3-4-5-6-and-Occult-Bestiary-Modules-Reformatted
For example, if you load the first bestiary module and open the Demon, Glabrezu NPC, you will see in its spell-like abilities all the (At will), (Constant), (1/day), (1/month) tags in front of the spell names.
This goes for all of the NPC with spell-like abilities in his modules. They are sorted by usage instead of by spell level, but when I use this resource, I manually replace all the spells at the correct spell level while keeping the duration tag in front.Ah, it's a community bestiary.
Honestly, it seems better to have the community bestiaries updated to match the official bestiary format of putting those things at the end of the spell name.


Another idea for making it simpler to avoid doubling the feats: a simple triggerable option to avoid feat parsing would do the trick without having to look at the spell already present.Perhaps I can check for duplicate feats if you add the NPC while holding shift. That's an idea.

Khoredran
May 15th, 2021, 19:09
That is indeed a good idea! Would holding shift while adding several NPCs from an encounter with the little down arrow also work to look for checking duplicate feats?

Seems like I will need to rename all the NPC spell-like abilities to place their usage at the end o.O!

bmos
May 17th, 2021, 23:32
I have an error message when I open the spells tab of an NPC :
46426


yes this is documented on the buck tracker in the first post. I have not been able to figure out why (other than that it is related to the parse all button).


Ah okI have fixed this bug!
v1.17 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.17) has the fix.

Khoredran
May 19th, 2021, 02:24
Quick question:

Will this extension still work with the Extended Spellbook module or does it need some adjustments for it to be compatible?

bmos
May 19th, 2021, 02:29
Quick question:

Will this extension still work with the Extended Spellbook module or does it need some adjustments for it to be compatible?

Do you mean PFRPG - Spellbook (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook)? If so, absolutely. It was built for use with that module.

EDIT: Oh, cool I see that dllewell has put out the extended module (https://www.fantasygrounds.com/forums/showthread.php?68584-PFRPG-Spellbook-Extended) today. I'm putting out a new version of this shortly to add support.


Upgrade NPC Actions (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension) v1.18 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.18)
* Add support for new PFRPG Spellbook Extended (https://www.fantasygrounds.com/forums/showthread.php?68584-PFRPG-Spellbook-Extended) module from dllewell.
* Support for other modules can be added by adding them to array_modules in replace_spell_actions() in upgradespells.lua.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/compare/v1.17...v1.18)

dllewell
May 19th, 2021, 16:55
Do you mean PFRPG - Spellbook (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook)? If so, absolutely. It was built for use with that module.

EDIT: Oh, cool I see that dllewell has put out the extended module (https://www.fantasygrounds.com/forums/showthread.php?68584-PFRPG-Spellbook-Extended) today. I'm putting out a new version of this shortly.

Thank you bmos. Very much appreciated.

bmos
May 19th, 2021, 17:00
Thank you bmos. Very much appreciated.Same to you! I think 2021 is going to be a big year for PFRPG in FG!

Khoredran
May 19th, 2021, 23:45
I really like the extension, but I am having some problems with it.
Boiling blood is a spell but it's also a Supernatural Ability of Brimoraks. The (Su) I coded gets overwritten by the spell.
Same goes with bleed that I programmed, it gets overwritten, but it gives a new special ability (but then the 1d6 that I prepared gets changed for a %n.)
I really appreciate the parsing of the spells while right-clicking on the individual spells.
I am also very fond of the effect description overlay in the Preset Conditions menu.

Having an option to turn off the Combat Tracker Feats, Special Abilities & Spells parsing altogether would solve all my issues with it since it otherwise "breaks" my prepared NPCs!

bmos
May 19th, 2021, 23:49
I really like the extension, but I am having some problems with it.
Boiling blood is a spell but it's also a Supernatural Ability of Brimoraks. The (Su) I coded gets overwritten by the spell.
Same goes with bleed that I programmed, it gets overwritten, but it gives a new special ability (but then the 1d6 that I prepared gets changed for a %n.)
I really appreciate the parsing of the spells while right-clicking on the individual spells.
I am also very fond of the effect description overlay in the Preset Conditions menu.

Having an option to turn off the Combat Tracker Feats, Special Abilities & Spells parsing altogether would solve all my issues with it since it otherwise "breaks" my prepared NPCs!Great suggestion. I'll add some options.

Zariel
May 23rd, 2021, 09:02
I have fixed this bug!
v1.17 (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/releases/tag/v1.17) has the fix.


Thanks !! :):)

Svandal
June 17th, 2021, 20:12
Suggestions to implement. For effects placed on NPC:
Would be great if we could get the following: (not fully automated, but it would help a lot)
These suggestions would help in our adventures. A lot of NPC have sneak attack (and every monk has stunning fist :) )

Sneak attack in their SA field as sneak attack +xd6, effect:
Sneak attack; DMG: +xd6 precision (duration 1 round)

Stunning fist in the SA field (and feats field). The duration is troublesome
Fortitude save. Save 10+1/2 level + WIS. Effect: Stunned (duration 1 round)

Trample in the SA field, effect;
Reflex save half damage, 10+1/2 level + STR. Damage (noted in the entry, or better if it could be damage dice noted in the entry + 1,5 STR mod)

bmos
June 17th, 2021, 22:21
Suggestions to implement: sneak attack, stunning fist, trampleGreat suggestions, thanks.

