Just to clarify, by expand do you mean resize the NPC window?
EDIT: yeah that was it. I found the problem and a fix will be pushed on Tuesday.
Printable View
Thanks - that is exactly what I meant.
New weird bug - not sure how long it's been there, but I've only just noticed it.
It's working out AC incorrectly for some characters. It is supposed to add the middle modifier of Dex, Con and Wis to the AC, but for two of my characters, it is adding the highest. I have no idea why it would be getting it wrong for only 2 of the 9 characters - the commonality is that these are the characters that have high Dex so, as far as I can see, it is adding Dex to AC if it is the highest of the three, and then adding the middle one if Dex isn't the highest.
Currently I've got this fixed with miscellaneous modifiers, but if it could be investigated and corrected that would be awesome.
I have to say, it's amazing to see all of these problems getting fixed so promptly now! Many thanks Darren!
I don't know if it's possible, but if there were some way to automate the Strong Recovery feat (allows the reroll of a recovery die, increasing as tier does) that would be fantastic - at the moment, it takes ages for our Barbarian to actually roll physical dice and heal. No idea if the system can actually handle something like that though.
Sorry - new bug.
I don't seem to be able to change character levels anymore? I'm trying to level people up...
I tried to create a new character, and that didn't allow the level box to be changed either.
That's my bad. I accidentally let some in-progress changes get into the last commit. I'll get a hotfix pushed ASAP to roll those back.
I wondered if it might be part of the update to allow automated levelling that was mentioned in the other thread.
No worries - I changed the levels directly in the xml so I could get it sorted for the moment.
Hi,
Another bug whilst you're being so awesome at fixing them.
For some damage rolls, I'm getting the error message:
[ERROR] Script execution error: [string "scripts/lsManagerActionDamage.lua"]:68: attempt to perform arithmetic on local 'nMult' (a nil value)
Is this something I'm doing wrong? Or is there a problem in the code?
Thanks!
It looks like I could do a quick fix to suppress the error, but I'm worried I might be bandaging over an underlying issue. Can you try to narrow down the cases where you see this and provide more information? The error happens because the 'basemult' field in the triggering action is nil, so it would seem to be an issue with the weapon or ability being used to trigger the damage roll. This could either be due to user error (not filling out a required field somewhere) or an error in the ruleset or core rules module (missing data on a weapon and/or ability).
I'll do some experimentation and get back to you. If we could only see the code ourselves, it would be easier to track down...
I think I've isolated the problem - it seemed to be triggering the error if I had assigned an implement to attack/damage power action. When I remove those, it works fine.
I have the implement listed at the top of the window as the default one, so I hope it will still pick up the magic item bonus from there.
I don't fully understand your description, can you provide an example?
EDIT: I see the "Imp" box for attack/damage actions. But I can't repro the error you're seeing. An example would be helpful.
Ok, I got a repro finally. I need to add some tooltips to the controls. I'm still learning how a lot of this stuff works in 13th Age and it was totally unclear to me that the "Imp" control is an index back to items on the Combat tab. I thought it was just a flat bonus field.
Fix has been checked in and marked for hotfix. Not sure if it will make today's update, or later this week.
Thanks again!
So this week, we ran into a bunch of errors, which kind of stopped everything. So first, regular weapons work fine, and effect applying does as well, but doing any attack or damage power throws an error instead without any resolution. That happens for both GM and player. In particular, this is the error in the console log:
That is without any added extensions running, which I thought may do something.Quote:
[7/30/2021 2:48:56 AM] [ERROR] Script execution error: [string "campaign/scripts/manager_char.lua"]:1647: attempt to index local 'nodeFocus' (a nil value)
[7/30/2021 2:48:58 AM] [ERROR] Script execution error: [string "campaign/scripts/manager_char.lua"]:1647: attempt to index local 'nodeFocus' (a nil value)
[7/30/2021 2:48:59 AM] [ERROR] Script execution error: [string "campaign/scripts/manager_char.lua"]:1647: attempt to index local 'nodeFocus' (a nil value)
I also note I get some of this in the log:
I don't think the latter two relate at all, and unsure if the first is relevant. I note that also there were some extra errors when using the wizard desk theme (also shout out to whomever designed that, as it looks super cool).Quote:
[7/30/2021 2:48:15 AM] [WARNING] Could not load script file (13th_Age) (Desktop13a) (scripts/data_desktop_13a.lua)
[7/30/2021 2:48:18 AM] [WARNING] Frame desktop contains out-of-range values in Decal.
