It was updated to 116 just wanted to note that it was 110, B9 is updated to 116.
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Hi guys, any suggestion on how to handle this issue?
[1/13/2023 9:39:18 PM] [ERROR] Handler error: [string "B9_SpellTokens:scripts/tokenspell_B9ST.lua"]:152: attempt to index local 'nPath' (a nil value)
I have two campaigns with same extensions. One is reporting this error each time I move a token (whatever it is) from CT to a different position on the map. If I add the token from CT on the map for the first time instead, that won't happens.
EDIT: Could you confirm when you say token you are talking a spell token and not a npc/player token... I try and always assume 'token' will be a npc/player token and 'spell token' for the spell tokens as it directs down different source code paths to look at..
I'm going to need more information on just what you are doing to cause this... At line 152 of that file is in the 'DeleteSpellToken' function, but you seem to be saying you get this when you add at spell token to a map ?
You might have a 'lost' token on a map that its trying to clean up, but it should only be doing that when FG thinks it needs to delete a token... this can happen when you 'remove one/all' tokens, or if you drag it from a map to another map...
Is it possible for you to zip up your campaign and post it on the forum. ( If you dont want to public share it this is fine, or if you can host it on say your google drive and DM me the link to that file etc.. )
If possible could you backup your campaign and try it with just the spell tokens extension, just in case its a conflict with a different extension. ( Since you dont give any detailed information. )
If you could attach some screen shots, say with /console open, the CT and the Map image with some words like, dragged 'web' from CT spider onto map when I let go on the map it generated the error... or when I start dragging the spell token off the CT it gives the error... so I can see if its drag start or drag end points to try and trace etc.
Some information as to 5e or PF2 etc... it does not sound like a game specific from the file you list.
If you are happy to open your campaign in a text editor, like notepad, you could look in the section.. <spelltokenlist> see the quote below you can see I've added a 'Web' Spell from 2 different CT giant spiders onto a battle map. The line error at 152 is looking for the 'map' 'name', eq '<name type="string">image.id-00008.image@FG Battle Maps</name>', so I expect you have a block at this level that has no 'name' for a map and hence when its trying to match up a 'delete token' from a 'map' into the tracking 'spelltokenlist' for that map it just can not find it, as it does not exist.
If you could grab this section out of the db.xml of the campaign file, and post that I can take a look at it.
But my best advise would be to just delete this section from the db.xml, and it should clear off the error. You will have some 'spell tokens' on maps that you might have to delete by hand.
But to me it looks like an out of sync issue in this data.
(Sorry if this is too technical for you... otherwise I can look into your db.xml file if you post it for me to look at... and then I can probably advise you to just delete that section. )
-pete
Quote:
<spelltokenlist>
<public />
<id-00001>
<public />
<id-00001>
<public />
<id type="string">2</id>
<name type="string">Giant Spider</name>
<nodename type="string">combattracker.list.id-00007</nodename>
<spellname type="string">Web</spellname>
</id-00001>
<id-00002>
<public />
<id type="string">4</id>
<name type="string">Giant Spider 2</name>
<nodename type="string">combattracker.list.id-00001</nodename>
<spellname type="string">Web</spellname>
</id-00002>
<name type="string">image.id-00008.image@FG Battle Maps</name>
</id-00001>
</spelltokenlist>
Sorry, I think I've been a little bit unprecise. For token, I meant a PC/NPC token, not a spell token.
So, when I drag a PC or a NPC whos token is already on the map from CT to another part of the map I suddenly get that line error in the log.
However, I solved deleting the section you suggested. Fun fact is that there wasn't a line referring to any know token to me in that section, just reference to some "death indicators" tokens which I never used :-)
Thanks for the support!
Any change you could post the section with the death indicators into the thread. As that looks like maybe a bug, or some other extension adding into my extensions data and not filling it out properly. ( Or just some giant FG db bug we will never replicate/find !! )
I've added some extra logic to detect when the map 'name' section is null and protected the code, so any token in a block like that will just get skipped now making them orphaned.
-pete
I'll try and track that down, because it looks like when the extension adding those is changing the locations of the storage I expect... which is fine until you turn off that extension and then my extension goes back to its default locations for searching... this then will start causing this error... My guess is its one of the death indicator extensions, do you know which one you use as I think a couple exist ?
thanks,
pete
v7.2 has been released. This adds extra protection for missing 'name' block sections and also removed these blocks from the list to tidy up.