Svandal
June 23rd, 2021, 05:40
And some more suggestions based on our session last night.
Poisons and diseases are everywhere �� not sure if you can combine it automatically with maladies extension.

A save dc (with poison/disease tag from kel if possible)
And an effect. Without kels extension the effect requires some manual tinkering since dice are not supported on ability effects, but better than nothing. If you format the effect like this example; MULTI: poison; STR: [1d6]
Then it stacks with itself and rolls damage with right extensions. Without extensions this is a reminder for how much damage you have to manually roll.

I dont know, it might also become confusing since it does not work without extensions.
Maybe help us with the code so we can have our own local copy for the code as an alternative (just for the example effect to roll the dice)

bmos
June 23rd, 2021, 11:24
Poisons and diseases are everywhere �� not sure if you can combine it automatically with maladies extension.This extension already integrates with the maladies extension. Creatures with maladies should have the malady linked to their notes tab.

If you run into creatures that do not automatically have that linked, please post it in the malady tracker thread.

Svandal
June 23rd, 2021, 20:06
This extension already integrates with the maladies extension. Creatures with maladies should have the malady linked to their notes tab.

If you run into creatures that do not automatically have that linked, please post it in the malady tracker thread.

I see now that it is linked. But there is only a link to the malady for that particular creatures malady. That does not help to roll the initial save, that has be be rolled manually. Or maybe I am missing something?
I throw a NPC into the combat tracker, and I see a link to their poison Malady in the "other" tab. But that initial save has to be done manually, and if they fail you have to go into the character sheet of the creature, you have to open up the maladies tab, and you have to drag and drop the malady into that window. You can`t simply drag the malady entry onto the combat tracker.

bmos
June 23rd, 2021, 20:58
I see now that it is linked. But there is only a link to the malady for that particular creatures malady. That does not help to roll the initial save, that has be be rolled manually. Or maybe I am missing something?
I throw a NPC into the combat tracker, and I see a link to their poison Malady in the "other" tab. But that initial save has to be done manually, and if they fail you have to go into the character sheet of the creature, you have to open up the maladies tab, and you have to drag and drop the malady into that window. You can`t simply drag the malady entry onto the combat tracker.
1. drag malady link onto player's malady window
2. open malady from malady window and click saving throw button

RobboNJ69
February 10th, 2022, 01:29
Hello bmos,
I hope you're doing well! I had a question on your Forge product for this extension.

I love that you include a "Compatibility" section. At the top it says "Last Update 6 days ago" but below shows:
"This extension has been tested with FantasyGrounds Unity 4.0.10 (2021-02-04)"

Is it safe to say that the top "Last Update" is entry to look at when determining if it is safe to update FGU?

We use a bunch of your extensions and and I'm trying to keep track of when we can update the game based on you being able to update your work.

Thanks for all your work - your extensions really improve the game!

Rob

bmos
February 10th, 2022, 02:56
Hello bmos,
I hope you're doing well! I had a question on your Forge product for this extension.

I love that you include a "Compatibility" section. At the top it says "Last Update 6 days ago" but below shows:
"This extension has been tested with FantasyGrounds Unity 4.0.10 (2021-02-04)"

Is it safe to say that the top "Last Update" is entry to look at when determining if it is safe to update FGU?

We use a bunch of your extensions and and I'm trying to keep track of when we can update the game based on you being able to update your work.

Thanks for all your work - your extensions really improve the game!

RobI am not very proactive about updating that compatibility note, although I try to re-validate my extensions periodically.
I keep an eye on updates as best I can and will post if there is a known incompatibility and will try to do a pass of re-validation soon (especially that one since it has been so long).

EDIT: I should also note I did load up all my extensions and played around in a campaign on the test channel and I think all is well.

RobboNJ69
February 10th, 2022, 03:32
I am not very proactive about updating that compatibility note, although I try to re-validate my extensions periodically.
I keep an eye on updates as best I can and will post if there is a known incompatibility and will try to do a pass of re-validation soon (especially that one since it has been so long).

EDIT: I should also note I did load up all my extensions and played around in a campaign on the test channel and I think all is well.

Thank you for the note and all the hard work!

Svandal
March 26th, 2022, 21:29
The automatic creation of the breath weapon from this extension is lacking half damage on save, and spell resistance no for those monsters that do not explicitly state this in there NPC sheet.
For all the dragons I have seen in beastiary 1-5 modules the breath weapon does not say half damage on save on the NPC sheet, but the definition of a breath weapon is the following:
https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Breath_Weapon_Su
Half damage on save, and no spell resistance applies (since it is supernatural ability). Most are reflex saves, but not all.

When this extension creates a breath weapon in the spell NPC spell tab, it would be great if the following always gets applied:
No spell resistance
Half damage on save

This would fix all the dragons breath weapons, and I do not think it would negatively impact anything else.

bmos
March 26th, 2022, 21:48
This would fix all the dragons breath weapons, and I do not think it would negatively impact anything else.Fair enough! My research agrees.