[7/30/2021 2:48:49 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
Thank you for the continued work! Let me know if you need any other specific info about this.Quote:
[7/30/2021 2:55:16 AM] MEASURE: RULESETS LOAD - 6.1079893 - 13th_Age
[7/30/2021 2:55:16 AM] [WARNING] font: Font (idactivefont) defined with merge attribute, but asset name does not match existing asset. [SWKTHEME_WIZARDSDESK] [graphics/graphics_fonts.xml]
[7/30/2021 2:55:16 AM] [WARNING] font: Font (idinactivefont) defined with merge attribute, but asset name does not match existing asset. [SWKTHEME_WIZARDSDESK] [graphics/graphics_fonts.xml]
[7/30/2021 2:55:19 AM] [WARNING] font: Could not find TTF font file. (SWKTHEME_WIZARDSDESK) (graphics/graphics_tabs.xml) (graphics/fonts/Open_Sans/OpenSans-Regular.ttf)
(other loadings)
[7/30/2021 2:55:40 AM] [WARNING] Frame dicetower_normal contains out-of-range values in Middle.
I have just pushed fixes for the 'nodeFocus' errors, the missing script file warning, and the frame out-of-range warnings. I have marked this as a hotfix since it is blocking crucial functionality so a new build should be pushed today or tomorrow. The new reported version will "v2021-07-30"
I don't own the Wizard's Desk theme, so I can't troubleshoot that one.
dicetower_normal is defined in CoreRPG and neither 4E nor 13th Age layers changes it in any way. Does the Wizard's Desk theme change the dice tower? That might be the cause of that one.
Awesome, thanks! And the Wizard's Desk theme does change the dice tower to be bigger and look different. That didn't seem to cause any errors at least, but thought I would mention it.
Hi! Question: In the 13th age ruleset, it's not possible to drag and drop classes on top of the character sheet. I guess It's a bug, o maybe that's how it's supposed to work, but I find it weird. Does this happen to anyone else?
That's not a bug. Drag/drop of classes, races, etc. is a fairly huge feature that still needs to be added to the ruleset. It isn't a native capability of FGU, and there are numerous rulesets that do not support this.
Oh, I got spoiled by the level of automation of other Rulesets, :D, So I supposed all worked the same way.
Thanks a lot for the answer!!!
njohn858 reported this issue back in 2019:It looks like it's either an issue that didn't yet get addressed, or it cropped up again.Quote:
Another bug: The Powers section of the character sheet does not support the Extra Info section for individual powers. So if as the GM I create Powers in the Powers section of FG, then I drag/drop it onto the character sheet, all that information is lost.
Attachment 53021
Pictured on the left is the Power that was copied onto a character, on the right is the ability as it exists in the Powers tab.
It looks like the Extra Info details are all lose, as well as the Flavor Text.
It's also not possible to add any Linked Powers. Clicking the Edit List button doesn't do anything.
It appears to me that the purpose of the Linked Powers section is to add related powers to the character sheet when a power is dragged and dropped. For instance, if I create a power record in the Powers list and drop another power into the Linked Powers list, and then drop that power onto a character sheet, then the dropped power and the linked power are both added to the character sheet, and the linked power is removed from the list in the dropped power. That might be hold-over functionality from 4E? I can't remember seeing any powers in any of the content sources that require that behavior. I could either remove the linked powers section from the power window completely, just change the drag/drop behavior to something else, or leave it as-is. Thoughts/suggestions welcome here.Quote:
It's also not possible to add any Linked Powers. Clicking the Edit List button doesn't do anything.
Note that as alluded to above, it is possible to drag and drop a power into the linked powers section to add items, and if there are items in the list, then Clicking the Edit List button does cause delete buttons to appear (they are currently on top of the reference link, and I'm fixing that now).
I have also confirmed that both flavor text and extra info fields are lost when dragging and dropping a power. I will fix that.
Oh, that's excellent, I had no idea you could drag things onto them, thank you!
I had been using the Extra Info field to list off the additional feats that could be taken for a power, but I like using the Linked Items field even more. Currently, as someone who's still learning about class features, I don't know if a power has additional feats to take, but linking them there helps me identify what's available without having to pull up the class again each time. Here is how I'm linking them so as a player I know what's available to me: Attachment 53044
Excellent, thank you!
I found that the weapon attacks in the Mini Character window don't get the character level added to their attack and damage rolls.
Attachment 53418
Attachment 53419
Though the number of damage dice rolled at higher levels in the Mini window do add the additional damage dice.
There's a big update to all rulesets coming next week. Once that is out, I'll take a look at this issue. Thanks for reporting.
The issue is now fixed. There were two problems in there. First, weapons on the mini sheet weren't updating when the level changed. Second, the bonus was being calculated using half level instead of level for some reason. I'm guessing some hold-over from 4E that was overlooked. The fix should roll out next Tuesday.
