View Full Version : Extension: AD&D Options and House Rules
Doomsword
June 16th, 2022, 01:15
UPDATED: https://www.fantasygrounds.com/forums/showthread.php?74104-Extension-AD-amp-D-Options-and-House-Rules&p=664732&viewfull=1#post664732
Hello.
I built an extension that changes some things in the 2E ruleset to more closely match the way things should be done in 1E and/or OSRIC.
It's mostly related to surprise and initiative but it does make slight modifications to the character sheet with regard to kits, delay and ability score checks.
The following options are currently available, though I intend to add more.
Change initiative die to d6, and use a d6 icon in the combat tracker
Change surprise die to d6 or d12 and update surprise range based on surprise die
Disallowing initiative modifiers
Grouping initiative by PC, NPC, both or neither
Allowing initiative ties for simultaneous initiative situations
Swapping grouped initiative results between PCs and NPCs, particularly useful for OSRIC RAW
Descending initiative order
Resetting initiative at the start of a new round
Disallowing and removing the "Delay" option from the character sheet
Disallowing ability checks, removing the ability to drag an ability score die from the main tab of the character sheet to make an ability check
Removal of the options for "kit" selection from the character sheet
https://proitnow.blob.core.windows.net/images/add-options-house-rules.jpg
You can find it in the Forge, here: https://forge.fantasygrounds.com/shop/items/688/view
Doomsword
June 30th, 2022, 02:39
This now includes the Core 1e extension, by the esteemed Celestian, with an option to turn it on or off.
https://proitnow.blob.core.windows.net/images/add-options-house-rules-20220629-2jpg.jpg
Doomsword
August 15th, 2022, 19:31
Updated to 1.2 in the Forge.
It now includes:
Default to adding new fields for specifying the classes and levels that an NPC fights as or saves as. This should make it easier to handle NPCs that have character levels or NPCs that are designated as fighting or saving as a character class and/or a different number of hit dice. If only "Level or HD" is changed, the NPC will use monster matrices at the HD specified. If a class is specified without a level, the NPCs current hit dice will be used. If the "To Hit" fields are not populated, the NPC combat matrix is editable.
Option to use the OSRIC Hit Dice to Equivalent Level table to apply a fighter to-hit matrix to the NPC, versus the default to-hit matrix
https://proitnow.blob.core.windows.net/images/add-options-house-rules-20220814.jpg
https://proitnow.blob.core.windows.net/images/add-options-house-rules-20220814-1.jpg
My testing reveals that everything should work as I expect, but it might not, so if you find any issues or have any questions/requests, you can find me here or on the Discord (in the 2E channel).
Next up is bringing in the OSRIC Equivalent Level saving throw matrix as an option.
EOTB
August 16th, 2022, 00:16
This is great! Thank you Doomsword! Anyone using it should delete the fudge factor effect that looks like this, or else the variance from the monster matrix will double
https://i.imgur.com/dMZIed0.png
Doomsword
August 16th, 2022, 04:30
Thanks!
I didn't think to look for that effect and nullify it if this is in use. I don't see why I couldn't do so. I'll look into that.
Doomsword
September 1st, 2022, 06:24
I was informed via PM (several days ago but just saw it a bit ago) that there was a problem in the extension, causing a d10 to be rolled for initiative regardless of setting. I have it fixed in the Forge and I'll publish it as soon as the Forge considers it ready. Make sure to update to receive the fixes.
Also, FYI, I have some changes coming to the extension that will make it better, as soon as I'm finished with some work on the Core 1e extension. Maybe 2 weeks...
PS - if anyone finds any issues with this extension or has any suggestions for it, hit me up in the Discord. I'm pretty much always there and you'll get a quick response.
Doomsword
October 9th, 2022, 07:12
I'm posting an update for this, with some significant changes and hopefully maintaining backward compatibility.
The basic idea is to transition this to an extension that works and provides usefulness for the OSRIC Ruleset (that I hope to release shortly), 2E RAW, and OSRIC/1E RAW run under the 2E ruleset, as well as anything that needs to be added later to support clones of either ruleset.
Of note for 2E players, it mostly positions the 2E ruleset at RAW, with options to turn on optional stuff. It also takes most of the standard options from 2E and moves them to a new location in the options menu.
I've really tried to intelligently make sure that no one's game breaks without their knowledge, keep all option settings that have already been set, and logically and carefully add/change things that needed to be changed to maintain fidelity with OSRIC/1E RAW and house rules and 2E RAW and rulebook optional rules.
Quick summary on who might want to use this and when:
For 1E players, for now, you would continue running 2E with the 1E option enabled and check your options carefully after upgrade
For 2E players, you should install this if you want some additional house rules and better options over the default
For old-school types that want to play 1E/OSRIC, hold tight for the OSRIC ruleset, but continue to use this as you already are and do check the updated options.
Once OSRIC is released, use it instead of 2E and only include this extension if you want something outside of OSRIC/1E RAW
Here's a quick spreadsheet on the options, reasoning and testing
Note that anything marked with a X below has been thoroughly tested as "working"
https://proitnow.blob.core.windows.net/images/adnd_op_hr_settings-testing.jpg
^^ anything in yellow is just something I want to continue looking at.
Default 2E options that this extension affects
https://proitnow.blob.core.windows.net/images/adnd_op_hr_default-2e-new.jpg
2E options after this mod is enabled
https://proitnow.blob.core.windows.net/images/adnd_op_hr_options-2e.jpg
OSRIC Ruleset (forthcoming)
--defaults
https://proitnow.blob.core.windows.net/images/adnd_op_hr_default-osric-1e.jpg
--options
https://proitnow.blob.core.windows.net/images/adnd_op_hr_options-osric-1e.jpg
Please let me know if you find any issues with this or have any suggestions or comments. Thanks!
Doomsword
October 21st, 2022, 16:45
An issue was discovered when using this with the latest FG and 2E and attempting a party "rest". This has been resolved and published.
Doomsword
October 28th, 2022, 05:41
Next up on this is adding an alternate ability check type of 3d6, some cleanup and triple-testing against OSRIC ruleset changes. Let me know if there's anything else you want to see.
Doomsword
October 29th, 2022, 21:21
Pushed a fix for an issue I discovered, where init size mod vs item mod wasn't correctly calculating, resulting in init size mod sometimes incorrectly being 0.
Doomsword
October 31st, 2022, 03:49
Updated to fix issues with improperly entered data in the save matrices
Ramza
January 4th, 2023, 19:56
When I try to add the fighter OSRIC class into the Fights As box on an npc I get this error:
Script execution error: [string "..ons and House Rules:..fights_saves_as.lua"]:78: attempt to index field 'aFighterToHitMatrix' (a nil value)
It doesn't happen with other classes like the Ranger, but the THAC0 box still seems to being utilized, and not updated automatically. Is there a proper way to set this? I ave System: 1E/OSRIC Data turned On and System Monster Attack Matrices set to OSRIC in the options. Thank you
Doomsword
January 6th, 2023, 05:19
When I try to add the fighter OSRIC class into the Fights As box on an npc I get this error:
Script execution error: [string "..ons and House Rules:..fights_saves_as.lua"]:78: attempt to index field 'aFighterToHitMatrix' (a nil value)
It doesn't happen with other classes like the Ranger, but the THAC0 box still seems to being utilized, and not updated automatically. Is there a proper way to set this? I ave System: 1E/OSRIC Data turned On and System Monster Attack Matrices set to OSRIC in the options. Thank you
Yes, reproduced and fixed/released. Thanks very much for the feedback. This was a silly oversight on my part, due to inadvertently releasing some half-baked changes. Mostly. Did some further cleanup and fixed a couple really minor things I noticed while troubleshooting it. Let me know what else you find!
Coming up, I'm gonna make some changes to the chat messages resulting from attacks, especially when made with OSRIC/1E options enabled. I'll apply that to OSRIC ruleset, as well.
Morganwolf
January 18th, 2023, 07:19
Hello, any chance to see the 1E Comeliness Stat added along with the Honor from Oriental adventures; mainly interested in Comeliness. Choice in Options to add either; hopefully it won't cover over the Combat section. Regards.
Doomsword
January 18th, 2023, 16:01
Hello, any chance to see the 1E Comeliness Stat added along with the Honor from Oriental adventures; mainly interested in Comeliness. Choice in Options to add either; hopefully it won't cover over the Combat section. Regards.
Sure, that shouldn't be a problem. I'll work on it and post back when it's done. Thanks for the suggestion.
Uraence
January 24th, 2023, 06:51
Thanks for the mod!
I did find an issue with Armor Damage and Shields. When PC takes damage it does 1 armor damage to a shield first if it's equipped and not the armor. This is fine. However, when it reaches it's max Armor DP total it sets the Base AC to 10, but it should be 0. Armor being set to 10 is proper because the armor is destroyed and no longer providing it's base AC. The problem with shields is its AC is an AC bonus (+1 for non magical) and factors in as a -1 to overall AC. When the shield is destroyed and auto set to AC 10 it is factoring it as a -10 to overall AC.
So a Fighter with Dex 10 (Def Adj: 0) Chainmail (Base AC 5) and a Medium Shield (+1 AC) has an AC: 4. When the shield is destroyed the Fighter now has an AC: -5. I'm sure the player will appreciate that, but the DM may not. :P
Also, if there were a place on the char sheet (like the main tab) to track the current armor and shield damage at a glance vs having to open up the inventory item that would be fantastic.
Thanks for your time!
Doomsword
January 25th, 2023, 20:38
Thanks for the mod!
I did find an issue with Armor Damage and Shields. When PC takes damage it does 1 armor damage to a shield first if it's equipped and not the armor. This is fine. However, when it reaches it's max Armor DP total it sets the Base AC to 10, but it should be 0. Armor being set to 10 is proper because the armor is destroyed and no longer providing it's base AC. The problem with shields is its AC is an AC bonus (+1 for non magical) and factors in as a -1 to overall AC. When the shield is destroyed and auto set to AC 10 it is factoring it as a -10 to overall AC.
So a Fighter with Dex 10 (Def Adj: 0) Chainmail (Base AC 5) and a Medium Shield (+1 AC) has an AC: 4. When the shield is destroyed the Fighter now has an AC: -5. I'm sure the player will appreciate that, but the DM may not. :P
Also, if there were a place on the char sheet (like the main tab) to track the current armor and shield damage at a glance vs having to open up the inventory item that would be fantastic.
Thanks for your time!
Apologies for the delay - I missed this port.
I think you're probably using Sterno's mod along with this one, in that case. I didn't include any armor damage or anything like that.
I know that he's trying to not actively maintain it, but you may check here to see if this has been reported and worked around: https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules
I CAN add armor damage and stuff like that to this mod, but it will be a bit before I can get to it. I can look at that when I work on another request that's already in my to-do list. I can give you a better timeline in including that, here, after I've looked at it, but I don't know that the 2 mods will work together in a way that allows me to do it while having both mods enabled.
I'll check it out.
Thanks!
Uraence
January 26th, 2023, 07:30
I don't know what's going on then. I don't have the Hackmaster ext enabled and when I turn yours off it still shows Armor Damage as an option. Perhaps it's the Fantasy Grounds coding for Combat & Tactics?
Doomsword
January 26th, 2023, 16:25
I don't know what's going on then. I don't have the Hackmaster ext enabled and when I turn yours off it still shows Armor Damage as an option. Perhaps it's the Fantasy Grounds coding for Combat & Tactics?
Yeah, I see that you're right. The 2E ruleset, itself, has an option for this. I never use it, so I had forgotten that it exists. I'll test it and at least get armor damage functioning correctly while this extension is loaded. Sorry if I accidentally set you off on a wild-goose chase.
Uraence
January 26th, 2023, 16:49
No prob at all. Def wanted to double check to make sure I wasn't doing something wrong.
Sagrarius
February 3rd, 2023, 19:24
Hi, I've find this extension very useful, in special for the options of Group Initiative, but there is some issue with suprise checks when I try them. The following log appears to me:
[ERROR] Script execution error: [string"..ons and House Rules:..rise_adnd_op_hr.lua"]:30: attempt to call field 'getCTFromActor' (a nil value)
Can you help me to solve it? Thank you!
Doomsword
April 2nd, 2023, 06:09
Hi, I've find this extension very useful, in special for the options of Group Initiative, but there is some issue with suprise checks when I try them. The following log appears to me:
[ERROR] Script execution error: [string"..ons and House Rules:..rise_adnd_op_hr.lua"]:30: attempt to call field 'getCTFromActor' (a nil value)
Can you help me to solve it? Thank you!
My apologies for not responding sooner. I didn't see this or any notification of your post. I've been away doing some other stuff. I'll look into this right away. I just uploaded a new version that takes into account some of the underlying changes that have been made in the rulesets. That may fix your issue. At any rate, I'll test and make sure this gets corrected, as well as any other outstanding issues. I'll respond to this a little later on, once I've been able to test it.
Doomsword
April 3rd, 2023, 03:48
Hi, I've find this extension very useful, in special for the options of Group Initiative, but there is some issue with suprise checks when I try them. The following log appears to me:
[ERROR] Script execution error: [string"..ons and House Rules:..rise_adnd_op_hr.lua"]:30: attempt to call field 'getCTFromActor' (a nil value)
Can you help me to solve it? Thank you!
This issue should be fixed now. This was a pretty big one for anyone using this, so extra-sorry about that. If you guys have these issues, don't feel bad about spamming them at me.
Doomsword
April 3rd, 2023, 03:57
Next up on this, I'll look at armor damage, comeliness, honor. Let me know if I've missed something or if there's something else you want
Doomsword
April 5th, 2023, 23:59
Hello, any chance to see the 1E Comeliness Stat added along with the Honor from Oriental adventures; mainly interested in Comeliness. Choice in Options to add either; hopefully it won't cover over the Combat section. Regards.
Added options for either turning on Comeliness (UA) or turning on Comeliness and Honor (OA). Didn't do any automation or anything fancy. Anyone using these will either know what they're doing or will consult their 1E books. It works with both OSRIC ruleset and 2E ruleset (in case you have a reason to want to use these stats there).
Doomsword
April 8th, 2023, 04:01
Thanks for the mod!
I did find an issue with Armor Damage and Shields. When PC takes damage it does 1 armor damage to a shield first if it's equipped and not the armor. This is fine. However, when it reaches it's max Armor DP total it sets the Base AC to 10, but it should be 0. Armor being set to 10 is proper because the armor is destroyed and no longer providing it's base AC. The problem with shields is its AC is an AC bonus (+1 for non magical) and factors in as a -1 to overall AC. When the shield is destroyed and auto set to AC 10 it is factoring it as a -10 to overall AC.
So a Fighter with Dex 10 (Def Adj: 0) Chainmail (Base AC 5) and a Medium Shield (+1 AC) has an AC: 4. When the shield is destroyed the Fighter now has an AC: -5. I'm sure the player will appreciate that, but the DM may not. :P
Also, if there were a place on the char sheet (like the main tab) to track the current armor and shield damage at a glance vs having to open up the inventory item that would be fantastic.
Thanks for your time!
I've been looking into this, and I don't know if these issues are related to not having Armor DP set up for all of the items, because the ruleset doesn't appear to do that for you. I've started working on armor damage and at least have the DP values being populated when dropped into a character's inventory. I took the DP values from the Complete Fighter's Handbook, and everything from 2E PHB, OSRIC - Player's Content, and Complete Fighter's Handbook should now populate with those values.
It's based on the names of the items so it's not always gonna work, particularly in the case of misspelled, made-up or magical items but I'm gonna put some more work into that. Here's the item names it recognizes and auto-applies Armor DP to, case-insensitive:
banded mail
banded armor
brigandine
bronze plate mail
chainmail
field plate
field plate armor
full plate
full plate armor
gallic
hide armor
leather armor
mail shirt
mail hauberk or byrnie (chain)
mail elfin (chain)
padded armor
padded gambeson
plate armor
plate mail
ring mail
ring armor
samnite
scale mail
scale or lamellar
splint mail
splint armor
studded leather
studded armor
thracian
shield buckler
shield small
shield medium
shield body
shield large
Next up, I'll work on getting magic armors recognized, where possible. And, I'll work on getting the DP stuff viewable on the main sheet.
Haven't tested this in combat, but I imagine armor damage will work better now. As always, hit me up if you discover any problems before I do.
Sagrarius
April 14th, 2023, 18:39
Thank you so much, Doomsword. I had no time to check the new version yet, but I wonder do it soon. Another issue I noted before and forgot to mention here is that the Honor attribute was hiding some battle stats like Ac, Surprise and Taco. When I enter FG, I'll check this too and tell you here if the problem still persist. See ya.
fharlang
July 12th, 2023, 10:04
Has anyone noticed giants and other larger creatures have a set initiative of 9 even with the large creature initiative set to off?
