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Thread: DCC RPG Ruleset

  1. #261
    damned's Avatar
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    Quote Originally Posted by Grey Hunter View Post
    Yeah, I'm running FG V3.2.2. and DCC V2.8.

    I downloaded the latest version of the module and that fixed an issue with duplicating the side bars, but now it seems that both the maps and the NPC's generate errors to do with their names - and I can't rename new NPC's.

    Its odd.
    3.2.2 is not the latest version of FG - it is still a test version
    It breaks most 3.2.1 rulesets in some way....

  2. #262
    Dammit, I must still have test versions checked from the last update that broke the 40k ruleset I was using. I'll see if I can roll back!

    Thanks for the help!

  3. #263
    Leo, just to give you a heads up. If you haven't tested under 3.2, they moved a lot of things around and changed things in corerpg which is going to cause some bugs.
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  4. #264
    As predicted the update has caused errors for DCC pack.

    Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (table_header)
    Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (table_header)
    Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (table_header)

  5. #265
    I think Leo already has the fixes ready, but hasn't pushed them yet. Community developers are never notified prior to these things going live, and are usually gone at our day jobs when they do.
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  6. #266
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    Updated to v2.9

    I fixed an error with critical hit determination (again). Otherwise, this is mostly a compatibility update for FG 3.2.2.

  7. #267
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    Uploaded a minor bug fix, a very basic class record, and additional string fields for spell records (general, manifestation, corruption, and misfire).

    Screenshots below...

    Attachment 17686

    Attachment 17687Attachment 17688Attachment 17689

  8. #268
    Oh, just great. Now I'm going to have to re-do everything. Stomp Stomp. You couldn't have done that like 4 months ago. He he.
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  9. #269
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    Quote Originally Posted by vodokar View Post
    Oh, just great. Now I'm going to have to re-do everything. Stomp Stomp. You couldn't have done that like 4 months ago. He he.
    I had the same thought as I spent a couple hours rearranging a bunch of stuff in my module file

  10. #270
    Seriously though, I had a thought. Can you add a second tab, similar to how some npc sheets in rulesets are, that accepts formatted text. This could be used to put the spell check tables.
    Ultimate License Holder GM

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