Hi,
I'm getting this error when playing Fantasy Grounds Unity, 5e:
Script execution error: ["string scripts/manager spell token drop.lua"]:34: createChild: Invalid name
Can anyone help me? Thanks
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Hi,
I'm getting this error when playing Fantasy Grounds Unity, 5e:
Script execution error: ["string scripts/manager spell token drop.lua"]:34: createChild: Invalid name
Can anyone help me? Thanks
non of the rule set or extensions files have that name, so I'd guess this is from a different extension ?
Can you replicate with a clean campaign and just spell tokens extension ?
And maybe can you provide a list of your extensions you have enabled, and try turning half off to try and find which one is causing the issue..
Maybe you could give some information as to what you were doing when this came up ? like dragging a character about, of a spell on the character or a token off the character to a map etc...
Just some basic information so I can help you sort the issues.
Thanks, pete
I had a quick look in critically awesome code with some debugs... and it seems to only happen on the first time for a character sheet..
It seems to come from 'onValueChanged' in 'tknbutton' from 'record_power_token.xml', which does 'local stname = DB.getValue(nodeWinNameNode, "name");' to get the name of the power...
But this always seems to be an empty string at the time, and so it passes down to the error line at createchild with the error.
I'm not sure why it only reports the first time on a character sheet, as all spell adds seem to pass the same empty string down.. But only the first is recorded, could be some 'memory' order/init type thing on a new character that makes part of the structure of the powers not correct on the first time.
I've seen this on my spell tokens but with a slight different result..
https://www.fantasygrounds.com/forum...rates-an-error
This error started happening about 2 FG unity updates back, so in the last 2 months or so... but had been working from last year fine.
I'm not sure what changed to cause it, and this error in critically awesome could be also related to initial memory setup of power list on a clean character.
I'm just not sure how to 'show' it in a way that the FG Devs might take it further... as my thread seems to basically be dead on the subject...
If anybody has any thoughts on it, I'm happy to try out some replications..
Hi Bratch, this extension also works fine with my 5E Automatic Effects modules. I'm glad I made no changes to the spell names, which comes in handy for this nice extension.
Only for the coded spell scrolls the tokens do not show. Could it be possible to make it work for my spell scrolls? The naming is simple: Scroll of [spell name], which matches the exact name of the respective items.
I'll ask my players to use those tokens available next to their spell (super useful, thx for that) to target the NPC I provide in the spell description for light and darkness sources. A little resizing and you have a darkness spell with a nice token which actually blocks vision, when you target it with the LIGHT: 15 darkness; (C). Especially the concentration (C) part makes those effects more useful, IMO, than applying a ambient light on the token (in the image control panel). FGU 4.1 being still in test isn't helping to figure out which is best.
Cheers, keep up the good work.
Just released v3.3, which has support for the 'scroll of', and also adds tokens to the combat tracker/npc lists now. ( They are sometimes the wrong size for the DM... I'll look at that when I have more time.. Just resize them down a bit with the scroll wheel resize... )
Not 100% with your second part with the light/dark... as I'm not looking into the 4.1 side yet.. but if you have some images please post a couple in this thread for me to take a look at.
Very nice update. Thank you for the scroll compatibility. The NPCs having effects is also super nice.
About the light/darkness part:
In FGU 4.1 you can add light or darkness to a token. You have two options:
A. apply the light via the image control panel
B. apply the llghting effect to the token, which resides on the combat tracker.
In order to make B happen that token must in fact be an NPC. And that is why I created NPCs (see 5e Automatic Effects subcategory in NPC tab). The NPCs that interact with the lighting effects have the creature type "Light Source" and are actually what their type says, a source to apply a lighting effect on.
Your spell tokens are cool, but if you cast light and apply the Light token on the map, players will not be able to see it. It will still be pitch black.
What you can do: apply light upon it with method A (via control panel).
I thought to implement option B in my modules: provide a source players can cast light upon. Those tokens have only letter tokens, but with your extension players have easy access to a nicer token. For a light source this may be arbitrary, but for a darkness source your token really sticks out.
First screenshot: PC has cast light, one is your token, the other one (below) is my NPC (light source) using your token and with the light effect.
Attachment 46050
Second screenshot: a example of darkness. Above your token, looking nice, but not doing any darkness effect. Under: My Darkness NPC (light source) with your token and a darkness effect cast upon it.
Attachment 46051
As I said. Difficult to test this in full, as this is only available in test.
I get the idea of what you are doing... As I do not play with the 'test' version very often, I've not been looking into the lighting. I did see that the 'effects' code now can do 'LIGHT:' and spotted them in some of your coding. ( And used in the video on for the modules. )
I do like your 'dark' windows for the combat tracker which one is that ?
I think I know of the 'grant npc access', seen that on the forums, but it might not be the one you are using... also looks nice...