Doomsword
July 17th, 2023, 05:44
Has anyone noticed giants and other larger creatures have a set initiative of 9 even with the large creature initiative set to off?
Sorry for the delay. Yeah, I'm seeing the same thing. Something isn't working as it should. I'll get it corrected sometime this week, along with something that's been requested under the OSRIC ruleset options for this extension. Thanks for letting me know.
Doomsword
July 20th, 2023, 05:38
Has anyone noticed giants and other larger creatures have a set initiative of 9 even with the large creature initiative set to off?
I started a new campaign, with the defaults, to try and troubleshoot this. I haven't been able to reproduce it, now. Can you show me the AD&D Options and House Rules options that you have set?
fharlang
July 20th, 2023, 21:17
58286
It appears to only effect creatures with H as the size.
Doomsword
July 21st, 2023, 04:20
58286
It appears to only effect creatures with H as the size.
Ok, thanks very much. I can reproduce it with that info. I'll get it fixed.
Doomsword
July 21st, 2023, 05:50
58286
It appears to only effect creatures with H as the size.
This should be fixed now. Thanks for your help. I probably never would have found it, otherwise. Update to get the new version, and let me know if you see any other issues.
Doomsword
July 27th, 2023, 04:46
FYI, updated the extension to allow disabling OSRIC initiative swap and disabling OSRIC initiative ties. Also discovered/fixed an issue with adjusting initiatives to "fix" unwanted ties in 2E and OSRIC. Update for changes and, of course, test it before any game and let me know if anything doesn't work as expected.
fharlang
August 2nd, 2023, 10:11
Initiative is not working when this extension is enabled, as soon as I turn it off and restart multiple campaigns initiative works again. It was working on the Sunday game.
Doomsword
August 2nd, 2023, 17:41
Initiative is not working when this extension is enabled, as soon as I turn it off and restart multiple campaigns imitative works again. It was working on the Sunday game.
I haven't made any changes since Sunday. Maybe you just updated and the newest version broke something in your game? Anyway, I'll try to reproduce it with the options you have set. I'm assuming this is a standard combat in the combat tracker. If you have any further details, feel free to share them. Thanks.
fharlang
August 2nd, 2023, 20:25
I just unloaded all extensions and started a older campaign and it has the same issue, all initiatives are zero in the combat tracker and will not change except manually. Unload this extension and the d10 combat tracker initiative works.
Doomsword
August 2nd, 2023, 20:48
I just unloaded all extensions and started a older campaign and it has the same issue, all initiatives are zero in the combat tracker and will not change except manually. Unload this extension and the d10 combat tracker initiative works.
Ok, thank you. There's probably some sort of issue with "auto-roll all", assuming I can reproduce it. I'll get on it ASAP. Apologies for the inconvenience.
Doomsword
August 4th, 2023, 06:32
I just unloaded all extensions and started a older campaign and it has the same issue, all initiatives are zero in the combat tracker and will not change except manually. Unload this extension and the d10 combat tracker initiative works.
Yeah, not sure what happened, yet, but I can see the same thing you do. I'll do my best to fix this sometime in the afternoon/evening.
Doomsword
August 6th, 2023, 05:19
I just unloaded all extensions and started a older campaign and it has the same issue, all initiatives are zero in the combat tracker and will not change except manually. Unload this extension and the d10 combat tracker initiative works.
Apologies, bud. Real-life stuff got in the way the last couple of days. Should be good to go now. There were a couple of simple typos that caused this.
fharlang
August 6th, 2023, 22:13
I tested on a few current campaigns and everything appears to work fine, no worries as we still used the extension. Thanks for keeping this extension working.
Doomsword
August 6th, 2023, 23:21
I tested on a few current campaigns and everything appears to work fine, no worries as we still used the extension. Thanks for keeping this extension working.
Great, thanks. You're quite welcome; I intend to continue to support it for as long as it's used.
Vackipleur
December 28th, 2023, 18:57
Hello,
I'm trying to emulate AD&D1 with your extension and I'm having some trouble with the encumbrance :)
First of all, the Strength bonuses shown are for 2nd Edition, not 1st Edition.
If I put 9 in Strength, here are the movement variations:
Normal 0 - 37 lbs movement 120 ft
Light 38 - 72 lbs movement 80 ft
Moderate 73 - 107 lbs movement 60 ft
Heavy 108+ lbs movement 40 ft
Instead of (PHB 1E page 101-102) :
0-35 lbs = 120 ft
36-70 lbs = 90 ft
71-105 lbs = 60 ft
106+ lbs = 40 ft
If I put 17 in force, here are the variations in movement :
Normal 0 - 42 lbs movement 120 ft
Light 43 - 77 lbs movement 80 ft
Moderate 78 - 112 lbs movement 60 ft
Heavy 113+ lbs movement 40 ft
Instead of :
0-85 lbs = 120 ft
86-120 lbs = 90 ft
121-155 lbs = 60 ft
156+ lbs = 40 ft
I have, of course, tried the same character with the second edition ruleset without the extension, and it follows the rules for encumbrance given in PHB 2E page 103.
Celestian has created an extension (https://forge.fantasygrounds.com/shop/items/150/view) that makes the ruleset 1E but it's not compatible with your extension :)
Translated with DeepL.com (free version)
Doomsword
December 29th, 2023, 17:47
Hello,
I'm trying to emulate AD&D1 with your extension and I'm having some trouble with the encumbrance :)
First of all, the Strength bonuses shown are for 2nd Edition, not 1st Edition.
If I put 9 in Strength, here are the movement variations:
Normal 0 - 37 lbs movement 120 ft
Light 38 - 72 lbs movement 80 ft
Moderate 73 - 107 lbs movement 60 ft
Heavy 108+ lbs movement 40 ft
Instead of (PHB 1E page 101-102) :
0-35 lbs = 120 ft
36-70 lbs = 90 ft
71-105 lbs = 60 ft
106+ lbs = 40 ft
If I put 17 in force, here are the variations in movement :
Normal 0 - 42 lbs movement 120 ft
Light 43 - 77 lbs movement 80 ft
Moderate 78 - 112 lbs movement 60 ft
Heavy 113+ lbs movement 40 ft
Instead of :
0-85 lbs = 120 ft
86-120 lbs = 90 ft
121-155 lbs = 60 ft
156+ lbs = 40 ft
I have, of course, tried the same character with the second edition ruleset without the extension, and it follows the rules for encumbrance given in PHB 2E page 103.
Celestian has created an extension (https://forge.fantasygrounds.com/shop/items/150/view) that makes the ruleset 1E but it's not compatible with your extension :)
Translated with DeepL.com (free version)
Thanks for the detailed info. I think there was something else I was supposed to look at with encumbrance, too.
I'll get to it shortly.
FYI, Celestian's 1e extension, referenced in your post, is included in this extension, so there should never be a need to run both of them at the same time.
I'll send an update soon.
Thanks again.
Vackipleur
January 1st, 2024, 10:01
Thanks Doomsword and happy new year :)
fharlang
January 8th, 2024, 08:24
When I have the extension enabled the Hit chart shows all 20's, without it I see what it should look like.
Doomsword
January 13th, 2024, 22:58
When I have the extension enabled the Hit chart shows all 20's, without it I see what it should look like.
Ok, I'll try to reproduce/fix this. I may have a question or two after I look at it. Thanks!
Doomsword
January 24th, 2024, 03:58
Apologies for the delay...
Just uploaded a new version, which includes:
fix 1e/osric currency weights and calculations
fix 1e/osric ability score details
fix 1e/osric encumbrance values and thresholds
best-effort fix for 1e/osric in case your db has all 20s for matrix values (not sure how that happens, but hopefully this will mostly correct it)
fix for 1e/osric open doors (rolling d6 instead of d20)
Vackipleur
January 27th, 2024, 18:08
Hello,
Thanks for the corrections.
But a little problem with NPCs that have a character class. How do you create a character class and call up the corresponding attack matrix and the appropriate save table?
:)
EDIT: I think I've found it. You just need to type the character class (like Fighter, MagicUser, Cleric, etc)
Doomsword
January 28th, 2024, 18:44
New version released that fixes issues with Comeliness and/or honor on the player side and fixes some other ability-score-related issues.
Big thanks to fharlang for helping me out with some stuff he was seeing.
Doomsword
January 28th, 2024, 18:50
Hello,
Thanks for the corrections.
But a little problem with NPCs that have a character class. How do you create a character class and call up the corresponding attack matrix and the appropriate save table?
:)
EDIT: I think I've found it. You just need to type the character class (like Fighter, MagicUser, Cleric, etc)
Depending upon what you're trying to do, you can use "Fights As" or "Saves As" on the "Main" tab of the NPC record, along with the "Level or HD" for each. Hope that helps.
https://proitnow.blob.core.windows.net/images/fight-as-saves-as.png
Vackipleur
January 31st, 2024, 16:30
indeed ! Great extension ! Thank you for your work, Doomsword :)
Vackipleur
February 2nd, 2024, 16:01
Hello,
Sorry for the double post but I found a new problem with the coins weight. It's not possible to change the weight, they have to be 0.5 lbs each...
In my example, 100 coins weigh 50 lbs instead of 10 and this doesn't change anything if I've configured the currencies in FG.
Of course, I've tried it without the extension and it works normally with ruleset 2E.
Thanks :)
Doomsword
February 2nd, 2024, 18:57
Hello,
Sorry for the double post but I found a new problem with the coins weight. It's not possible to change the weight, they have to be 0.5 lbs each...
In my example, 100 coins weigh 50 lbs instead of 10 and this doesn't change anything if I've configured the currencies in FG.
Of course, I've tried it without the extension and it works normally with ruleset 2E.
Thanks :)
No worries at all, and thanks very much for the report. 1E coin weights were being applied, regardless of currency weights and in some other situations. This should now be fixed, and you should now be able to populate custom values for coin weight and have them reflected properly, regardless of 1E or 2E selection. If no custom currency weight is set, the extension will use 50 coins to a pound for 2E and 10 coins to a pound for 1E/OSRIC. Thanks again, and let me know if you find anything else wrong.
Edit: I know you set 0.1 as the value, but in your case, this was getting multiplied by 5 to set coin weights for 1E/OSRIC appropriately from the default 2E values. That shouldn't happen any longer
seanny
February 3rd, 2024, 03:12
When I make an attack roll the chat result does not have the same modifier as the red dice box on my character sheet.
Not sure why.
This is my 1st character.
I have used his Bow where my character sheet says 0 modifier.
But in Chat a -1 is shown to Dice Roll.
AND for my long sword I think ,my character sheet shows 1 modifier ( I assume +1 for my strength).
BUT in chat roll no modifier is shown to d20 roll.
Here is some screens.
Is this correct ,AND if so what is giving me a -1 modifier ,is that due to AD&D monster matrix ,SINCE the OSRIC matrix seems to give same result in chat.
https://i.imgur.com/ug3FF2p.jpg
https://i.imgur.com/g2H9hE2.jpg
Is my starting level 1 characters THACO 20 ,what gives this -1 modifier ,EVEN though it is not shown in the preview red box for attack roll on my character sheet? I dont mind if this is what gives the modifier ,but should it ALSO be visible in this red box as well?
The Combat Tracker mimics my character sheet red box modifiers ,as in shows 0 modifier or else +1 modifier ,and the chat roll results still add another -1 to d20.
Few more screens. Showing Combat Tracker.
https://imgur.com/xlXbKJf
https://imgur.com/NOIMWwG
Doomsword
February 3rd, 2024, 04:19
Thanks for all the info. I'll check this out tomorrow. Might be that I included range modifiers, but I'm not sure right now. I'm sure I can do a better job of chat vs. actuality, however - haven't looked at that in a while. What's the range of this target?
EDIT: In retrospect, I'll at least look at the melee, first...
Vackipleur
February 3rd, 2024, 15:22
Thank you so much Doomsword! You're the best :)
I was wondering if it was possible to add the type "d6" in the choice of Skills in the tab of the same name? Indeed, it's possible to define a characteristic or a % but not a d6 in the Skills tab.
Would it be possible to add this choice to the extension, or is it ultimately linked to the ruleset (so it's up to the creator to do it)?
Doomsword
February 3rd, 2024, 18:06
@seanny
I hadn't noticed, but it's because of your character's encumbrance and the attack penalties that 2E assigns to those. OSRIC uses a lot of stuff from 2E, including this. It shouldn't have used this. To the best of my knowledge, there are no attack penalties for encumbrance in 1E or OSRIC, so I fixed it in the OSRIC ruleset. When you update, this should be taken care of. Thanks again for the excellent report - I'm surprised I never noticed it myself.
Doomsword
February 3rd, 2024, 19:00
Thank you so much Doomsword! You're the best :)
I was wondering if it was possible to add the type "d6" in the choice of Skills in the tab of the same name? Indeed, it's possible to define a characteristic or a % but not a d6 in the Skills tab.
Would it be possible to add this choice to the extension, or is it ultimately linked to the ruleset (so it's up to the creator to do it)?
Thanks!
Are you trying to add a skill in the main Skills tab, not the one on the character sheet? And, you want to add a skill that's rolled on a d6? If that's the case, you're probably best off matching the d100 to a d6, like so:
1 in 6 is ~16%
2 in 6 is 33 %
3 in 6 is 50%
4 in 6 is 67%
5 in 6 is ~84%
6 in 6 is 100%
It obviously wouldn't roll d6's in the case of rollables, but it would give you a good approximation. I think that's how most of the modules do it.
I probably could make it happen, but this comes from the core ruleset as far as I know. I do occasionally make modifications to the core, but I try not to do that too much so that I don't break anything.
If that's NOT what you're trying to do, can you give me more info?
Vackipleur
February 3rd, 2024, 19:52
You've understood me perfectly well. I find that rolling 1d6 is more OSR than rolling 1d100 :)
And of course, I've converted the odds on 1d6 to a percentage.
Doomsword
February 3rd, 2024, 23:33
I agree completely. I did end up finding where to change this, but it's not changing and I don't know the implications of changing it, yet. I'll continue to look at it, as time permits, but it appears that it will be quite time-consuming. That's provided I can find the time and other things aren't more important. Sorry for the unfortunate news on this one.
seanny
February 4th, 2024, 00:59
Thanks for update.
My attacks give same result in chat ,combat tracker and character sheet red box now.
Great.
Vackipleur
February 4th, 2024, 09:12
I agree completely. I did end up finding where to change this, but it's not changing and I don't know the implications of changing it, yet. I'll continue to look at it, as time permits, but it appears that it will be quite time-consuming. That's provided I can find the time and other things aren't more important. Sorry for the unfortunate news on this one.
Don't worry! It's a very minor feature. It's not important and I'm fine with the %. Thank you :)
Vackipleur
February 12th, 2024, 18:06
Hello,
Sorry double post but I think there's a problem with the attack matrices.
Are they configured for players? Because player-characters are subject to THAC0.
Unless I haven't understood how to do it :)
Doomsword
February 16th, 2024, 19:32
Hello,
Sorry double post but I think there's a problem with the attack matrices.
Are they configured for players? Because player-characters are subject to THAC0.
Unless I haven't understood how to do it :)
Sorry it took so long to get back to you. I was fixing another couple of issues that I noticed while looking at this.
Now, I'm not sure exactly what you're experiencing, but I do see that the PCs' matrix is wrong from the player side and correct from the DM side. Not sure what's up with that, yet. Could that be what's causing your issue? If it's something different that you're describing, can you give some more details?
I will work on fixing the matrix differences, because that's a pretty big deal for 1e/OSRIC.
Thanks for the report!
Vackipleur
February 18th, 2024, 09:12
Thanks Doomswords. That's exactly what I'm experiencing. Matrix are correct from the DM side and wrong from the player side.
A new feature, is it possible to modify the Weight allowance and Max Press values in the Inventory tab (and also in the characteristic STR), please?
The Weight Allowance could be 35 lbs + the bonus (or malus due to STR).
For example, if I have a strength of 17, my Weight Allowance would be 85 lbs (35 + 50 bonus) (i.e. before my movement is reduced).
The current Max Press is that of AD&D2. It should be 150 lbs + the Strength bonus (or malus) for AD&D1.
Example with a strength of 17 it should be 150 + 50 = 200 lbs.
And don't worry, you've got time. It's very kind of you to do this extension.
My players and I thank you very much for creating this extension. It allows us to play AD&D1 like it was 40 years ago ^^'
Doomsword
February 23rd, 2024, 22:21
Thanks Doomswords. That's exactly what I'm experiencing. Matrix are correct from the DM side and wrong from the player side.