I was using spell tokens tonight and got this error message whenever I added tokens from the CT to a map.Attachment 55875
Can you try the 7.3 build, this has update merges from coreRPG which sources the function you have an error with. ( So fingers crossed it should sort you out.. )
If you still have issue, please try a clean campaign with just spell tokens extension enabled.. To make sure its not an interaction with other extensions. If you still have issues can you give more details, like is it every spell token, or just from players ( on client/host ) or just host npc spell tokens etc ?
( Is it on a custom map, what mode is the map in ? could it have been in edit mode etc ? )
Thanks, Pete
I will check what version I have enabled.
I was getting the same errors both client and host using 7.2. Adding encounters to the CT/Map
I tested the 7.3 build earlier and its working fine now.
I've been loving the B9 Spell Token extension. It's been working great for months. Bullet-proof, in fact. (I have had so much fun with it, I make Spell Tokens for everything--even things that aren't strictly spells, like Barbarian Rage.)
However, in the past day or so (and during last night's game), the Spell Tokens aren't connecting to the Token onto which they are dropped like they used to. Usually, I drop a Spell Token on top of a PC/NPC token and it sort of clicks/connects to it, and when I move the PC/NPC token, the Spell Token goes with it.
Now it isn't doing that. I have turned off the extension I thought might be causing the problem--Natural Selection. And I even turned off ***. GM, just to be safe. Nothing else seems to have changed in my game from when the Spell Tokens were working and now, when they aren't.
Any suggestions where to look for a solution? Thanks for the great extension!
I'll try and do some testing over the weekend, and see what has changed in the ruleset to break this. ( I had also noticed that NPC spell tokens no longer 'targeted' off the spell token radical menu.. ) So I guess something 'looking up' the NPC/PC has probably been changed and the old way to look up has been removed....
-pete
Reply From bratch9 - "I'll try and do some testing over the weekend, and see what has changed in the ruleset to break this. ( I had also noticed that NPC spell tokens no longer 'targeted' off the spell token radical menu.. ) So I guess something 'looking up' the NPC/PC has probably been changed and the old way to look up has been removed...."
-pete
Thanks for confirming the issue and looking into it. The extension worked so well, I figured it had to be something changed in the FGU source.
Your extension doesn't play well with the Decked Out extension.
The Decked Out extension gives players cards (bridge, hero point, etc.) and you can drag these cards onto an image.
Attachment 56017
But when your extension is enabled I can only create pins.
Attachment 56018
I have informed the creator of the Decked out extension as well.
Following up on Farnaby's post, I'm the creator of Decked Out. I'm happy to take a look at the code and see if I can find the issue. Is there a code repo I can look at?
The code for Decked Out is available on github, and if I had to guess I'd say the collision is in how we have both registered callbacks when shortcut is dropped on an image. The code for mine is in decked_out_events.lua in the onCardDroppedOnImage() function (which is registered with ImageManager as a callback when a shortcut is dropped on an image.
Having two registered callbacks doesn't look like it should cause any problems, but unless I can see the code for Spell Tokens I won't know for sure.
Hi,
When you released it a while ago, I grabbed it on forge and had a quick look.. I suspected with the overrides in 'image' it was going to clash with spell tokens, if I recall my quick look at the source. I'm not sure what happens with the image onDrop when multiple extensions extend this. Unlike other functions that can be extended, because this is a replacement function of a pure class its a little different.
It also looks like FGU has changed some of the onDrop for images and moved it from the campaign source tree into the scripts source tree and manage_image... I've not looked into these changes and they could also reflect the non-selectable targets for npc issues other people are having.. Not related to your extensions..
Because your extension is much newer, you might be using the newer systems and my extension not been updated might be forcing in parts of the old system and causing a mix. I've been trying to get time to basically re-write spell token extension, but only been getting time to quick patch reported bugs.
I'll take a look when I have more time, but I suspect it might be more complex to sort out than you think because spell tokens digs deep into replacement features of the image system... Basically I re-do much of the selection and pointer handling the game does on images in c# native with special lua versions due to no-api access between the c# and lua. Because the selection pointer has to deal with the different spell token shapes and rotations and tokens stacked on top of each other... ( I wish we had better api access !!! )
-pete
This sounds like it could be correct. I don't actually override anything in ImageManager or in the imagerecord class. I register a drop callback using ImageManager.registerDropCallback("shortcut"). It could be that Spell Tokens is overriding some more root level functions that are causing my functions to not fire with the normal callback resolution.
