It works ! Thank you very much.
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It works ! Thank you very much.
When making a save from the [Main] tab of the character sheet, the save roll ignores the difficulty. I.e. if you set difficutly to "Easy" 6+, it'll still roll against a DC of 11+ "Normal." And if you set difficulty to "Hard" 16+, the save roll will still be made against a DC of 11+ "Normal." My FGU version is v4.7.5 (2025-07-07). Interesting enough, when FGU loads with my campaign, I get 2 listings for the my 13th Age Ruleset. The first listing gives a date of (2025-06-04) and the second listing gives a date of (2025-06-19).
I'm encountering a number of errors when using the Character Sheet. So many, that it'll take time for me to document them. There's mostly occuring when entering edit mode on the CS. I've also been locked out of editing for the [Skills] and [Icons] tabs on 2 different occasions - no scipting errors when those occurred. The only way to resolve them was to exit the campaign and restart FGU. Bottom line, I feel it's performance is so errant laden, that I don't feel I can launch my campaign in the CS's current working state.
I'll report back when I've been able to document things better.
[Edit] I noticed I have these 2 13th Age files in my \Vault folder: 13THAGERULESET.dat and 13THAGERULESET-data.dat. Are those the reason I'm getting 2 listing for the 13th Age ruleset in my chat window?
Yes, I would move both out of your rulesets folder and do a fresh update to get the latest version of the ruleset. Then try attempting the above without any extensions and a fresh campaign. See if it replicates.
I moved my \Ruleset and \Vault folders, did an update and I'm not loading and extensions. My versions are still reported as listed above.
The [Main] > Saving Throw difficulty setting still isn't being recognized - double-clicking the Saving Throw box always makes a roll against a "Normal" 11+ DC, regardless of the setting in the difficulty box.
Whenever I open a character sheet and click the [Powers] tab I receive this error:
"[7/30/2025 11:01:07 AM] [ERROR] Script execution error: [string "W:charsheet_tab_powers"]:10: attempt to index global 'content' (a nil value)"
If I close that character sheet, then reopen it and click on the [Powers] tab again, I don't receive the error. For one of my characters the only [Powers] tab entry is the default Battle Power 'Rally', but desptite that, I still get the error the 1st time I click the tab.
[Edit] When I open any character sheet and click the Lock/Unlock button, I receive the same above error:
"[7/30/2025 11:01:07 AM] [ERROR] Script execution error: [string "W:charsheet_tab_powers"]:10: attempt to index global 'content' (a nil value)"
I've browsed the 13th_Age.pak file in my \Rulesets folder, but noticed that there's no such string in the strings.xml. Also looked in the character sheet related XMLs in the \Campaign folder, but no such string. So...I'm guessing this is some string within the files in the \Vault folder. Sorry I can't be much help in tracking this down.
Can you give me some screenshots and exact steps to replicate your issue? I'm not seeing the saving throw box as you have mentioned. I'm able to verify the error you experienced and have that resolved, but will push when I'm able to check on your save issue.
I was able to see the save on the main tab wasn't pulling the right DC and have pushed the fixes to the TEST server. If it's not working in another place, let me know and I'll get that sorted.
Here is a screenshot of a Easy save that should have been reported as a 'SUCCESS' in the chat window, but because only "normal" difficulties are made, it's instead been reported as a 'FAILURE'. I've circled in red the pertinent area of the character sheet > [Main] tab.
Attachment 64958
Whereas here's a Hard 16+ save, that with a result of 12 should have been reported as as 'FAILURE'
Attachment 64959
Here it is working properly with a Normal difficulty selected.
Attachment 64960
I hadn't noticed your post before I posted my screenshots - DOH!. Anyhow, glad to hear you found and fixed it.
I've only run a few combats via solo play with a party of 5 PCs. Pretty much everything worked as expected.
And I have to say...it's been a couple of years since I fired up the 13A ruleset and I was very pleased with the changes. Last time I dabbled there were no Classes and Races and instead those were just handled under Powers & Feats the way they are in the D&D 4e ruleset. So much better IMO with Class and Race on the sidebar and Class & Race windows & sheets. Also, last time I played around, saves were errantly being automatically made at the beginning of a character's turns and not the end. I'm pleased that's no longer happening, but what I'm not sure of is whether saves are automatically being made at the end of turns. In my 1st test battle I didn't have many PCs or NPCs acquiring effects or ongoing damage, so I'll have to test for this in my next battle.
BTW I'm using the Midgard World setting and the Icons and Races that were created for the 13th Age Midgard Bestiary book. Creating the races was easy - certainly much easier than earlier when I attempted, when only Feats and Powers were available.