A new feature, is it possible to modify the Weight allowance and Max Press values in the Inventory tab (and also in the characteristic STR), please?
The Weight Allowance could be 35 lbs + the bonus (or malus due to STR).
For example, if I have a strength of 17, my Weight Allowance would be 85 lbs (35 + 50 bonus) (i.e. before my movement is reduced).
The current Max Press is that of AD&D2. It should be 150 lbs + the Strength bonus (or malus) for AD&D1.
Example with a strength of 17 it should be 150 + 50 = 200 lbs.
And don't worry, you've got time. It's very kind of you to do this extension.
My players and I thank you very much for creating this extension. It allows us to play AD&D1 like it was 40 years ago ^^'
For whatever, reason, I didn't get a notification of your post.
Thanks for the kind words and the reports.
Those features are already there, but I didn't test them all from the player side. Turns out, I had to figure out how to make them available to the players due to a data limitation that I wasn't aware of. I did all that and tested it pretty extensively with the 2E ruleset. This extension also applies to my OSRIC (1E) ruleset, so I tested that out, found similar issues in the ruleset itself, and still need to test this extension with it. Things came up that got in the way of doing that and releasing the fixes.
I'll have a new version of this out ASAP. I simply need to make sure to test it enough that I can be fairly confident that it won't break anyone's games.
Releases coming soon...
Doomsword
March 3rd, 2024, 06:08
A new version of AD&D Options and House Rules is now available in the forge. I tested it as much as I reasonably could, both with 2E and OSRIC. There's no way to catch everything, so please let me know if you find any issues. It corrects a bunch of issues on the player side, including those involving the matrices. It also fixes some bugs that I discovered in testing. The internal changes are significant and there are player-facing changes that are probably noticeable, so you may wish to test it before updating. Thanks!
Doomsword
March 3rd, 2024, 19:56
A new version is available in the forge to fix GM rolling from the CT in OSRIC when the initiative die option has been changed from the default of d6.
Vackipleur
March 9th, 2024, 15:15
Hello Doomsword,
There's an issue with the Comeliness. It remains set at 9 and it is not possible to change this score...
Doomsword
March 9th, 2024, 16:05
Hello Doomsword,
There's an issue with the Comeliness. It remains set at 9 and it is not possible to change this score...
Thanks! I'll check it out and get it fixed.
Doomsword
March 11th, 2024, 22:55
New version available (1.75)
Fixes all issues I could find with clients not being able to access options set by the GM. This sometimes caused a lot of weirdness with dice settings and matrices and stuff
Fixes having to reload when almost all of the options are changed. You should now be able to change almost any option and have GM and clients being able to see the effects immediately
Fixes issue with CT sometimes not respecting ascending/descending order
Fixes comeliness not being adjustable
Thanks everyone for the bug reports. They've been very helpful. If you see anything please post in Discord, PM, or the forum, and I'll work on it.
Vackipleur
March 16th, 2024, 15:59
New version available (1.75)
If you see anything please post in Discord, PM, or the forum, and I'll work on it.
Hi,
New errors spotted:
[3/16/2024 3:48:47 PM] [ERROR] Script execution error: [string "2E:scripts/manager_combat_record_adnd.lua"]:231: bad argument #1 to 'random' (number expected, got nil)
[3/16/2024 3:49:24 PM] [WARNING] Frame d6red contains out-of-range values in TopLeft.
You can launch an encounter but if you have many monsters only one will appear in CT. And impossible to set initiative for monsters. Will stay to 0 even if you set initiative manually...
Doomsword
March 16th, 2024, 19:45
Hi,
New errors spotted:
[3/16/2024 3:48:47 PM] [ERROR] Script execution error: [string "2E:scripts/manager_combat_record_adnd.lua"]:231: bad argument #1 to 'random' (number expected, got nil)
[3/16/2024 3:49:24 PM] [WARNING] Frame d6red contains out-of-range values in TopLeft.
You can launch an encounter but if you have many monsters only one will appear in CT. And impossible to set initiative for monsters. Will stay to 0 even if you set initiative manually...
Thank you. I'll take a look at it and see what's up.
Doomsword
March 16th, 2024, 20:14
New version released (1.76):
Fixes issues with adding encounters to the combat tracker
Fixes issues with rolling init from a monster entry in the combat tracker
PS - can't set init manually and have it reflected in the ct list. I'll have to look at that, as I don't think I've ever tested that - will take a look when I have time
Vackipleur
March 16th, 2024, 21:03
New version released (1.76):
Fixes issues with adding encounters to the combat tracker
Fixes issues with rolling init from a monster entry in the combat tracker
Great ! It works now :)
PS - can't set init manually and have it reflected in the ct list. I'll have to look at that, as I don't think I've ever tested that - will take a look when I have time
Same for players. It's important, for example, if you want to set a different initiative for some players using missile weapons because it is adjusted by DEX bonus.
Each participant does not make a separate initiative roll. However, the Dexterity Attacking adjustment is
added to (or subtracted from) the initiative roll for each missile-firing combatant on an individual basis.
highwayman03
March 19th, 2024, 01:55
Copyright 2024 Smiteworks USA, LLC
[3/18/2024 8:49:49 PM] EXTENSION: (LINK)\rClock Adjuster v4.5:\rProvides an interface for easy time tracking and management.\nThis extension is a combined effort of PR6I6E6ST (Troy Monteith), bmos, PokeyCA, MeAndUnique, Corun-Kail, and JustinFreitas.
[3/18/2024 8:49:49 PM] EXTENSION: (LINK)\nMoon Tracker v2.6\r--created by DMFirmy and updated by Andraax and bmos.
[3/18/2024 8:49:49 PM] EXTENSION: Extension (Calendar - Generic Lunar Day) loaded.
[3/18/2024 8:49:49 PM] EXTENSION: AD&D Options and House Rules v1.76 (2024.03.16)\rby Doomsword\r For use with the 2E or OSRIC rulesets
[3/18/2024 8:49:49 PM] EXTENSION: AudioOverseer - CoreRPG version 2.1.\rby Celestian, 2020-2022
[3/18/2024 8:49:49 PM] EXTENSION: Author - CoreRPG version 5.06.\rby Celestian, 2017-2020\r---\r/author help for options.
[3/18/2024 8:49:49 PM] MEASURE: LOAD - PART 2 - 144.911403
[3/18/2024 8:49:53 PM] s'updateHonor'
[3/18/2024 8:49:53 PM] s'updateComeliness'
[3/18/2024 8:49:57 PM] [ERROR] Script execution error: [string "2E:campaign/scripts/char_click_chooser.lua"]:67: openWindow: Invalid parameter 1
This is the error I get when I click on the Kit section of the Main page. Plus the kit name is all garbbled.
Doomsword
March 19th, 2024, 02:22
Copyright 2024 Smiteworks USA, LLC
[3/18/2024 8:49:49 PM] EXTENSION: (LINK)\rClock Adjuster v4.5:\rProvides an interface for easy time tracking and management.\nThis extension is a combined effort of PR6I6E6ST (Troy Monteith), bmos, PokeyCA, MeAndUnique, Corun-Kail, and JustinFreitas.
[3/18/2024 8:49:49 PM] EXTENSION: (LINK)\nMoon Tracker v2.6\r--created by DMFirmy and updated by Andraax and bmos.
[3/18/2024 8:49:49 PM] EXTENSION: Extension (Calendar - Generic Lunar Day) loaded.
[3/18/2024 8:49:49 PM] EXTENSION: AD&D Options and House Rules v1.76 (2024.03.16)\rby Doomsword\r For use with the 2E or OSRIC rulesets
[3/18/2024 8:49:49 PM] EXTENSION: AudioOverseer - CoreRPG version 2.1.\rby Celestian, 2020-2022
[3/18/2024 8:49:49 PM] EXTENSION: Author - CoreRPG version 5.06.\rby Celestian, 2017-2020\r---\r/author help for options.
[3/18/2024 8:49:49 PM] MEASURE: LOAD - PART 2 - 144.911403
[3/18/2024 8:49:53 PM] s'updateHonor'
[3/18/2024 8:49:53 PM] s'updateComeliness'
[3/18/2024 8:49:57 PM] [ERROR] Script execution error: [string "2E:campaign/scripts/char_click_chooser.lua"]:67: openWindow: Invalid parameter 1
This is the error I get when I click on the Kit section of the Main page. Plus the kit name is all garbbled.
Thanks for the report. This should be fixed, once you update. Please let me know if you see anything else that's not working correctly.
Doomsword
March 24th, 2024, 01:14
New version available that fixes an issue when using magic shields from the OSRIC ref module. Also corrects encumbrance movement rates for 1E and OSRIC, and adds max movement rate by armor type.
ZippeeJerred
March 27th, 2024, 04:03
Hi,
there seems to be an issue with non-group initiative. With all options turned to deny group initiative (Neither / Off / Off) the CT is still rolling by group.
I can override for the PCs by rolling on individual sheets but then as soon as NPC initiative is rolled it includes the PCs and changes them to group with a fresh score.
Any form of initiative roll via the CT is by group.
Can't break out of the cycle at all its the same with both D6 and D10.
If I roll initiative from an NPC sheet nothing rolls - there's no change to any results on the CT
Doomsword
March 27th, 2024, 04:41
Thanks. I'll take a look...
Doomsword
March 28th, 2024, 23:25
Great ! It works now :)
Same for players. It's important, for example, if you want to set a different initiative for some players using missile weapons because it is adjusted by DEX bonus.
Latest update fixes being able to change innit values in ct node detail, and have it reflected in the list with the actor moved to the appropriate spot in the list. It was an issue with the d6 option and quite tricky, but should work now
Doomsword
March 28th, 2024, 23:27
Hi,
there seems to be an issue with non-group initiative. With all options turned to deny group initiative (Neither / Off / Off) the CT is still rolling by group.
I can override for the PCs by rolling on individual sheets but then as soon as NPC initiative is rolled it includes the PCs and changes them to group with a fresh score.
Any form of initiative roll via the CT is by group.
Can't break out of the cycle at all its the same with both D6 and D10.
If I roll initiative from an NPC sheet nothing rolls - there's no change to any results on the CT
This should be resolved in the new update.
Doomsword
March 28th, 2024, 23:27
New update available - 1.79
fix init mod changes in options when running under 2E
fix changing init values in a ct record when using d6 for init - now properly reflects the change and moves the actor to the correct position in the list
fix dragging actors to different spots in the list and properly updating d6 init values
fix initiative grouping issues when grouping options have changed
fixes for dm generating init from ct menu, to ensure values higher than the max die value won't be generated regardless of init die
other minor fixes for occassional weirdness, particularly in init and combat scripts
* please test everything that you can and let me know if you find problems. I test as much as is reasonable, but a lot of these updates, lately, have carried a lot of changes and refactoring, so things sometimes get missed and/or reintroduced. Hope I didn't break something!
ZippeeJerred
March 29th, 2024, 15:30
Many thanks for the quick response.
I've tested and played around with CT and initiative for most of the morning - can't find any errors. No doubt that'll happen 5 minutes into the next game :o
Will let you know if anything weird crops up
Doomsword
March 29th, 2024, 18:06
Many thanks for the quick response.
I've tested and played around with CT and initiative for most of the morning - can't find any errors. No doubt that'll happen 5 minutes into the next game :o
Will let you know if anything weird crops up
Yeah, that's the way it always goes...
Thanks for testing it out!
Vackipleur
April 1st, 2024, 17:32
@seanny
I hadn't noticed, but it's because of your character's encumbrance and the attack penalties that 2E assigns to those. OSRIC uses a lot of stuff from 2E, including this. It shouldn't have used this. To the best of my knowledge, there are no attack penalties for encumbrance in 1E or OSRIC, so I fixed it in the OSRIC ruleset. When you update, this should be taken care of. Thanks again for the excellent report - I'm surprised I never noticed it myself.
This AD&D2 feature is active again.
It's like the 2E effect
Encumbered
Moderate: ATK -1; Heavy ATK -2, AC -1; Severe: ATK -4, AC -3
Doomsword
April 2nd, 2024, 00:37
This AD&D2 feature is active again.
It's like the 2E effect
I might have reintroduced it, but I'm not sure I ever handled it when using the 2E ruleset vs. the OSRIC one. Thanks for the report.
It's now corrected in version 1.80 and I've also fixed a bug with incorrect currency weights calculating while the session is loaded. The latter was something I noticed while looking into this.
ZippeeJerred
April 3rd, 2024, 09:53
Yeah, that's the way it always goes...
Thanks for testing it out!
Turned out it took 10 minutes but . . .
First issue - spell duration in CT isn't clicking down, I know this was working a couple of weeks ago but not last night - also seems to be true for light sources.
Second issue - zombie initiative - they should always go last and have a INIT 80 effect in place which I assume is intended to put them on initiative 80 to ensure they go last (seems an odd number to pick but. . .) Anyway rolling NPC initiative on the CT kept rolling individual initiative for them. I could manually change it by overwriting for each on the CT but it was tedious.
Third issue (and this may be more OSRIC than general) but the PC sheets do not seem to be adding in the racial CON bonuses to saving throws for Dwarves and Gnomes - I can add this manually but would have thought it would be automated?
Similarly PC Thieves get neither racial or ability modifiers to their skills (oddly classed NPCs get their racial [but no ability] modifiers, I assume that's because they are pre-built in OSRIC)
Are these things meant to be automated?
Doomsword
April 4th, 2024, 00:56
Turned out it took 10 minutes but . . .
First issue - spell duration in CT isn't clicking down, I know this was working a couple of weeks ago but not last night - also seems to be true for light sources.
Second issue - zombie initiative - they should always go last and have a INIT 80 effect in place which I assume is intended to put them on initiative 80 to ensure they go last (seems an odd number to pick but. . .) Anyway rolling NPC initiative on the CT kept rolling individual initiative for them. I could manually change it by overwriting for each on the CT but it was tedious.
Third issue (and this may be more OSRIC than general) but the PC sheets do not seem to be adding in the racial CON bonuses to saving throws for Dwarves and Gnomes - I can add this manually but would have thought it would be automated?
Similarly PC Thieves get neither racial or ability modifiers to their skills (oddly classed NPCs get their racial [but no ability] modifiers, I assume that's because they are pre-built in OSRIC)
Are these things meant to be automated?
1. Spell and light effects durations are counting down properly for me. Maybe you have another extension installed that is interfering? If you want, let me know of a specific spell and I'll test it out. I tested several, as well as a couple of light effects
2. Zombies are definitely broken. I handle them and other monsters with custom init in a specific way that I seem to have accidentally left out at some point - I'll get this fixed quickly
3 and 4. Not automated but shouldn't be too difficult. I'll work on this as a feature request. If you have any others, let me know. Yeah, the thief NPCs being pre-built in the OSRIC reference work would certainly explain why those appear to be "working"
Thanks!
ZippeeJerred
April 4th, 2024, 08:44
Hi,
thanks for checking,
I'm only running AD&D House Rules and the classic light theme, no other extensions
Hmmm, it was web, spiritual weapon and torch light effects but I agree, they all seem to be working now. There has been a general update inbetween, maybe that sorted it.
Cheers for looking into zombies and racial/ability mods.
ZippeeJerred
April 5th, 2024, 13:31
Hi,
thinking of feature requests, would it be possible to have a "charging effect" for self that reduced active AC by 2 until the end of the round?
It should also add +2 to attacks but that might get messy with multiple attack routines in the round and besides I find that players like adding that bonus :) but adjusting AC on the fly is tougher and just adding +2 to enemy attacks isn't quite accurate what with the tables an' all.
A similar "casting effect" for self that suppressed DEX bonus to AC would be nice too . . .
JohnD
April 5th, 2024, 16:42
Charging; AC: -2
Spell Casting; NODEX
Set both to self and expire on round end should do it.
ZippeeJerred
April 5th, 2024, 17:54
Hi, appreciate the response and I'm sure what you say makes sense - but I don't know how to implement that I'm afraid
where do i use those lines to make an effect I can drop on a token?
Doomsword
April 5th, 2024, 22:54
There's also a "Charged" condition in the "Effects" window. You can drag that onto a token and it will apply +2/-1 modifiers. You'll need to go to the Effects tab of the actor in the CT and set a duration of 1 to make sure it expires at the beginning of a new round. I need to work on this and the other conditions to make sure they provide fidelity to the rulesets this supports (2E and OSRIC). I'll do that once I roll out the zombie fix.
I also have a very advanced extension that I wrote for personal purposes, which supports the way I run initiative and combat. In it, though, I use radials inspired by Sterno's prior work. Those would help with this, and I've wanted to add them. Perhaps I'll do so soon...