Just pushed v1.19 to address the issues.

bmos
April 23rd, 2022, 14:48
I highly recommend this new module from dllewell:
https://www.fantasygrounds.com/forums/showthread.php?73159-PFRPG-Bestiary

I'm going to try and modify this extension so it doesn't create duplicate effects for Bleed and the like.

Svandal
June 12th, 2022, 21:03
Hi Bmos.
I noticed that your v1.19 hotfix 4 has the line:
Breath weapons now have spell resistance set to 'no'

This is not correct. When I place a dragon (beastiary, beastiary 4, beastiary 2) in the combat tracked, it gets a Breath weapon in the spell tab. This breath weapon gets save for half as advertised (and as it should). But it still allows spell resistance.

I am also unsure if this is because I am on an older version. I am on version 1.19, but your Github is on version 1.20 hotfix 1. I have checked for updates, and I have deleted all files in the vault and updated again, but still on 1.19.
I could not locate your extension in the vault or in the extension folder. Where is it, and what is it called? :)

And I have also seen that you have removed the ability automation on your latest release on Github, I hope this is not intended because I really like the breath weapon automatic parcing.

bmos
June 12th, 2022, 21:23
Hi Bmos.
I noticed that your v1.19 hotfix 4 has the line:
Breath weapons now have spell resistance set to 'no'

This is not correct. When I place a dragon (beastiary, beastiary 4, beastiary 2) in the combat tracked, it gets a Breath weapon in the spell tab. This breath weapon gets save for half as advertised (and as it should). But it still allows spell resistance.

I am also unsure if this is because I am on an older version. I am on version 1.19, but your Github is on version 1.20 hotfix 1. I have checked for updates, and I have deleted all files in the vault and updated again, but still on 1.19.
I could not locate your extension in the vault or in the extension folder. Where is it, and what is it called? :)

And I have also seen that you have removed the ability automation on your latest release on Github, I hope this is not intended because I really like the breath weapon automatic parcing.Not to worry, I thought it was going to be unnecessary because of this (https://www.fantasygrounds.com/forums/showthread.php?73159-PFRPG-Bestiary).
But it is just the first bestiary, so I changed it back.

I just pushed v1.20-hotfix.2 which should resolve this.

Retch
July 6th, 2022, 17:32
I am posting this to both the NPC upgrade (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension/page12) post and the close encounters (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)/page3) post so both creators know.

I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.

53444

and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.

53445

thanks

Saagael
July 6th, 2022, 17:37
I am posting this to both the NPC upgrade (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension/page12) post and the close encounters (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)/page3) post so both creators know.

I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.

53444

and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.

53445

thanks

I just took a look at the code for NPC Action. I believe this is due to NPC Action's spell.lua file overwriting the onInit function without calling the base function. If the base function isn't called, then the icon for close encounters won't get added to the radial menu. The onMenuSelection function will also need to call the base function, otherwise clicking the radial menu option won't actually do anything.

Morenu
July 6th, 2022, 17:38
Oops I posted that under my other account (Retch)...

I am posting this to both the NPC upgrade (https://www.fantasygrounds.com/forums/showthread.php?63620-PFRPG-Upgrade-NPC-Actions-Extension/page12) post and the close encounters (https://www.fantasygrounds.com/forums/showthread.php?73486-Close-Encounters-(Multiple-Rulesets)/page3) post so both creators know.

I am using a ton of extensions (see signature) and realized that the Close Encounters ext was no longer working right. the radial menu square to add a new effect disappears when the upgrade NPC action ext is also loaded. tested with just those 2 loaded.

53446

and you can see in this picture, the target effect created when only close encounters was loaded is still there but the square at the top of the menu is missing when NPC ext is loaded.

53447

thanks

Edit, AND.. Saagael posted so fast I can't edit the original post now LOL

bmos
July 7th, 2022, 01:51
I just pushed v1.20-hotfix.3 which now calls prior onInit functions. Thanks for the easy fix @Saagael!
I didn't actually test with that other extension, so let me know if that doesn't resolve the issue.

Saagael
July 7th, 2022, 01:54
I just pushed v1.20-hotfix.3 which now calls prior onInit functions. Thanks for the easy fix @Saagael!
I didn't actually test with that other extension, so let me know if that doesn't resolve the issue.

Happy to help! You'll also need to do the same thing with the OnMenuSelection function; currently it won't call the original function (which CloseEncounters overwrites). That one is a bit trickier to do though.

bmos
July 7th, 2022, 12:24
Happy to help! You'll also need to do the same thing with the OnMenuSelection function; currently it won't call the original function (which CloseEncounters overwrites). That one is a bit trickier to do though.
I think I figured out how to write it in such a way that it will call the original function if you click an menu item other than "re-parse" (https://github.com/bmos/FG-PFRPG-Upgrade-NPC-Actions/commit/975e0670eb90e7421f0b9ed9cee6e24d3bfca9f6). Have posted the build.

dllewell
July 8th, 2022, 15:06
Is there anyway to have this not fire off based on the source of the NPC?

Specifically I thinking of the PFRPG - Bestiary. (https://www.fantasygrounds.com/forums/showthread.php?73159-PFRPG-Bestiary)

As you know, that already has all the effects built out. Problem is that this extension can (incorrectly) override some of these effects. It's a limited number but it does happen.

