View Full Version : Test Release v3.1.3
Moon Wizard
October 8th, 2015, 00:50
Note: As always, please make a backup of your FG data folder before updating and opening campaigns with a test release.
Please see the sticky thread on public testing if you want to be involved. The Test mode slot (available via the FG Settings dialog) contain this version right now.
We're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.
Thanks,
JPG
Moon Wizard
October 8th, 2015, 00:51
Current Updates and Fixes
[UPDATER] FG store purchase list is now scrollable, and will display 5E products as well.
[UPDATER] If Steam DLC option checked and unable to access Steam, update will fail instead of removing installed Steam DLC content.
Image links (i.e. pins, shortcuts) can be shared with players. When shared, the share state of the linked record will mimic the parent record.
Formatted text links can be shared with players. When shared, the share state of the linked record will mimic the parent record.
Image and formatted text links can be shared via the radial menu or by holding SHIFT and left clicking on the link/pin.
Removed module force load option.
Image links are now visible by default, and can be disabled via the radial menu.
[CoreRPG+] Language feature added to chat window.
[CoreRPG+] Hidden turn order option added.
[CoreRPG+] Quest records added to CoreRPG layer as full-fledged campaign records available via link from Stories list.
[CoreRPG+] Chat entry box will resize as you type (up to 8 lines of text), and has a scrollbar.
[CoreRPG+] Changed chat portrait size from 30 to 40, and changed portrait token size from 50 to 100.
[CoreRPG+] Store button added to library, token, image and portrait windows.
[CoreRPG+] Updated options sidebar button graphic.
[CoreRPG+] Math and dice expressions within brackets will be evaluated in table results.
[CoreRPG+] Multiple rolls for follow-on tables in table results (use [#x] tag).
[CoreRPG+] Parentheses in effects no longer stripped in CT summary and chat window.
[CoreRPG+] Brackets in effects no longer generate error message when used.
[5E/4E/PFRPG/3.5E] The TYPE conditional effect trigger has been changed to use OR logic instead of AND logic for types separated by comma.
[5E] Creatures with the Avoidance or Evasion effect will "evade" damage, instead of being untargeted.
[5E] Classes with more than one hit die per level are now supported, including ability to roll each hit die independently when resting.
[5E] Default diagonal distance is set to 1 square (per DMG).
[5E] House rule option added to adjust diagonal distance to 5 feet then 10 feet (per DMG optional rule).
[5E] House rule option added to increase number of inspiration slots available per PC.
[5E] Pact magic and Spellcasting spell slots are now separate on the actions tab. Pact magic spell slots refresh on short rest.
[5E] Added healing variant rules for Healing Surges and Slow Natural Healing from DMG.
[5E] Spell effects that granted extra damage are now set to apply to self automatically.
[5E] Rarity field added to item sheets.
[5E] Some spells that did not parse correctly have been overriden with a fixed list of actions when adding to PC sheets.
[5E] Special handling of Dwarven Toughness, Draconic Resilience and Tough feat added for hit point calculations.
[5E] Spell duration field will be checked when parsing spells to determine duration of effects generated.
[4E] The Second Wind power automatically added to PCs will now self target the heal ability of the power. Only applies to newly created PCs.
If image files with multiple uncondensed whitespace in the file name were used, image record changes would not be saved. Fixed.
[CoreRPG+] Characters using default portrait token when exported would use wrong or missing portrait token on import. Fixed.
[5E/4E/PFRPG/3.5E] The SIZE conditional in effects was treating all NPCs as Medium size in some situations. Fixed.
[5E/PFRPG/3.5E] Commas within TYPE, SIZE and ALIGN conditional parentheses would cause these conditionals to be bypassed. Fixed.
[5E] Ability specific effects (STR, DEX, ...) not being applied to saving throws. Fixed.
[5E] Wood Elf Fleet of Foot speed adjustment not being applied. Fixed.
[5E] DMGTYPE effects not being applied to untyped damage rolls. Fixed.
[5E] Wounded and Bloodied conditional effect operators not working. Fixed.
[5E] Using the decal extension for PotA would remove decal options for HotDQ. Fixed.
[5E] Paladin smite spells were incorrectly generating a spell attack action. Fixed.
[4E] Script error when multiple resist effects and at least one resist effect was vs. all damage. Fixed.
[4E] The SIZE/TYPE/ALIGN conditionals were not being parsed correctly unless size/type/align were lowercase. Fixed.
[PFRPG/3.5E] Spell CLC check button not using targets. Fixed.
[PFRPG/3.5E] Spell CLC check not removing targets on CLC check failure when remove on multi-target miss option used. Fixed.
[PFRPG/3.5E] Recursive script warnings when adjusting ability scores after viewing actions tab. Fixed.
[PFRPG] Ability bonus penalty due to ability damage not being calculated correctly for rolls affected by effects that adjust ability bonus. Fixed.
[CoC] Unable to drop NPC on character list for conversion to PC. Fixed.
[CoC] Conversion of NPC to PC was not handling skills correctly. Fixed.
[FateCore] Lots of script warnings about ignored height tags. Fixed.
[DEV] All controls fall back to "defaultstringcontrol" and "defaultnumbercontrol" fonts if none defined.
[DEV] Interface: Added isFont, getFonts, isFrame, getFrames, isIcon, getIcons
[DEV] User: Added getActiveIdentities
[DEV] imagesettings: Added global tag and subtag (shortcut)
[DEV] textsettings: Added subtags (icon, font)
[DEV][CoreRPG+] Drop down templates moved to CoreRPG layer.
[DEV][CoreRPG+] Added new public link icons for images and formattedtext controls
[DEV][CoreRPG+] Added new radial menu icons and menu text for public links in images and formattedtext controls
Moon Wizard
October 8th, 2015, 00:51
Developer Notes
This version makes some changes that ripple across all of the rulesets, as well as a good number of fixes. Most extension makers will want to take a look at the changes to see if it impacts their code. This version mostly replaces the chat language extension. (Just doesn't include fonts we don't have license or permission to use.)
I've documented all the files changed in this cycle, in case that helps the extension/ruleset developers out there.