ZippeeJerred
April 5th, 2024, 23:12
Thanks, yeah I spotted the charged and no dex buttons only after posting. Typical!
I'll play about with those.
That's half the problem, we all have our own quirks after 40 years :)
Doomsword
April 6th, 2024, 05:14
New version 1.81 available
- fixes zombie initiative, as well as any creatures that have an "Always Last" special action, whether you get them from OSRIC or 2E modules. Initiative is set to 2 points higher than the maximum score on the chosen initiative die. Depending upon configuration, you may see chat values much higher than this but they'll be reflected properly in the combat tracker. I may muck around with that at some point but I consider it a minor, cosmetic-only issue
ZippeeJerred
April 6th, 2024, 10:11
Thanks, that looks great. All working as intended.
I'm not seeing any initiative chat values when rolling from the CT which is fine - I get initiative die +80 in the chat if I roll from an NPC sheet which is what I'd expect.
Doomsword
April 6th, 2024, 21:49
Thanks, that looks great. All working as intended.
I'm not seeing any initiative chat values when rolling from the CT which is fine - I get initiative die +80 in the chat if I roll from an NPC sheet which is what I'd expect.
Cool.
Yes, if you roll from the radial menu at the top of the combat tracker, you won't see results because they're generated behind the scenes. If you roll from an individual actor's init button in the CT (after the actor has been selected), you will see values in chat. That +80 was what I was talking about. You'd get a +99 if using a Zombie from 2E. Either one is taken care of in the CT; done behind the scenes rather than trying to fool with the die result in chat.
ZippeeJerred
April 9th, 2024, 11:11
There's also a "Charged" condition in the "Effects" window. You can drag that onto a token and it will apply +2/-1 modifiers. You'll need to go to the Effects tab of the actor in the CT and set a duration of 1 to make sure it expires at the beginning of a new round. I need to work on this and the other conditions to make sure they provide fidelity to the rulesets this supports (2E and OSRIC). I'll do that once I roll out the zombie fix.
Further to this I've been playing around with the "charged" effect (BTW why "charged" - surely charging or just charge, "charged" seems past tense and odd to me.)
Testing the “Charged” Effect
Charging should provide a +2 bonus to attack rolls and remove any DEX bonus to AC (or if none, impose a -1 penalty to AC). (See OSRIC p127)
Note: BTB the AC adjustment should only apply to the attack roll made by the charged target if equipped with a longer weapon, although customarily we've always applied it until the end of the round against any attack. The +2 to attack probably should only apply against the first attack routine made, not any subsequent multiple attack routines, although I'm pretty sure every table I've played at has left them in place until the end of the round. Maybe for this reason the effect has no duration as such - I'd still suggest a duration of 1 round would at least ensure the effect didn't remain in play accidentally.
Anyway
Ogres attacking against opponents with the "charged" effect active:
A) Against Dw RGR3, AC 4 (Splint, DEX 0) – returned AC 1. This is the correct result.
[+4 for ogre v dwarf, -1 for charging = AC 1].
B) Against Dw CLR3, AC 4 (Mail, shield, DEX 0) – returned AC 2. This is incorrect by +1.
[+4 for ogre v dwarf, -1 for charging = AC 1]
C) Against Gn MU3, AC 8 (No armour, DEX -2) – returned AC 7. This is incorrect by +1.
[+4 for ogre v gnome, -2 for loss of DEX = AC 6].
D) Against Hu FTR3, AC 2 (Mail, shield +1, DEX -1) – returned AC 6. This is incorrect by +3.
[-1 for loss of DEX = AC 3]
E) Against Hu RGR1, AC 3 (Mail, shield, DEX -1) – returned AC 6. This is incorrect by +2.
[-1 for loss of DEX = AC 4]
F) Against Hu THF2, AC 3 (brigandine, DEX -4) – returned AC 8. This is incorrect by +1.
[-4 for loss of DEX = AC 7].
At first, I thought it was subtracting the DEX and then subtracting the -1 in addition but that doesn't explain D and E. Then I thought it might be that plus some kind of shield error (adding the shield back twice) which would account for D and E but not B. Either my assumptions and understanding is way off, never to be ruled out :) or something weird is going on.
I’ve seen no problems with the +2 to attack rolls.
Additional note on dwarf/gnome trait of imposing -4 on the attack rolls of ogres and such. The effect appears to be improving the target AC by +4 not subtracting it from the attack roll. No modification was made to the ogre's dice rolls on any of these attacks. When using the matrix the effect of a mod to attack and mod to AC are generally similar until you hit the plateau of 20 to hit when it skews somewhat.
Vackipleur
April 9th, 2024, 13:14
If you use the effect "Charged" from the ruleset, according to the Reference (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641187/Reference+-+Effects), modifiers applied are: +2 to hit, AC reduced by 1, Dexterity and Shield ignored in armor calculations.
For AD&D1, I'm using two custom effects:
Charge (w/oDEX): ATK: +2; AC: -1
or
Charge (wDEX); ATK: +2; Nodex
And players warn me if they have DEX bonus or not
ZippeeJerred
April 9th, 2024, 13:53
Hi,
thanks for that
Only thing is I don't think the "charged" effect is just reducing AC by 1
In my examples
A) changed from AC4 to AC1 (inc dwarf v ogre)
B) changed from AC4 to AC2 (inc dwarf v ogre)
C) changed from AC8 to AC7 (inc gnome v ogre)
D) changed from AC2 to AC6
E) changed from AC3 to AC6
F) changed from AC3 to AC8
I'm not sure what is happening but it ain't (just) AC -1 :confused:
Sorry, pretty new to FGU, so dumb question but do I just enter those string values into the advanced effects part of the character sheet? Custom effects doesn't seem to be giving me any real ability to create anything other than a new line of [effect all 1 RND vision], nothing I can actually write script into. I'm probably missing something obvious!
OK, I entered them in the CT effect line and they worked fine, no errors. So many thanks for that but not as easy as a draggable effect button even if I have them in the hot buttons :)
ZippeeJerred
April 9th, 2024, 15:31
Ran some further test, I'll repeat the whole lot for easy reference
Ogres attacking against charging opponents:
A) Against Agatha: Dw RGR3, AC 4 (Splint, DEX 0) – returned AC 1. This is the correct result.
[+4 for ogre v dwarf, -1 for charging = AC 1].
B) Against Akbar: Dw CLR3, AC 4 (Mail, shield, DEX 0) – returned AC 2. This is incorrect by +1.
[+4 for ogre v dwarf, -1 for charging = AC 1]
C) Against Jeremiah: Hu FTR3, AC 2 (Mail, shield +1, DEX -1) – returned AC 6. This is incorrect by +3.
[-1 for loss of DEX = AC 3]
D) Against Mellix: Gn MU3, AC 8 (No armour, DEX -2) – returned AC 7. This is incorrect by +1.
[+4 for ogre v gnome, -2 for loss of DEX = AC 6].
E) Against Sebastian: Hu RGR1, AC 3 (Mail, shield, DEX -1) – returned AC 6. This is incorrect by +2.
[-1 for loss of DEX = AC 4]
F) Against Wilf: Hu THF2, AC 3 (brigandine, DEX -4) – returned AC 8. This is incorrect by +1.
[-4 for loss of DEX = AC 7].
Equipping shield on Agatha and Wilf
G) Against Agatha: Dw RGR3, AC 3 (Splint, shield, DEX 0) – returned AC 2. Incorrect by +2
[AC 3 +4 for ogre v dwarf, -1 for charging = AC 0].
H) Against Akbar: Dw CLR3, AC 4 (Mail, shield, DEX 0) – returned AC 2. This is incorrect by +1.
[+4 for ogre v dwarf, -1 for charging = AC 1]
I) Against Jeremiah: Hu FTR3, AC 2 (Mail, shield +1, DEX -1) – returned AC 6. This is incorrect by +3.
[-1 for loss of DEX = AC 3]
J) Against Mellix: Gn MU3, AC 8 (No armour, DEX -2) – returned AC 7. This is incorrect by +1.
[+4 for ogre v gnome, -2 for loss of DEX = AC 6].
K) Against Sebastian: Hu RGR1, AC 3 (Mail, shield, DEX -1) – returned AC 6. This is incorrect by +2.
[-1 for loss of DEX = AC 4]
L) Against Wilf: Hu THF2, AC 2 (brigandine, shield, DEX -4) – returned AC 8. This is incorrect by +2.
[-4 for loss of DEX = AC 6].
Using an orc to eliminate the ogre +4 bonus vs Agatha, Akbar, and Mellix
M) Against Agatha: Dw RGR3, AC 3 (Splint, shield, DEX 0) – returned AC 6. Incorrect by +2
[-1 for charging = AC 4].
N) Against Akbar: Dw CLR3, AC 4 (Mail, shield, DEX 0) – returned AC 6. This is incorrect by +1.
[-1 for charging = AC 5]
O) Against Jeremiah: Hu FTR3, AC 2 (Mail, shield +1, DEX -1) – returned AC 6. This is incorrect by +3.
[-1 for loss of DEX = AC 3]
P) Against Mellix: Gn MU3, AC 8 (No armour, DEX -2) – returned AC 11. This is incorrect by +1.
[-2 for loss of DEX = AC 10].
Q) Against Sebastian: Hu RGR1, AC 3 (Mail, shield, DEX -1) – returned AC 6. This is incorrect by +2.
[-1 for loss of DEX = AC 4]
R) Against Wilf: Hu THF2, AC 2 (brigandine, shield, DEX -4) – returned AC 8. This is incorrect by +2.
[-4 for loss of DEX = AC 6].
Note that adding a shield to the armour of Agatha (A, G, M) and Sebastian (E, K, Q) changed their results. Removing the ogre complication made no change to the margin of error.
Given that shields were generating a problem a week back, that Doomsword resolved, I can't help but think that the issue lies with them. It's almost like an extra -1 is being applied across the board with another -1 for having a shield (-2 for the magic shield).
this seems to be supported by the fact that equipping/unequipping a shield after having applied/removed "charged" isn't changing the target AC. If I reload the entire CT, equipping/unequipping changes the AC as normal - adding "charged" stops that from happening, it seems to freeze the shield factor at what it was initially.
Doomsword
April 9th, 2024, 18:16
As always, thanks for the testing and details. I agree with your assessment of how charging should work and how it's normally played. I can certainly remove the "charged" effect after the 1st attack, which would be the correct way to handle it. But people would need to be aware that this is the case and that making any sort of attack roll after adding the "charged" effect would remove it. I guess I could always make it an option, too, where you can remove the effect after the 1st attack or leave the modifiers in play until a new round has begun.
I also agree that the term "charged" is not the best way to express it and I did have it changed to "charging" when I first worked on this. I guess that never made it over when I stopped just modding the ruleset and turned this into an extension.
Regarding the math details and how they're not working out, I'll run through similar scenarios and see what's up. I'm going to start with all of this in the OSRIC ruleset since 2E probably works the way people expect it to, or, at least, people already have workarounds in place or have come to expect whatever it does as the way that things should be handled. Once changes have been made in OSRIC, I will check 2E to see if everything is doing as it should, though.
Gimme a bit and I'll get back to you.
Thanks again.
ZippeeJerred
April 9th, 2024, 19:04
Gimme a bit and I'll get back to you.
Thanks again.
No problem, no great rush. Thanks to Vackipleur I have a work around that suits my version of the game.
I just think if there's a system effect it ought to work, and ought to work BTB :)
Doomsword
April 9th, 2024, 19:07
Yeah, I saw that you have a workaround, which is good, but I agree that this should work BTB and provide less confusion and an easier way to get the needed results (as well as fix any issues).
georgelaiacona111
May 5th, 2024, 01:47
How do we report an error? I have narrowed it down to this extension. I'm getting a stack overflow when loading a campaign with this extension loaded.
like this:
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "2E:scripts/windowmanager.lua"]:87: C stack overflow
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_soundset.lua"]:125: C stack overflow
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "2E:scripts/manager_token_adnd.lua"]:756: C stack overflow
But lots of them, to the point where the app locks up and I can't even dump log files anymore.
Disable the extension, and the 2e Ruleset loads without issue. This started 4 May, 2024. Was working great prior to this.
I can try to send additional information if requested.
Thanks.
Doomsword
May 5th, 2024, 02:44
How do we report an error? I have narrowed it down to this extension. I'm getting a stack overflow when loading a campaign with this extension loaded.
like this:
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "2E:scripts/windowmanager.lua"]:87: C stack overflow
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_soundset.lua"]:125: C stack overflow
[5/4/2024 6:30:05 PM] [ERROR] Handler error: [string "2E:scripts/manager_token_adnd.lua"]:756: C stack overflow
But lots of them, to the point where the app locks up and I can't even dump log files anymore.
Disable the extension, and the 2e Ruleset loads without issue. This started 4 May, 2024. Was working great prior to this.
I can try to send additional information if requested.
Thanks.
Thanks for the report. I'll try to reproduce and I'll get back with you.
Doomsword
May 5th, 2024, 02:56
I'm not seeing it on my end. I've 2E v2024.04.10, CoreRPG v2024-04-16, and the extension v1.81.
Do you have other extensions loaded, and can you try it with any other extensions unloaded?
georgelaiacona111
May 5th, 2024, 04:03
I'm not seeing it on my end. I've 2E v2024.04.10, CoreRPG v2024-04-16, and the extension v1.81.
Do you have other extensions loaded, and can you try it with any other extensions unloaded?
I am loading no other extensions or features.
[5/4/2024 6:28:28 PM] FGU: v4.5.7 ULTIMATE (2024-05-02)
[5/4/2024 6:28:28 PM] OS: Windows 10 (10.0.19045) 64bit
[5/4/2024 6:31:55 PM] RULESET: 2E v2024.04.10 For Fantasy Grounds
--by Celestian 2017-2024
[5/4/2024 6:31:55 PM] RULESET: Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[5/4/2024 6:31:55 PM] EXTENSION: AD&D Options and House Rules v1.81 (2024.04.05)\rby Doomsword\r For use with the 2E or OSRIC rulesets
Updated via the auto updater May 4 in the AM.
Thanks!
Doomsword
May 5th, 2024, 04:16
I am loading no other extensions or features.
[5/4/2024 6:28:28 PM] FGU: v4.5.7 ULTIMATE (2024-05-02)
[5/4/2024 6:28:28 PM] OS: Windows 10 (10.0.19045) 64bit
[5/4/2024 6:31:55 PM] RULESET: 2E v2024.04.10 For Fantasy Grounds
--by Celestian 2017-2024
[5/4/2024 6:31:55 PM] RULESET: Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[5/4/2024 6:31:55 PM] EXTENSION: AD&D Options and House Rules v1.81 (2024.04.05)\rby Doomsword\r For use with the 2E or OSRIC rulesets
Updated via the auto updater May 4 in the AM.
Thanks!
Thanks for the update. I have the same versions and I had just updated before testing it out. I don't directly touch any of the referenced files with the extension. You might try emptying the combat tracker if you have anything in there, or sending over the options you have set. I can dig into the scripts and try to find out what might be causing this, tomorrow.
[5/4/2024 11:05:35 PM] Fantasy Grounds - v4.5.7 ULTIMATE (2024-05-02)
[5/4/2024 11:05:35 PM] RULESET: Advanced Dungeons & Dragons 2nd Edition
(c) Wizards of the Coast
[5/4/2024 11:05:35 PM] RULESET: 2E v2024.04.10 For Fantasy Grounds
--by Celestian 2017-2024
[5/4/2024 11:05:35 PM] RULESET: Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[5/4/2024 11:05:35 PM] EXTENSION: AD&D Options and House Rules v1.81 (2024.04.05)\rby Doomsword\r For use with the 2E or OSRIC rulesets
georgelaiacona111
May 5th, 2024, 17:58
Thanks for the update. I have the same versions and I had just updated before testing it out. I don't directly touch any of the referenced files with the extension. You might try emptying the combat tracker if you have anything in there, or sending over the options you have set. I can dig into the scripts and try to find out what might be causing this, tomorrow.
[5/4/2024 11:05:35 PM] Fantasy Grounds - v4.5.7 ULTIMATE (2024-05-02)
[5/4/2024 11:05:35 PM] RULESET: Advanced Dungeons & Dragons 2nd Edition
(c) Wizards of the Coast
[5/4/2024 11:05:35 PM] RULESET: 2E v2024.04.10 For Fantasy Grounds
--by Celestian 2017-2024
[5/4/2024 11:05:35 PM] RULESET: Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[5/4/2024 11:05:35 PM] EXTENSION: AD&D Options and House Rules v1.81 (2024.04.05)\rby Doomsword\r For use with the 2E or OSRIC rulesets
Takes forever to load enough to pull logs and check options.