The spells added as effects are fine as they are already from the PFRPG - Spellbook so are not changed.

But some of the other 'Special Abilities' effects are overridden because they match the name of a spell in the PFRPG - Spellbook. An example of this is Spell Resistance. In the Special Effects these are fixed numbers based on the details from the NPC, but the extension overrides this with the Spell Resistance spell from the PFRPG - Spellbook.

It also duplicates some of the other effects.

These are the items I saw. I have sent a message to the user who reported this to me and asked them to send me an additional items they are seeing.

Overall not a huge deal. It seems like most of the items work fine but if it is a relatively simple process to tell the extension to not run for items from PFRPG - Bestiary that would seem to be an easy way to fix it.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53475&d=1657289188

53475

Morenu
July 8th, 2022, 16:24
Giant Spider was what we noticed it on both on web and poison, this brought in the spells web and poison, overriding the bestiary. I am a player and not the DM so I will wait and ask my DM to give any details he has.

I do know we are playing the Giants (?) AP3 atm and some of those creatures are coded and it was causing a few issue there as well. My Dm was hoping the Bmos's extension could check if there is already a spell action on the NPC then skip that "spell" and move on to the next

bmos
July 8th, 2022, 16:55
Absolutely. For now I will exclude your module and perhaps in the future I'll do a search for effects with the same name to avoid this with other sources.

dllewell
July 8th, 2022, 19:18
Absolutely. For now I will exclude your module and perhaps in the future I'll do a search for effects with the same name to avoid this with other sources.

You are awesome. Thank you.

On a side note, while reviewing this, I found a number of items that this extension was catching that I had not coded for. Things like Combat Expertise and Critical Focus. I am going through the Bestiary and adding these effects. Hope to have that done by no later than the end of next week. At which point I will upload new versions of the Bestiaries.

Morenu
July 15th, 2022, 16:32
Absolutely. For now I will exclude your module and perhaps in the future I'll do a search for effects with the same name to avoid this with other sources.

So I should be able to run this extension with bestiary linked now? :)

bmos
July 15th, 2022, 18:38
So I should be able to run this extension with bestiary linked now? :)Yes! No more duplication :)

Deslock100
July 16th, 2022, 20:33
Upgraded NPC actions seems to blows up the base effects button on a clean load. "[Error] Script execution error: [string "effectlist"]:20: attempt to index local 'c1' (a nil value).

With several warnings before that.

bmos
July 16th, 2022, 22:31
Upgraded NPC actions seems to blows up the base effects button on a clean load. "[Error] Script execution error: [string "effectlist"]:20: attempt to index local 'c1' (a nil value).

With several warnings before that.No luck reproducing this one yet.
Can you provide more information (and ideally all the script errors you got if they aren't the same)?

Also, can you confirm that you tested without other extensions loaded? Especially Kelrugem's.

Deslock100
July 17th, 2022, 00:50
53559

This is the error I get when only Upgraded NPC actions is loaded. No other ext.
Now could it be an interaction with a module? I do have a few of those loaded.

Deslock100
July 17th, 2022, 01:22
It mostly seems to be a graphical error as I CAN drag conditions onto players and NPC's in the combat tracker, and the condition still applies. The custom field is blank, but I don't think I've used ever thosed conditions.

Hmmm....I wonder why my version says 1.4 while your github pages has it at ver 1.22?

bmos
July 17th, 2022, 02:39
Hmmm....I wonder why my version says 1.4 while your github pages has it at ver 1.22?Ah, that's probably your issue!
If you have been using the extension for a long time (pre-Forge) you might have to go into your extensions folder and delete the ext file for this extension (and any other of my extensions that are in there). Then update again in the FG launcher.

Deslock100
July 17th, 2022, 13:26
That was it! Forge wasn't overriding what I had in my ext file and I didn't notice the file date of two years ago:p. Thanks for your help bmos.

bmos
July 17th, 2022, 17:53
That was it! Forge wasn't overriding what I had in my ext file and I didn't notice the file date of two years ago:p. Thanks for your help bmos.You're welcome! Enjoy the 2 years of updates :P
I'm surprised you haven't been struggling with constant script errors in the interim!

Quick summary of stuff you have missed since 1.4:
You can now add NPCs directly without having to use encounters.
Some NPC abilities will get added automatically like critical focus, power attack, deadly aim... and more
Existing PCs and NPCs with old spells can have those spells upgraded via right-click and re-parse.
Effect list conditions are much better now.
It will now prefer the PFRPG Spellbook Extended module when both are loaded.

Navigat0r
March 5th, 2023, 05:14
Hi all. I have been using this extension for some time now in combination with the PFRPG Spellbook Extended. Until recently, I have been able to upgrade spells (and add the various actions from Spellbook Extended) by reparsing via right-clicking. Today I was running my campaign and I noticed that the "reparse spell actions" button seems to be missing. Has something changed with fantasy grounds most recent update?

It is entirely possible there is some extension conflict going on but I thought it would be best to check here before checking each extension.

bmos
March 5th, 2023, 12:45
Hi all. I have been using this extension for some time now in combination with the PFRPG Spellbook Extended. Until recently, I have been able to upgrade spells (and add the various actions from Spellbook Extended) by reparsing via right-clicking. Today I was running my campaign and I noticed that the "reparse spell actions" button seems to be missing. Has something changed with fantasy grounds most recent update?