When I dragged over a picture from the asstes to the character sheet, this error came up :
Attachment 53625
I just checked in a fix, will be out next Tuesday.
(Please forgive this cross-post for the FGU Support Forum, but I realised it may be better served here.)
I'm using the official 13th Age products, running Fantasy Grounds Unity. Latest update (yesterday)
No other extensions as far as I know.
And I get a persistent error when PC or Monsters try to attack (regular weapon melee attack) a target.
Simply rolling attack without any target selected seem to work.
But with a target I get a Script Execution Error.
[string "13th_Age:scripts/manager_action_attack.lua"]:475: attempt to ... (can't remember exactly what this part said) ... 'oTargetEffectsNode' (a nil value)
Any ideas what I'm doing wrong? I cannot imagine this is ageneric problem, since I can't find anyone else complaining about it, so it's probably me. Right?
/ulf
EDIT: Applying Damage to target works fine for some reason. And playing around with adding and removing creatures from the Action Tracker... sometimes it works with Attack Rolls as well.... but I cannot figure out why it works sometimes and sometimes not. Most of the time the error is there and then it is persistent.
I'm late to the party with a reply, but anyhow...I was doing some work on my Midgard World adaptation last night and didn't notice any Attack errors when testing NPC and PC builds. That was the case whether I was testing combat on a map image or just within the Combat Tracker.
By "Action Tracker", I take it that you're referring to the Combat Tracker? For the PCs or NPCs you're attacking with, are they on a map image, or are you just targeting within the Combat Tracker? I ask because, if you're using maps and then deleting and re-adding NPCs or PCs in the combat tracker, I recommend removing the token from the map and then dragging & dropping it to the map from the CT again.Quote:
...And playing around with adding and removing creatures from the Action Tracker...
Otherwise, a good way to ensure you have all of the most recent ruleset components for 13th Age, would be to do the following while FGU isn't running:
Rename the \Fantasy Grounds Unity\rulesets\4E.pak file to something else.
Rename the \Fantasy Grounds Unity\rulesets\CoreRPG.pak file.
Rename the \Fantasy Grounds Unity\vault\4E.dat file.
Rename the \Fantasy Grounds Unity\vault\CoreRPG.dat file.
And rename the \Fantasy Grounds Unity\vault\13THAGERULESET.dat file.
Then restart FGU and click the [Check for Updates] button. That will re-download the 13th Age ruleset and the other rulesets it's built upon.
Renaming the 4E rulesets may not be necessary, as I vaguely recall that ruleset's code was rolled into 13THAGERULESET.dat at some point. I'm not a 100% about that though, so better to rename those files too just in case.
The 13th Age ruleset no longer inherits from 4E. Please replace 4E.pak in the previous post with 13thAge.pak.
FYI - Code does not exist in the .dat files. The code (LUA) and UI (xml) are entirely contained within the .pak files.
Good to have that confirmed - I removed the 4E file references. Note that I do not have a 13thAge.pak file in my \rulesets folder, nor to the best of my memory have I ever had one. I only have the 13THAGERULESET.dat in my \vault folder. So if I'm supposed to have that PAK file, it's not being downloaded by the FGU update manager.
[Edit]
Yes, I opened the 13THAGERULESET.dat archive and noticed that it doesn't have any XML or scripts folders - very different than my Call of Cthulhu 7 and Traveller 2 DAT files, which are the rulesets I own which are vaulted. From what you're saying, the 13Age ruleset is not vaulted, which is terrific and welcomed info. Unfortunately as I mentioned above, I don't have a 13Age PAK file to browse the XML or LUA files.
Did you purchase the ruleset? https://www.fantasygrounds.com/store...13THAGERULESET
That's the only reason I can think of that it wouldn't be in your rulesets folder.
If you did purchase it, then you should contact support.
Yes I've purchased the 13th Age ruleset as well as the bestiary - both bought through Steam. My Steam account is synchronized with my Fantasy Grounds account and the 13th Age products are listed on Steam as having been purchased. Both the 13th Age ruleset and the bestiary DAT files are present in my \vault folder. I renamed both of those files today and both re-downloaded after an update, but still no 13th Age PAK file in my \ruleset folder. The other ruleset (Savage Worlds Adventure Edition) I've purchased that's not vaulted, has it's PAK file in my \ruleset folder.
I'll contact FG support.
Ok, confirmed that this ruleset IS vaulted. Even though I'm the developer, I never was gifted the official copy of the ruleset, so I was seeing the .PAK file I manually generated as part of development/testing.