Special Notes For Ruleset Developers
Multi-line chat entry feature requires changes to chatbox frame graphic, chatbox frame definition, chat windowclass and local mode chat windowclass
Shared pin/link feature requires addition of shared pin graphic, shared link graphics and radial menu public/shareable link toggle graphics
CoreRPG Scripts
Global (ActionEffect, CampaignDataManager, CombatManager, CombatManager2, EffectManager, ExportManager, GameSystemManager, ItemManager, OptionsCore, OptionsManager, StringManager, TableManager)
Linked (ct/scripts/clientct_entry.lua, ct/scripts/clientct.lua, desktop/scripts/chat_entry.lua, desktop/scripts/chat_window.lua, utility/scripts/module_selectionentry.lua)
CoreRPG XML
/ (base.xml, gameelements.xml)
campaign (campaign_images.xml, campaign_story.xml, record_char_notes.xml, template_char.xml)
common (template_common.xml, template_records.xml)
ct (ct_client.xml, template_ct.xml)
desktop (desktop_classes.xml, desktop_panels.xml, template_desktop.xml)
graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
ps (ps_order.xml)
strings (strings_campaign.xml, strings_common.xml, strings_utility.xml)
template (template_campaign.xml)
utility (template_utility.xml, utility_library.xml, utility_misc.xml, utility_modules.xml, utility_options.xml)
5E Scripts
Global (ActionDamage, ActionEffect, ActionRecovery, ActionSave, ActorManager2, CampaignDataManager2, CharManager, CombatManager2, EffectManager, GameSystemManager, PartyManager2, PowerManager, VersionManager2)
Linked (campaign/scripts/char.lua, campaign/scripts/char_labelframetop.lua, campaign/scripts/item_main.lua, campaign/scripts/power_page.lua, ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, desktop/scripts/desktop.lua, ref/scripts/ref_summary.lua)
5E XML
/ (base.xml, gameelements.xml)
campaign (record_ability.xml, record_char.xml, record_char_actions.xml, record_char_main.xml, record_char_notes.xml, record_item.xml, record_quest.xml, record_power.xml, template_campaign.xml, template_power.xml)
common (template_windows.xml)
ct (ct_client.xml)
desktop (desktop_classes.xml, desktop_local.xml)
graphics (graphics_buttons.xml, graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
ps (ps_main.xml, ps_xp.xml, template_ps.xml)
ref (ref_basicclasslists.xml, ref_class.xml, ref_equipment.xml, ref_equipment_list.xml, ref_feat_list.xml, ref_magicitem.xml, ref_manual.xml, ref_spell.xml, template_ref.xml)
strings (strings_5E.xml)
utility (template_utility.xml, utility_dialogs.xml)
4E Scripts
Global (ActionDamage, ActionEffect, ActorManager2, CharManager, CombatManager2, EffectManager, GameSystemManager, ItemManager2, PartyManager2, PowerManager)
Linked (ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
4E XML
/ (base.xml)
campaign (record_quest.xml)
ct (ct_client.xml)
desktop (desktop_classes.xml, desktop_local.xml)
graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
ps (ps_xp.xml, template_ps.xml)
strings (strings_4E.xml)
3.5E Scripts
Global (ActionEffect, ActionSpell, ActorManager2, CombatManager2, EffectManager, GameSystemManager, PartyManager2)
Linked (campaign/scripts/char_actions_details.lua, ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
3.5E XML
/ (base.xml)
campaign (record_quest.xml)
ct (ct_client.xml)
desktop (desktop_classes.xml, desktop_local.xml)
graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
ps (ps_main.xml, ps_skills.xml, ps_xp.xml, template_ps.xml)
ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
strings (strings_35E.xml)
CallofCthulhu Scripts
Global (CampaignDataManager2, CharManager, CombatManager2)
Linked (ct/scripts/clientct_entry.lua, ct/scripts/ct_entry.lua)
CallofCthulhu XML
/ (base.xml)
campaign (template_campaign.xml)
ct (ct_client.xml, ct_host.xml)
desktop (desktop_classes.xml)
graphics (graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
Castles and Crusades Scripts
Global (ActionEffect, CombatManager2, EffectManager, GameSystemManager, PartyManager2)
Linked (ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
Castles and Crusades XML
/ (base.xml)
campaign (record_quest.xml)
common (template_windows.xml)
ct (ct_client.xml)
desktop (desktop_classes.xml, desktop_local.xml)
graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
ps (ps_main.xml, ps_xp.xml, template_ps.xml)
ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
strings (strings_cnc.xml)
Numenera Scripts
Global (CombatManager2)
Linked (ct/scripts/clientct_entry.lua)
Numenera XML
/ (base.xml)
ct (ct_client.xml)
graphics (graphics_radial.xml)
Fate Core XML
campaign (record_char_listitem.xml, record_char_main.xml, record_npc.xml, template_char.xml)
ct (ct_client.xml, ct_host.xml)
Thegroo
October 8th, 2015, 01:58
Great work
Nickademus
October 8th, 2015, 02:58
Removed module force load option.
Did I miss something? Why was this changed?
dulux-oz
October 8th, 2015, 03:04
Thanks Moon,
And yes, the new handler call in ItemManager should work well
Edit: But it doesn't
Bug Report
The following error is generated when dragging an item onto a PC's Inventory (tested as a GM, without any Extensions loaded)
Script Error: [string "scripts/manager_item.lua"]:15: bad argument #1 to 'ipairs' (table expected, got nil)
Sorry mate :(
Cheers
Moon Wizard
October 8th, 2015, 04:57
The force load module option has been causing client crashes, due to the increased number of modules available and a limitation in the FG architecture on the client. Also, GMs were also force loading adventures to players, which is most likely not desired. The best course of action seems to be to disable the option.
I'm open to feedback on any of the changes, and I can evaluate from there.
Regards,
JPG
kylania
October 8th, 2015, 05:11
Wow, that's a huge list of fantastic changes! Can't wait to start playing with them.
Nickademus
October 8th, 2015, 05:42
Ah, I see. That makes sense. Anyway to preserve the aspect of the GM setting certain modules as visible in the library when the player first opens it. It really helps with new players and for GMs that use custom modules to cut down on the confusion.
Moon Wizard
October 8th, 2015, 06:55
Yeah, I've been thinking about revamping library to include module activation.
Cheers,
JPG
Zacchaeus
October 8th, 2015, 13:52
Fantastic additions and fixes Moon; sterling work.
viresanimi
October 8th, 2015, 13:56
What a bag of goodies!
I love what you've done with the sharing system. Love it! The fact that pins are by default visible and now sharable is fantastic. All in all I am very excited about this update!
And now for the inevitable suggestions / observations:
/clear does not seem to work anymore.
While the "Quests" and "Store" buttons make some sense on the Story, Illustrations taps for 5E and the like, I don't think they make much sense in CoreRPG. Suggestion: If it is easy to do, then these buttons should be something you can toggle on / off in the options menu. If it requires a lot of work, don't bother. It is a minor thing, but I thought it was worth mentioning.
Can I please please have an option to turn off the visibility of shared folders in the bottom of my story tabs, from modules I have loaded. Either by an option in the Options menu, or that I can say "Don't export the folder visibility" when exporting modules. They take up a lot of space and I am too damn stupid to fix the module code. I would be eternally be grateful. Even more than I am now. Promise *grins*
All in all this looks very promising. Thanks!
Vires Animi
Zacchaeus
October 8th, 2015, 15:18
BUGS: Right clicking on a map pin and selecting 'make all links shareable' causes FG to crash
Portraits for GM and players aren't showing in chat whether option is set to on or off ( when chatting only, DM and player portrait shows for rolls)
I mention this just in case. In the 'healing surge' variant players can use more than half of their hit dice between short rests (in fact they can use all of them). It may be that the restriction can't be implemented that easily.
Ok, strange one. I create a Warlock and then go into options and attempt to change the inspiration slots in options and I get this error: Script Error: [string "campaign/scripts/char.lua"]:29: attempt to index global 'inspiration' (a nil value) Looks like it's intermittent, doesn't happen all the time.
Where a spell gives out temporary hit pints (such as Aid, Enhance Ability) the amount of hit points isn't parsing. I could be wrong but I think pre test it did. (Real Kudos on the amount of work that must have gone into parsing spells that didn't previously parse - this is awesome work).
Some spells which can do various different damages, such as Glyph of Warding, Chromatic Orb give a list of blank damage lines. Not sure if this is intended or not.
viresanimi
October 8th, 2015, 15:31
BUG: If you share a link while while you have scrolled down in a story document, you will be sent to the top of the document. If that makes any sense... the viewpoint is being reset is what I am trying to say.
kylania
October 8th, 2015, 16:59
So, my PC at work is kinda crappy, and dice rolling animations have always been a little laggy, but the new language field is super laggy for me now. 2-3 seconds to open, a second or two to select a language and don't even try to scroll the list, that's taking like 10-15 seconds. :)
This is with an Intel HD Graphics 2500.