I had a battle in progress with Caves of Chaos, Goblins being assisted by the Hobgoblins, about 9 of them, and 8 characters/ hirelings. Using D6 and side-based initiative with size modifiers.
This is where it seems to start, which isn't yours:
[5/5/2024 10:57:05 AM] [ERROR] Failed to load script buffer (CoreRPG:..scripts/toolbar_button_action.lua): [string "CoreRPG:..scripts/toolbar_button_action.lua"]:24: chunk has too many syntax levels
[5/5/2024 10:57:05 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_toolbar.lua"]:157: attempt to call field 'setKey' (a nil value)
[5/5/2024 10:57:05 AM] [ERROR] Failed to load script buffer (CoreRPG:..scripts/toolbar_button_action.lua): [string "CoreRPG:..scripts/toolbar_button_action.lua"]:24: chunk has too many syntax levels
[5/5/2024 10:57:05 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_toolbar.lua"]:157: attempt to call field 'setKey' (a nil value)
[5/5/2024 10:57:06 AM] [ERROR] Failed to load script buffer (CoreRPG:..scripts/toolbar_button_action.lua): [string "CoreRPG:..scripts/toolbar_button_action.lua"]:8: chunk has too many syntax levels
[5/5/2024 10:57:06 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_toolbar.lua"]:157: attempt to call field 'setKey' (a nil value)
[5/5/2024 10:57:06 AM] [ERROR] Failed to load script buffer (CoreRPG:..scripts/toolbar_button_action.lua): [string "CoreRPG:..scripts/toolbar_button_action.lua"]:7: chunk has too many syntax levels
[5/5/2024 10:57:06 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_toolbar.lua"]:157: attempt to call field 'setKey' (a nil value)
[5/5/2024 10:57:06 AM] [ERROR] Script execution error: [string "CoreRPG:campaign/scripts/image.lua"]:20: C stack overflow
And lots more like that.
and begins to totally hang here:
[5/5/2024 10:57:06 AM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_image.lua"]:567: C stack overflow
[5/5/2024 10:57:06 AM] [ERROR] Handler error: [string "2E:scripts/windowmanager.lua"]:87: C stack overflow
[5/5/2024 10:57:06 AM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_soundset.lua"]:125: C stack overflow
[5/5/2024 10:57:06 AM] [ERROR] Handler error: [string "2E:scripts/manager_token_adnd.lua"]:756: C stack overflow
[5/5/2024 10:57:15 AM] s'data_options_adnd_op_hr' | s'onTabletopInit'
[5/5/2024 10:57:15 AM] s'data_options_adnd_op_hr' | s'registerOptions'
[5/5/2024 10:57:15 AM] s'DataCommonADND.coreVersion' | s'1e' | s'nDefaultCoinWeight' | #0.02 | s'DataCommonADND.nInitiativeDie' | s'6' | s'DataCommonADND.nDefaultInitiativeDice' | s'6' | s'sSurpriseDie' | #6 | s'DataCommonADND.aDefaultSurpriseDice' | { #1 = s'd6' }
[5/5/2024 10:57:15 AM] s'manager_ability_scores.lua' | s'bIs1e' | bTRUE
[5/5/2024 10:58:45 AM] Fantasy Grounds - v4.5.7 ULTIMATE (2024-05-02)
[5/5/2024 10:58:45 AM] RULESET: Advanced Dungeons & Dragons 2nd Edition
(c) Wizards of the Coast
[5/5/2024 10:58:45 AM] RULESET: 2E v2024.04.10 For Fantasy Grounds
--by Celestian 2017-2024
[5/5/2024 10:58:45 AM] RULESET: Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[5/5/2024 10:58:45 AM] EXTENSION: AD&D Options and House Rules v1.81 (2024.04.05)\rby Doomsword\r For use with the 2E or OSRIC rulesets
[5/5/2024 10:58:46 AM] MEASURE: LOAD - PART 2 - 142.6728475
To the point where I can't do anything in the app as nothing works to click on it. Not to put the blame on your extension, but if all I do is disable AD&D Options and House Rules, everything runs fine, nothing like this in the logs at all.
Clearing out the combat tracker had no effect.
The game is playable without your extension, but I really like it.
Thank you for looking into this.
Doomsword
May 5th, 2024, 18:17
Yeah, this is odd. I just finished looking through my extension, which hasn't changed, and the CoreRPG and 2E stuff. I also searched the Discord for any signs of these particular errors in the past and didn't turn up much. These additional error messages lead me to believe that something is going on with the campaign or the install. Can you create a new campaign and see if you have these issues, if you've not already tried that? Thank you.
dpezet
May 27th, 2024, 15:26
I'm getting a few console errors when using this extension with the OSRIC ruleset. If I create a new OSRIC campaign and only load the AD&D Options and House Rules extension I get these errors:
[5/27/2024 10:14:19 AM] [ERROR] Script execution error: [string "..ons and House Rules:..mbat_adnd_op_hr.lua"]:45: attempt to index field 'OptinitiativeDie' (a nil value)
[5/27/2024 10:14:24 AM] [ERROR] Script execution error: [string "..ons and House Rules:..ata_common_adnd.lua"]:246: attempt to index field 'OptinitiativeDie' (a nil value)
[5/27/2024 10:14:24 AM] [ERROR] Script execution error: [string "..ons and House Rules:..init_adnd_op_hr.lua"]:22: attempt to index field 'OptinitiativeDie' (a nil value)
[5/27/2024 10:14:24 AM] [ERROR] Script execution error: [string "..ons and House Rules:..rise_adnd_op_hr.lua"]:9: attempt to index field 'OptsurpriseDie' (a nil value)
Here's my software information:
OSRIC v2024.04.05
2E v2024.05.17
Fantasy Grounds - v4.5.7 ULTIMATE (2024-05-02)
AD&D Options and House Rules v1.81 (2024.04.05)
georgelaiacona111
May 27th, 2024, 15:49
Yeah, this is odd. I just finished looking through my extension, which hasn't changed, and the CoreRPG and 2E stuff. I also searched the Discord for any signs of these particular errors in the past and didn't turn up much. These additional error messages lead me to believe that something is going on with the campaign or the install. Can you create a new campaign and see if you have these issues, if you've not already tried that? Thank you.
FYI, it's working now. I had done nothing except the regular FGU updates to resolve this issue.
mogul76
June 9th, 2024, 13:06
I'm getting errors when loading this extension in a new test campaign:
[Server Type - LAN]
[6/9/2024 2:03:23 PM] MEASURE: RULESETS LOAD - 7.8401153 - OSRIC
[6/9/2024 2:03:23 PM] MEASURE: EXTENSIONS LOAD - 0.0281529 - 1
[6/9/2024 2:03:26 PM] MEASURE: MODULE LIST BUILD - 2.4267534 - 66
[6/9/2024 2:03:26 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0295391
[6/9/2024 2:03:26 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0050008
[6/9/2024 2:03:26 PM] MEASURE: REFRESH TOKEN ASSETS - 0.041487
[6/9/2024 2:03:26 PM] MEASURE: ASSET LIST BUILD - 0.0760269
[6/9/2024 2:03:26 PM] MEASURE: LOAD - PART 1 - 11.0479917
[6/9/2024 2:03:27 PM] [ERROR] Script execution error: [string "..ons and House Rules:..mbat_adnd_op_hr.lua"]:45: attempt to index field 'OptinitiativeDie' (a nil value)
[6/9/2024 2:03:31 PM] MEASURE: MODULE LOAD - 3.4715976 - OSRIC - GM's Reference Monsters and Encounters
[6/9/2024 2:03:31 PM] MEASURE: MODULE LOAD - 0.3001824 - OSRIC - Players' Content
[6/9/2024 2:03:31 PM] s'data_options_adnd_op_hr' | s'onTabletopInit'
[6/9/2024 2:03:31 PM] s'data_options_adnd_op_hr' | s'registerOptions'
[6/9/2024 2:03:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..ata_common_adnd.lua"]:246: attempt to index field 'OptinitiativeDie' (a nil value)
[6/9/2024 2:03:31 PM] s'manager_ability_scores.lua' | s'bIs1e' | bFALSE
[6/9/2024 2:03:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..init_adnd_op_hr.lua"]:22: attempt to index field 'OptinitiativeDie' (a nil value)
[6/9/2024 2:03:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..rise_adnd_op_hr.lua"]:9: attempt to index field 'OptsurpriseDie' (a nil value)
[6/9/2024 2:03:31 PM] s'manager_char.lua' | bTRUE
[6/9/2024 2:03:33 PM] Fantasy Grounds - v4.5.8 ULTIMATE (2024-06-05)
[6/9/2024 2:03:33 PM] RULESET: OSRIC
(c) Stuart Marshall
[6/9/2024 2:03:33 PM] RULESET: OSRIC v2024.04.05 For Fantasy Grounds
Doomsword
June 10th, 2024, 21:19
I'm getting errors when loading this extension in a new test campaign:
I've been away on other projects for a while. I'll have a look at this. You might be able to clear it up by opening the options, changing a value, and reloading. I'll get back with you soon. Thanks
Doomsword
June 11th, 2024, 02:45
I'm getting errors when loading this extension in a new test campaign:
So, yeah, that error only occurs during the initial startup of a new campaign. If you close and reopen the campaign, it's no longer an issue. I'll get it fixed.
mogul76
June 11th, 2024, 22:55
Thank you, Doomsword.
Doomsword
June 11th, 2024, 23:44
Thank you, Doomsword.
You're quite welcome. Thank you, and the other person, for reporting it. This is resolved. New release in a moment...
Doomsword
June 11th, 2024, 23:49
New release available for update, version 2024.06.11
Fix new campaign initialization errors
Fix real-time surprise die changes when used with OSRIC
Fix surprise die default option being incorrect in 2E
Fix encumbrance management to match changes in CorRPG
ZippeeJerred
June 12th, 2024, 10:51
Thanks for that, much appreciated
Doomsword
June 12th, 2024, 16:03
My pleasure
mogul76
June 12th, 2024, 21:42
That was quick. Thank you so much!
Doomsword
June 12th, 2024, 21:48
Thanks for the report, and you're quite welcome.
Doomsword
June 13th, 2024, 04:46
New release 1.82 20240612
Fixes encumbered movement rates not divisible by 3 when used with the OSRIC ruleset
fharlang
August 20th, 2024, 05:46
I now get this with the new update:
6165561659
Vackipleur
August 29th, 2024, 14:52
Hi,
I get this console error:
[ERROR] Script execution error: [string "..ons and House Rules:..har_encumbrance.lua"]:100: attempt to call field 'getActorTypes' (a nil value)
Larsenex
August 29th, 2024, 17:02
I am getting the same error.
Doomsword
August 29th, 2024, 19:51
Sorry for the delay, folks. There is a new version out now that should correct this and match up to the latest updates. Let me know if you're still having issues.
Trenloe
September 6th, 2024, 15:39
There appears to be an issue when delaying a turn in the CT, detailed here: https://www.fantasygrounds.com/forums/showthread.php?82611-Delay-a-Turn-in-combat
This is the error reported in the console: [ERROR] Script execution error: [string "2E:scripts/manager_combat_adnd.lua"]:949: attempt to perform arithmetic on local 'nLastInit' (a nil value)
Doomsword
September 6th, 2024, 22:46
Thanks for confirming, Trenloe. I did see that other post a couple of days ago and thought it might be mine that was causing the issue. Just didn't have time to check. I'll give it a look and see what's going on.
Doomsword
September 7th, 2024, 00:16
New version in Forge - 1.84
Fixes issue with PC/NPC delay initiative.
Thanks.
ZippeeJerred
September 25th, 2024, 10:59
Hi,
Another Tuesday, another update, and everything's gummed up again.
Works fine without AD&D Options but host of script errors with extension loaded
Doomsword
September 25th, 2024, 17:33
Thanks for the logs and the report. Same error as the last time and only the 3rd time I've seen it. Maybe I'll get lucky and be able to reproduce it this time. I'll apply the updates and see what happens...
Doomsword
September 25th, 2024, 19:04
I updated and had a look at the CoreRPG code updates. There's nothing in there that should affect anything with OSRIC or the extension. And, of course, I can't reproduce the issue. Is this a problem in all of your campaigns? If nothing else, maybe you can get me a copy of a campaign folder that you're seeing the issue in and I can try it on my end. I've never tried running someone else's campaign folder, but I don't know of a reason that it wouldn't work.
ZippeeJerred
September 26th, 2024, 10:45
Hi,
Only one campaign - a different one to last time. The only connection I can see is that in both cases it was the first campaign to be launched after update.
All my other campaigns seem fine and all are just plain OSRIC with AD&D Options, no other extensions.
Hmm, can't upload a zip of the campaign folder here, too large so have uploaded it to my google drive.
https://drive.google.com/drive/folders/1uCPRgIAyqIvYB5QGcS88oefu5LaF4IeT?usp=sharing
New policy, back up campaign before launching after an update!
Doomsword
September 27th, 2024, 03:27
Thanks! I grabbed the files and I'm seeing the issue, too. It certainly makes it unusable. I'll try to figure out exactly when it happens during loading...
ZippeeJerred
September 27th, 2024, 10:11
It is odd, as I say the only similarity I can see is that although it happened to 2 different campaigns on 2 different occasions (the last two FGU update Tuesdays) on each occasion it was the first campaign I launched after the update - all others seem unaffected.
That implies to me that its some kind of trigger event that isn't completing until a campaign is loaded (or closed) causing it to freeze but not affecting subsequent campaigns.
I'll delete the campaign folder now, let me know if you need it again or a clean version for comparison
Doomsword
September 27th, 2024, 19:38
I've got what I need - thanks for the help. A thought... maybe next time you update you could try creating a new campaign with OSRIC and the extension to see if it happens then, too.
ZippeeJerred
September 27th, 2024, 22:10
I've got what I need - thanks for the help. A thought... maybe next time you update you could try creating a new campaign with OSRIC and the extension to see if it happens then, too.
Will do
ZippeeJerred
October 3rd, 2024, 12:06
Hi,
just applied Tuesday's update and restarted with a new OSRIC/AD&D OHR campaign. No issues at all. Launched existing campaign (the one you have a copy of) no issues at all.
So either this update didn't generate the issue or it doesn't effect a new campaign.
Doomsword
October 3rd, 2024, 23:10
Ok, that's good to know. Thanks for trying it.
I got busy and forgot to mention what I found in terms of what triggers the issue. I can reproduce it in my campaigns now.
If there's a token on the map that represents a dead PC, the issue will occur on load/reload. If you remove the token (or give it some hit points) and then reload, the problem doesn't occur. If you thereafter add the dead token back to the map, there's no issue until you reload with the token still on the map.
So... something is going on with the tokens for dead guys and it doesn't have anything to do with updates. If I can reproduce it, that probably means that it can happen to everybody. I'll dig into it and get a fix out as soon as I can.
Thanks very much for helping me track this down.
PaulChatterton
October 11th, 2024, 22:09
I'm trying to set up a new 1E campaign. When I create a new character and drag the class to the levels window, I am getting incorrect XP to next level values - Fighter is showing 1900 instead of 2000, Cleric is showing 1550 instead of 1500, and Magic User is showing 2400 instead of 2500.
Doomsword
October 11th, 2024, 23:09
OSRIC's values are slightly different from 1E's XP values and the numbers you are seeing are coming from the OSRIC - Player's Content module. You can see them in the "Other" tab in the detail view for each class.
You'll either need to change those values in the module in each campaign you use it in or create your own version of the module. You could do that by opening the module in an empty campaign, making the changes, and then /exporting the module with all of the record types that OSRIC uses. You'd then load that new module (with the changes you've made) in your campaigns instead of the one without the changes. At least, I think that's how that goes. You could also modify it "by hand", which is what I usually do but that requires a bit more knowledge.
Searching for "modifying a module" should return plenty of results with more details than what I've given above.
PaulChatterton
October 13th, 2024, 11:41
Thanks, that did the trick.
PaulChatterton
November 8th, 2024, 21:55
How can I permanently change an attack matrix on a character sheet or NPC sheet? By default they are incorrect for AD&D 1E, which does not use THACO and instead uses a sequence with 6 x 20, e.g. 23 22 21 20 20 20 20 20 20 19 18 17, etc. I can edit the attack matrix but as soon as I close the sheet and re-open it, the attack matrix resets to default.
ZippeeJerred
November 9th, 2024, 11:22
Under options you can select the Monster Attack Matrice that you want to use OSRIC or 1ed. Not sure if that does anything to PCs
Although the PCs in my games all have attack matrixes utilising the "six zeroes" - it can be seen at the top of the Action tab in the attached.
As far as I know 1ed and OSRIC do not use THAC0 - that's 2ed.
