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damned
January 17th, 2017, 23:36
I change this files and - function: scripts/manager_combat.lua (CombatManager) - getNPCSpaceReach

I think that fixed both the copy over from NPC to CT issue, as well as the drop issue.

Let me know if you need any more detail.

Cheers,
JPG

Thanks JPG that did the trick :)

lostsanityreturned
January 18th, 2017, 08:43
And it's still working now as far as I can see. Are you using any extensions?

As of the latest update it is working for me as well, and the only extensions I was using were the wotc FR language pack and the default 5e theme.

spite
January 19th, 2017, 02:29
4e Ruleset
I have managed to make Powers with the new powers and feats library options. I can create items, and drag them from there to characters and/or monsters. However, I am unable to do the reverse. Is there anyway to save powers from NPCs or from Char sheets (that people have made themselves, for example)?

Moon Wizard
January 19th, 2017, 03:15
No, but mainly because it wasn't considered yet. I can look at adding for the next release. One caveat is that any customizations of powers coming from the PC sheet is that any non-matching data fields (i.e. the parsed rolls and any customizations) will not be copied, but will be regenerated when adding to the PC sheet.

Regards,
JPG

spite
January 19th, 2017, 04:07
That's not too big of a deal. with 4e most of the parsing phrases simply work as expected. Might be less useful for 5e and other "natural language" systems.

Blackfoot
January 19th, 2017, 07:00
The edit for the PFRPG/3.5 Feats is quite cool, but the modules leave out one element. There is often/usually a line in the beginning of the feat that functions like a description.
Example: (from PF PRD (https://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#dodge))Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.Shows up like this in the Modules:Dodge
[Combat]
Prerequisite:
Dex 13.Benefit:
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.The descriptive text (Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.) is left out and has no place where it can be added.

Also: You can add feats to a campaign by dragging and dropping a module feat... but when this feat is dropped onto a character sheet.. it is a not a copy but a link to the campaign feat... if you then edit it on the sheet it edits that feat for everyone. Many feats.. like spell focus for example .. have special info that need to be added to them. This has always been my issue with using the 'fixed' module feats.. you couldn't add the special stuff that only applied in your case... this doesn't really fix that... even though it appears to on the surface.

Moon Wizard
January 19th, 2017, 08:39
The descriptive text was never included with the modules, so it will need to be a future addition.

And, your description of the feats issue makes sense, but the feat tracking on the PC sheet will need to be adjusted to copy vs. link, plus old data needs to be migrated to support that.

Thanks for the reports. I'll see what we can do for the next version.

Regards,
JPG

Blackfoot
January 19th, 2017, 14:40
I realize that updating the modules will take a good bit of work, short term, adding a field for the descriptive text would at least allow players to add it themselves and give them a logical place to put 'other notes' about the feat (like in the case of spell focus/weapon focus/skill focus...).

spite
January 20th, 2017, 06:34
I'm now getting weird issues in 5e ruleset
Script Error: [string "scripts/evoe_manager_action_damage.lua"]:526: attempt to concatenate a nil value
Script Error: [string "scripts/evoe_manager_action_damage.lua"]:1012: attempt to concatenate a nil value
aswell. STarted when I pressed Enter after adding the dice to a die field in the manual roller. Now happening when I click or press anything (wasn't occuring previously.)

Moon Wizard
January 20th, 2017, 08:26
There is no evoe_manager_action_damage.lua file in any of the rulesets that we provide, so it's probably an extension causing the issue.

Regards,
JPG

spite
January 20th, 2017, 09:00
Hmm, I'm rrunning only the decals and the FG Gap extensions.

oh nope, apparently effect visibility options turned itself on. Nevermind. That's been broken for me since 3.2.0 haha sorry Moon

Nickademus
January 20th, 2017, 09:28
Has the Gap theme been updated? It pulls from a lot of code files.

spite
January 21st, 2017, 02:57
Still have the error in 4e ruleset where spells/powers that use a healing surge for the target and add extra die of healing "healing word/healing spirit etc" don't apply to the target when using manual die entry. Dragging the result does work afterwards, and it works with standard rolling. Just not manual roll window.

Moon Wizard
January 21st, 2017, 07:01
spite,

Can you walk me through the steps to recreate? I haven't played 4E in a very long time.

Thanks,
JPG

spite
January 21st, 2017, 07:11
Ok, we'll use inpiring word power which is set up as shown here https://puu.sh/tu188/51d75f9714.jpg
From the player's client, target a friendly player, in this case Morul targeting Ryu. https://puu.sh/tu1aD/d925396b7e.jpg
Manual Roll is turned on
Click the heal button on inspiring word. bringing up the roll window. Input roll result. Press enter/click tick button. Chat shows the result of the roll, but untargeted. https://puu.sh/tu1f8/770ed751e2.jpg
Dragging this result to Ryu applies it as expected, though. https://puu.sh/tu1gI/2639670932.jpg.

