View Full Version : Test Release v3.1.5
Moon Wizard
November 20th, 2015, 19:32
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.
NOTE: This will be a fast turnaround release of about 2 weeks in order to support the launch of the 5E Dungeon Master's Guide on FG.
Thanks,
JPG
Moon Wizard
November 20th, 2015, 19:32
Updates
[5E] Item updates to support DMG release.
[5E] Item forge added to allow magic item templates to be combined or applied to basic items.
[5E] Wizards theme button text changed to black for better contrast.
[5E] Wizards theme modifier stack layout adjusted for better visibility.
[5E] Adjusted window sizes for module data records to match window sizes for campaign data records.
[5E] Chat message for hit points gained when gaining a level was incorrect. Fixed.
[5E] Header of campaign quests window using incorrect header graphic when using Wizards theme. Fixed.
[5E] Base AC field not displaying correctly in module armor records. Fixed.
[5E] Drawing anomaly when resizing detail record windows to minimum size in Wizards theme. Fixed.
[CnC] Fighter BtH in level table was incorrect. Fixed.
Moon Wizard
November 20th, 2015, 19:32
Developer Notes (i.e. Files Changed)
5E Files (XML)
base.xml
campaign - record_ability.xml, record_encounter.xml, record_item.xml, record_npc.xml, record_power.xml, template_campaign.xml
desktop - desktop_classes.xml
graphics - graphics_icons.xml
ref - ref_background.xml, ref_class.xml, ref_equipment.xml, ref_feat.xml, ref_magicitem.xml, ref_npc.xml, ref_race.xml, ref_skill.xml, ref_spell.xml
strings - strings_5e.xml
5E Scripts
Global - CharManager, PowerManager
capaign/scripts - item_main.lua
Wazoodust
November 20th, 2015, 23:21
OK, if I play with this a bit, what are the requirements to create a magic item template? Such as
+1
Fire/frost Damage
AC bonuses
I got an idea or 2 but don't want to mess things up any more than normal
dulux-oz
November 20th, 2015, 23:58
Moon, does the 5E Ruleset now treat Items the same way that Savage Worlds does? ie separte records for Armour, Weapons, Vehicles, different types of Magic Items, etc?
Moon Wizard
November 21st, 2015, 00:05
The forge assumes the entries are entered the same as they are in the DMG. I've attached an image with examples from the DMG.
Templates are on the left, and finished items are on the right.
Regards,
JPG
Moon Wizard
November 21st, 2015, 00:08
All item records are treated the same under the covers.
However, there are 7 display classes for the items in the 5E ruleset: item, reference_weapon, reference_armor, reference_equipment, reference_magicitem, reference_mountsandotheranimals, reference_waterbornevehicles
Technically, only the "item" class is necessary, but the others are identified separately in the data modules. They are maintained for backward compatibility.
Regards,
JPG
dulux-oz
November 21st, 2015, 00:13
OK, that makes perfect sense - but is the new Chain Mail Armour +1 recorded as an standard "Item" record or as a new "Armour" record ie what is the "type" of the record? Are there now new record "types" (I'm talking about at the DB-Root-Node-level)?
dulux-oz
November 21st, 2015, 00:15
You answered my question while I was typing my clarification :)
Thanks Moon
Moon Wizard
November 21st, 2015, 00:59
Just to be sure, the items built by the forge are saved in the campaign items folder, which are all opened and dragged using the "item" window class.
Cheers,
JPG
Callum
November 23rd, 2015, 10:44
Do you think there's any chance that the adjustments I suggested here (https://www.fantasygrounds.com/forums/showthread.php?26682-Release-v3-1-3&p=239476&viewfull=1#post239476) for the language feature might be added to a future update? That is:
When generating the "gibberish" text for those that don't understand the language, you add a random number of letters to each word - but this number is often quite high, making the words (and sentences) rather long on the whole. Could you reduce the maximum number of letters added (making it, say, between zero and two)?
For the gibberish text, you select random characters - but the number and punctuation characters in the replacement fonts are often not really changed (and even the capital letters, sometimes), making the "foreign" speech not look so good, with ordinary numbers dotted around it. Could you just choose random lower-case alphabetical characters?
Alternatively, can anyone point me to where I might make these adjustments myself?
Wazoodust
November 23rd, 2015, 13:46
I could see that as an option/extension, but realistically if something says "Dwarves and dogs stay off the grass" in Elvish, it'll be the same print, and how often does the same thing come up repetitively enough for someone to figure it out? And even if they do more power to them figuring out the next one says "Ignore the other sign" in Elvish
Moon Wizard
November 23rd, 2015, 17:56
Updates
[CoreRPG+] Shortened random word length addition for gibberish text generated by language feature (from 1-6 extra down to 0-2 extra)
[5E] Updated forge to handle names like "Handaxe +2", in addition to already supported "Handaxe, +2".
Regards,
JPG
Moon Wizard
November 23rd, 2015, 18:01
Callum,
From my review of the gibberish generation code, every non-space character is replaced with a random alphanumeric character.
For simplicity, punctuation is converted just like any other letter (i.e. to an alphanumeric character). Since punctuation varies by language and many of the new language fonts (even the official ones) don't have specific punctuation characters, it seemed the easiest solution.
Regards,
JPG
Callum
November 23rd, 2015, 23:00
[CoreRPG+] Shortened random word length addition for gibberish text generated by language feature (from 1-6 extra down to 0-2 extra)
That's fantastic - thanks very much, JPG!
My issue with the other bit is that if it's randomly selecting from all alphanumeric characters, then you will reasonably often get a numeral cropping up in the text, which doesn't look great - so my preference was to restrict the random selection just to lower-case letters. But I appreciate that this isn't an important issue for most people!
So I'm in favour of converting everything, including punctuation - I'd just like it all converted to letters.
Moon Wizard
November 24th, 2015, 01:28
There was a push to the Test channel today for 5E DLC in case you are checking in.
Cheers,
JPG
Moon Wizard
November 24th, 2015, 18:23
Pushed a few more DLC data updates today for 5E DLC.
JPG
Zacchaeus
November 25th, 2015, 12:15
Moon Wizard, just in case you don't see this here's something (https://www.fantasygrounds.com/forums/showthread.php?26984-Arrows-don-t-walk-for-quot-language-quot-text) you should see.
Moon Wizard
November 27th, 2015, 03:25
Updates
[CoreRPG+] Text entered into chat entry box when using language feature was not being remembered by chat entry box history. Fixed.
Cheers,
JPG
Moon Wizard
November 28th, 2015, 21:19
Updates
[CnC] Script error when opening party sheet which prevents group ability rolls from being used. Fixed.
[DEV][CoreRPG+] Combo box template would generate script errors if frame defined with attributes instead of child tags. Fixed.
Cheers,
JPG
Moon Wizard
December 1st, 2015, 18:17
Just pushed a couple data updates to 5E PotA and HotDQ.
Regards,
JPG
Moon Wizard
December 6th, 2015, 19:41
Updates
[5E] Improved handling of multiple damage types in NPC action and PC spell descriptions.
[5E] Certain spells on NPCs (i.e. Contagion) would generate script errors. Fixed.
[3.5E] Certain special qualities on NPCs (i.e. Ogre Mage) would not parse correctly. Fixed.
JPG
Moon Wizard
December 7th, 2015, 21:20
Just pushed some 5E MM data pack updates, plus a minor fix for the Item Forge naming code (which was adding multiple +# to the name when merging multiple templates).
Cheers,
JPG
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