VenomousFiligree
October 8th, 2015, 19:26
[CoreRPG+] Chat entry box will resize as you type (up to 8 lines of text), and has a scrollbar.
I've been wanting this for soooo long! :) :) :)
Zacchaeus
October 8th, 2015, 19:43
For some reason I can't edit my post above:
C For the mathematically challenged amongst us can you give us more details on what these mean? Like some examples?
[CoreRPG+] Math and dice expressions within brackets will be evaluated in table results.
[CoreRPG+] Multiple rolls for follow-on tables in table results (use [#x] tag).
Also the log tab isn't documented, is this all manual entry stuff or is there supposed to be any automation (XP, Gold for session - auto totals in the total field), and can stuff be dragged into it?
kylania
October 8th, 2015, 19:54
Not sure about the second part about follow ups, but here's the first part in action:
https://i.imgur.com/MVYttBG.png
Note how 77 and 89 results were 25GP and 26GP from a 6d6 roll on the fly.
Saves us from having to have infinite different tables just to get a random roll on a table.
Zacchaeus
October 8th, 2015, 20:09
Thanks, Kylania I didn't read the 'in brackets' bit and was trying all sorts of nonsense :)
kylania
October 8th, 2015, 22:03
The multiple roles means to drag the other table over and put [3x] after it to roll three times for example:
https://i.imgur.com/nHXefbr.png
Zacchaeus
October 8th, 2015, 22:12
Ah, well worked out again.
Szabtom
October 8th, 2015, 22:36
Wow those table-in-table random rolls are really cool.
Moon Wizard
October 8th, 2015, 22:46
You can also reference other tables by name within brackets, so you can perform multiple rolls on multiple tables. The first multiplier is always applied to any dropped link.
[2x] [Treasure Table A] [3x] [Treasure Table B]
JPG
Moon Wizard
October 8th, 2015, 22:54
Viresanimi
Thanks for reporting /clear command. Scheduled for next update.
I think Quests can be useful in CoreRPG, depending on the system used; plus they don't really get in the way.
We do have lots of map and token content in the store that is totally game system independent, so that's why the Store button is in the Images, Tokens and Library windows.
I'm not following what you are asking for in the visibility of shared folders. Can you give me an example or screenshots?
On the scrolling, the cursor is still at the top, so the client is trying to make sure the cursor is visible. The next update will set the cursor to the beginning of the link text to prevent scrolling.
Zacchaeus
Thanks for reporting crash on radial share all. I'll get it fixed for the next update.
Need to investigate the portrait chat issue more.
The healing surges option doesn't perform any limiting, just updates the resting mechanics. In general, we rarely limit behavior, just add mechanics support.
I'm not able to recreate inspiration script error. Any suggestions for recreating this error?
The spell overrides were not set up correctly for the temporary hit point and damage actions. Fixed in next update.
Kylania
I'll have to look into why the lagginess of the language chat box. I'm not sure why it's so laggy for you at this point.
Regards,
JPG
Moon Wizard
October 8th, 2015, 23:32
Updates
Crash when sharing/unsharing all links on image via radial menu. Fixed.
/clear command, page up key and page down key not working in chat entry box. Fixed.
When sharing links in formatted text fields, the field would scroll to the top. Fixed.
[5E] Spell override data for temporary hit point and damage rolls not applying correctly. Fixed.
Cheers,
JPG
viresanimi
October 8th, 2015, 23:38
Right... I don't know the coding terminology, so I suppose I should have done this in the first place.
11267
This is from my insanely large vampire campaign. But I am guilty of doing a lot of crazy stuff. Anyhooo... It is the additional taps you get from modules you create from within FG. It is my pet peeve to be honest. I wish they didn't show up. Or at least you had the option of turning them off. I hope the image makes it clear.
On the scrolling bit, I am pretty sure I tried to move the cursor. Then again that wouldn't have worked if I forgot to unlock the text field, which I honestly can't remember if I did.
Been having fun today looking at how things work in CoreRPG today. Some of the new functions are just lovely!
Vires Animi
Nickademus
October 9th, 2015, 01:18
It is the additional taps you get from modules you create from within FG. It is my pet peeve to be honest. I wish they didn't show up. Or at least you had the option of turning them off.
You can, in a fashion. As long as you don't use the default tab combination (red+mask, or zero icon + zero decal if you modded them), you can remove the tabs. Open the module's db.xml in a text editor. Find the section for the tab (i.e. <image> for images, <encounter> for story entries). Delete the line that declares the category:
<category name="Module Name" mergeid="" baseicon="1" decalicon="20">
This will cause the entries to hang in limbo rather than create a tab for them. Though, if you ever create a new tab all the entries will flood it. Just change the icon or decal on the tab and they will all go back into limbo.
dulux-oz
October 9th, 2015, 01:59
@ Moon: Sorry Moon, but did you notice the error I reported in post #6 (https://www.fantasygrounds.com/forums/showthread.php?26330-Test-Release-v3-1-3&p=233870&viewfull=1#post233870)? The reason I ask is that you haven't mentioned it (& have mentioned others) so I thought you might have missed it - if not, my apologies for being a pratt
Cheers
viresanimi
October 9th, 2015, 02:42
@Nicademus
Interesting. But I don't see why I should have to play with code to achieve this. I know, this hasn't the highest priority, but if you don't ask, you surely won't get anything. And the devs here seem very open to suggestions. Then it is just a question of "is it worth their time". *smile*
Vires Animi
damned
October 9th, 2015, 03:13
@Nicademus
Interesting. But I don't see why I should have to play with code to achieve this. I know, this hasn't the highest priority, but if you don't ask, you surely won't get anything. And the devs here seem very open to suggestions. Then it is just a question of "is it worth their time". *smile*
Vires Animi
Close the modules if you are not using them?
damned
October 9th, 2015, 03:14
Seriously HUUUGE list of features and fixes! The number of CoreRPG changes suggests there will need to be some updates to most community rulesets too.
Well done Moon_Wizard!
viresanimi
October 9th, 2015, 07:02
@ damned
Ehm... I don't keep modules open I don't use. I USE the modules I have open!
The problem mostly relies in me creating modules with reference material. A lot of it. In the case of the Vampire campaign, I have over time put in all the merits, flaws, backgrounds, disciplines, houserules + variants found on the internet, of all those things; and so on and so on. And to keep track of it all I have several tabs in the module containing the various type of data (or I used to). The problem is that the module exports ALL the tabs.
Which means you would get an extra tab for merits, flaws, backgrounds, disciplines.... you get the idea. The list of tabs gets to be a mile long I tell you. I think I was up to 14 tabs at a certain point. And keeping all the data in one tab (which I have found myself force do to), isn't that much fun either because it becomes a seriously long list of things jumbled together. And keeping track of that is a mess!
I get it. Not many people are as crazy as me or have the amount of time to put silly things into FG. The joys of having to much time off due to illness and so on. And being scandinavian had having studied design... we like like our things to look juuuust right and minimalistic. I am culturally damaged. Mea culpa!