Doing it from the top with manual roll off works correctly. and results in https://puu.sh/tu1jA/d172043294.jpg

This does not happen from the DM side, only for players.

Moon Wizard
January 21st, 2017, 07:16
Thanks, I'll take a look for my next pass of fixes.

JPG

chiefarchon
January 23rd, 2017, 10:32
Whats the best place to view the list of updates. for Savage Worlds on Fantasy Grounds ?

damned
January 23rd, 2017, 10:36
Whats the best place to view the list of updates. for Savage Worlds on Fantasy Grounds ?

https://www.fantasygrounds.com/filelibrary/patchnotes.html

Moon Wizard
January 24th, 2017, 00:58
FYI, I will be pushing some data updates to the Test channel for 5E content over the next couple weeks. (like today)

Cheers,
JPG

chiefarchon
January 25th, 2017, 21:02
https://www.fantasygrounds.com/filelibrary/patchnotes.html

Thanks :D

ronnke
January 27th, 2017, 23:45
The most recent release of CoreRPG disabled the ability for players to set SnapToGrid on and off. The players are forced to use whatever the GM has set when a grid is placed on a map. Even if the GM toggles the SnapToGrid (which works for the GM), the players are still stuck with whatever was set when the grid was originally added.

Is this the intended functionality or an introduced bug? If intended, then can I suggest an option be added to allow GM's to enable/disable Player SnapToGrid.

Blackfoot
January 29th, 2017, 17:52
Seems like the little arrows at the bottom of Story windows should look at the group that the window is in before stepping to the next window... and step to the next window in that group. Also, might it be possible to put these on the bar at the top rather than at the bottom so that they do not take up extra screen space, screen space is always at a premium and it would be better to minimize the extraneous bits if possible.

Blackfoot
January 30th, 2017, 00:31
We can now create encounters from a table, a very cool option, the question I have is: Can it be set up to automatically thrown a random number of critters into an encounter or no?

Trenloe
January 30th, 2017, 01:33
an it be set up to automatically thrown a random number of critters into an encounter or no?
Use "Random Encounters": https://www.fantasygrounds.com/wiki/index.php/Encounters#Random_Encounters

Xalsin
January 31st, 2017, 03:38
Hello, this is a re-post of a question I had in a different topic. I've heard someone else might be having a similar experience.

Since the most recent update of SW and FG, whenever I load my campaign, all of the NPC sheets, notes, encounters, and pretty much everything is shared as public instead of being hidden until I actively share it with players. I can go and un-share everything, but it is tedious and I would like to not have to bother with it. What's more, it seems that occasionally things become publicly shared again throughout the session, though I'm not sure what causes that. Is there a way to fix this and keep hidden things hidden? I would appreciate any guidance anyone could give me on this.

I have version 3.2.2 FG and 4.3.2 SW

Thank ye kindly.

damned
January 31st, 2017, 03:49
Running /flushdb on the GM side without any players connected should fix this.
Its possible players may have to nuke their cache also.

Xalsin
January 31st, 2017, 07:03
Hm.. That did not seem to fix the issue, Damned. I loaded the campaign, /flushdb, removed everything from being "public", then closed and restarted the campaign. It was all made "public" again. Any other fixes I could try?

damned
January 31st, 2017, 11:50
can you share your campaign db.xml?

Xalsin
February 1st, 2017, 05:53
Sorry, I'm not sure what you mean by that.

damned
February 1st, 2017, 06:12
Go into your campaign folder and locate db.xml and post as an attachment or via a PM.

Xalsin
February 1st, 2017, 07:21
Ah, got it. Thanks.

damned
February 1st, 2017, 07:40
What ruleset?
Can you backup your campaign folder, then rename your db.xml to db.live.xml and then put this one in and see what happens?

Moon Wizard
February 4th, 2017, 04:49
For variable numbers of NPCs in encounter output for tables, you would use the same tags you use to specify multiple follow-on table rolls to specify multiple NPCs. (i.e. [2d6x] in text and link to NPC)

Regards,
JPG

Bidmaron
February 4th, 2017, 05:33
What happens if you leave the 'x' off? The x on tables causes you to roll on the table a random number of times where a table reference with say d6 but no x gives you a variable number of the same table roll

JohnD
February 4th, 2017, 18:33
Since this update I have had the following issues with tokens and maps:

1) PC tokens are "linked" on maps but tokens aren't visible after closing down and re-opening for the next game. Shows as green linked shading on the square but no token there.
2) With Token Facing on, the actual yellow pointers sometimes show up and sometimes don't when re-opening, and sometimes show up after a variable amount of time (if they are going to show up it's before 10 minutes or so).
3) With Token Facing on, tokens are still turned in the direction of the yellow pointers even though they were not like that upon closing the prior session.