EDIT: With regards to overrides in image, maybe you're thinking about Natural Selection, another extension I released? That one does override some image functions, though folks have reported Natural Selection and Spell Tokens work perfectly fine together.
Ive added a manual call into your function from my extensions, as this is quicker than re-doing a bunch of code at my side for the changed new registerDropCallback process.. ( I'll have to upgrade to this new process at some point, but that is a bigger fix to do later.. )
-pete
v7.4 has been released.
Fixes,
Integration with DeckedOut.
Fixes 'locked' to npc/player spell token and combined drag.
Fixes NPC radial target system.
Fixes spell token's been resized on start of FGU.
-pete
Tested it out, and it works great again. I'll go through and test it a bit in different setups, and let you know if I find any issues.
Thanks so much for the quick fix. Love it.
GG
Just tried it out and they both play well together.
Thank you so much.
I'd buy this in a heartbeat if it worked for 2e D&D. Just throwing it out there.
v7.5 which adds support for 2e.
You will still need to find and configure graphic spell tokens for the system. ( If you use 'Gareth Jensen' spell tokens, I'm sure with the 'B9_SpellTokens.xml' imported, a lot of matching spells should get tokens. )
NOTE... because 2e does not have a 're-parse' spell power, its not possible to 'refresh' current spell powers that need spell tokens... you will need to delete and re-add these. If you know of a suitable 'button' on the radial that makes sense to allow for a refresh to 'update' the power and let it update the spell token, then please let me know. ( I dont play 2e, so had no data and had to make some up... so maybe my testing data also needs checking etc.. )
If you have any issue, suggestions please let me know.
-pete
Hi,
Sorry for being cheeky but I have a huge request: I'm a long time 5e DM moving over to Pathfinder 2e and was wondering if there are any GMs that have this set up for PF2e spells and would consider sharing their exported xml? This would be such a timesaver for me!
Thanks in advance.
Cheers,
Simon
v7.6 updated against the fgu 4.3.3 ruleset changes.
Hi Simon,
I tend to just adjust Gareth Jensen's tokens by changing the definition.xml in the .mod file. ( Change <ruleset>5e</ruleset> to <ruleset>Any</ruleset> and then load in the 'B9_SpellTokens.xml' from the top of the thread.
While I'm sure this does not cover many pf2e spells it does give you a start with some fantastic spell token images you could re-purpose...
I did try and get my artist friend to make some spell tokens, and suggested he should make pf 2e tokens, but he never got back to me. ( Probably does not have the time to spare.. )
Sorry its not much help,
-pete
Hi,
I like this extension. I just switched off Critically Awesome essentials to try it tonight. I was able to drop them and select my client character regardless of the drag order (nice). Were you ever able to get the concept of moving an (N)PC token and a spell token together for things like Arms of Hadar or Spirit Guardians?
If you drop the spell token on the centre of the player/npc they become linked. You should be able to move the linked token with the spell token or the character token. ( This assumes you can move the character token... ie if a player drops spirit guardians onto an npc, they become linked and the player will NOT be able to move the npc+spell token about. )
This linking can be 'stopped' with I think by holding 'shift' before releasing the spell token over the centre of the npc.
[ NOTE... by centre its a small area about a quarter of a square of the centre, so small but reasonable to 'hit' with a mouse drop.. ]
-pete
edit: NOTE... token locked style movement does not move linked tokens due to how the call backs work. ( ie you dont get all the callbacks in lua to track this.. )
Quick feedback on using Spell Tokens on a 3.5e campaign after 4.3.3 update. All token are gone from the Spell actions, reparsing (SHIFT+reparse) does NOT add them. Pulling the spell again onto the char sheet also does not add the token. No error - just not there. Configuration windows shows up with all tokens as normal - they are "just" gone from all actions.
I updated the spell tokens extension earlier... But only checked in 5e, as that is the most used ruleset. I'll do a check across the other supported rulesets tomorrow.
The fun of the big 4.3.3 update/ruleset and having 9 different extensions to catch up with changes... 5e got priority.
-pete
All of my spells are casting at max level. I reparsed the spells, tried the spells from different sources. I even turned off the other extensions, then I tried to just use b9 cor and b9 advanced spell damage.
What can I do?
Thanks!
Side note: I cannot get Spell Tokens to work for me at all. (Pretty sure this is a me problem, but it is frustrating)