The thing for me is, that modules you buy doesn't necessarily make those extra tabs. The entire core book for Mutants and Masterminds comes with the ruleset. But there isn't 40 something tabs that comes with that purchase. It is all contained within the Library window and you can take the links you need most and put them places that makes sense for you. Same for anything you buy with 5E. Lots of stuff you can find in the library window and NO shared tabs. But the world I am slowly building up in a module? Yeah.. that fills the campaign up with shared tabs.
I am fuzzy about being able to keep everything nice and organized without it looking crazy, is I all am sayin' I guess. I can see that module making is clearly possible without those tabs and I ... well... would just like to have that ability available inside FG. I am not a coder! And so far no one has said: "This would take way to long to make, so that would be a waste of time". Until then I will advocate for it and hope for the best.
Vires Animi
damned
October 9th, 2015, 07:37
You will need to create a module using Par5e or by hand if you want to have it appear like the 5e Modules....
GunnarGreybeard
October 9th, 2015, 08:35
Vires Animi, I will concur with what damned said. Using Par5e, my D&D5e > pHarn PHB module has pretty much the same format as the official WoTC PHB module (data is accessed via the module and the links in there and not under extra tabs).
Zacchaeus
October 9th, 2015, 09:18
I'm not able to recreate inspiration script error. Any suggestions for recreating this error?
Regards,
JPG
I can't reproduce either, Moon. I was working my way through the additions, testing each one out; I'd was testing the pact magic thing and created a multiclass warlock/wizard and when that was ok I then went on to play with the various healing surge options. For some reason I then decided to change the inspiration and got the error. So I closed the campaign and on reload it had gone. So I went back to a new campaign and tried to reproduce, but I couldn't remember the exact steps I'd taken. However when I created a Warlock 2 the error re-ocurred. So I reported at that point but I cannot reproduce again. I did have two clients open (DM and player) but that shouldn't have made any difference. Anyway, if I get it again I'll try to get more details.
Oh,and Dulux is very anxious that you see his report drag/dropping into the inventory is not working
viresanimi
October 9th, 2015, 10:57
@ Damned / Gunnar
I get all that. I am still left with WHY? Why why why??? Why should I have to do that? I don't use Par5e. I looked at it once, and my mind melted. And why should I use one program to be able to do something in the program I like working in? To my sensibilities, that is not smart at all. It is not like I am demanding anything. All I am asking. "Is it possible to change the export settings just a little bit?"
I like the way I work. I like how I can make my own modules inside FG. I don't want to use other stuff. I am just asking: "Can we improve that a tiny bit?"
Is it easy to do? Is it hard? I have no clue! That is why I am asking / suggesting. As everyone else here I want FG to improve.
I just don't subscribe to the notion, that solutions HAVE to be found outside FG. It defeats the purpose of my question / suggestion entirely.
What IS great about this line of discussion though, if I may add it, is that I feel that I can suggest something. Suggestions in this forum don't disappear into a vacuum. The devs here listen and for that I think we're all grateful for that.
Vires Animi
dulux-oz
October 9th, 2015, 11:40
Oh,and Dulux is very anxious that you see his report drag/dropping into the inventory is not working
Hey Zacc - :p
That's because Moon very incredibly kindly made a small change to accommodate the new version of my new Locations Extension - so if you want it we need to get the error resolved :p
Zacchaeus
October 9th, 2015, 12:17
Hey Zacc - :p
That's because Moon very incredibly kindly made a small change to accommodate the new version of my new Locations Extension - so if you want it we need to get the error resolved :p
Indeed, we do, which was why I thought it was worth repeating :)
Zacchaeus
October 9th, 2015, 12:22
There's another one Moon, Whilst Dwarven Toughness is working as is Draconic Resilience your list suggests that the Tough feat is also subject to special handling. I'm assuming that all that needs to be done is that the feat needs to be dragged into abilities tab. However on dragging in it doesn't increase hp and neither does it increase them when levelling up.
Also I have managed to reproduce that annoying one with the inspiration. Again I created a Warlock and then changed the option and got the error. But it isn't consistent; I just cannot reproduce it every time. Now it's just annoying me.
EDIT: Ok got it. Proceed as follows
Create a new campaign - no extensions.
Create new character - open PHB - drag in any class
Delete the character
Create another new character - drag in any class
Go to options and change inspiration slots
The vital step seems to be that a character must be deleted. Very unlikely that this error would occur under normal circumstances methinks.
Nickademus
October 9th, 2015, 12:45
Hey Zacc - :p
That's because Moon very incredibly kindly made a small change to accommodate the new version of my new Locations Extension - so if you want it we need to get the error resolved :p
Wait, you have a Locations Extension? Now if only there were some tutorials for FG... *snicker*
@Nicademus
Interesting. But I don't see why I should have to play with code to achieve this. I know, this hasn't the highest priority, but if you don't ask, you surely won't get anything. And the devs here seem very open to suggestions. Then it is just a question of "is it worth their time". *smile*
Vires Animi
You have to play with cod to achieve this because it is not possible any other way currently. To suggest a change to the program, people will tell you to add the idea to the wishlist. But I'd rather give you an option you can use now to achieve your goal.
dulux-oz
October 9th, 2015, 13:26
Wait, you have a Locations Extension? Now if only there were some tutorials for FG... *snicker*
You keep going on like that and I'll "take my ball and go home - so there!" :p
Or even worse, stop working on the part of the new version which will allow YOU to automatically update your existing Modules - thus forcing you to redo them from scratch! :ogre:
(I don't know; there's no respect these days! Here I am slaving away, working my fingers to the bone, going to bed late every night with a headache from the intense coding, voice raw from narrating vids, and what do I get? People ragging on me! It's so... so... so uncivilized! :p )
viresanimi
October 9th, 2015, 15:11
Uncivilized indeed! But what can you expect from a people that has settled in a foreign land and just took everything from the ... eh... native... Look, my people traded, pillaged, and conquered around the world, but at least we were civilized enough to share the land we took instead of keeping it for ourselves.
Relax Mr Dulux. Don't let the heathens get you down. But seriously. Respectfully sir. When is it done? *grins mischievously*
On a serious note though. If you need someone to test things at a certain point, I will be happy to help. I hope the extension comes out well. It certainly seems that people are anxious for it. I call that a luxury problem.
Vires Animi
Moon Wizard
October 9th, 2015, 18:19
Viresanimi,
You can specify a Merge ID tag in your module export which should combine all the records from modules sharing the same Merge ID. (You may need to revert the modules (i.e. right click option in module activation window).)
Regards,
JPG
Moon Wizard
October 9th, 2015, 18:29
Updates
[DEV][CoreRPG+] Drop down template subtags added for below and listoffset.
[CoreRPG+] Dragging and dropping items generated script error. Fixed.
JPG
Nickademus
October 9th, 2015, 20:35
*heathen and proud*
Fine. No more art for you Mr. Dulux. :P
I'm glad to see that the extension is being accounted for in the program code though. A step forward for inventory management.
Ikael
October 9th, 2015, 20:38
Excellent work. Love that dropdown template is finally brought to CoreRPG scope. I started to check could we start to utilize it in Savage Worlds instead of defining "own" version and it looks very good. However, I noticed one thing that might not be correct in CoreRPG's version:
common/template_dropdown.lua file lines 276-277 (within selectItem function) it states:
if window[sTarget].getValue() ~= getValue() then
window[sTarget].setValue(getValue());
end
but shouldn't this setup sTarget's value to be TEXT value instead of the VALUE? There is no such function as
function getText()
if winSelected then
return winSelected.Text.getValue();
end
return "";
end
but personally I always thought that TEXT value was the one displayed for users and VALUE is the systematic value.
