PDA

View Full Version : Test Release v3.3.2



Moon Wizard
July 11th, 2017, 06:26
FG v3.3.2 is now in beta testing.

As always, 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.

Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

Key Things
1) Always backup your campaign data before running the test version.
2) If the GM is running on test then all of the players will also be running on test.
3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

Thanks,
JPG

Moon Wizard
July 11th, 2017, 06:26
Updates


Main window and desktop panel positions saved on exit, and restored on start.
Sharing state of read-only module content will be remembered between sessions.
Campaign passwords can be changed during a session by using the /password chat command.
[CoreRPG+] Page navigation buttons added to reference manuals and reference manual pullout pages.
[CoreRPG+] Reference manuals and reference manual pullout pages support window re-use when clicking on reference manual links.
[CoreRPG+] If a creature is hidden in the combat tracker, any results applied to that creature target will be hidden from players, regardless of Show Results campaign option.
[CoreRPG+] Whisper messages updated to use new icon and blue speech bubbles.
[CoreRPG+] Effects can be turned on/off or removed by the user who added the effect from within the player combat tracker.
[CoreRPG+] Effect targets can be adjusted by the user who added the effect from within the player combat tracker.
[CoreRPG/CoC/Numenera/FateCore] Duration and adjustment initiative added to combat tracker effects
[5E/4E/PFRPG/3.5E/CnC/d20Mod] Effects that apply ongoing damage or regeneration that are only GM-visible, or applied to creatures hidden in the CT, will hide the damage and healing rolls.
[5E/4E/3.5E/d20Mod] Add house rule option to roll initiative at the beginning of each round.
[5E/PFRPG/3.5E] Armor and Weapons overview table added to campaign Items list.
[5E/PFRPG/3.5E] NPCs by Letter, CR and Type overview tables added to campaign NPCs list.
[5E] Saving throw rolls generated from spells or NPC magical abilities will check for Magic Resistance.
[5E] Damage rolls generated from spells will include the magic damage type if physical damage specified.
[5E] NPC spells with a duration of concentration will include a "(C)" note on those spell's effects.
[5E] When a creature in the CT takes damage and it is the source of any effects containing the concentration tag (C), then a concentration roll will be made. If the roll fails, any concentration effects applied by that creature will expire.
[5E] The reroll weapon property will no longer apply to effect dice.
[5E] Hidden modifier button removed, since it did not do anything special.
[5E] NPC spellcasting attack rolls and DCs will be calculated based on spellcasting ability and CR if not explicitly stated in spell text.
[5E] NPC spell descriptions will no longer be automatically modified to add DC and attack modifier information when added to NPC records.
[5E] When spell added to PC actions tab, the Actions tab mode will be set to Standard so that all spells are visible.
[5E] Item templates have been moved to their own record section available through a new button in the campaign Items list.
[PFRPG/3.5E] Added link to proficiency entries on PC sheet to track more detail.
[PFRPG/3.5E] NPC size and effect conditional size can be specified using a single letter (F,D,T,S,M,L,H,G,C).
[PFRPG/3.5E] PC encumbrance fields are auto-calculated from Strength score and size.
[PFRPG/3.5E] Spell cast actions have option for half damage on save. Existing spells will need to be re-parsed or edited to pick up option.
[PFRPG/3.5E] Evasion and Improved Evasion effects will apply damage reduction to subsequent spell damage rolls for Reflex half save spells.
[PFRPG/3.5E] If NPC spell modules specified with (DC #) at the end of spell names, a modifier will be added to spell cast action for saves if different than default save for spell of that level.
[PFRPG/3.5E] Class abilities, racial traits and feats can be dropped on any list in the PC Abilities tab.
[PFRPG/3.5E] PC sheet can be resized.
[PFPRG] AC effects with the size bonus type will be ignored for CMD calculations.
[CnC] Added section for class abilities on the class record.
[CnC] Added section for racial traits on the race record.
FG would stop accepting mouse input after reverting module while module image open. Fixed.
Records shared by GM in modules not loaded by player would not be accessible via wildcard links. Fixed.
[CoreRPG+] Script error when clicking on image record header link. Fixed.
[CoreRPG+] If module activation window opened from Token box and Modules button pushed in Library without closing activation window, then only token modules are shown. Fixed to display the most recent choice.
[5E/PFRPG/3.5E/d20Mod] Half damage type subtotals would not add up to damage total if half damage selected and more than one subtotal was odd. Fixed.
[5E] If target had resistance applied to a damage roll which had more than one damage type subtotal with an odd subtotal that was resisted, then an extra damage point would be dropped. Fixed.
[5E] Pre-built reduce effect for Enlarge/Reduce spell would incorrectly be tagged as Enlarge but with the correct modifiers. Fixed.
[5E] Class specializations would overlap when exporting custom classes. Specializations are changed to match by class name, instead of class data path.
[5E] Cold-forged iron damage type not supported in NPC attacks. Fixed.
[5E] Save DC calculation incorrect for PC spell actions that use the "Base" ability for the DC calculation. Fixed.
[PFRPG/3.5E] Standard equipment from core and OGL modules are incorrectly marked as unidentified when added to PCs. Fixed.
[DEV][CoreRPG+] Added yellow reference manual block frame
[DEV] Changed ruleset initialization so that onModuleLoad callbacks will be triggered when loading campaign, not just when modules loaded after loading campaign.