It is entirely possible there is some extension conflict going on but I thought it would be best to check here before checking each extension.Yeah, the latest ruleset updates changed around some of that code. I have patched Upgrade NPC Actions so it does work, but likely another extension you're using is changing/messing with that.

Navigat0r
March 5th, 2023, 15:34
Yeah, the latest ruleset updates changed around some of that code. I have patched Upgrade NPC Actions so it does work, but likely another extension you're using is changing/messing with that.

Okay, I just checked in a campaign with nothing other than what is needed to run Upgrade NPC Actions. The "reparse" button appears as it should and works normally so it does seem to be an extension issue. It should be noted that in my main campaign, Upgrade NPC Actions correctly parses the spells when a spell is added to a character sheet for the first time and adds the relevant effects etc. That said, the reparse button is no longer there to "fix" the old versions of spells (or ones added by players without the Spellbook module loaded). Do you have any ideas about what kinds of extensions might interefere?

This isn't a pressing issue as I can either add the spells myself of have players load the module but I would like to try to find the source of the problem if possible.

bmos
March 5th, 2023, 16:14
Okay, I just checked in a campaign with nothing other than what is needed to run Upgrade NPC Actions. The "reparse" button appears as it should and works normally so it does seem to be an extension issue. It should be noted that in my main campaign, Upgrade NPC Actions correctly parses the spells when a spell is added to a character sheet for the first time and adds the relevant effects etc. That said, the reparse button is no longer there to "fix" the old versions of spells (or ones added by players without the Spellbook module loaded). Do you have any ideas about what kinds of extensions might interefere?

This isn't a pressing issue as I can either add the spells myself of have players load the module but I would like to try to find the source of the problem if possible.Certainly any that modify the Actions tab. Beyond that I'm not sure.

drakir
April 1st, 2023, 04:26
Good evening bmos,
Having a problem with this extension and a particular NPC stat block. I can't figure out which element is throwing the error. From the log:
[ERROR] Script execution string: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]21: attempt to index local 'string_spell_name' (a nil value)

This happens when I add the NPC "Scrag Berserker" from the module Ruins of Azlant 5: The Tower of the Drowned Dead (though it ought to be the same stat block as in the Monster Codex) to the combat tracker, whether from an encounter or from the NPC panel. The NPC populates in the tracker but without attack values, AC, or appropriately parsed effects like regeneration. It does populate saves and hp.
I'm suspicious from the dialog that the culprit may be that they have an odd "Unraging" spell under their spells tab, meant to apply appropriate debuff effects to remove the presumed raging nature of this NPC.
Any suggestions for a workaround? Or is this a legit bug?

bmos
April 1st, 2023, 12:38
Good evening bmos,
Having a problem with this extension and a particular NPC stat block. I can't figure out which element is throwing the error. From the log:
[ERROR] Script execution string: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]21: attempt to index local 'string_spell_name' (a nil value)

This happens when I add the NPC "Scrag Berserker" from the module Ruins of Azlant 5: The Tower of the Drowned Dead (though it ought to be the same stat block as in the Monster Codex) to the combat tracker, whether from an encounter or from the NPC panel. The NPC populates in the tracker but without attack values, AC, or appropriately parsed effects like regeneration. It does populate saves and hp.
I'm suspicious from the dialog that the culprit may be that they have an odd "Unraging" spell under their spells tab, meant to apply appropriate debuff effects to remove the presumed raging nature of this NPC.
Any suggestions for a workaround? Or is this a legit bug?Can you send me a screenshot of the spells tab for that creature?

drakir
April 10th, 2023, 18:11
My apologies for the delay...
Curiously, I'm finding a different error by a different process today. I cannot recall if the Close Encounters extension is yours? Transposing here while I close the loop, then I'll find that extension's thread and report there:

Opening the Scrag Berserker from the NPC dialog is fine, but when I click on its Spells tab, the following error gets thrown twice:
[ERROR] Script execution error: [String "CloseEncounters:...manage_power_core_ce.lua"]:48: attempt to call global 'registerDefaultPowerMenuOriginal' (a nil value)

As requested, a screenshot of the spells tab (hovering to reveal the results of the effect)

57012

drakir
April 10th, 2023, 18:59
Ok, I guess close my concern?
Tried to reproduce in a rather blank campaign... Not only could I not reproduce, but the "Unrage" effect didn't show up. Added all my extensions, it never appeared. Went back to my problem campaign, turned an extension I wasn't using ON, the effect disappeared. Now returning to the earlier config, it's not present and I cannot bring it back. Guess it was a limited scope glitch. Likely not this extension's fault.

bmos
April 11th, 2023, 00:43
Ok, I guess close my concern?
Tried to reproduce in a rather blank campaign... Not only could I not reproduce, but the "Unrage" effect didn't show up. Added all my extensions, it never appeared. Went back to my problem campaign, turned an extension I wasn't using ON, the effect disappeared. Now returning to the earlier config, it's not present and I cannot bring it back. Guess it was a limited scope glitch. Likely not this extension's fault.Weird! Close Encounters is not mine.
Glad it's behaving itself now.