EDIT: After more detailed review, seems like TEXT value is not utilized anyhow in CoreRPG's dropdown. Wonder what is it's purpose?
dulux-oz
October 10th, 2015, 02:30
*heathen and proud*
Fine. No more art for you Mr. Dulux. :P
OK, now we're just getting mean!
Oh, and "Touche" :)
Moon Wizard
October 12th, 2015, 23:32
Ikael,
The getText vs. getValue was a convention created for the options window way back when it was created. I don't remember it being used in dropdown, but memory could be fuzzy with time.
There is a DB.getText vs. DB.getValue option in the API, but that has more to do with retrieving just the text vs. the full value with formatting.
Cheers,
JPG
Moon Wizard
October 13th, 2015, 18:13
Zacchaeus,
I just tried to reproduce the Tough feat issue.
This screenshot shows me adding to a hill dwarf sorcerer with draconic bloodline:
* 2nd level of sorcerer
* Tough feat
* 3rd level of sorcerer
From the messages in the chat window, it looks like everything is being accounted for.
Can you get me steps to recreate?
Thanks,
JPG
Zacchaeus
October 13th, 2015, 21:07
Moon Wizard,
No I cannot recreate this at all. It's working perfectly. My apologies for wasting your time.
Zac
Moon Wizard
October 13th, 2015, 21:15
No worries. It might be a specific scenario, or specific place things were dropped that is not obvious now. We'll keep an eye out.
Cheers,
JPG
GuardianLurker
October 14th, 2015, 22:58
I think I was up to 14 tabs at a certain point.
Eh. PIKER! I run more than that while GMing my campaign (and even more while writing it). This is in the Story window, obviously. Though Encounters is only a little better.
Right now, I've got (as my normal GMing load), 1 "Campaign" tab + the as-written HotDQ (something like 10 tabs) + my modified and reorganized HotDQ (8 or 9 tabs), plus if I need any spur-of-the-moment maps, another tab or 2. I expect this will go up as I transition into Rise of Tiamat.
So yes, someway to group/tier/wrap/scroll those tabs would be greatly appreciated. As it is, I have a real worry that one day I might not be able to even *see* a required tab as I cannot make the Story window wide enough. (And yes, I'm pretty sure I already put this into the wish list, but if I haven't I will.)
But even without that, I'm *drooling* over some of the changes coming. (Roll N times on table X! Language chat extension as part of the default install!)
Moon Wizard
October 14th, 2015, 23:07
Updates
[CoreRPG+] If NPC added to combat tracker without assigned token, a default letter token will be assigned.
[CoreRPG+] On GM instance, records dragged to portrait will always be shared unless Alt key pressed. If Alt key pressed, then item records will be transferred/added.
[CoreRPG+] Holding Shift key (and Alt key, if GM) while dragging items between characters will transfer all items.
[5E] Inspiration points now visible on character portrait on desktop.
[CoreRPG+] Portraits not appearing for standard chat messages when portrait chat option enabled. Fixed.
[5E] Script error when changing some options after opening and deleting PC sheet. Fixed.
[5E] When adding class level with specialization option and only one option existed, an error message was generated. Fixed.
[5E] Multiple inspiration slots on PC sheet were not being centered until option changed. Fixed.
[5E] Multiple inspiration points were being reset to zero when PC sheet first opened. Fixed.
[DEV] Interface: Add isToken function
Developer File Change Notices
[CoreRPG] Scripts - Global (CombatManager, ItemManager)
[CoreRPG] Scripts - Local (desktop/scripts/characterlist.lua, desktop/scripts/characterlist_entry.lua, desktop/scripts/chat_entry.lua)
[CoreRPG] XML - base.xml
[5E] Scripts - Global (CharManager)
[5E] Scripts - Local (campaign/scripts/char.lua)
[5E] XML - base.xml, campaign/record_char.xml, graphics/graphics_icons.xml
Cheers,
JPG
damned
October 15th, 2015, 00:02
Some great additions there!
Moon Wizard
October 15th, 2015, 00:12
Also, just updated the Developer's Guide - Ruleset Reference with the new functions and tags.
Cheers,
JPG
dulux-oz
October 15th, 2015, 02:32
Also, just updated the Developer's Guide - Ruleset Reference with the new functions and tags.
Cheers,
JPG
THAT is most appreciated :)
Treegreen
October 17th, 2015, 00:11
After updating any time I drag a monster from the official monster manual in 5e I get this error:
Script Error: [string "scripts/manager_power.lua"]:1405: attempt to call field 'isWords' (a nil value)
*edit: Looking in the code for manager_power.lua seems like it's a problem with parsing creatures that have a concentration spell rather than a general issue
Nibelung
October 17th, 2015, 00:25
[CoreRPG+] If NPC added to combat tracker without assigned token, a default letter token will be assigned.
Will default to what? Always the same letter, or something related to the NPC given name?
fragarach13
October 18th, 2015, 11:36
Firstly, a massive thank you for all the work that gets put into Fantasy Grounds to make it the exceptional product that it is. And a big thank you for the players log, which our group has been asking about for some time :-)
I've been using the latest test release and noticed that if you have BOLD characters embedded within text, on subsequent loads of Fantasy Grounds an additional space is added both before and after the emboldened entry.
ie this original text
discovered with a<SPACE>DC 12 Perception check.
becomes this when you save/reload it in Fantasy Grounds
discovered with a<SPACE><SPACE>DC 12 Perception check<SPACE><SPACE>.
Every time you save/reload or save/close/reopen Fantasy Grounds the same issue occurs, except that each time you do this an additional spaces is added before and after the emboldened entries...
Interestingly, for a body text entry where the very first characters are bold, then for that particular piece of emboldened text the additional spaces are only added at the end of the emboldened entry.
Keep up the good work, much thanks.
damned
October 18th, 2015, 12:47
Will default to what? Always the same letter, or something related to the NPC given name?
first letter of name - eg Goblin gets G and Radajer the Wise gets W
Nickademus
October 18th, 2015, 20:48
first letter of name - eg Goblin gets G and Radajer the Wise gets W
W? Not R?
damned
October 18th, 2015, 21:11
hehehe... a long weekend will do that to you...
Trenloe
October 19th, 2015, 01:29
I love the fact that language functionality is being implemented. Are there plans to implement some of the more recent/advanced functionality available in the language extension? Some info here: https://www.fantasygrounds.com/forums/showthread.php?20332-Tenians-Language-Chat-Extension-for-select-FG-3-0-rulesets&p=235282&viewfull=1#post235282
Nickademus
October 19th, 2015, 04:26
And what about effect removal and/or ability damage and healing?
Zacchaeus
October 19th, 2015, 22:32
Moon,
See here (https://www.fantasygrounds.com/forums/showthread.php?23710-5E-Bug-Reports-and-Notices-of-Fixes-Rolled-Out/page55) from post 451-454. Working as expected in Live but not working in test.
spite
October 20th, 2015, 00:14
Posting in the correct thread (shakes own head)
Effects for immunities and resists seem to be auto filling the combat tracker both from official modules sich as the PHB and monster manual, and the Harried in Hillsfar module are coming in with spaces after each comma seperating resistance types, causing the damage resistance to be ignored unless manually fixed.