JPG

Zacchaeus
July 11th, 2017, 09:08
Some nice changes in there JPG.

LordEntrails
July 11th, 2017, 15:06
Lots of good updates. One question/concern though;




[5E] NPC spell descriptions will no longer be automatically modified to add DC and attack modifier information when added to NPC records.


I'm not sure I understand why this was done or why it's a good thing. Does this make the NPC's created in FG have different text than what would be expected in a printed source? Does this change the desired text for the Spellcasting Trait? I assume the spells still get parsed and the DCs calculated when added to the CT...

Zacchaeus
July 11th, 2017, 16:04
Lots of good updates. One question/concern though;

[/LIST]

I'm not sure I understand why this was done or why it's a good thing. Does this make the NPC's created in FG have different text than what would be expected in a printed source? Does this change the desired text for the Spellcasting Trait? I assume the spells still get parsed and the DCs calculated when added to the CT...

The spells still parse and the correct attack and spell DCs are produced. The change was made to accommodate the situation where for example an NPCs healing spell gave ndn + <ability modifier>., which previously did not work with the existing wording. So, now spell attacks and DCs are calculated depending on the NPCs ability score or CR. If you check on any Spellcaster from the MM you'll see the new wording (which basically removes the bracketed +x to spell attacks, Spell Save DC x)

Nickademus
July 11th, 2017, 16:40
Updates

Sharing state of read-only module content will be remembered between sessions.

Thanks for this. It makes embedded images much more viable. (An extension I still have to release to the public.)


Updates
[5E] When a creature in the CT takes damage and it is the source of any effects containing the concentration tag (C), then a concentration roll will be made. If the roll fails, any concentration effects applied by that creature will expire.
Will this have an option to turn off? I'd prefer for FG not to remove effects without asking.

Moon Wizard
July 11th, 2017, 20:37
@LordEntrails,
The attack and save information used to be parsed from the spellcasting trait when the NPC was added to the combat tracker, and then the attack and save values hard coded into the NPC actions text. Now, when you actually make a roll from a NPC action, it will check for the spellcasting trait at that time and apply the correct modifiers based on the current wording of the spellcasting trait. Also, it fixes a couple other issues, such as the one Zaccaheus mentioned.

@Nickademus,
No plans to make an option at this time. Let's see how it works in action, before adding "yet another option". The caster can always re-apply the effect the rare situations where something needs to be rolled back, but this will do the right thing according to the rules in an automated way. Plus, this is something that is commonly forgotten to be accounted for by most players (i.e. Concentration requires save on damage). It's really no different than an effect being removed automatically when it expires.

