STAR TREK 2d20
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  1. #171
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    Interestingly, this issue is ONLY occurring with the effects window... all the others work correctly. I'm thinking that means something.
    This example displays all the subwindows (except the effects and targeting ones) open and both the summaries are displaying correctly.
    It only seems to be an issue when the effects subwindow is open... and when it is open.. the green + is covered by the targeting summary so you cannot add effects if targeting is active but the targeting subwindow is closed.
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  2. #172
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    Could it be that the effects window is a windowlist and the targeting is a subwindow? I'm trying switching it to a subwindow... hopefully that will resolve it... ouch.. ok it didn't like that at all.
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  3. #173
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    Hrm. Looking through the newer code for CoreRPG... there seem to be big changes in here again. I wonder if that might have something to do with it.
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  4. #174
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    AH... ok found it... sorry. Ignore please.
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  5. #175
    Is there a projected date on when this ruleset might be made available to the public? My players keep asking about trying a superhero RPG.

  6. #176
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    I do not have a projected date at this time.
    You could take a look at the Mutants and Masterminds Ruleset if you are looking for something in the genre that is currently available in the Smiteworks Store.
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  7. #177
    Quote Originally Posted by Blackfoot View Post
    I do not have a projected date at this time.
    You could take a look at the Mutants and Masterminds Ruleset if you are looking for something in the genre that is currently available in the Smiteworks Store.
    No problem. My players and I are willing to wait. I was just hoping to get an estimated time frame for the development.

  8. #178
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    Hrm. My module settings seem to be disappearing after I quit FG. I'm wondering if this is something I did or if it's a problem new bug from Core.. I don't think I was messing with anything that would have tweaked this. I haven't really seen this behavior in PF though.
    It removes the module accessibility flag and sometimes leaves the modules open even when they appear closed in the Open Modules window... the only thing is this doesn't seem to happen 'all the time' so I'm guessing there is a sequence of events that causes it to happen. I'll keep testing.
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  9. #179
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    Ah.. ok.. the flags are getting dumped when I /reload and then when I quit out entirely the modules are closed when I reopen. I'm guessing this is the issue he's addressing in 3.1.0 ...
    • [DEV] Module links being treated as unloaded after using /reload command. Fixed.
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  10. #180
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    For those of you who have been following this thread but not the Champions/HERO group..
    The Ruleset is moving forward with more features and fixes. I resolved several cool things this past week. I'm starting a game with one of my regular PF groups (playing not GMing) so I'm hoping to get more fuel for fixes and additions from there.
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