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  1. #471
    V1.54 - Bug - Display Name for IDed items was not working properly due to missing string definition which only existed in equipped effects (some code had been copied to map parcel to do a similar ID check). Fixed.

    Most obvious in Party Sheet inventory when name of ID'ed item would always be the non ID name. Only works with equipped effects as code copied from it was missing a string definition that only EE had.
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  2. #472
    V1.55 - Update - An "[MP] LOOT" template now not only supports exact name matches, type matches, and default matches for the loot template but now will allow names (only) to support a trailing * so that a name match can hit everything up to the * (including spaces) to indicate a match. For example, if you have in the CT <name> 1, <name> 2, etc. you can now make a loot template that "may" cover those by defining it as "[MP] LOOT <name> *". The order templates are processed are if an exact name match is found the checking of templates stops and that is the one used. Otherwise if a name *, type, or default match the search will continue for template matches until all are completed and the last found one will be used (always been this way except I added the name * option to this keep searching till done list). Basically, you don't use this don't worry about it nothing will change for you.

    When I say good enough it means you can screw it up if you use it carelessly.

    I tested with CT NPC Orc then defined "[MP] LOOT Orc" then tried "[MP] LOOT Orc *" then tried "[MP] LOOT Orc*" then tried "[MP]LOOT Orc Eye*" - etc. some at same time. Not perfect but better than it was and without a "*" in template it will only do exact match - and exact match will automatically stop searching. Templates of name followed by *, type, or default matches will all search everything and pick last match.
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  3. #473
    Looks like the update today broke this EXT, no longer can add tokens, or add items to the parcels while its loaded, also can't add items to NPC inventories.
    You can add items directly to the NPC main tab.

  4. #474
    The update was very minor. The only item in the update that could I could imagine possibly affect things would be:
    [DEV] DB/databasenode - getCategory/getModule - Updated to return empty string as default value.

    Regards,
    JPG

  5. #475
    Quote Originally Posted by Moon Wizard View Post
    The update was very minor. The only item in the update that could I could imagine possibly affect things would be:
    [DEV] DB/databasenode - getCategory/getModule - Updated to return empty string as default value.

    Regards,
    JPG
    Yep busted. And rulesets did not change so must be in Engine code. I'll have to see why by debugging. The token field in map parcels is no longer even being shown - whatever decision tree I have for determining if Parcel is read/write is busted I suspect. I'll have to look. Literally its just showing FGU parcel form as if it were read only and no longer displaying map parcel form when read/write.
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  6. #476
    Yep previously you checked for nil to determine if was not returning a module. Now its returning blank - which of course busts any decision trees trying to determine if DB.getModule returned a module or not. Sounds like they decided to make some output to something not have to worry about printing nil instead of interpreting it as blank. Of course any code from past checking for nil is no longer valid.
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  7. #477
    V1.56 - FGU busted - DB.getModule returns changed from nil to blank - all code checking this had to be fixed to respect new values.

    (sigh)
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  8. #478

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