He's using the Theme im working on (https://www.fantasygrounds.com/forum...icent-Darkness) give it a try :).
I will add a fitting empty spell slot graphic for your extension soon aswell. The synergy between equipped effects, automatic effects and your spell tokens is something to behold, love it !
I'll take a look at it...
( Not sure on the require a spell slot to be added, they come as part of the effect line, and if one does not exist its set non-visible, so its either the spell token or nothing... you might want to place some other location etc... )
But thanks for the information, and if you have any usage feedback/issues/extras just let me know and I'll consider adding them to the lists for each extension I keep.
I really appreciate the ease of use of this extension. I’m finally able to use the spell tokens I’ve had for years. Thank you.
I wanted to ask if there was any plans to make tokens “attachable” to PCs for things like auras?
Thanks for the feedback, as to 'attachable' that is not what the spell tokens do... as the spell tokens are real tokens like the character tokens... to be 'attached' they have to be 'bitmap image' types attached to the character token, then you can not rotate or properly scale them etc.. so its not on my list of things to do within this extension. It would require a totally different code base and so I'd probably build a new extension for that system, but as I say it would be very limited in what it can do. In a way you are better to just use the new light effect item when this is released by FG as then you can have a glow around you like when you carry a torch... for most people this would be suitable and go a long way to the look that you want because you can set its colour etc..
Hope that answers your question.
Was thinking over night about your question.... about "attachable"... its possible to use the system that tracks player/npc tokens that are under a spell token... at the moment for the DM only this allow them to drag the tokens under the spell token by dragging the spell token 'known' from the tool tip that its going to move the token under.. after the release of the drag the system moves the spell token back and jumps the tokens that were under the spell token to the drag end spot.
Its possible to do something like that for a player, say with 'hold shift' to move the 'full' stack, your player token and any spell tokens under it. Which would sort of do what you are talking about, but might 'catch' other tokens if then end up under the player token you want to move. While possible I just dont know how often a player token and an attached spell token would 'overlap' with other spell tokens/npc tokens that might then get moved as the stack etc...
another type of solution, might be to drag a spell token onto the map the player is on, and then have a combat tracker 'slot' that you then drag that spell token back onto the combat tracker to try and link these together, so that when the player is moved it also moves the spell token. Again its a bit of a faf for the player to re-setup on each map..
but I'll continue to think about other possible options that might work within the system to 'bind' a token with a spell token to move together... But It might not happen, let me ponder on it for a bit..
I just picked this up and it looks great, but tonight I ran into this error when using the auras ext and the spell tokens ext.
https://www.fantasygrounds.com/forum...E-Aura-Effects
This only happens when the client moves a spell token on the map. The GM/host saw no error. No auras were placed on any of the CT tokens so this is just happening by having both ext loaded.
I posted over there as well.
Thanks!
Have you checked it with ? If its still and issue, can you attach a minimal camapign zip, that allow me to just move a token (and which one.. ) and it cause the error and I'll take a look.
( But looks like an aura code issue, but we might need to do some joint 'checks' to make this function together as the spell tokens do not live on the combat tracker which might be an issue.. )
-pete
EDIT: I had a quick look at the Aura changes between v0.9 and v0.10, and it looks like it should be fixed.
( The issue was getting data from the combat tracker and assuming it was valid to get the name, 'v0.9 line 233 -> CombatManager.getCTFromToken(tokenMap).getNodeName ()', in v0.10 this line is now split with a 'nil' check, lines 36-39, before sending the message 'v0.10 line 44 -> nodeCT.getNodeName()' )
Just letting people know, the new FGU 4.1.0 version has broken the extra movement code used to move stacks of tokens about.
It seems they have gone for the FGC version style in FGU which picks up the top token and when you release the dragged token it puts that token at the bottom of the stack. This causes tokens on release of movement to now drop below everything. This was only an issue on GM side, but now can happen on the player side between the player tokens and player spell tokens. On the player side GM tokens/spell tokens still seem to be below.
I'll take a look as the new release has changed/fixed a number of token callbacks the were not happening between host and client.
So maybe I can work a new 'bodge' that get around these changes.
( As talked about before, its not in FG interests to fix this as they want the spell templates to be used by the gm to add tokens to the map... but most people still want players to be able to deal with their own spell tokens.. )
Ran into this issue tonight. With this and the token height ext only in a clean 5e build, I can not place spell tokens on a map. It silently fails. Turn off token height and I can place spell tokens. Did not expect that. Any thoughts? I am posting on the token height thread as well. Thanks!