Arimil508
April 12th, 2023, 00:49
I have encountered an error causing the spells on the npc to not show any way to edit them.
This is encountered even in on a clear campaign with normal pathfinder modules loaded.
57028

bmos
April 12th, 2023, 19:06
I have encountered an error causing the spells on the npc to not show any way to edit them.
This is encountered even in on a clear campaign with normal pathfinder modules loaded.
57028Confirmed. Must have been a recent change. I'll investigate.

bmos
April 12th, 2023, 21:23
I have encountered an error causing the spells on the npc to not show any way to edit them.
This is encountered even in on a clear campaign with normal pathfinder modules loaded.
57028

Fix has been pushed. Thanks for the report!

Arimil508
April 13th, 2023, 16:42
So when should we expect this to be pushed to forge or is it already there. if so it is not already showing up.

bmos
April 13th, 2023, 21:55
Already there. The chat should say v1.23-hotfix.3 when you load up the extension.

Arimil508
April 13th, 2023, 22:51
I am still getting that Error
particularly it seems only occur when opening the spell tab of a monster for the first time.

besides that it seems fixed
it seems to break nothing visible.
i just do not know why this would continue.
57051

bmos
April 14th, 2023, 02:28
I am still getting that Error
particularly it seems only occur when opening the spell tab of a monster for the first time.

besides that it seems fixed
it seems to break nothing visible.
i just do not know why this would continue.
57051

Ah, I missed that it was only the first time you open an NPC.
I haven't found a solution yet but will keep looking.

Arimil508
April 14th, 2023, 02:45
Honestly I did know ever. because the first time it was just always happening.
I was kind of confused when it was not fixed after you said you pushed it though which caused me to investigate more

bmos
April 28th, 2023, 23:02
Honestly I did know ever. because the first time it was just always happening.
I was kind of confused when it was not fixed after you said you pushed it though which caused me to investigate more

Okay I think this might be fixed.

The Judge
May 20th, 2023, 17:44
Can you send me a screenshot of the spells tab for that creature?

Having the same error
[ERROR] Script execution error: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]:61: createChild: Invalid argument 1
57381

bmos
May 20th, 2023, 21:40
Having the same error
[ERROR] Script execution error: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]:61: createChild: Invalid argument 1
57381That's not the same error.
I think I've fixed it though, update and try again.

The Judge
May 21st, 2023, 02:13
Spot on! Once again thank you for your fast support, yes it is no longer throwing this error.

Gwaihir Scout
May 28th, 2023, 21:41
I keep getting this error when adding NPCs to the combat tracker. It doesn't happen with every NPC.
57464
Not only do the spells and actions not populate, but the combat tracker version doesn't have attacks and ACs populated, so I have to enter those manually.
57465
Here's a sample statblock.
5746657467

bmos
May 29th, 2023, 00:58
I pushed an update that should hopefully fix it and added some console log lines to help track down why it's happening.

Arimil508
May 29th, 2023, 07:04
Hi I am getting a wired Issue with NPC spell parsing.
basically when using this extension it causes some spells to be Maximized. When they should not be. 57473
but others untouched. 57474
The NPC is the Kobold Guilecaster but it effects any caster with those spells.
as for the spell book extension i am using it is spell book extended.
I tested this with all other extensions and with just this one and no changes in effect.
none of these npc have maximize as a meta magic.

bmos
May 29th, 2023, 17:11
Hi I am getting a wired Issue with NPC spell parsing.
basically when using this extension it causes some spells to be Maximized. When they should not be. 57473
but others untouched. 57474
The NPC is the Kobold Guilecaster but it effects any caster with those spells.
as for the spell book extension i am using it is spell book extended.
I tested this with all other extensions and with just this one and no changes in effect.
none of these npc have maximize as a meta magic.Pushed a change, let me know if that fixed it :)

Gwaihir Scout
May 30th, 2023, 00:54
I pushed an update that should hopefully fix it and added some console log lines to help track down why it's happening.

All the NPCs that gave me problems in my last session are working now. Thanks, this extension has saved me a ton of time.

Arimil508
May 30th, 2023, 11:41
update fixed it. thanks

drakir
June 16th, 2023, 16:12
Is the Spellbook Extended auto-replace perhaps broken by the new update?
I ask because in prepping for tonight's game I popped an NPC sorceror into the combat tracker via an encounter and found his spell list was woefully under-automated.
Started a clean campaign where I loaded only this extension. Activated the Spellbook Extended module and the module that was the source for the NPC. Again used the encounter to put the NPC on the tracker, and his spells are still bog-standard rather than replaced.
Love this extension!

