Thanks. I'll take a look...
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Thanks. I'll take a look...
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!
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
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.
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!
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.
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 . . .
Charging; AC: -2
Spell Casting; NODEX
Set both to self and expire on round end should do it.
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?
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...
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 :)
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
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.
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.
If you use the effect "Charged" from the ruleset, according to the Reference (https://fantasygroundsunity.atlassia...ence+-+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:
orQuote:
Charge (w/oDEX): ATK: +2; AC: -1
And players warn me if they have DEX bonus or notQuote:
Charge (wDEX); ATK: +2; Nodex
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 :)
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.
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.
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).
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.
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!
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.
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.
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:
Here's my software information:Code:[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)
Code: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)
I'm getting errors when loading this extension in a new test campaign:
Quote:
[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
Thank you, Doomsword.