Regards,
JPG

LordEntrails
July 11th, 2017, 20:46
Thanks Moon. Good work (as we've come to expect)!

No not, me, I've never forgotten to remove an effect or to roll (or have my players) roll. Nope, not me. At least not since this morning...

El Condoro
July 12th, 2017, 00:46
[5e ruleset] When the option to reroll initiative on each round is ON, the 'Next actor' button rolls initiative every time it is used but the current actor loses focus. Essentially, can't move between actors on the CT without rerolling initiative and losing focus.

Trenloe
July 12th, 2017, 00:55
[5e ruleset] When the option to reroll initiative on each round is ON, the 'Next actor' button rolls initiative every time it is used but the current actor loses focus. Essentially, can't move between actors on the CT without rerolling initiative and losing focus.
Make sure that all of the actors are visible - the eye icon for each entry in the CT is solid. The default campaign setting is to skip the initiative slot of invisible entries.

El Condoro
July 12th, 2017, 01:04
Yep, that was it! Thanks. Looking forward to seeing how this works with effects and spells.

Wookiee420
July 12th, 2017, 01:22
Updates


[CoreRPG+] Page navigation buttons added to reference manuals and reference manual pullout pages.
[CoreRPG+] Reference manuals and reference manual pullout pages support window re-use when clicking on reference manual links.


JPG

I have a few questions here..
1) I see it says CoreRPG+ does that mean this hit everything that uses CoreRPG so Savage Worlds as well?
2) I do not see this on Savage Worlds, did I do something wrong?
3) Is there something special one needs to do to make this happen or does it just appear in the RefMan?
I imagine it works like the navigation on Story Tabs, which just happens when you make them (meaning I did nothing special and my Story Tabs navigate)

Moon Wizard
July 12th, 2017, 04:12
@Wookiee420,

1) Not necessarily. It means that it has been implemented in the CoreRPG ruleset, and is available for use by all rulesets. If the rulesets layered on top of CoreRPG re-use the CoreRPG versions of those windows/scripts, then it should just work without any work by the ruleset developer. If the ruleset has replaced windows, then the ruleset developer will need to add the new code. My guess is that the reference manual windows should work in Savage Worlds if the DLC uses them, because I don't see those windows being overriden in Savage Worlds ruleset. (but see answer to 2.)

2) Are the modules you are looking at using the same reference manual windows? There are only a few products in Savage Worlds that I have heard that have implemented a reference manual, and I'm not sure if they used the CoreRPG version or something specific to Savage Worlds ruleset.

3) The buttons appear below the individual pages in the right hand pane of the reference manual, or below the individual page when pulled out of the reference manual. (see attached image)

Regards,
JPG

Moon Wizard
July 12th, 2017, 04:13
Updates


Opening wildcard links would partially unload modules. Fixed.
[5E] Script errors when activating saving throw text without a DC from an NPC trait. Fixed.
[5E] Warning message about missing spellcasting trait generated when activating some rolls from NPC actions that are not spells. Fixed.


JPG

Wookiee420
July 12th, 2017, 04:43
@Wookiee420,

1) Not necessarily. It means that it has been implemented in the CoreRPG ruleset, and is available for use by all rulesets. If the rulesets layered on top of CoreRPG re-use the CoreRPG versions of those windows/scripts, then it should just work without any work by the ruleset developer. If the ruleset has replaced windows, then the ruleset developer will need to add the new code. My guess is that the reference manual windows should work in Savage Worlds if the DLC uses them, because I don't see those windows being overriden in Savage Worlds ruleset. (but see answer to 2.)

2) Are the modules you are looking at using the same reference manual windows? There are only a few products in Savage Worlds that I have heard that have implemented a reference manual, and I'm not sure if they used the CoreRPG version or something specific to Savage Worlds ruleset.