Gwaihir Scout
June 16th, 2023, 16:18
I had the same issue and forgot to come here. Breath weapons and feats are working, but spells aren't.

bmos
June 17th, 2023, 21:17
Is the Spellbook Extended auto-replace perhaps broken by the new update?
I ask because in prepping for tonight's game I popped an NPC sorceror into the combat tracker via an encounter and found his spell list was woefully under-automated.
Started a clean campaign where I loaded only this extension. Activated the Spellbook Extended module and the module that was the source for the NPC. Again used the encounter to put the NPC on the tracker, and his spells are still bog-standard rather than replaced.
Love this extension!What module were you loading the NPC from? It is working for me when I load NPCs from the official Bestiary modules with only this extension and the Spellbook Extended module loaded.

drakir
June 17th, 2023, 22:43
I'm seeing the same. I added Bestiary modules, and they load in and auto-replace. But the module NPCs, loaded by encounter or directly, do not.
This is specifically the Ruins of Azlant AP module 5, Tower of the Drowned Dead. I tried several of the encounters within the module and found that none of them auto-replaced.
Just loaded another adventure module - Carrion Crown AP - Haunting of Harrowstone. Only one caster in the module - The Splatter Man - but he also doesn't auto-replace.
Perhaps it's something specific to adventure modules?

bmos
June 18th, 2023, 12:32
Okay, I think I have fixed it. When you get a chance, can you update from the Forge and try again?
I'm actually not sure why it worked for ANY NPCs. Very weird.

drakir
June 30th, 2023, 21:08
lol
I love bugs like that!
Anyway, yes, I tried my module and a handful of others, and they all are working as expected. Thank you for all you do!

celebrindal
July 9th, 2023, 00:19
Possibly the upgrade npc actions is broken on the new release, but I'd be surprised someone else hasn't reported it yet. When I pull an NPC from the PFRPG in that has spells it's giving me an error. The regular NPC pulls in fine, just the PFRPG one, and one without spells is fine as well. Sent Dwell a question on the same topic as well. Running V1.25-hotfix 3

string "..Upgrade-NPC-Actions:...C_upgradespells.lua":90: setValue: invalid parameter 1.

BakaMatt
July 14th, 2023, 03:53
Possibly the upgrade npc actions is broken on the new release, but I'd be surprised someone else hasn't reported it yet. When I pull an NPC from the PFRPG in that has spells it's giving me an error. The regular NPC pulls in fine, just the PFRPG one, and one without spells is fine as well. Sent Dwell a question on the same topic as well. Running V1.25-hotfix 3

string "..Upgrade-NPC-Actions:...C_upgradespells.lua":90: setValue: invalid parameter 1.

Can confirm I get the same error when attempting to add a campaign record NPC to the combat tracker.

Module NPCs (i.e. Bestiary) load fine.

drakir
July 14th, 2023, 23:40
I think they broke the extension again... :(
Confirmed reproducable on a mostly extensionless instance:
Added Demon, Omox from my adventure module and the chat filled with several repeated clips. For instance:
s'databasenode'
databasenode = { spelldesc.telekinesis@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.createwater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.teleportgreater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.acidfog@PFRPG - Spellbook Extended } | s'databasenode'
nil | s'undefined'

(note: not reproduced here in order of appearance in my chat)
The spells appear to me to have been properly re-populated from the Spellbook Extended, but my game isn't for 2 hours yet so I'm not sure...

Threw a handful of other NPCs in the combat tracker, from Bestiary and NPC Codex modules. Seems to be only some spells, but across many different NPCs.

cristmo
August 6th, 2023, 15:55
I think they broke the extension again... :(
Confirmed reproducable on a mostly extensionless instance:
Added Demon, Omox from my adventure module and the chat filled with several repeated clips. For instance:
s'databasenode'
databasenode = { spelldesc.telekinesis@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.createwater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.teleportgreater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.acidfog@PFRPG - Spellbook Extended } | s'databasenode'
nil | s'undefined'

(note: not reproduced here in order of appearance in my chat)
The spells appear to me to have been properly re-populated from the Spellbook Extended, but my game isn't for 2 hours yet so I'm not sure...

Threw a handful of other NPCs in the combat tracker, from Bestiary and NPC Codex modules. Seems to be only some spells, but across many different NPCs.

Hi,
I've just looked into the code, and it's not an error: they are debug messages.
Annoying, yes, but nothing broken.

I bet bmos will remove those debug.chat lines as soon as he's notified.

BakaMatt
August 6th, 2023, 18:33
Can confirm I get the same error when attempting to add a campaign record NPC to the combat tracker.

Module NPCs (i.e. Bestiary) load fine.

Found that my issue was isolated to imports using the older NPCGen extension and KenL Spellbook, sorry about that. I ended up just editing the NPCGen to link direct to the newer Spellbook Extended library and that's cleared up all my issues.

bmos
August 16th, 2023, 19:32
Found that my issue was isolated to imports using the older NPCGen extension and KenL Spellbook, sorry about that. I ended up just editing the NPCGen to link direct to the newer Spellbook Extended library and that's cleared up all my issues.If you could write up the entire process to reproduce the issue, I might also be able to fix it :)
But if you think it's not likely to be a problem for others (if those modules are not widely used), maybe it's not worth it?

rmilmine
August 22nd, 2023, 18:04
Is there a way to have this not replace spells, but add to them instead, or make it so that it adds the effects/spell stats for mythic versions as well as non-mythic versions of a spell? The later would be best case in my books, cause then I don't have to manually.
I am running a mythic game and I recently added affects/spell entries on an NPC for mythic versions of spells and then had those changes all replaced. It took me a while to realize it was this extension that was doing it. I don't want to turn it off as it's really useful for non-mythic creatures, but it smashes things for mythic creatures.