Trying to import NPCs with the Parser is not working. I'm attempting to import monsters from the 13th Age Midgard Bestiary and the parser won't convert the stat blocks. I was able to parse in about 15 NPCs from the same bestiary about 2 years ago, but no such luck now. When I look at stat blocks that successfully parsed ain the past, they look identical in format to ones I can no longer successfully parse. I've noticed now that the parser copies the contents in the parser box to the [Notes] tab text box one you press the [PARSE] button, and I'm sure it didn't do that when I used it previously.
Something I've tried, is to arrange the Migard Bestiary's Size/Level/Role [Type] stat line. The Midgard Bestiary lists that stat line as Size Level # Role [Type] and I've tried reogranizing it as # Size Level Role [Type], i.e. "3rd Large Level Troop [construct]" and that did resolved it once. However, reorganizing that stat line isn't working for other parsing.
Here's an example of a simple Midgard Bestiary stat block that won't parse:
I've tried it with the Size/Level/Role [Type] changed to 3rd Level caster [humanoid], but it didn't help. The format for what's copied into the [Note] tab text box is very clean, so I've tried pasting it over the my stat block in the parser box, but that hasn't help.Code:Niemheim Choirmaster
Level 3 caster [humanoid]
Initiative: +9
Cunning dagger +8 vs. AC; 10 damage
R: Hellish pitch +8 vs. PD; 8 thunder damage and the target is vulnerable to all attacks until the start of its next turn Natural 18+ hit or miss: Target pops free.
AC 18 PD 13 HP 45 MD 17
Very frustrating as the parser has worked well in the past.
[Edit] I probably should have mentioned that the parser does always successfully parse the creature's name - just nothing else.
There has not been a developer on 13A in some time; and it's currently in maintenance mode. We would not have touched anything related to parsing, since we're not familiar with that system.
Doing a quick look at the 13A ruleset; I do not see any "Parser" built into the ruleset for NPCs. How are you finding a Parser to run?
(I looked under NPC campaign list; and did not see a button on either top or bottom to do text parsing.)
Regards,
JPG
Open up the NPC window and click the new item button. One of the tabs for the window is named [Parse] and if you click it you should see large text box to paste the stat block into with a [PARSE] button at the top of it.
[Edit] I'm praying you find it and it wasn't removed in some recent build I haven't gotten yet. The Parser for the 13th Age ruleset is an awesome feature and one that really distinguishes it from the other rulesets for FGU. The free Character Maker extension for Savage Worlds is the only thing I know of that comes close to the 13A parser.
The file hasn't changed since 2022 from me checking when it was last changed. I tested your stat block and it's not fitting the structure it's expecting. For instance the level line is looking for sSize, sLevel, sRole, sType in that particular order.
I did try changng the 2nd line of my stat block to "medium Level 3 caster [humanoid]", but it still wouldn't parse. Most of the beastiaries for 13A, don't list a size to that line in the stat block if the creature is "medium." But as I said above, it still wouldn't parse when I prefixed that line with "medium".
It looks like the problem came down to a corrupted, or incompatible PDF. I got a newer Midgard Bestiary PDF from Kobold Press and I can now successfully parse creatures/monsters. That said, I do need to do a fair amount of cleaning up before I can parse, but the effort is minimal in incomparison to doing a field-by-field copy & paste. ;)
[Edit] I did a few tests and was also able to successfully parse enemies from the 13Age Glorantha souce PDF and to parse threats from a 3rd party adventure. So something was definitely odd about that older PDF. What it was, I haven't got a clue because it looked the same as other stat blocks that successfully parse.
Stat checks no longer apply level bonus. For example, setting a character to level 10 with a 20 STR will only result in adding +5 to the check, instead of a +15.
Sidenote if someone could reach out to me that knows Darren Anderson since I can't get ahold of him, or anyone else who has a copy of the ruleset wizard setup, I'd like to try to update the system for Second Edition.
Just pushed a hot fix to address the 13A ability checks. Please run a new Check for Updates.
The ruleset has been heavily modified since the original ruleset wizard setup to work more closely with the Core system. You would lose a lot of changes trying to re-start with the old project.
You're better off making a copy of the latest ruleset code, and starting from there.
Also, we don't accept any RSW rulesets for our official store products, because they are too hard to maintain when developers stop supporting the code.
Regards,
JPG
How would I best go about copying that code? Is there a best practice for decompiling the .pak for the ruleset or is there another way?
And yes, I'm not planning to put it on the store or anything of that nature. It's really just for my group.
PAK files are just renamed ZIP files. Make sure to review the Developer section of the wiki to be familiar with where to look to answer questions as you go.
https://fantasygroundsunity.atlassia...eveloper+Guide
Regards,
JPG