3) The buttons appear below the individual pages in the right hand pane of the reference manual, or below the individual page when pulled out of the reference manual. (see attached image)

Regards,
JPG

Yes, all the materials I have made use the RefMan, I was looking at it with my Sixth Gun stuffs (which is now in the store, thank you guys for the quick QA to Posting time!!). The only thing that I know has been change is I modified the fonts and changed the image for the reference_pink block and all the frames and stuff, but nothing more than graphical changes, and a couple things on the PC sheet. So here are two screenshots, first is of the launcher just to show i am updated, the second is of the RefMan..

19768
19769

EDIT:: Oddly enough I think I have had a hand in creating a good number of the RefMans that are in the store...I love working on these modules and making more for the store, and running games :D

JohnD
July 12th, 2017, 22:02
Reason for hidden option on effects being removed? Is useful for things like curses and other non-readily apparent impactors.

Talyn
July 12th, 2017, 23:13
I can confirm the nav buttons are not appearing in any of my reference manuals for Savage Worlds and Pathfinder either. My C&C ones work fine. Using pure CoreRPG markup for all of them. SW doesn't add anything anyway, but just sayin'.

Moon Wizard
July 12th, 2017, 23:23
@JohnD,
I'm referring to a specific Condition button for "Hidden" in the 5E ruleset. The ability to make effects hidden in the campaign list and combat tracker is still in place.

@Wookiee420, @Talyn,
I'll have to review the Savage Worlds and Pathfinder rulesets to see why they are not appearing. I may need more help in pinpointing once I get in there.

JPG

Moon Wizard
July 12th, 2017, 23:24
Updates


[DEV] DB.addHandler would sometimes not trigger events when path parameter pointed to module path. Fixed.


JPG

JohnD
July 13th, 2017, 00:37
@JohnD,
I'm referring to a specific Condition button for "Hidden" in the 5E ruleset. The ability to make effects hidden in the campaign list and combat tracker is still in place.

@Wookiee420, @Talyn,
I'll have to review the Savage Worlds and Pathfinder rulesets to see why they are not appearing. I may need more help in pinpointing once I get in there.

JPG

Ah. I see... thanks for clarifying.

Moon Wizard
July 13th, 2017, 18:50
@Wookiee420, @Talyn,

I just fired up my Pathfinder campaign both with and without the official extension, and the navigation arrows showed up correctly when I opened the Reference Manual for the Pathfinder Core Rules.
Also, I just fired up my SW campaign and opened up Interface Zero: Jericho Rose DLC which I know has a reference manual, and the navigation arrows showed up there as well.

* Are you sure that you are opening up DLC products that have a reference manual built?
* Do you have any folders inside your rulesets, extensions or modules subfolders of the FG data folder that may override the downloaded file versions (.pak, .ext, .mod)?

If you are still seeing this, can you get me this info:
* Ruleset
* Extensions used
* Name of DLC data module containing reference manual that is not showing navigation buttons

Thanks,
JPG

rob2e
July 13th, 2017, 19:31
Some of these changes are very exciting. I'm going to try to break it now...

Edit: Could not break anything, but in trying I did find some errors, but they don't have anything to do with the version, so I'm off to report those in the proper place...

Nice work (as always) JPG, et al.

Moon Wizard
July 13th, 2017, 20:11
Updates (from Andraax)

Some updates that Andraax made to CnC already that were not captured in release notes already.


[CnC] Allow editing of spell short descriptions.
[CnC] Add one hour rest to support mana spellcasters.
[CnC] Add charged item (items with charges) as new item type.
[CnC] Touch attack not applying from Combat tab. Fixed.


JPG

JohnD
July 13th, 2017, 21:48
Updates (from Andraax)

Some updates that Andraax made to CnC already that were not captured in release notes already.


[CnC] Allow editing of spell short descriptions.
[CnC] Add one hour rest to support mana spellcasters.
[CnC] Add charged item (items with charges) as new item type.
[CnC] Touch attack not applying from Combat tab. Fixed.


JPG

Great to see C&C getting some specific attention!

spite
July 13th, 2017, 23:03
4e Ruleset
DM Side
Dragging effects from the effects window (the top right one) onto combat tracker results in error, also error spat when trying to edit any field on that window too.
Script Error: [string "scripts/manager_effect_4E.lua"]:291: attempt to concatenate field 'sExpire' (a nil value)

Edit: Also does same thing from Player client too.
Effects added from player sheet don't have this issue.