With both on - spell tokens cannot be placed. (screen1)
With token height off - spell tokens can be placed (screen2)
Looked into the issue, and its a bug in the height extension not calling super onDrop, causing loss of other functions as well as spell tokens.
https://www.fantasygrounds.com/forum...099#post601099
-pete
I should have a v3.6 out later, or tomorrow, which has new movement for tokens under the spell tokens.. I'm trying to get it to a point that I dont have it under the 'option' section disabled by default.. ie when set to 'circle' or 'square' mode..
I've added the ability to rotate and scale tokens below the spell token, to go along with the been able to drop damage/heal down to the token below a spell token.
With the new 4.1.0 release some call backs were broken, but the new 4.1.1 fix seems to have sorted those out.. so now I can get player side to do these things as well.
I'm just looking at adding a token that is on-top of a spell token, or very close match, such that these can by default move about... like spirit guardians placed with a player token and they just move/rotate with you on the map. ( As I want to use this for ship tokens on starfinder to have a marker with the ship for forward and axis like in the book... at the moment these are 'big' spell tokens and so when they overlap with close ships it can cause an usability issue. )
When you get the updated version, feel free to give some user feedback from players/dm side on if things are working well now and if you have any 'it would be nice if move worked like... ' or you are missing support for 'shift+alt+multi-mouse press drag in this odd way that does some 'magic' in FG that I dont know about'. I have a weekly game with our group, so get a small amount of feedback, but getting more is welcome.
-pete
Sure thing. We play weekly and the players like having their own tactical overlays (i.e. spell tokens) nd it saves me some work. Plus the art is very nice! I will let you know. Thanks again.
This extensions seems really cool, but i haven't been able to get it to work with any of my PFRPG campaigns. I've been able to load the extension and edit the Spell Tokens tab in the assets windows. I've already tried reparsing the spells but can't get the tokens to show in on the actions tab in the players character's sheet.
Can someone tell me if i'm doing something wrong?
Attachment 46835
Per the first post the extension is for 5e.
Never mind. I read a little more :)
I see a new version is up. So I will give that a spin. Also, do I simple drop that code you supplied, to fix the token height ext conflict, in the token height ext? I did try that but that did not seem to resolve the issue, so I figured there was more to it. Thanks!
Hi,
Did a quick check and it seems to be working. One question do you own the actual spell tokens ? because the extension does not come with tokens, the xml file are the mapping files for token sets that are available from other people..
I've just released the v3.6, and updated the extension.xml file to go with that... so please download the latest and drop the extensions.xml file into the zip as per instructions.
Then can you try in a clean campaign, and just import the one of the 'SpellTokens.xml' files. ( Dont import the extensions.xml that is code for the zip file to allow the extra platforms.. )
The 'Spelltokens.xml' maps the https://www.dmsguild.com/product/195...pell-Tokens-21 token pack.
The 'SpellTemplates.xml' maps the FG spell templates available from the store. But these are not recommended for use with this extension as they do not have any 'alpha' so block you from been able to see tokens 'under' the spell tokens. They are best used by the DM in the map edit tool section as added 'image' layers so you can adjust the alpha. Most people us 'G Jensens' pack as these have alpha baked into the tokens.
I'm not sure if the import of 'extension.xml' into the token set caused you any issue, as I say that is not for use in game.. it gets placed into the extension zip file to configure the extra platforms.
Hope this helps, if you still have issues let me know. ( It looked ok, until the 'import extension.xml' section, and I could not tell if you own the actual tokens for it to work etc.. )
-pete
Attachment 46842
Looks to me working for me, I'll go attach the action image.lua file in the owner thread... so you can just replace the file in the extension with the updated one.
-pete
It worked. I was trying to test the extension with random tokens while importing the Spelltokens.xml even though i did not have 'G Jensens' pack, mybad. Downloaded v3.6 and tested it in a new campaign without importing the xml and it worked. Thanks a lot pete.
Attachment 46844
Updated a new version v3.7 for you, so that once the height extension is updated ( or you patch the token height extension code by hand.. ), if tokens are 'under' spell tokens it also passes the 'alt'+scroll wheel down to the token height extension so it can adjust the height calculation for you..
let me know if the token height extension has any 'other' modes that are getting blocked by the tokens been under spell tokens..
-pete
So, the good news is the height is working as well as the other move features. Strangely, when the client puts out a token and moves it, they lose sight on the map. It is as if they have the tokens senses which has no vision (screen1)? Turning off the light option on the map gives back revealed map areas but no other tokens(screen2). GM's view screen3.
When I went back to reproduce it, I could not get the exact repeat but I did pick up that my fireball token on the client side gives me the player vision through it when I click it to move it. So I assume I somehow got the early example in a zone I had no vision (like in a wall).
Easy to reproduce this: map with lighting & LOS (screen1), client drops a spell token on a far away part of the map. Click the token to move it and you should see areas of the map the player has not yet (screen 2). It is almost like "party vision" is on but the options say off (screen3)?