That said I'm also using OSRIC - are you just using AOHR with 2ed?
PaulChatterton
November 9th, 2024, 13:17
Thanks. That helped me out. It wasn't the Attack Matrix setting I needed as I already had that set to 1E, but that is ignored without the previous option, Use 1E/OSRIC Data, was set to No so the Attack Matrix setting was ignored. After I set Use 1E/OSRIC Data to Yes, I got correct attack matrices on both player character sheets and NPC sheets.
ZippeeJerred
November 9th, 2024, 16:17
Glad it helped, happy gaming. Don't hesitate to ask more questions as needed
Doomsword
November 10th, 2024, 13:44
Yes, as you've seen, you need Use 1E/OSRIC Data set to Yes for matrices and the other OSRIC/1e-related stuff to be applied. This is because the extension can be used for either 2e or OSRIC/1E. As far as the Monster Attack Matrices go, that setting applies only to actors without a class or "Fights As" set. It's there because OSRIC and 1e monster attack matrices differ slightly. Thanks!
PaulChatterton
November 11th, 2024, 12:35
Why no 1E monks? Is there a problem behind the scenes creating a monk class, or have you just not got that far yet? Can I just add a new class myself for a monk, or there a reason that won't work?
Doomsword
November 11th, 2024, 18:20
Why no 1E monks? Is there a problem behind the scenes creating a monk class, or have you just not got that far yet? Can I just add a new class myself for a monk, or there a reason that won't work?
It's just that it's not the job of the extension. The classes come from whatever modules you're using - OSRIC Player's Reference or 2E PHB. OSRIC, as published, doesn't include Monks, Barbarians, or Bards. You can certainly create the class yourself, from the 1E and/or 2E PHBs. Or, you could load the 2E PHB (if you own it) and use that class as-is or modify it. Hope that helps.
PaulChatterton
November 12th, 2024, 09:20
Thanks. Where can the attack matrices be modified? I'm getting the 1e matrices now, but I notice a couple of issues with them.
1. When I create extra levels, the attack matrices are set to all 20s
2. The fighter matrix continues to change after level 17 where the 1e rules have it stop at 17.
It's not a big deal because I don't think players are likely to get that far during the games I have in mind, but it would be good if I could fix it if possible.
Doomsword
November 12th, 2024, 17:46
Thanks. Where can the attack matrices be modified? I'm getting the 1e matrices now, but I notice a couple of issues with them.
1. When I create extra levels, the attack matrices are set to all 20s
2. The fighter matrix continues to change after level 17 where the 1e rules have it stop at 17.
It's not a big deal because I don't think players are likely to get that far during the games I have in mind, but it would be good if I could fix it if possible.
1. I am seeing some weirdness with the matrices when adding levels and using the extension with the 2E ruleset. Are you using the 2E ruleset? At any rate, I'll get to the bottom of it and fix it.
2. This is because the matrix values are set to OSRIC values, which is what I assumed most people trying to emulate 1E would use for their sourcebooks whether they used to OSRIC ruleset or not. As you've seen, there's a option for monster attacks to use either OSRIC matrix values or 1e matrix values. In order to do what you're looking for, I'll need to add a similar option for PC matrices.
ZippeeJerred
November 12th, 2024, 22:20
Is it possible to add a similar option to use 1e or OSRIC XP tables too? I feel this may be a bit of a rabbit hole.
Quite why there are so many variances between OSRIC and 1e is beyond me, seems to subvert the entire point of having OSRIC!
I'm happy with OSRIC as it is, I don't feel the changes are game breaking but I'm sure there are others that feel differently.
PaulChatterton
November 13th, 2024, 07:23
To be honest, I am not even sure what OSRIC is. I'm just trying to recreate 1e as it was back when I first played it back in 1979.
PaulChatterton
November 13th, 2024, 07:29
1. I am seeing some weirdness with the matrices when adding levels and using the extension with the 2E ruleset. Are you using the 2E ruleset? At any rate, I'll get to the bottom of it and fix it.
2. This is because the matrix values are set to OSRIC values, which is what I assumed most people trying to emulate 1E would use for their sourcebooks whether they used to OSRIC ruleset or not. As you've seen, there's a option for monster attacks to use either OSRIC matrix values or 1e matrix values. In order to do what you're looking for, I'll need to add a similar option for PC matrices.
I'm using the 2E ruleset. Actually, when I create a campaign in FGU, I am offered two different 2E rulesets, but one gives an error when starting up a campaign. The other is the only ruleset where the AD&D Options and House Rules is offered so that's the one I'm using.
ZippeeJerred
November 13th, 2024, 09:01
To be honest, I am not even sure what OSRIC is. I'm just trying to recreate 1e as it was back when I first played it back in 1979.
Old School Reference and Index Compilation - intended to be a redrafting of the 1e rules for use as a publication tool to allow new material to be created for 1e using the OGL. Since expanded to be a usable ruleset. It should be an unadulterated restatement of 1e but it isn't, it has a few differences and omissions. It is however a easily digestible redraft of the original that is free and accessible.
https://osricrpg.com/get.php
So playing OSRIC (and using the OSRIC extension alongside AD&D HR) gets you very, very close to 1e.
Doomsword
November 13th, 2024, 20:08
Is it possible to add a similar option to use 1e or OSRIC XP tables too? I feel this may be a bit of a rabbit hole.
Quite why there are so many variances between OSRIC and 1e is beyond me, seems to subvert the entire point of having OSRIC!
I'm happy with OSRIC as it is, I don't feel the changes are game breaking but I'm sure there are others that feel differently.
They did a lot of this out of an abundance of caution, as I understand it. AD&D had never really been brought under the OGL to the extent that they did it. That's why you'll find a bunch of things that are slightly different or omitted altogether. They didn't want to infringe on things that may have been considered IP.
Regarding the XP tables, that's one such example. It comes from the reference manual, so there's not much to do in the ruleset or extension. I might be able to find a way around that; never tried and it would not match what's in the reference so it would probably confuse people. I think I told somebody up-thread how I'd go about modifying the values in the reference manuals, though.
Doomsword
November 13th, 2024, 20:19
I'm using the 2E ruleset. Actually, when I create a campaign in FGU, I am offered two different 2E rulesets, but one gives an error when starting up a campaign. The other is the only ruleset where the AD&D Options and House Rules is offered so that's the one I'm using.
As ZippeeJerred said, OSRIC gets you really close. I'd wager that your best bet is to probably use OSRIC in FG rather than 2E. The OSRIC ruleset is free and it's based on 2E. It removes several things that 1E players don't normally use and corrects some other things for 1E play. You can add the reference materials for a full experience. And, you can use this extension if you want further control over options. The extension is designed to apply the most-used defaults for either 1E (OSRIC) or 2E, so you'd only need to adjust what you want. All are free of cost and in the Forge:
The ruleset (which I developed)
OSRIC Ruleset (https://forge.fantasygrounds.com/shop/items/890/view)
The reference materials (by First Edition Society)
OSRIC Reference Materials (https://forge.fantasygrounds.com/crafter/145/view-profile)
The extension link (also by me and just in case it's useful for anyone reading this later)
AD&D Options and House Rules Extension (https://forge.fantasygrounds.com/shop/items/688/view)
PaulChatterton
November 14th, 2024, 00:08
They did a lot of this out of an abundance of caution, as I understand it. AD&D had never really been brought under the OGL to the extent that they did it. That's why you'll find a bunch of things that are slightly different or omitted altogether. They didn't want to infringe on things that may have been considered IP.
Regarding the XP tables, that's one such example. It comes from the reference manual, so there's not much to do in the ruleset or extension. I might be able to find a way around that; never tried and it would not match what's in the reference so it would probably confuse people. I think I told somebody up-thread how I'd go about modifying the values in the reference manuals, though.
Now I know how to change the XP tables, I no longer have a problem with the values being different by default. It's a bit of a pain having to change them all manually but it's something that only has to be done once. The only issues I have left are with the attack matrices simply because it doesn't seem to be possible to modify them like it is with everything else that's different to 1e.
1. To be true to 1e, the attack matrices stop should stop changing after a certain level depending on the class. For fighters, though, they seem to keep going.
2. When adding new levels about those present by default, the attack matrices seem to be all 20s across the board.
I've even created the monk class now.
Doomsword
November 14th, 2024, 01:42
I made the matrices editable a long time ago, but I do see that it no longer works the way I expected it to. I don't remember why I originally did it. I think it had something to do with OSRIC. I'll take a look at that and the all-20 matrix when leveling up. I'll put the other class matrices and saving throws in, too.
PaulChatterton
November 14th, 2024, 05:44
I made the matrices editable a long time ago, but I do see that it no longer works the way I expected it to. I don't remember why I originally did it. I think it had something to do with OSRIC. I'll take a look at that and the all-20 matrix when leveling up. I'll put the other class matrices and saving throws in, too.
Just to clarify, I can edit a level for a class and change the attack matrix, but it doesn't get saved. If I close down the Class window and then go back into it, the matrix has gone back to what it was originally.
The all-20 issue is not on levelling up. I was trying to extend Cleric levels all the way to 29, which is where the spell levels table ends in the 1e Players Handbook, from 24 which is what is there by default, by clicking on the + for levels and defining new levels. It's in the level configuration that the matrix is showing all 20s.
ZippeeJerred
November 14th, 2024, 13:27
Yeah, I'm sure you're right.
I'm not worried about some of the minor changes such as the XP tables, makes very little difference in game.
However I'm sure there are those who would like the additional classes and those from UA as well as the extra spells - the revised thief skill table from UA would be nice too.
I suspect OSRIC Unearthed would need to be another overlay extension though.
I'd happily support that if required.
Vackipleur
November 14th, 2024, 20:17
Hello,
Since we're talking about attack matrices, I've noticed that they don't follow the rule.
Let me remind you what the rules are:
A quick glance at the progression of numbers on the COMBAT TABLES will reveal that 20 is repeated. This reflects the fact that a 20 indicates a "perfect" hit. lt also incidentally helps to assure that opponents with high armor class value are not "hit proof" in most cases. Should any DM find that this system of fends his or her sensibilities, the following modification is suggested: Consider the repeated 20 as a perfectly-aimed attack which does not gain any benefit from strength or magical properties of any sort - spell, missile, or weapon. That is, the 20 must be attained by a roll of natural 20. All bonuses accrue only up to and including a total of 20, so that even if a character attacked with a bonus for strength of +3 and a +3 magic sword he or she would have to roll a natural 20 in order to score a hit on any creature normally hit by the second or successive repetitions of 20, i.e. the bonus (+3 in the example) could not exceed a total score of 20 unless an actual 20 is rolled. Thus, the COMBAT TABLES could be amended to read like this:
21 (natural 20 plus at least + 1 bonus)
20 (natural)
20 (natural)
20 (naturai)
20 (natural)
20 (natural)
20 (die result + bonuses to total)
19 (die result + bonuses to total)
In my screenshot, you can see that Brenton (level 1 thief) hits AC -4 with the 18 (+2 =20) whereas according to the rules he only hits AC 1.
Doomsword
November 14th, 2024, 21:13
Hello,
Since we're talking about attack matrices, I've noticed that they don't follow the rule.
Let me remind you what the rules are:
In my screenshot, you can see that Brenton (level 1 thief) hits AC -4 with the 18 (+2 =20) whereas according to the rules he only hits AC 1.
Yes, I'm happy to see people noticing the differences between 1E and OSRIC. OSRIC has no repeating 20s. I'm going to make that optional when using OSRIC or 2E, as well as this extension. I want to keep the OSRIC ruleset "pure", so this will be available when using the extension. I'll get this done ASAP.
Doomsword
November 14th, 2024, 21:17
Just to clarify, I can edit a level for a class and change the attack matrix, but it doesn't get saved. If I close down the Class window and then go back into it, the matrix has gone back to what it was originally.
The all-20 issue is not on levelling up. I was trying to extend Cleric levels all the way to 29, which is where the spell levels table ends in the 1e Players Handbook, from 24 which is what is there by default, by clicking on the + for levels and defining new levels. It's in the level configuration that the matrix is showing all 20s.
Thanks for the clarification. I discovered a separate issue, then, while testing 2E. Sometimes the matrix gets provided with all 20s when a PC levels up. Not sure about the specifics yet, but it should be an easy fix.
Regarding matrix assignment to characters beyond OSRIC's maximum designated level, the data doesn't exist (yet) and it's providing all 20s by default. I'll get the data entry done for matrices.
This should be fixed soon. Thanks for your patience and the reports.
Doomsword
November 14th, 2024, 21:23
Yeah, I'm sure you're right.
I'm not worried about some of the minor changes such as the XP tables, makes very little difference in game.
However I'm sure there are those who would like the additional classes and those from UA as well as the extra spells - the revised thief skill table from UA would be nice too.
I suspect OSRIC Unearthed would need to be another overlay extension though.
I'd happily support that if required.
Yes. Thanks. It needs a reference manual for a bunch of this stuff. That could be released as something that uses the OSRIC license. But I've been working for several months on an RPG that hews more closely to 1e than OSRIC does. I'll probably release it under that. No promises on when that might be done, but reference stuff like level xp thresholds, spells, and classes need to be in a reference work. Thief skill modifications for armor would belong in the extension and I agree that it should be done.
ZippeeJerred
November 15th, 2024, 07:43
Hello,
Since we're talking about attack matrices, I've noticed that they don't follow the rule.
Let me remind you what the rules are:
In my screenshot, you can see that Brenton (level 1 thief) hits AC -4 with the 18 (+2 =20) whereas according to the rules he only hits AC 1.
That's odd because my game (OSRIC & AD&D-OHR as the only extensions) does include the multiple zeroes as per the screenshot attached
PaulChatterton
November 15th, 2024, 14:21
Another one for the list - the attack matrices are incorrect for mages/illusionists level 11+ compared with the 1e DMG.
I've also noted that the automatic addition for ranger damage vs. giant class doesn't appear to be limited to melee only, and there's no way to turn it off for ranged attacks except by removing it entirely. I plan just to add an extra damage row to individual weapons for rangers, but that's something I'll need to do separately for a character once it is created.
By the way, while on the subject of attack rolls, what about attack modifiers for weapons vs. AC? I guess it would be pretty difficult to implement but perhaps it's something to think about for the distant future.
Doomsword
November 15th, 2024, 15:32
That's odd because my game (OSRIC & AD&D-OHR as the only extensions) does include the multiple zeroes as per the screenshot attached
Of course, you're right. I was responding too quickly and being generally stupid and not clear in my response. Yes, I can make this natural 20 thing an option without too much work, I think. Thanks for correcting my oversight.
Doomsword
November 15th, 2024, 15:35
Another one for the list - the attack matrices are incorrect for mages/illusionists level 11+ compared with the 1e DMG.
I've also noted that the automatic addition for ranger damage vs. giant class doesn't appear to be limited to melee only, and there's no way to turn it off for ranged attacks except by removing it entirely. I plan just to add an extra damage row to individual weapons for rangers, but that's something I'll need to do separately for a character once it is created.
By the way, while on the subject of attack rolls, what about attack modifiers for weapons vs. AC? I guess it would be pretty difficult to implement but perhaps it's something to think about for the distant future.
I'll take a look and see what I can come up with. I need to fix the most glaring things that we've discussed, first. I should have some time today.
ZippeeJerred
November 15th, 2024, 16:42
Of course, you're right. I was responding too quickly and being generally stupid and not clear in my response. Yes, I can make this natural 20 thing an option without too much work, I think. Thanks for correcting my oversight.
Just booted up a test game using 2E and ADD-OHR only (not OSRIC and no other extensions) - there's a system toggle in Options called System: 1E/OSRIC data (it requires a restart when changing)
When that is set to ON all the attack matrixes are set to 20 against all AC - no variation, need a 20 to hit AC-10, need a 20 to hit AC +8
When that is set to OFF the attack matrix is set off of the 2E THAC0 (as you'd expect)
Not sure what that means but it wasn't the result I was expecting and certainly isn't working right!
Doomsword
November 15th, 2024, 16:55
Thank you. I'm looking into this stuff now...
Vackipleur
November 15th, 2024, 18:49
I've also noted that the automatic addition for ranger damage vs. giant class doesn't appear to be limited to melee only, and there's no way to turn it off for ranged attacks except by removing it entirely. I plan just to add an extra damage row to individual weapons for rangers, but that's something I'll need to do separately for a character once it is created.
Hello,
You can add a descriptor to your damage effect so that it's only a melee bonus.
For example: DMG: 2 melee
Doomsword
November 20th, 2024, 19:06
Just wanted to let everyone know that I have a fairly major update coming (as soon as I can finish the thing) that addresses a lot of issues and should make things easier and better for you and me. You can probably expect it within a day or two (hopefully).