Wookiee420
July 13th, 2017, 23:40
@Wookiee420,

* Are you sure that you are opening up DLC products that have a reference manual built?
* Do you have any folders inside your rulesets, extensions or modules subfolders of the FG data folder that may override the downloaded file versions (.pak, .ext, .mod)?

If you are still seeing this, can you get me this info:
* Ruleset
* Extensions used
* Name of DLC data module containing reference manual that is not showing navigation buttons

Thanks,
JPG

* Yes, I personally made these reference manuals I am using to test with.
* Nothing in those folders that would cause any issue

I am still not seeing it so here is the info :)
*Savage Worlds
*Adventure Deck, Conversion Checker, NPC Maker, and tried both with and without The Sixth Gun Theme
*The Sixth Gun, Weird Wars Rome Supplements, some personal ones that I made
Here are two screen shots of The Sixth Gun, one with and one without the extension on. I made it so you can see version information too

19791 19792

Talyn
July 14th, 2017, 00:45
@Wookiee420, @Talyn,

I just fired up my Pathfinder campaign both with and without the official extension, and the navigation arrows showed up correctly when I opened the Reference Manual for the Pathfinder Core Rules.
Also, I just fired up my SW campaign and opened up Interface Zero: Jericho Rose DLC which I know has a reference manual, and the navigation arrows showed up there as well.

* Are you sure that you are opening up DLC products that have a reference manual built?
* Do you have any folders inside your rulesets, extensions or modules subfolders of the FG data folder that may override the downloaded file versions (.pak, .ext, .mod)?

If you are still seeing this, can you get me this info:
* Ruleset
* Extensions used
* Name of DLC data module containing reference manual that is not showing navigation buttons

Thanks,
JPG

Huh. I was using Jericho Rose too since I just patched it yesterday. Using it right now with v4.5 (test channel) of the ruleset, Interface Zero extension and Conversion Checker extension and no nav buttons.

Same for Lankhmar, with only the Lankhmar extension. Same for the WWII adventure I'm about finished with, only the WW2 extension.

Also not working in the remastered Hellfrost stuff, but I'm not sure @Doswelk submitted those so you may not have them?

Maybe it's the 4.5 ruleset? Dunno?

For Pathfinder I did my Gauntlets of Spiragos adventure and the official Core Rulebook, only the official theme extension enabled.

edem
July 14th, 2017, 16:52
@JohnD,
I'm referring to a specific Condition button for "Hidden" in the 5E ruleset. The ability to make effects hidden in the campaign list and combat tracker is still in place.

JPG

Wait, shouldn't that be the one granting advantage on an attack if you were hidden from your target? (PHB p195, Unseen attacker and targets)
True, you can just have the actor mark advantage manually.

edem
July 14th, 2017, 16:56
Updates


[CoreRPG+] If a creature is hidden in the combat tracker, any results applied to that creature target will be hidden from players, regardless of Show Results campaign option.
[CoreRPG+] Effect targets can be adjusted by the user who added the effect from within the player combat tracker.


JPG

Just for clarification:
- Would that mean if a DM assigns them as a target for a player (e.g. they are in the area of a spell the player is about to cast), will they be visible as targets for the player?
- Will the effect target be adjustable after it has been applied, or can it be preset (like with the Effect Target extension)?


Also kudos for the massive list, I know half of these means a lot of extensions will be unnecessary anymore as the functionality becomes core.

Moon Wizard
July 14th, 2017, 17:35
@Talyn,

I just tried with the IZ theme, it looks like it is working. See attached image for the small left/right arrow buttons at the bottom of the reference manual page below Scene 2: Jericho's Apartment.

Are you not seeing these arrows after you have clicked on a page in the manual?