Also had the issue show up on my own module made in Par5e but regardless if I had commas in the source text or not it auto-filled with spaces.
Example
https://puu.sh/kQ4BC/28ad076392.jpg
this is with spaces, the damage goes through as if there were no immunities.
Removing the spaces between the damages results in
https://puu.sh/kQ4Jj/9986841e8b.jpg
the damage being resisted as intended. These golems are from the monster manual, the fusion ele is from the personal module using par5e, where par5e has no spaces in the source text.
viresanimi
October 20th, 2015, 12:54
I have a serious problem with modules all of a sudden. Since the issue is probably pretty damn technical, I will just attempt to describe what has happened.
The first issue:
In the case of an old module I've made, purely with rules stuff for vampire. I mark the module as something my players can open, which is all fine and good. However. If I have not somehow made every single thing in the module "public" within the campaign, nothing in the module has a title, it just says: "New Document" at the top of the story element they've opened.
It seems to me, that if a module is something players can open, they should be able to see everything. I believe I have seen this before though. But that was something I vaguely recall that "force loading" would solve. But in lieu of that option not being there anymore, this will hopefully get looked into.
Second issue:
This one has me going crazy to be honest. So. Now that we've decided to give Vampire Dark Ages a go, I started making a module with all the relevant data needed. However I didn't make it in one go, figuring that I could update it as needed. This was a mistake on my part.
Ok. So I make the module, with some data in it. I share certain parts of it. For instance there is a list of Disciplines which are relevant to my players to have on hand (powers basically), but the list was incomplete. I work more on the module. Add more stuff and export the module again.
And here is the problem:
Say the list of Disciplines was 7 items long prior to the update and I have added 5 more to the list. Now, when people press the link in the campaign for Disciplines, they should see 12 items. Wrong. The original story element seem to be shared - not the updated version. I have NO clue why that is, but the campaign seems to remember the old version of the module instead of the new when it comes to things that has previously been shared. The only way to fix this is to make a copy of anything shared, and relinking everything in the module which really should not be necessary.
I've actually given up on making a data module at this point and just thrown all the data into the campaign. It is THAT frustrating to work with.
I should note, that the module IS being updated. By looking at the list of exported elements in the library tap, I can see that new and updated material is present. Also, I am pretty sure I could rename the module to something else, but then no link refering to the initial one wouldn't work. So that isn't much of a solution.
As I've said: I don't get the technical stuff involved here, but campaign seems to remember what things looked like prior to updates to a module and stores it somewhere. It clearly doesn't refer to a module directly, because then things would update properly. I hope my description was good enough and this can be solved somehow.
Vires Animi
damned
October 20th, 2015, 13:14
Hi Vires Animi,
In the first instance there are some substantial changes to the way sharing works in 3.1.3. You should go back and check thru the thread to see how these changes work or are proposed to work.
In the second instance are you deleting the old module and exporting to the same name? are you using the mergeid? are you doing something totally different?
How big is the cache on the players instance? Have you tried clearing the cache?
viresanimi
October 20th, 2015, 13:26
First Issue: I have seen this crop up prior to 3.1.3., so it has clearly nothing to do with the new sharing method.
Second Issue: I have tried writing over the old module. Removed the old module and made a new one (with the same name of course). I do use MergeID. Clearing cache doesn't do a thing. And it affects me as the GM as well as my players. I have tried figuring out what causes this. I am drawing a blank to be honest.
Vires Animi
Trenloe
October 20th, 2015, 14:46
Second Issue: I have tried writing over the old module. Removed the old module and made a new one (with the same name of course). I do use MergeID. Clearing cache doesn't do a thing. And it affects me as the GM as well as my players. I have tried figuring out what causes this. I am drawing a blank to be honest.
Right-click on the module in Module Activation and select "Revert Changes".
Nickademus
October 20th, 2015, 15:34
Right-click on the module in Module Activation and select "Revert Changes".
Is this ruleset specific? I don't see this option in either module window for PF/3.5e.
Trenloe
October 20th, 2015, 15:38
Is this ruleset specific? I don't see this option in either module window for PF/3.5e.
It will only offer the option if there has been a module "edit" within the campaign.
viresanimi
October 20th, 2015, 18:56
So this will remove anything from the campaign interfering with the module?
Vires Animi
Trenloe
October 20th, 2015, 19:16
So this will remove anything from the campaign interfering with the module?
This will reset any previous data relating to that module in the campaign only - allowing the current module data to be viewed.
viresanimi
October 20th, 2015, 19:22
I've never noticed that option. Note to self: Just ask Trenloe for help! Thanks a lot!
Vires Animi
Moon Wizard
October 20th, 2015, 20:23
There was a change in v3.1.0 that saved local campaign module edits, even when the underlying module data changes. This allows modules to be updated without removing local campaign changes.
However, if the overall data structure of the module changes, then you will get empty records like you are seeing. Using the Revert option will avoid this. There is no good mechanism to determine whether the module changes will affect the data in a way that requires automatic reversion.
In a related scenario, you can mark the module data as "static" which means that the data can't be changed within a campaign, and you won't have to worry about this. We use this flag for reference material in our modules.
Regards,
JPG
Moon Wizard
October 20th, 2015, 23:36
Updates
[CoreRPG+] Dice expressions and table multipliers can be combined. (Ex: [1d6x] [<table name>])
[5E] Updates across most data modules for errata and data issue reports.
[CoreRPG+] Addressed some performance issues related to graphic frame sizes in rulesets.
[5E/PFRPG/3.5E] Some effects working incorrectly when the specifiers were separated by spaces. Fixed.
[5E] Script error when parsing spells with concentration in duration field. Fixed.
[5E] Dice tower was not movable. Fixed.
Cheers,
JPG
darrenan
October 21st, 2015, 00:20
Are we going to get the dice tower fixed for 5E in this release so that it can be movable?
Moon Wizard
October 21st, 2015, 00:57
Done.
JPG
darrenan
October 21st, 2015, 01:07
Now that's what I call customer service :D
dulux-oz
October 21st, 2015, 01:15
Now that's what I call customer service :D
Yeah, but the annoying part is I just ran the update - and now I've got to run it again :p
Zacchaeus
October 21st, 2015, 13:27
Moon,
I think this is right and as expected but can you confirm that the ALIGN conditional modifier isn't expecting or is able to handle multiple entries? If it is able to handle multiple entries then it would not appear to be functioning as expected. Let me know and I'll do more testing.
Moon Wizard
October 21st, 2015, 20:48
The alignment conditional was sort of a hard one. Basically, you can specify one type of each axis (lawful/neutral/chaotic, good/neutral/evil) separated by a space. You can not test for multiple different alignments with a single conditional.
Cheers,
JPG
Zacchaeus
October 21st, 2015, 21:02
Thanks Moon, that was how I assumed it worked but just thought I'd mention it just in case it was supposed to have changed.
Moon Wizard
October 24th, 2015, 00:18
Updates
[CoreRPG+] Campaign languages can be assigned alternate language fonts in the campaign languages window.
[5E] Bonus field added to items with the Armor type.
[DEV] formattedtextcontrol - Add setValue and getValue functions
[DEV] numbercontrol - If no width defined, width of display string will be used, instead of width of parent window.
[DEV][CoreRPG+] Reference manual and grouped record list window classes moved to CoreRPG layer.
[DEV][CoreRPG+] Dropdown controls renamed to combobox, and only one control definition required to use now.