Fantell
December 29th, 2024, 20:26
I am just wondering if you could perhaps adjust the sheet itself to account for the substats? its really the only thing missing to really record a players option character properly
PaulChatterton
April 16th, 2025, 11:45
This thread seems to have gone quiet for a while so I hope you are still out there, Doomsword.
How do I remove Criticals? 1E doesn't have Criticals. I think there's a setting to turn off additional damage, but 20 isn't even an automatic hit in 1E.
I assume also that the rule that says that the first 20 on the to hit matrix can be achieved by roll + bonuses but the other 5 require a natural 20, hasn't been implemented.
[Also posted in the OSRIC thread]
PaulChatterton
April 20th, 2025, 00:54
I've nearly finished implementing my solution for calculating attack modifiers for different weapons against different armor types based on equipped effects.
Shield
64084
ATS is a custom tag indicating a shield is equipped
ATA is a custom tag indicating that armor of some type is equipped, provided by Armor effects
AT9 is a custom tag indicating no armor with a shield
Armor, e.g. Plate
64085
ATA is a custom tag indicating that armor of some type is equipped
ATS is a custom tag indicating that a shield is equipped, provided by Shield effects
AT2 is a custom tag indicating plate and shield
AT3 is a custom tag indicating plate without shield
Weapon, e.g. Staff
64086
First line is the modifier for no armor or shield, for which no AT10 tag can be created as there is nothing equipped to set the effect. All the other modifiers are changed to reflect this.
AT2, AT3, etc., are custom flags indicating the different armor types
ActionOnly is a qualifier that can be set when defining the effect but doesn't appear to be reflected on the Combat Tracker.
I have used the Untrue Effect extension to get the IFN: tag by modifying the extension.xml to allow all rulesets. Given that everything works if the defender's weapon is unequipped and IFN is not used in the weapon equipped effects, I have assumed that this is not the problem.
This all seems to work except for a significant performance issue; if the defender's weapon is equipped when the attacker rolls to attack, FGU freezes. If the defender's weapon is unequipped, it works fine. This appears to be strange because the defender's weapon should not be relevant. I have tried disabling the effects on the defender's weapon individually to examine the problem further. With one or two effects enabled, it all works fine, but once three or more are enabled the result takes longer to come back (about 5 seconds for 3, maybe 20 - 30 seconds for 4 and longer than I waited beyond that).
I'd hope that the ActionOnly qualifier would fix the problem, as it would be ignored when the defender is not the one taking an action. However, it looks like the ActionOnly qualifier is doesn't do anything as it's not reflected in the Combat Tracker.
Any ideas how to get around this, other than to ask the players to unequip there weapons after every attack?
Doomsword
April 21st, 2025, 18:32
Just wanted to quickly touch base and let you know that, yes, I'm still around and still have updates in the works. I should be able to make progress this week, having just finished an RPG product I was working on (well, finished enough for now). I'll look through what you've posted and get back with you soon.
WytchKraft
April 24th, 2025, 19:21
The extension is called AD&D Options and House Rules, it now creates an error, especially with thieves skills. This is what the error shows, members of Fantasy Grounds told me to come here and ask, and show you what the error looks like, thank you for your help and time.
[ERROR] window: no vertical anchor defined for control (stat) in windowclass (char_skill_editor_main) for all the thief skills?
Trenloe
April 24th, 2025, 19:24
The extension is called AD&D Options and House Rules, it now creates an error, especially with thieves skills. This is what the error shows, members of Fantasy Grounds told me to come here and ask, and show you what the error looks like, thank you for your help and time.
[ERROR] window: no vertical anchor defined for control (stat) in windowclass (char_skill_editor_main) for all the thief skills?
Welcome to the FG forums! When reporting errors with an extension please report in the forum thread for the extension - this will get the direct attention of the extension developer and get you a more efficient resolution. I've moved this post to the extension related thread.
Doomsword
May 7th, 2025, 23:01
Thank you, Trenloe. I'm on it, just been swamped in releasing RPG materials. For anyone else with problems related to my stuff, feel free to hit me up on Discord also (link in sig). That helps me get to these faster, and I'll update the thread as necessary.
scoot138
May 8th, 2025, 22:56
The problematic area that is causing the error WytchKraft is reporting on is related to <template name="cycler_skill_type">
in tempalte_char_adnd.xml
I toyed with adding anchors but ultimately gave up as it was causing alignment issues in other areas of the character sheet and/or throwing more errors..
I commented out the template section as I am not using the addition of d6 provided by the addon in that section for my game and it isn't dropping errors any longer.
Doomsword
May 8th, 2025, 23:02
Very helpful, thank you. Still haven't dug into it to see where it's at after updates to the stuff it depends on, but that's tonight's mission. Updates to this can break functionality while used with my OSRIC ruleset. That makes it to where I can't just update this without considering OSRIC. Best effort incoming....
Doomsword
May 9th, 2025, 23:59
I just pushed out an update for this. It should fix the bugs that have been reported and a couple of others that I found. Check your options after updating and make sure they're set the way you want. Lots of stuff was improved in options handling, data updates, and matrices for anyone using those. It's been brought into parity with CoreRPG and 2E updates, where necessary.
Please let me know if you find any issues or if there are unresolved bugs. There's stuff in here that I'm working on that I have yet to release. The bugs that the update fixes were big enough to warrant getting this out ASAP. Thanks for your patience. I have tested several things with both 2E and OSRIC, so I expect the update to work reasonably well.
Currently working on getting OSRIC updates out for those who use this extension with that ruleset.
Doomsword
May 10th, 2025, 02:03
@Paul, can you give me a rundown of everything you want to see implemented? Some of it is done/fixed already. I have the crit fixed in unreleased OSRIC, and need to do the same with the extension. I can have that out tomorrow. I'd like to address other issues, as well, but they're hard to keep track of. Thank you.
PS - this goes for anyone else, as well.
georgelaiacona111
May 10th, 2025, 04:18
Getting some errors trying to attack from the COmbat Tracker with a Monster. Using the 1E option for hit tables and not OSRIC. PC was targeted by the monster. Loaded 1e/2e ruleset and your options extension.
I can send the whole file, but here's the last 2 lines:
[5/9/2025 7:38:31 PM] s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'
[5/9/2025 7:38:33 PM] [ERROR] Script execution error: [string "..ons and House Rules:..mbat_adnd_op_hr.lua"]:811: attempt to perform arithmetic on a nil value
Doomsword
May 10th, 2025, 04:57
Getting some errors trying to attack from the COmbat Tracker with a Monster. Using the 1E option for hit tables and not OSRIC. PC was targeted by the monster. Loaded 1e/2e ruleset and your options extension.
I can send the whole file, but here's the last 2 lines:
[5/9/2025 7:38:31 PM] s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'
[5/9/2025 7:38:33 PM] [ERROR] Script execution error: [string "..ons and House Rules:..mbat_adnd_op_hr.lua"]:811: attempt to perform arithmetic on a nil value
Thank you. Found a typo in there. Should be fixed after you update again.
georgelaiacona111
May 10th, 2025, 05:01
Acknowledged. 6th level Magic User's matrix is now all 8's, but I can hand edit that on my own in the meantime. I'll update with anything further I find. Thanks again for this extension.
Doomsword
May 10th, 2025, 05:05
Sure thing. I'll check the MU thing
Doomsword
May 10th, 2025, 06:39
Acknowledged. 6th level Magic User's matrix is now all 8's, but I can hand edit that on my own in the meantime. I'll update with anything further I find. Thanks again for this extension.
I was able to reproduce this and found the error. It was a change in 2E that didn't exist when I worked on this last. It's corrected, so other people shouldn't experience it. I've some chars with the problem, so I'll work on getting an update out that addresses it for chars that may have a messed-up matrix.
Doomsword
May 11th, 2025, 01:18
Uploaded a new version. M-Us should be completely fixed. Internal Stuff. Added option to "yes or no" automatic misses on rolls of 1 (only for 2E use). Removed the crit message if crits are turned off (OSRIC and 2E use)
georgelaiacona111
May 11th, 2025, 01:22
Thank you for your work and prompt attention.
Crit? What is this Crit thing you speak of?:D
Doomsword
May 11th, 2025, 01:26
Thank you for your work and prompt attention.
Crit? What is this Crit thing you speak of?:D
It's all the rage for the 2Eplussers
PaulChatterton
May 11th, 2025, 01:56
Uploaded a new version. M-Us should be completely fixed. Internal Stuff. Added option to "yes or no" automatic misses on rolls of 1 (only for 2E use). Removed the crit message if crits are turned off (OSRIC and 2E use)
Why is the automatic miss Yes/No for 2E only? 1E should have no automatic misses either.
PaulChatterton
May 11th, 2025, 01:58
@Paul, can you give me a rundown of everything you want to see implemented? Some of it is done/fixed already. I have the crit fixed in unreleased OSRIC, and need to do the same with the extension. I can have that out tomorrow. I'd like to address other issues, as well, but they're hard to keep track of. Thank you.
PS - this goes for anyone else, as well.
I've tried to contact you through Discord about the one show-stopper issue I have currently, to do with the 1E hit modifiers by weapon and armor type. I thought it might be easier to demonstrate to you by sharing my screen there.
Doomsword
May 11th, 2025, 02:55
Why is the automatic miss Yes/No for 2E only? 1E should have no automatic misses either.
Because OSRIC (even with the extension) should do that by default and offer no ability to change it. If you're running 2E ruleset, then you just turn it off.
I'm happy to Discord it out with you. Maybe I missed your message. I got lots of people talking to me all the time. I'll look, but feel free to PM me your Discord id as well.
georgelaiacona111
May 11th, 2025, 05:51
Tested. Using 1E matrices. Cleric and Fighter matrix is correct. Thieves and Magic Users is not. All 20s or all 11s. Cannot edit them on the character sheet to change. Monsters also appears correct. Or, at least trying them out with a couple of low-level characters and a Bugbear gets me the stated results. [Critical Hit] also shows in the chat window when a 20 is rolled, though this is not really an issue. Damage: Critical hit type set to "none."
Doomsword
May 11th, 2025, 23:00
Tested. Using 1E matrices. Cleric and Fighter matrix is correct. Thieves and Magic Users is not. All 20s or all 11s. Cannot edit them on the character sheet to change. Monsters also appears correct. Or, at least trying them out with a couple of low-level characters and a Bugbear gets me the stated results. [Critical Hit] also shows in the chat window when a 20 is rolled, though this is not really an issue. Damage: Critical hit type set to "none."
I can't reproduce the issue with rolls of 20 still showing "Critical" when criticals are set to none. Thanks for talking me through the matrix issue, which we determined is because you're using 2e modules. This is now supported and should work. Also, I built in a facility to auto-correct matrices if they've been previously set to all the same number. Also, found an issue with weapon proficiencies - fixed.
Doomsword
June 20th, 2025, 17:23
New version to resolve issues with dragging skills to a charsheet. Thank you to the individual who reported this.
PaulChatterton
July 1st, 2025, 10:19
Any progress with my armour type/weapon hit modifier issue?
Doomsword
July 3rd, 2025, 03:58
Any progress with my armour type/weapon hit modifier issue?
Yes. I got some of it in there on the last bugfix, but I'll bring the rest out as soon as I have the time. Hopefully, quite soon. It won't currently affect anything, but you can see the plan in a weapon or an npc actor...
PaulChatterton
July 3rd, 2025, 12:33
Thanks. Looking forward to seeing it in action.
georgelaiacona111
August 16th, 2025, 23:25
I'm getting this error accessing NPCs:
[8/16/2025 9:16:30 AM] [ERROR] Script execution error: [string "C:npc_combat:armor_type"]:4: attempt to index a nil value
Likely because it's searching for a type and nothing is set, only the default AC.
Doomsword
August 19th, 2025, 22:29
Sorry, yes, I heard about this from someone else a couple of days ago. I had been too busy to account for any changes in the underlying rulesets. I'll work on a fix straight away.
georgelaiacona111
August 19th, 2025, 23:07
No worries. Just a heads up. It's not unplayable.
Doomsword
August 22nd, 2025, 21:21
I've updated to catch up to core code, to fix that error, and fix setting armor type on NPCs, though setting that doesn't yet do anything mechanically.
Now that I have some free time, I gonna spend a few days working on the extension and the ruleset. I have a few outstanding things I want to do (like finishing weapon vs. armor type and doing some cleanup).
If there's anything I haven't mentioned that anyone wants to see done, or they've found bugs, please let me know.
Doomsword
October 9th, 2025, 06:09
Updated
Complete rewrite of the combat matrix; hopefully, you can do anything you want with the matrix now
FightsAs/SavesAs for NPCs should work across everything - need a little testing here, making sure to-hit matrix and saves are accurate in various cases
Fix a serious recursion issue with auras active
Lots of internal changes - please test this thing for me and hit me up with any issues
PaulChatterton
October 9th, 2025, 10:30
What's the latest on the armor type/weapon hit modifier issue? Back in July, you indicated that you had done part of it but still had more to do, but I haven't heard anything since.
Doomsword
October 9th, 2025, 22:18
What's the latest on the armor type/weapon hit modifier issue? Back in July, you indicated that you had done part of it but still had more to do, but I haven't heard anything since.
It's coming. I rewrote a lot of internal stuff in order to implement it, and I hope all of that stuff works without any major disruptions. We'll see. I really do need people to test everything out and report on any issues they find. It's challenging because this extension has to support extension+2e, extension+osric, and extension+2e-with-1e-mechanics.
In other words, apologies for the slow progress; I've done more work on it and hope to have it in place very soon.
georgelaiacona111
October 11th, 2025, 04:16
Error attacking with monsters:
[10/10/2025 10:13:02 PM] [ERROR] Handler error: [string "..ons and House Rules:..gerCombatAdvOpt.lua"]:828: attempt to call field 'getMonsterToHitMatrix' (a nil value)
Doomsword
October 11th, 2025, 18:16
Error attacking with monsters:
[10/10/2025 10:13:02 PM] [ERROR] Handler error: [string "..ons and House Rules:..gerCombatAdvOpt.lua"]:828: attempt to call field 'getMonsterToHitMatrix' (a nil value)
Thank you for the report! This is fixed in the forge now.
I'll be doing some more testing to try and make sure nothing else is broken anywhere or in any system.
Apologies to anyone who was affected.
Doomsword
October 14th, 2025, 01:46
new build, bugfixes for use with OSRIC and 2E. Please test...
Vackipleur
October 14th, 2025, 12:26
Even with an update I've thsi error when "I Roll All Initiatives" via Menu:
[10/14/2025 1:24:45 PM] [ERROR] Script execution error: [string "..ons and House Rules:..cripts/cta_menu.lua"]:50: attempt to index global 'CombatManageAdvOpt' (a nil value)
Doomsword
October 14th, 2025, 18:00
Thanks for the report, and apologies for the trouble. Fix now available in forge.
Vackipleur
October 15th, 2025, 09:12
Thanks for the report, and apologies for the trouble. Fix now available in forge.
Don’t worry, it was nothing compared to the amazing work you’re doing on this extension. Thank you!
Vackipleur
November 3rd, 2025, 23:47
Hello,
I've this error when I create a blanck NPC
[11/4/2025 12:42:15 AM] [ERROR] Script execution error: [string "..ons and House Rules:..UtilitiesAdvOpt.lua"]:99: attempt to compare number with nil
Doomsword
November 4th, 2025, 02:48
Hello,
I've this error when I create a blanck NPC
[11/4/2025 12:42:15 AM] [ERROR] Script execution error: [string "..ons and House Rules:..UtilitiesAdvOpt.lua"]:99: attempt to compare number with nil
Thank you very much!
This is fixed and includes some other small things I saw due to your report.
Somehow, I've ended up playing in so many games that I can't run anything, so I kind of depend on reports like this.
PS - I've also realized that creating a new NPC is the best way to get an idea of how fight/save types and levels for classed and non-classed NPCs work across options. I've been meaning to make a video on some of these things, but I haven't done it.
Vackipleur
November 12th, 2025, 12:42
Hi,
I get this error when I create an AURA effect on combat tracker (especially if I change the number, e.g: AURA: 10): [11/12/2025 1:27:42 PM] [ERROR] Handler error: [string "..ons and House Rules:..ger_effect_adnd.lua"]:1578: attempt to call field 'logDebug' (a nil value)
And always that when I create a blank NPC: [11/12/2025 1:30:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..UtilitiesAdvOpt.lua"]:104: attempt to compare number with nil
And I get the impression that this extension breaks the ability to use CL (class level) when creating a power on the character sheet. For example, I want to create a HEAL effect with a level 5 Paladin, and if I set it to CL x2, it doesn’t work. It stays at two no matter the Paladin’s level. Same thing if I add that it should roll 1d0.
