TALES of the VALIANT
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  1. #181
    Quote Originally Posted by Vaall View Post
    Hey, for information I submitted a patch to B9 that might fix this extension. If it's ok on his side, an update should be coming soon.
    Would you be able to share that patch, while B9 sorts all his extensions affected by the last update?

  2. #182
    I can't share the file unfortunately because it is a paid extension.

    However, I can tell you the method to follow:

    In your FGU "Extensions" folder:
    1- Open the file "B9__AdvancedSpellDamage" using Winrar or other software
    2- Open the file "manager__power_asd.lua" using Notepad++ or other software
    3- Replace line 1260 with:
    aWords, aWordStats = PowerManager.helperParsePower(aData, aWords, aWordStats);
    (See attachment)
    4- Save the file and confirm that you want to modify the archive (otherwise it will not modify the file in the extension)

    I will of course leave it to B9 to contradict me if a better solution can be found. For my part, this has at least removed the console errors and made the extension usable.

    I hope my explanation is clear enough for you to correct as well.

    B9 Spell Damage.PNG

  3. #183
    Quote Originally Posted by Vaall View Post
    I can't share the file unfortunately because it is a paid extension.

    However, I can tell you the method to follow:

    In your FGU "Extensions" folder:
    1- Open the file "B9__AdvancedSpellDamage" using Winrar or other software
    2- Open the file "manager__power_asd.lua" using Notepad++ or other software
    3- Replace line 1260 with:
    aWords, aWordStats = PowerManager.helperParsePower(aData, aWords, aWordStats);
    (See attachment)
    4- Save the file and confirm that you want to modify the archive (otherwise it will not modify the file in the extension)

    I will of course leave it to B9 to contradict me if a better solution can be found. For my part, this has at least removed the console errors and made the extension usable.

    I hope my explanation is clear enough for you to correct as well.

    B9 Spell Damage.PNG
    Yeah this is what I meant by sharing the patch, thank you very much!

  4. #184
    Quote Originally Posted by Vaall View Post
    I can't share the file unfortunately because it is a paid extension.

    However, I can tell you the method to follow:

    In your FGU "Extensions" folder:
    1- Open the file "B9__AdvancedSpellDamage" using Winrar or other software
    2- Open the file "manager__power_asd.lua" using Notepad++ or other software
    3- Replace line 1260 with:
    aWords, aWordStats = PowerManager.helperParsePower(aData, aWords, aWordStats);
    (See attachment)
    4- Save the file and confirm that you want to modify the archive (otherwise it will not modify the file in the extension)

    I will of course leave it to B9 to contradict me if a better solution can be found. For my part, this has at least removed the console errors and made the extension usable.

    I hope my explanation is clear enough for you to correct as well.

    B9 Spell Damage.PNG
    Sadly, I have to report that this patch solves only part of the errors: it doesn't fix the errors that appear when adding a NEW spell to a character
    ( [ERROR] Script execution error: [string "..AdvancedSpellDamage:..nager_power_asd.lua"]:377: bad argument #1 to 'ipairs' (table expected, got nil) )

    Looking at line 377 where the error happens, it appears that a similar fix needs to be done on line 373 but I don't know the FGU api's enough to suggest which change.

  5. #185
    v3.16 updated to stop the reported crashes.

    While this fixes the basic, been able to use the extension, it does not fix properly the ruleset changes.

    On my quick testing, adding a new spell, while now does not crash it also does not parse the 'at higher level' damage. ( Well it probably does, but then does not add it correctly, or something.. I need to look into it. )

    But if you have previous generated spell with the extra dice and damage line marked with the 'lvl[n]' extra data. Then this is processed correct by the extensions. ( And at higher level data seems to still work on NPC.. Was testing with 'baba' from strahd. )

    You can also manually edit the damage lines in the spell to add the extra dice and mark with the 'lvl[n]' tag for which level the dice is needed.

    If the spell has the extra data and cast at a higher level markers it looks like the correct extra dice are rolled.

    So a good chunk of it is working... But this is mainly because the extension duplicates a bunch of the ruleset code to do with parsing spells. While this helps it to be more stable to ruleset changes, it does not cope well with the bigger changes like the 2024 ruleset.

    This is obviously a very 'just stop it crashing', using a very quick test situation, type of fix. While it probably gets people working, its probably breaking a number of things from the new ruleset.

    Its very clearly time to re-write a good chunk of this extension due to the many change sets over the years that I've tried to patch in, but now probably need a full on change due to the combined legacy/2024 ruleset we now have.

    ( As I dont have any 2024 support plans, as my group now pathfinder, so not having an ongoing 5e game is why updates/issues are not getting picked up like they would with a regular on going game. )

    When I get some more time, I'll probably start the work of re-writing and using the B9_Common_Core which was added to help these sort of issues but getting all the ruleset code into one place for me to fix, instead of over many extensions...

    Thanks, Pete.
    Forge Profile
    DMsGuild Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.
    DMsGuild Extensions: Advanced Weapon Damage, Advanced Spell Damage, Aspect Of The Bear, Spell Long Rest For NPC, Spell Domain.

  6. #186
    I've done a bit of testing with v3.16 and indeed it works, minus having to add manually the damage lines for higher levels.
    My groups can live with that for the time being, it's a bit more extra prep when new spells are added but at least it works during the game and doesn't break character creation with the new 2024 rules. Thank you so much!

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