JPG
Moon Wizard
October 24th, 2015, 00:19
Developer Notes
Here are the ruleset code file changes since the last set of developer notes. As you can see from the volume of changes, the refactoring continues as I bring the reference manual and reference group lists into the CoreRPG layer.
CoreRPG Scripts
Global (TableManager)
CoreRPG XML
/ (base.xml)
common (template_common.xml)
ct (template_ct.xml)
desktop (desktop_classes.xml)
graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
ref (ref_basicclasses.xml, template_ref.xml)
strings (strings_campaign.xml)
5E Scripts
Global (CharManager, EffectManager, GameSystemManager, PowerManager)
Linked (campaign/scripts/item_main.lua, ref/scripts/ref_summary.lua)
5E XML
/ (base.xml)
campaign (record_ability.xml, record_item.xml)
desktop (desktop_classes.xml)
graphics (graphics_fonts.xml, graphics_frames.xml)
ps (ps_main.xml)
ref (ref_basicclasslists.xml, ref_class.xml, ref_equipment.xml, ref_equipment_list.xml, ref_feat_list.xml, ref_magicitem.xml, ref_manual.xml, ref_spell.xml)
strings (strings_5E.xml)
utility (utility_dialogs.xml)
4E Scripts
Global (GameSystemManager)
4E XML
graphics (graphics_frames.xml)
ps (ps_main.xml, ps_skills.xml)
ref (ref_equipment_list.xml, ref_feat_list.xml, ref_manual.xml, ref_npc_list.xml, ref_power_list.xml, template_ref.xml)
3.5E Scripts
Global (EffectManager, GameSystemManager)
3.5E XML
/ (base.xml)
graphics (graphics_frames.xml)
ps (ps_main.xml, ps_skills.xml)
ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
Castles and Crusades Scripts
Global (GameSystemManager)
Castles and Crusades XML
/ (base.xml)
common (template_windows.xml)
graphics (graphics_frames.xml)
ps (ps_main.xml)
ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
damned
October 24th, 2015, 00:43
Wow - some really useful stuff in this build!
Where is that evil twin? formattedtextcontrol!!!!
dulux-oz
October 24th, 2015, 02:55
Thanks Moon :)
Zacchaeus
October 24th, 2015, 10:39
Moon,
You are an ace as usual. I have a couple of questions - as usual
1. "Campaign languages can be assigned alternate language fonts in the campaign languages window". Just so I can test this - what does this mean and how do you do it? (Maybe it's not a 5e thing)
2. You have added a little check box 'Template' to 'New Item'. What does this do?
3. The 'Log' tab in new characters. I'm assuming this is for Adventurers league stuff and I'm also assuming that there isn't any automation; like XP and/or gold gained automatically added in and then added up etc. In other words this area is for the player to use for manual additions to their adventurer's league stuff.
Also looks like you have made some Aussies very happy, is this a wise move?
damned
October 24th, 2015, 11:00
Also looks like you have made some Aussies very happy, is this a wise move?
Were always happy. Sometimes we are happier than other times. But thats generally related to beer and sport.
dulux-oz
October 24th, 2015, 11:44
Also looks like you have made some Aussies very happy, is this a wise move?
That depends on your view of how wise is it to make some Aussies Unhappy
Were always happy. Sometimes we are happier than other times. But thats generally related to beer and sport.
Or the sport of drinking beer!
Moon Wizard
October 24th, 2015, 16:37
Zacchaeus,
Alternate Language Fonts
If you open the Languages window via button in the Options window, there is a new dropdown field next to the language names. This dropdown contains any language fonts registered for the ruleset. There are built-in language fonts registered for 3.5E, 4E, 5E and C&C.
Template Checkbox
The DMG contains a lot of items that are "incomplete". (i.e. +1 Armor, Scroll (1st level), etc.) The template button allows the item record to have a programmatic way to identify incomplete items for the later DMG additions.
PC Log Tab
I used the same data fields as the excellent extension by dberkompas, in order to maximize compatibility for people already using the extension. I didn't include any automation, because I didn't feel confident about how the fields were being used in AL. (Perhaps people tracked special notes, instead of straight addition?, etc.) This can always be added later, once the AL crowd uses and we get feedback.
Regards,
JPG
Zacchaeus
October 24th, 2015, 17:29
Moon,
Cheers. That satisfies all of my curiosities, and we made the Aussies happy so it's all good. :)
Moon Wizard
October 25th, 2015, 04:31
Updates
[UPDATER] Certain product configurations for vault content could cause persistent update errors. Fixed.
Most people won't notice this, since it's related to the upcoming SCAG release, other than having to update their updater files.
Regards,
JPG
Willot
October 25th, 2015, 07:55
You Beauty mate!
Up yer bum *takes a swig of beer*
Zacchaeus
October 25th, 2015, 15:51
One other point I've just come across. In the languages window there appears an eye down the right hand column which apparently makes the language visible to all or to just the DM. I'm not seeing that this is currently having any effect on anything. The players can still see the language whether its hidden or not both in the language window and in chat and whether they speak it or not.
Myrddin
October 26th, 2015, 18:35
Is there any way to use the new math and dice expressions to code a roll on another table but with a bonus applied to the roll?
Zacchaeus
October 26th, 2015, 22:42
The 'quests' window would appear to not conform to the rest of the windows in the Wizards Theme. Looks like it's showing the standard FG window header.
Moon Wizard
October 27th, 2015, 00:10
Updates
[CoreRPG+] Swapped Store and Modules button in Library window to be consistent with other windows that have the Store button as the rightmost button.
[CoreRPG+] If user playing multiple PCs and only some understand a language used, then an additional notification will be posted to chat window indicating which PCs understand.
[5E] Spell parsing overrides will now apply to NPC spell entries in CT as well as PC spell parsing.
[5E] Alternate damage phrasing format was not parsing correctly (i.e. "1d12 + 4 plus 1d8"). Fixed.
[5E] Concentration effect text "(C)" being stripped from effects when applied from CT. Fixed.
[DEV] Added comboxc template for non-database linked combobox support.
[DEV] Added isReadOnly and setReadOnly functions to combobox templates.
JPG
Moon Wizard
October 27th, 2015, 00:15
Zacchaeus,
* I think I'm going to remove the eyes for now. It came from a different language manager implementation, and not sure it's needed.
* I'll look at the 5E quest window in the Wizards theme.
Myrddin,
That would be a different requirement than the ones I was trying to solve, so nothing exists now. I was working on triggering multiple rolls on another table (using default roll for that table), and supporting randomized treasure tables (i.e. DMG). It would need to be another feature request or community extension for now.
Regards,
JPG
Moon Wizard
October 27th, 2015, 01:13
Just pushed a few more 5E data updates.
JPG
Moon Wizard
October 27th, 2015, 13:09
While I have a few more small items to clear up, my plan is to push v3.1.3 within the week.
So, heads up to the extension developers that they should check their extensions with v3.1.3. I've updated the second post (https://www.fantasygrounds.com/forums/showthread.php?26330-Test-Release-v3-1-3&p=233854&viewfull=1#post233854) with the list of all files modified in this update.