Have noticed this with 5e, SW and C&C campaigns.

Screenshot attached.

17754

Edit: this is with no extensions loaded at all, even the "official" ones that come with 5e content (in the case of this screenshot).

Trenloe
February 4th, 2017, 18:59
Since this update I have had the following issues with tokens and maps:
Do the tokens appear if you unlock the map? I'm wondering if it's related to the new lock/unlock functionality. Maybe unlock it, close it and then re-open it - checking that it is still unlocked?

JohnD
February 4th, 2017, 19:54
Do the tokens appear if you unlock the map? I'm wondering if it's related to the new lock/unlock functionality. Maybe unlock it, close it and then re-open it - checking that it is still unlocked?

OK so I had fixed all the tokens so they were facing the right way and replaced the missing PC tokens from the CT. Unlocked the map, closed it and then re-opened. Tokens and facing remain as in prior state.

Close FG and re-load the campaign having left the map unlocked - campaign loads and map reverts to the example I gave above with the unlocked map.

Before this when you try to rotate a token with facing on, just the facing arrow rotates. Here, the token rotates until it hits the correct facing (i.e. the P is right side up instead of upside down) and then the facing arrow rotates.

When I mentioned facing arrows not showing at first, when/if they do show up it isn't as if they all show at the same time... usually it's one PC and then after 5-10 seconds another, then another, etc... this behaviour includes the NPC tokens as well.

Missing PC tokens do not show up upon unlocking the map.

JohnD
February 5th, 2017, 05:03
Since this update I have had the following issues with tokens and maps:

1) PC tokens are "linked" on maps but tokens aren't visible after closing down and re-opening for the next game. Shows as green linked shading on the square but no token there.
2) With Token Facing on, the actual yellow pointers sometimes show up and sometimes don't when re-opening, and sometimes show up after a variable amount of time (if they are going to show up it's before 10 minutes or so).
3) With Token Facing on, tokens are still turned in the direction of the yellow pointers even though they were not like that upon closing the prior session.

Have noticed this with 5e, SW and C&C campaigns.

Screenshot attached.

17754

Edit: this is with no extensions loaded at all, even the "official" ones that come with 5e content (in the case of this screenshot).

Further possibly related information; I had 8 players online tonight. One never did get the Tower to show up although I had it enabled and the other 7 had it.

Is this possibly some kind of localized issue to my install and if so, how might I go about fixing it?

I tried again after the game - map state before closing FG:

17766

Map state after opening FG again:

17767

damned
February 5th, 2017, 05:08
Possibly the one player hadnt updated to 3.2.3? Can you check your logs?

JohnD
February 5th, 2017, 05:23
No warnings in the log that reflect a version conflict. I am stumped... first time in just under 5 years that I've not had FG work as expected.

Moon Wizard
February 5th, 2017, 05:56
This has to do with the facing option. Working on patch for v3.2.4.

JPG

JohnD
February 5th, 2017, 20:03
Extremely glad to hear this. It was driving me crazy.

spite
February 5th, 2017, 23:53
4th edition ruleset, not sure if it's recent or not, but using the mini sheet, the links to anything in the abilities/feats etc doesn't come up.

This is opening the links from the full sheet https://puu.sh/tQ6mi/39c959f438.jpg

This is opening the links from the mini sheet https://puu.sh/tQ6ot/d893cb38d8.jpg


Also, probably a repost, but opening powers results in https://puu.sh/tQ6pS/38b9db49de.jpg still.

JohnD
February 6th, 2017, 03:14
This has to do with the facing option. Working on patch for v3.2.4.

JPG

I felt compelled to test this with 3.2.4 - upon reload ...

17783

... looks fixed as far as I can tell.

Xalsin
February 7th, 2017, 03:27
Damned-

Sorry, I'm an idiot. I posted the wrong file from a different ruleset. Understandably, when I made a backup and tried to plug it back in, there were confusing results. Here is the correct db.xml.

damned
February 7th, 2017, 06:39
Wow!
Make a backup of that file and then delete all instances of <public /> and test.
It will unshare somethings that need sharing but id try that first.

damned
February 17th, 2017, 01:38
How did you go Xalsin?

JohnD
April 7th, 2017, 01:52
This has to do with the facing option. Working on patch for v3.2.4.

JPG

Any timeline? Foolish question I know but it's been 2 months.