Edit: And token lock makes moving these very hard. The text is giant (screen4).
Using Jensens pack is not a requirement ( its designed for 5e, so might not work as well in PF [ for which you need to 'adjust' the module to add extra rule set support ] ), but the spelltokens.xml is the configuration file for that pack...
Adding your own graphics is why you get 'edit' features to add/remove on the spell token configuration screen.
If you know of any token packs for PF, I'm happy to make an .xml file for the pack..
Or if you end up with a set you make and decide to release them, then again I can setup a .xml file for those.
If you want to 'move' a more hand configured set of custom tokens between campaigns you can just copy the <spelltokens> and <spellsuffix> sections from the db.xml and place in the new one. ( Or you can use the <spelltokens> and make an xml file like the provided others its not hard to edit in a text editor. )
-pete
Let me address a couple of items... spell tokens are still 'tokens' at a fundamental level, they have to be to allow placement and movement/rotation/scale etc..
Because spell tokens are 'owned' by the person that places them, they are going to add to vision. Tokens get vision and 'owned' spell tokens can allow 'party movement' to be tracked.
So at the moment, if party movement is off, you should only be able to move your player token and your player spell tokens.
if party movement is on, you should be able to move all your party tokens and spell tokens about.
( NOTE... i do not track on the fly changes to part movement option... if you change it, delete and replace the spell tokens.. in normal game play you do not change this all the time.. but in 'testing' when playing with a new extension change you might.. )
If I remove the 'owner' option, it would allow you to move other party member spell tokens, while not been able to move the other party member actual token... and also allow you to move DM spell tokens !!
While the spell token does show an unknown part of the map at the time, its not something I can stop. ( I'll take a look, but I dont think I can.. )
As for 'token lock' this is another total loss, its just not going to work. In this mode the extension does not even get movement call backs, so you can not move a token under a spell token around... if you could it would probably generate multiple 'yes/no' move approve requirement which would be a pain. The text size for the 'yes/no' is not in the rule set code, I did a quick look for it in the past and could not find it in code I have access to. So no movement callbacks, and no control of the text, not a lot I can do about it.
Basically, not a lot I can do on vision, you are moving a token about... even if it has a 'texture' of a spell token on it. Its still a token so gets vision..
'token lock' basically takes you into 'disabled' mode and the system can not deal with moving player tokens under spell tokens... so is not a workable option.
Unless we can get a new fundamental type of 'marker' to go with the 'token' and 'shortcut' first class types, its not possible to deal with spell tokens and not get a bunch of issues.
Because FG have gone with the DM and 'image' map edit for spell templates, I do not see us getting a code fix to expose the requirement to 'clean' up the issues caused by my extension to a 'perfect' state. What we might get is pressure on FG to make spell template support available to players, but that would require players editing the map... I dont see that happening either.
The issues you have are known, but not a lot I can do about it withing functional changes to the game system outside the rule set. When I've asked for these things, response is 'its not a priority', maybe if lots and lots of people bug them about it we could get a change. But I dont see that because of the spell templates so it is clear they 'dont' want to fix this issue, because they have decided to go a different route.
All I can do is make the best possible and hope lots of people use it, and FG pick up that they either need to fix support to make it work properly or they spend time making spell templates work better to player/dm...
-pete
No worries. Thank you for taking the time to walk me through the things I am seeing. I was caught off guard and did not expect that behavior from the tokens but what you are saying makes total sense. I am sorry to rehash old issues. I just did not see the discussions around this before I posted.
I still will use the ext. I like the spell tokens and turning off/on token lock is not the end of the world. The vision issue will be situational but manageable. I do have one question about an option. I don't have an issue with players being able to move other player tokens nor being able to move my tokens. So, could an option be made to to toggle ownership? In that way if you prioritize vision over ownership you could. If figure not likely but I thought I ask.
Thanks for all the work on this.
Hey does this extension allow you to use the spell tokens to target enemies/allies rather than having to ctrl click each target?
The answer is no...
In reality just how many tokens end up under your spell AoE ?
I dont play in massive games, mainly because FGU gets slower and slower, so if you have to ctrl+click 3 targets is that any worse than maybe having to 'right click the token' to bring up the radial menu, and then select one of 3 items for target party/allies/enemies... its probably quicker to just ctrl+click the couple of tokens.
The other option, which normally follows as a question, is can it not just 'auto' select.. then its a case you might have to 'fix' what it auto selected, again you end up with a few clicks to sort it... which is all it would have taken in the first place.
FG is a help to play, and I take the matching attitude. Why code something to save a couple of clicks that might require some extra clicks to sort out when the 'context' of requirement does not exist in the game to be accurate with a selection.
As much as I'd love to see better automation in FG, it lacks so much context that would be required to be flexible and accurate in the automation.