Regards,
JPG
Ikael
October 27th, 2015, 15:57
Combobox updates are great! However there are still few quirks in the latest version:
In case of uneditable/readonly databasenodes you can still click the combobox and the list appears (but selection does nothing). In addition combobox_button is also visible
For reason or another I cannot invoke combobox's custom setReadOnly function. Whenever I call it the call seems to go to stringcontrol's setReadOnly (or something similar) and custom action is not performed
Could there be way to setup combobox's frames to be different in readOnly and in normal states? Possible the same way as listframes is implemented. Personally I would love to see that combobox removes its frames the same way as other item sheet's fields does when it is in readonly state.
Moon Wizard
October 27th, 2015, 22:33
Updates
[CoreRPG+] Removed unused eye toggle in campaign language list.
[CoreRPG+] The Skip hidden actor option will now skip non-friendly hidden combatants, instead of hidden NPCs specifically. (For friendly NPCs and enemy PC records)
Extra space characters being added when loading formatted text which used text formatting (bold, italic, underline). Fixed.
[5E] The options to show token health on tooltip were not working. Fixed.
[DEV] The 'combobox' template will default to read only if underlying database node is read only.
[DEV] Combo box templates changed to use setComboBoxReadOnly and isComboBoxReadOnly, since the underlying control functions can't be overwritten.
[DEV] Added framehidereadonly tag for combo box templates mimicking frame tag hidereadonly option. (Must use frame name and frame offset expanded tags vs. attributes)
Cheers,
JPG
dulux-oz
October 28th, 2015, 01:05
"Ask and ye shall receive", ay Moon?! :)
Ikael
October 28th, 2015, 20:25
Updates
[CoreRPG+] Removed unused eye toggle in campaign language list.
[CoreRPG+] The Skip hidden actor option will now skip non-friendly hidden combatants, instead of hidden NPCs specifically. (For friendly NPCs and enemy PC records)
Extra space characters being added when loading formatted text which used text formatting (bold, italic, underline). Fixed.
[5E] The options to show token health on tooltip were not working. Fixed.
[DEV] The 'combobox' template will default to read only if underlying database node is read only.
[DEV] Combo box templates changed to use setComboBoxReadOnly and isComboBoxReadOnly, since the underlying control functions can't be overwritten.
[DEV] Added framehidereadonly tag for combo box templates mimicking frame tag hidereadonly option. (Must use frame name and frame offset expanded tags vs. attributes)
Cheers,
JPG
Great updates! Combobox's readonly state works now as expected. Still there is some issues with framehidereadonly because if I use default comboboxc template I get script error: Script Error: [string "common/scripts/combobox.lua"]:137: attempt to index field '?' (a boolean value)
I believe this occurs because comboboxc defines frame with <frame name="fieldlight" offset="7,5,7,5" /> instead of
<frame>
<name>fieldlight</name>
<offset>7,5,7,5</offset>
</frame>
By default both combobox templates are defined to have framehidereadonly. How can I remove this definition if I do not want to remove frames with readonly state?
Moon Wizard
October 28th, 2015, 23:29
Thanks to Ikael for sounding out the new combox templates; they are much better for his input.
Updates
[CoreRPG+] Added tooltip to language selection box.
[CoreRPG+] Remove speech bubble icons in campaign languages list
[5E] Official Wizards of the Coast D&D language font extensions added for anyone who owns D&D products containing the Wizards theme extension.
[DEV] windowcontrol: In setFrame function, added hidereadonly parameter
[DEV] Combo box templates now respect hidereadonly parameter in frame definition.
[DEV] Combo box templates no longer hide base frame by default.
[DEV] The comboboxc template generates script errors. Fixed.
Regards,
JPG
dulux-oz
October 29th, 2015, 06:22
Moon, the Combobox Template is probably going to need something like this:
function setComboBoxVisible(bState)
if ctrlButton then
ctrlButton.setVisible(bState);
end
setVisible(bState);
end
Cheers
Ikael
October 29th, 2015, 07:57
Moon, the Combobox Template is probably going to need something like this:
function setComboBoxVisible(bState)
if ctrlButton then
ctrlButton.setVisible(bState);
end
setVisible(bState);
end
Cheers
First of all thank Moon Wizard for elegant combobox template, it's so easy to use now!
I would also second for dulux-oz's idea. I have been dealing with it with following code in combobox:
setVisible(bVisible)
setComboBoxReadOnly(not bVisible)
but dedicated function to do that would be great. The function should also hide the list if it's open.
Moon Wizard
October 29th, 2015, 21:02
Updates
[DEV][CoreRPG+] Added setComboBoxVisible function to combobox templates.
JPG
Vladlock
October 30th, 2015, 10:20
just a quick question/suggestion. I heard that the new version is going to have the adventure log tab added for the 5e ruleset. I was just curious if something like this would be implemented for pathfinder as well. I know it would not be "legal" for society play but it would be handy to have a running log of what char has ran what.
Moon Wizard
October 30th, 2015, 19:37
I thought about that, but didn't have the time to implement. Now that I have the feature done for 5E, I'll let it get some usage. Then, I'll be able to pull over a version for PFS easier.
JPG
Moon Wizard
October 30th, 2015, 23:48
I'm waiting on some final changes to Savage Worlds ruleset to go live before I push, so I'm moving release to early next week.
Updates
[5E] When a player triggered saving throws on other PCs, sometimes they would get incorrect saving throw modifier. Fixed.
Regards,
JPG
damned
October 31st, 2015, 15:21
Hi Moon Wizard - is there a reason that a library marked as CoreRPG isnt available to a CoreRPG layered ruleset?
I think it would be useful if it would be available.... :)
Moon Wizard
October 31st, 2015, 20:49
Modules need to list each ruleset which they support.
It was a design choice, since rulesets can drastically change the UI (and thus data needs) for any record type.
Regards,
JPG
damned
November 1st, 2015, 01:50
Modules need to list each ruleset which they support.
It was a design choice, since rulesets can drastically change the UI (and thus data needs) for any record type.
Thanks Moon Wizard. Can you have more than one <ruleset> tag or do you put more than one ruleset name within the single set of tags?
Trenloe
November 1st, 2015, 20:39
Thanks Moon Wizard. Can you have more than one <ruleset> tag or do you put more than one ruleset name within the single set of tags?
Use mutliple <ruleset> tags. Or none at all to make it available to all rulesets.
Moon Wizard
November 2nd, 2015, 20:41
Just pushed update the SavageWorlds in Test channel.
JPG
Moon Wizard
November 4th, 2015, 22:37
Release v3.1.3 has been pushed live.
https://www.fantasygrounds.com/forums/showthread.php?26682-Release-v3-1-3
Regards,
JPG
Blackfoot
November 8th, 2015, 16:39
We had an issue this morning with a sudden crash, the GM was opening an NPC that had spells on it from the tracker. All but one of the clients crashed. The GM and 1 player remained connected without issue.
Running PFRPG in version 3.1.3
Moon Wizard
November 10th, 2015, 01:02
Does it happen every time, or just that one time? Either way, any details on what the GM was doing and a copy of the campaign folder (as ZIP file) to
[email protected] is appreciated.
Regards,
JPG
Blackfoot
November 10th, 2015, 05:32
Does it happen every time, or just that one time? Either way, any details on what the GM was doing and a copy of the campaign folder (as ZIP file) to
[email protected] is appreciated.
Regards,
JPG
It only happened the one time, I'll talk to the GM about sending you the files. Unfortunately, I don't have a lot more information. 4 players suddenly had FG crash on them. The GM and 1 player were unaffected by whatever it was. I am not certain whether it was a player action or GM action that caused the issue. I wish I had more to give you.
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