bmos
August 22nd, 2023, 19:37
Is there a way to have this not replace spells, but add to them instead, or make it so that it adds the effects/spell stats for mythic versions as well as non-mythic versions of a spell? The later would be best case in my books, cause then I don't have to manually.
I am running a mythic game and I recently added affects/spell entries on an NPC for mythic versions of spells and then had those changes all replaced. It took me a while to realize it was this extension that was doing it. I don't want to turn it off as it's really useful for non-mythic creatures, but it smashes things for mythic creatures.I don't have a module with mythic spell actions, is there one?
The issue is that generally we DO want spell actions to be overwritten because most spells are improved by that and otherwise you'll end up with a bunch of half-configured actions on many of the spells.
So we either need a mythic spell actions library or a way to configure spells to not get replaced.

rmilmine
August 24th, 2023, 20:20
I don't have a module with mythic spell actions, is there one?
The issue is that generally we DO want spell actions to be overwritten because most spells are improved by that and otherwise you'll end up with a bunch of half-configured actions on many of the spells.
So we either need a mythic spell actions library or a way to configure spells to not get replaced.

I've not seen any module that has spell actions for mythic spells.
I can think of a couple of ways this could be done.
1) Have a checkbox in settings that says, use uncategorized spells first. So it would look for a spell within the campaign, and if one isn't found then do it the way it's currently being done.
2) Have a list in settings that is a list of modules it uses, and this list is order-able so that you can have go through each item listed from top to bottom and stop once you find one.
3) Have a checkbox in the spell item window that only shows up if the spell is within an NPC. The checkbox says don't replace when on combat tracker.

I will see if I can create a module with just the mythic spells listed. I'll use the PFRPG - Spellbook as the base for each spell, and then add what is needed for Mythic. I'll put a [M] at the end of each spell name.
Once that is done I'll arrange to get it to you.

Morquendel
August 24th, 2023, 22:36
thought every spell with mystic version has a (y) at the end of the name inside PFRG Spellbook?

bmos
August 25th, 2023, 00:16
thought every spell with mystic version has a (y) at the end of the name inside PFRG Spellbook?It does, but the issue is being able to tell when the NPC's spell list already contains a mythic spell. Maybe just skip action replacement for spells with "Mythic" in the name?

rmilmine
August 26th, 2023, 22:45
So after look a little deeper at this.
There is little to no support for mythic. Some spells use the tier or half the tier, etc to modify the spell affect. Since there is no place to enter that, the spell action entry needs to have a tier entry in it, much like the caster level entry, and then an effect items that allows for you to access that in the same way you do caster level. Half, Third, Quarter, odds, evens, etc. This in fact needs to be done for both the pc and npc sheets.
So, maybe if there is a [Y] in the name, which denotes it as being mythic, then don't replace what is on the npc? I would also suggest a setting item be added to allow people to decide to do this or not.

Morquendel
August 27th, 2023, 12:06
Please - if you include this make it optional, at least i donīt bother with mythic stuff.

bmos
August 27th, 2023, 13:11
Please - if you include this make it optional, at least i donīt bother with mythic stuff.Definitely. Few do.
I don't think I'd want to skip spells with a "[Y]" since that just means the spell has a Mythic variant. (perhaps with an opt-in toggle)
Using the word "Mythic" would be distinct since that's only used when a spell on an NPC is the Mythic variant.

bmos
September 1st, 2023, 13:00
Hi,
I've just looked into the code, and it's not an error: they are debug messages.
Annoying, yes, but nothing broken.

I bet bmos will remove those debug.chat lines as soon as he's notified.It looks like I didn't post about it, but I fixed those :)

KevenSimmons
November 11th, 2023, 13:50
Running Pathfinder 1e ruleset - I'm getting this error for manually created spells.
[ERROR] Script execution error: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]:90: setValue: Invalid parameter 1
Spells affected are dropped/deleted from the NPC entirely.

Troubleshooting has determined it is occurring when the Description field of the manually created spell is left Null. Adding any character to the field eliminates the issue, as does adding a character, then removing it.
59263

I'm guessing that the description or description_full attribute on the original spell node is not being created at all until the field is edited, causing the setValue command in the extension to fail as the attribute being referenced does not exist on the node.

bmos
November 12th, 2023, 15:22
Running Pathfinder 1e ruleset - I'm getting this error for manually created spells.
[ERROR] Script execution error: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]:90: setValue: Invalid parameter 1
Spells affected are dropped/deleted from the NPC entirely.

Troubleshooting has determined it is occurring when the Description field of the manually created spell is left Null. Adding any character to the field eliminates the issue, as does adding a character, then removing it.
59263

I'm guessing that the description or description_full attribute on the original spell node is not being created at all until the field is edited, causing the setValue command in the extension to fail as the attribute being referenced does not exist on the node.The issue was much simpler and a fix has been pushed.

I was calling
DB.deleteNode (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644582/DB#deleteNode)(node_spell, 'description') instead of
DB.deleteChild (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644582/DB#deleteChild)(node_spell, 'description') which resulted in deleting the entire "node_spell" instead of the child "description". Hopefully fixing this does not break anything else!

KevenSimmons
November 12th, 2023, 17:39
Awesome - thanks !