Would you be able to share that patch, while B9 sorts all his extensions affected by the last update?
I can't share the file unfortunately because it is a paid extension.
However, I can tell you the method to follow:
In your FGU "Extensions" folder:
1- Open the file "B9__AdvancedSpellDamage" using Winrar or other software
2- Open the file "manager__power_asd.lua" using Notepad++ or other software
3- Replace line 1260 with:
aWords, aWordStats = PowerManager.helperParsePower(aData, aWords, aWordStats);
(See attachment)
4- Save the file and confirm that you want to modify the archive (otherwise it will not modify the file in the extension)
I will of course leave it to B9 to contradict me if a better solution can be found. For my part, this has at least removed the console errors and made the extension usable.
I hope my explanation is clear enough for you to correct as well.
Attachment 62217
Sadly, I have to report that this patch solves only part of the errors: it doesn't fix the errors that appear when adding a NEW spell to a character
( [ERROR] Script execution error: [string "..AdvancedSpellDamage:..nager_power_asd.lua"]:377: bad argument #1 to 'ipairs' (table expected, got nil) )
Looking at line 377 where the error happens, it appears that a similar fix needs to be done on line 373 but I don't know the FGU api's enough to suggest which change.
v3.16 updated to stop the reported crashes.
While this fixes the basic, been able to use the extension, it does not fix properly the ruleset changes.
On my quick testing, adding a new spell, while now does not crash it also does not parse the 'at higher level' damage. ( Well it probably does, but then does not add it correctly, or something.. I need to look into it. )
But if you have previous generated spell with the extra dice and damage line marked with the 'lvl[n]' extra data. Then this is processed correct by the extensions. ( And at higher level data seems to still work on NPC.. Was testing with 'baba' from strahd. )
You can also manually edit the damage lines in the spell to add the extra dice and mark with the 'lvl[n]' tag for which level the dice is needed.
If the spell has the extra data and cast at a higher level markers it looks like the correct extra dice are rolled.
So a good chunk of it is working... But this is mainly because the extension duplicates a bunch of the ruleset code to do with parsing spells. While this helps it to be more stable to ruleset changes, it does not cope well with the bigger changes like the 2024 ruleset.
This is obviously a very 'just stop it crashing', using a very quick test situation, type of fix. While it probably gets people working, its probably breaking a number of things from the new ruleset.
Its very clearly time to re-write a good chunk of this extension due to the many change sets over the years that I've tried to patch in, but now probably need a full on change due to the combined legacy/2024 ruleset we now have.
( As I dont have any 2024 support plans, as my group now pathfinder, so not having an ongoing 5e game is why updates/issues are not getting picked up like they would with a regular on going game. )
When I get some more time, I'll probably start the work of re-writing and using the B9_Common_Core which was added to help these sort of issues but getting all the ruleset code into one place for me to fix, instead of over many extensions...
Thanks, Pete.
I've done a bit of testing with v3.16 and indeed it works, minus having to add manually the damage lines for higher levels.
My groups can live with that for the time being, it's a bit more extra prep when new spells are added but at least it works during the game and doesn't break character creation with the new 2024 rules. Thank you so much!
(Reposting from Advanced Weapon Damage thread)
It appears with the latest FGU update that the extension breaks the adjustable initiative bonus for NPCs; you can change the number in the NPC sheet just fine, but the combat tracker defaults to just their Dexterity modifier. Not sure why, but it does.
It seems the latest Fantasy Grounds update has fixed the initiative bonus bug; NPCs in the combat tracker have the correct bonuses.
EDIT: Unfortunately scratch that; it seems the extension got misplaced. The initiative bug is still in play.
After consulting with Farratto about their Initiative Nanny extension (which had the same issue with NPC initiatives), he was able to change the code in a way that fixed it. In manager_combat2_asd.lua, replace
With the followingCode:local nDex = DB.getValue(tCustom.nodeRecord, "abilities.dexterity.score", 10);
local nDexMod = math.floor((nDex - 10) / 2);
DB.setValue(tCustom.nodeCT, "init", "number", nDexMod);
During campaign loading, it does bring up the error log, but it otherwise works just fine.Code:local handleCombatAddInitDnDOriginal;
function onInit()
handleCombatAddInitDnDOriginal = CombatRecordManager.handleCombatAddInitDnD;
CombatRecordManager.handleCombatAddInitDnD = handleCombatAddInitDnD;
end
function handleCombatAddInitDnD(tCustom)
--local nDex = DB.getValue(tCustom.nodeRecord, "abilities.dexterity.score", 10);
--local nDexMod = math.floor((nDex - 10) / 2);
--local tempInit = DB.getValue(tCustom.nodeRecord, "inittemporary", 0);
--DB.setValue(tCustom.nodeCT, "init", "number", nDexMod + tempInit);
local sOptINIT = OptionsManager.getOption("INIT");
if sOptINIT == "roll" then
local rActor = ActorManager.resolveActor(tCustom.nodeCT);
local bSecret = CombatManager.isCTHidden(tCustom.nodeCT);
ActionInit.performRoll(nil, rActor, bSecret);
else
handleCombatAddInitDnDOriginal(tCustom);
end
endnd