I’m not getting any error message. Can you confirm that you’re having this issue too?
Thank you very much.
EDIT: it’s the same for all powers that use a random duration, for example, or a fireball that only deals 1d6 damage regardless of level. Only the “MOD” field works.
Doomsword
November 14th, 2025, 06:23
Hi,
I get this error when I create an AURA effect on combat tracker (especially if I change the number, e.g: AURA: 10): [11/12/2025 1:27:42 PM] [ERROR] Handler error: [string "..ons and House Rules:..ger_effect_adnd.lua"]:1578: attempt to call field 'logDebug' (a nil value)
And always that when I create a blank NPC: [11/12/2025 1:30:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..UtilitiesAdvOpt.lua"]:104: attempt to compare number with nil
And I get the impression that this extension breaks the ability to use CL (class level) when creating a power on the character sheet. For example, I want to create a HEAL effect with a level 5 Paladin, and if I set it to CL x2, it doesn’t work. It stays at two no matter the Paladin’s level. Same thing if I add that it should roll 1d0.
I’m not getting any error message. Can you confirm that you’re having this issue too?
Thank you very much.
EDIT: it’s the same for all powers that use a random duration, for example, or a fireball that only deals 1d6 damage regardless of level. Only the “MOD” field works.
I'll look at the auras tomorrow. I have to refresh my memory on them, but I suspect I missed an underlying change somewhere.
The NPC creation should now be fixed, no matter what options you've turned on - sorry about that.
Also fixed a bug in level advancement.
Update FG for fixes.
Regarding the CL (caster-level, I suppose?) stuff, I had to revisit that because I had forgotten how it works. I'm seeing the same thing as you (as long as I've done it correctly) with no extensions and just the 2E ruleset. Have you tried to reproduce it without the extension loaded?
At any rate, there were a couple of recent posts about it on Discord, and it could be related to a bug from around August that's supposed to have been fixed, or possibly it will only work better with a newly created character. I had mixed results using this in 2E, but it did seem that creating a new character worked for one of the ones it wasn't working for. It's a fiddly thing, though, and I decided to fix bugs before pursuing it. I'll look at it more tomorrow.
Vackipleur
November 14th, 2025, 23:13
Regarding the CL (caster-level, I suppose?) stuff, I had to revisit that because I had forgotten how it works. I'm seeing the same thing as you (as long as I've done it correctly) with no extensions and just the 2E ruleset. Have you tried to reproduce it without the extension loaded?
At any rate, there were a couple of recent posts about it on Discord, and it could be related to a bug from around August that's supposed to have been fixed, or possibly it will only work better with a newly created character. I had mixed results using this in 2E, but it did seem that creating a new character worked for one of the ones it wasn't working for. It's a fiddly thing, though, and I decided to fix bugs before pursuing it. I'll look at it more tomorrow.
No, I don’t have any issue with the 2E ruleset. It correctly takes level 5 into account, as shown in the image.
It feels like the extension doesn’t go beyond level 1, as if it doesn’t recognize the character’s level.
By the way, what numbervdo you use for the THAC0 of a monster with 1–1 Hit Dice, like a Xvart, for example?
Doomsword
November 15th, 2025, 01:55
No, I don’t have any issue with the 2E ruleset. It correctly takes level 5 into account, as shown in the image.
It feels like the extension doesn’t go beyond level 1, as if it doesn’t recognize the character’s level.
By the way, what numbervdo you use for the THAC0 of a monster with 1–1 Hit Dice, like a Xvart, for example?
Ok, thanks for the confirmation and the screenshot. I think that's what I was doing, and it worked on a new paladin but not an old one. I'll have a better look at it and get back with you. I didn't think I modded anything related to that, but this stuff can get entangled pretty easily.
Re: 1-1: depending on what you're trying to simulate (your option selections), 1 HD for OSRIC and 0.875 for 1e-style simulation. The "Fights As HD/Level" stuff can figure that out if you create an NPC with those HD and the appropriate options selected.
georgelaiacona111
November 26th, 2025, 18:49
Pulling up a Giant Rat to make an encounter.
Here's the logs:
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onInit: armor_type =' | s'None' | s'window node path =' | s'reference.npcdata.id-00430@AD&D 2E Monstrous Manual'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'onInit - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual }
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'initializeNpc - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual } | s'sHitDice:' | s'0' | s'nHitDice' | s'0' | s'sFightsAsClass:' | s'' | s'nFightsAsHdLevel:' | #0 | s'sSavesAsClass:' | s'' | s'nSavesAsHdLevel:' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsSavesAsClass' | s'sNpcName' | s'rat, giant' | s'sHitDice' | s'0'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'2E - No class found in name, defaulting to fighting as Monster, saving as Warrior'
[11/26/2025 11:42:52 AM] s'[Utilities]' | s'getNpcFighterLevelEquivalent2e' | s'sHitDice' | s'0' | s'nHitDice' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsClassLevel' | s'2E - no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setSavesAsLevel' | s'no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'getMatrixValue: AC lookup for' | #-10 | s'bIsPC:' | bFALSE
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'NPC: hitDice' | s'0' | s'combat.fightsAs' | s'Monster' | s'fightsAsHdLevel' | #0
[11/26/2025 11:42:52 AM] [ERROR] Script execution error: [string "..ons and House Rules:..ackMatrixAdvOpt.lua"]:72: attempt to call field 'getNpcWarriorLevelEquivalent2e' (a nil value)
PaulChatterton
November 29th, 2025, 18:31
Any news on armour type/weapon hit modifiers? It's been a couple of months since I last saw it mentioned.
Doomsword
December 2nd, 2025, 23:05
No, I don’t have any issue with the 2E ruleset. It correctly takes level 5 into account, as shown in the image.
It feels like the extension doesn’t go beyond level 1, as if it doesn’t recognize the character’s level.
I looked into this more, and it looks like this is an issue in the reference materials between OSRIC and the 2E PHB. I can't replicate how the 2E paladin does things through the GUI for creating this stuff, as per your screenshot. So I looked at the reference material and saw that they're quite different for the class's power between them. I don't know that the GUI, itself, will function for adding a d0+2 (for example) power. So, there are a couple of workarounds.
1. Always use the paladin from the 2E PHB
2. Increment the "X" box by 2 every time each paladin gains a level
3. Change the OSRIC Player's Reference client.xml to the power definition from the 2E PHB (you'll have to recreate your Paladin's for this to work after the change)
4. Optionally, ask the reference developer to make this change in the OSRIC materials (you'll still have to recreate your paladins)
If I'm missing anything, let me know, but here's a screenshot of 3 different Paladins created with 2E, OSRIC with the modification, and OSRIC base (hope it helps)
65899
Here's an example of changing the data in the client.xml of the reference module (you extract the OSRIC Player's Reference into your modules folder, open the client.xml, and replace the power with the stuff from a similarly extracted client.xml from the 2E PHB - afterword saving and restarting FG)
65900
Hope that helps to address it.
Doomsword
December 2nd, 2025, 23:13
Pulling up a Giant Rat to make an encounter.
Here's the logs:
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onInit: armor_type =' | s'None' | s'window node path =' | s'reference.npcdata.id-00430@AD&D 2E Monstrous Manual'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'onInit - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual }
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'initializeNpc - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual } | s'sHitDice:' | s'0' | s'nHitDice' | s'0' | s'sFightsAsClass:' | s'' | s'nFightsAsHdLevel:' | #0 | s'sSavesAsClass:' | s'' | s'nSavesAsHdLevel:' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsSavesAsClass' | s'sNpcName' | s'rat, giant' | s'sHitDice' | s'0'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'2E - No class found in name, defaulting to fighting as Monster, saving as Warrior'
[11/26/2025 11:42:52 AM] s'[Utilities]' | s'getNpcFighterLevelEquivalent2e' | s'sHitDice' | s'0' | s'nHitDice' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsClassLevel' | s'2E - no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setSavesAsLevel' | s'no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'getMatrixValue: AC lookup for' | #-10 | s'bIsPC:' | bFALSE
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'NPC: hitDice' | s'0' | s'combat.fightsAs' | s'Monster' | s'fightsAsHdLevel' | #0
[11/26/2025 11:42:52 AM] [ERROR] Script execution error: [string "..ons and House Rules:..ackMatrixAdvOpt.lua"]:72: attempt to call field 'getNpcWarriorLevelEquivalent2e' (a nil value)
Thank you for the details and the report. This should now be fixed. Apologies for the inconvenience. I haven't fully tested it because your game's full settings are going to be the best test, but it should be resolved. If not, report back and I'll fix it straight away.
PS - I'll probably start running an FG game again soon, so I can eat my own dog food and produce a better extension...
Doomsword
December 2nd, 2025, 23:15
Any news on armour type/weapon hit modifiers? It's been a couple of months since I last saw it mentioned.
Sorry, Paul. I know it's important to you and others. I've made progress but been stuck behind the code refactoring I've been doing. There's not a ton left to implement. I'm going to release a prototype soon. I know you've been looking forward to it. Hang in there...
Vackipleur
December 3rd, 2025, 13:41
Thank you Doomsword. I will try
Doomsword
December 3rd, 2025, 21:03
New version released - updated to override issues with changing aura sizes in the effects tab in the combat tracker
PaulChatterton
December 4th, 2025, 11:21
Sorry, Paul. I know it's important to you and others. I've made progress but been stuck behind the code refactoring I've been doing. There's not a ton left to implement. I'm going to release a prototype soon. I know you've been looking forward to it. Hang in there...
Thanks
Doomsword
December 4th, 2025, 19:05
Updated to improve IFT for OSRIC/1E Ranger giant-classed damage bonus effects. Relying only on creature type sometimes didn't work, depending on how the npc was created. Creature name gets searched as well, now, and matches if the single-word creature name matches one of the comma-separated values in the IFT string (e.g. Gnoll = gnoll).
If you use an effect like this on your rangers, it should be a bit more reliable and flexible now:
Giant-Class Damage Bonus;IFT:TYPE(giant,bugbear,kobold,cyclops,cyclop skin,ogre,merrow,ogrillion,orc,orog,gibberling,qua ggoth,gnoll,spriggan,goblin,tasloi,grimlock,troll, scrag,kaolinth,xvart);DMG: [$LEVEL]
fharlang
December 9th, 2025, 05:57
65955
Got this with tonight's game, everything was working yesterday.
Doomsword
December 9th, 2025, 21:23
65955
Got this with tonight's game, everything was working yesterday.
Thank you very much for the report. I was able to reproduce it by having an actor without a name in the combat, though it maybe could have happened under other circumstances. I've uploaded a fix for this just now.
Doomsword
December 18th, 2025, 05:42
Finally got to use some FG again, at length, and noticed some issues. Mostly attacking with a matrix and chat messages not being as clear as they could be. Should be fixed. More stuff is coming, but it was important to release what's been done...
Doomsword
December 21st, 2025, 17:30
Updated to improve NPC data handling from within the combat tracker. This helps with accurate combat/save calculations in cases where the NPC has never been opened before.
Doomsword
December 31st, 2025, 23:13
Updated to improve NPC data handling, including when dropped on the tracker from an entry or encounter. Also added an option to turn on verbose debugging in the console - useful for viewing any errors in the console.log file or for sharing them with me if you encounter an issue. Note that several files still need to be made to work with this new debugging stuff.
Doomsword
January 12th, 2026, 04:57
fix a bug with matrix when charsheet hasn't been fully drilled through, 1d20/3d6/4d6 skill check options; a bunch of beta stuff, including right-click context menus, death's door improvements, 10-segment rounds - need work yet
Vackipleur
January 15th, 2026, 16:45
Hello,
I noticed that in the Options, for “Map: Diagonal Distance”, you can choose between “Variant”, “Raw”, and “Heal Normally”. :)
And thank you for what you’re doing. It’s a great extension.
Doomsword
January 15th, 2026, 17:22
Hello,
I noticed that in the Options, for “Map: Diagonal Distance”, you can choose between “Variant”, “Raw”, and “Heal Normally”. :)
And thank you for what you’re doing. It’s a great extension.
Oops :D
Thanks for letting me know! I'll fix it in the update coming out soon.
Vackipleur
January 18th, 2026, 14:51
Hello,
I am trying to configure a power that uses a melee attack roll. Unfortunately, I get the following error:
[1/18/2026 3:39:49 PM] [ERROR] Handler error: [string "..ons and House Rules:..agerActorAdvOpt.lua"]:222: attempt to call global 'getAbilityBonus' (a nil value)
I also do not get any message in the chat for an attack roll, even when changing the settings (Ability, Fixed, nothing).
I get the same error if I try to make an attack roll from the Main tab using THAC0 or with a weapon on Action tab.
Doomsword
January 19th, 2026, 05:33
Sorry about that. I've released a new version that should fix that and address a few other things. If you continue to have issues with the power creation, let me know. I did my best to do the same thing I think you were doing, but not 100% sure. Thanks for the testing and report!
Vackipleur
January 19th, 2026, 12:14
Thanks. Everything seems to be back in order. I have a session tonight to verify.
Doomsword
January 22nd, 2026, 08:39
Made some changes to account for changes in Core and 2E. If anyone sees anything not working, please let me know. Thanks to the individual who reported the issues that this update hopefully fixes for now.
partialcodex
January 26th, 2026, 07:22
Hi, I am looking to run a 1e AD&D campaign in the near future for some friends and I was planning on using your AD&D options and House Rules extension to do just that. If I wanted to stay as close to Vanilla AD&D as possible would it be better to run it with your OSRIC Ruleset, the 2e Ruleset, or does it not make a difference? I'm sorry if this has already been asked, I looked through the old forum posts but could not find an answer.
Rusty McScruffferret
January 28th, 2026, 17:58
Hi, I am looking to run a 1e AD&D campaign in the near future for some friends and I was planning on using your AD&D options and House Rules extension to do just that. If I wanted to stay as close to Vanilla AD&D as possible would it be better to run it with your OSRIC Ruleset, the 2e Ruleset, or does it not make a difference? I'm sorry if this has already been asked, I looked through the old forum posts but could not find an answer.
I'm trying to run AD&D as I remember it with a group that hadn't played AD&D before, for me using the 2E rules and Doomsword's extension it has the feel. Doesn't quite map (clerical domains and changes to some spells and levels and the like) but by turning off some of the 2E options it's close.
Doomsword
February 1st, 2026, 04:26
Hi, I am looking to run a 1e AD&D campaign in the near future for some friends and I was planning on using your AD&D options and House Rules extension to do just that. If I wanted to stay as close to Vanilla AD&D as possible would it be better to run it with your OSRIC Ruleset, the 2e Ruleset, or does it not make a difference? I'm sorry if this has already been asked, I looked through the old forum posts but could not find an answer.
Sorry for not responding sooner.
The most important thing is to decide which rulebooks you want to use if you're not making your own. The paid 2E materials are well-made and will work fine, but there are many things in those that are very much different from their 1E counterparts. If you're fine with that, that will work fine for you. On the other hand, the free OSRIC materials available from the Forge, here (https://forge.fantasygrounds.com/crafter/145/view-profile), work very well also, and will get you much closer to 1E
After that, it's a matter of deciding whether you want to use the OSRIC ruleset or the 2E ruleset. If you use the OSRIC ruleset, you'll likely want to use the extension, as it gives you much more control over making things more 1E-like. Same goes for the 2E ruleset. The OSRIC ruleset itself was built on the back of 2E, and was designed to eliminate the things in 2E that aren't used in OSRIC/1E. It's a simplified ruleset (and it needs a couple of updates which I can hopefully get to soon), but it's a good start and will do extra things like try to convert the monsters in paid Classic adventures to their OSRIC counterparts. It's really just a matter of preference. Do note that the variations from 2E present in the OSRIC ruleset don't otherwise change the reference materials, and you'll need to make some changes to those books if you want everything to match.
I've been meaning to put together some functionality examples via video, but haven't gotten around to it.
If it were me, I'd try some or all of the above and see what you like best. If you have any other questions, just let me know.
Doomsword
February 1st, 2026, 04:33
New update is live. It brings a number of improvements to the experience, fixes several option issues, does a better job of automating effects (especially related to death and dying), and hopefully makes all of the PC Death options work properly. There is a lot of redesign under the hood, too, so I would definitely make sure to test out your basic workflow and make sure your options are set the way you like them before you run a game. I don't anticipate problems, but I can't test everything everyone does. I did my best to make sure it works well, though. If you find any issues, please let me know.
Doomsword
February 4th, 2026, 06:28
Update to fix error message when dropping encounter on ct. Thanks to the individual who reported it!
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