Regards,
JPG

Moon Wizard
July 14th, 2017, 17:49
@edem,

1)
If the player is already targeting a creature when it is changed from visible to invisible in the CT, then the target is removed. If the GM targets an invisible creature in the CT with a PC, then the invisible creature's name will show up in the PC's targets in the player CT, but the token will still not be visible on the map.

If the PC makes an attack, damage or other roll which applies to the target while the invisible creature is targeted, then the results of the roll (comparison to AC with hit/miss, damage applied, etc.) will only be shown to the GM, not to players.

Also, I just want to clarify, when I say invisible, I am talking about the combat tracker visibility setting for the creature in the combat tracker, not the Invisibility condition of the game system.

2)
The effect targets can be changed at any time by the player who applied the effect. It works just like the GM effect targeting. Drag the targeting button onto the desired targets to add an effect target, or click on the effect targets list to clear all effect targets. You have to expand the effect details for the creature in the combat tracker to see the extra buttons to turn the effect on/off, adjust targeting, or remove effect.

Regards,
JPG

Moon Wizard
July 14th, 2017, 18:17
@Wookiee420,

The code assumes that the reference manual is always built under the same path for all modules.
"reference.refmanualindex.chapters"

The Sixth Gun module uses a slightly different path:
"reference.referencemanual.chapters"

The code that manages the buttons currently assumes a path in order to find page index for next/prev. I'll see if I can use a pattern match to find "chapters" instead to allow the code to adapt. The code still assumes only a single reference manual per module.

JPG

Talyn
July 14th, 2017, 20:59
@MW -- oh, yeah we all stopped using refmanualindex a long time ago since we figured out how to have everything in a single spot instead of split into two like the old PAR5E did. "refmanualindex" is neither in the Reference Manual wiki page nor the Best Practice Data Paths dev page. I think all of us (non-PAR5Ers anyway) switched to simply "referencemanual."

And no, here's Jericho Rose on my end, only the IZ2.0 extension nothing else.

19808

edem
July 14th, 2017, 21:22
@edem,

1)
If the player is already targeting a creature when it is changed from visible to invisible in the CT, then the target is removed. If the GM targets an invisible creature in the CT with a PC, then the invisible creature's name will show up in the PC's targets in the player CT, but the token will still not be visible on the map.

If the PC makes an attack, damage or other roll which applies to the target while the invisible creature is targeted, then the results of the roll (comparison to AC with hit/miss, damage applied, etc.) will only be shown to the GM, not to players.

Also, I just want to clarify, when I say invisible, I am talking about the combat tracker visibility setting for the creature in the combat tracker, not the Invisibility condition of the game system.

Got it.
Personally I would prefer if that could include "invisible targeting", but I'm not gonna complain, this is still a good feature. :)



2)
The effect targets can be changed at any time by the player who applied the effect. It works just like the GM effect targeting. Drag the targeting button onto the desired targets to add an effect target, or click on the effect targets list to clear all effect targets. You have to expand the effect details for the creature in the combat tracker to see the extra buttons to turn the effect on/off, adjust targeting, or remove effect.

Regards,
JPG
Is there any chance that including the Effect Targeting way could be incorporated in the future? I mean, dragging around is a good option, however for less savvy characters it would be easier if you could set it up that e.g. when I use Hex while targeting an enemy, it would add the DMG: 1d6 to self, automatically setting the effect target to the target.
Again, not complaining that the current one is useless, don't get me wrong, however for less than advanced users it's not that straightforward or useful. :)

El Condoro
July 16th, 2017, 07:21
I just ran the updater for 3.3.2 and it won't update - all the back-slash folder separators ("\") are forward-slashes ("/") e.g. C:/FG/Data, which is normally C:\FG\DATA). Is this an error?

Wookiee420
July 16th, 2017, 16:29
@Moon Wizard,
Here is me testing it out with the Eris Beta- V RefMan, and there are no controls...(just showing you more products it doesnt show up on)

19838

Moon Wizard
July 17th, 2017, 08:48
@El Condoro,

All of the file slashes are stored inside the FG client as forward slashes in order to prevent issues with mixed slash usage. This shouldn't prevent FG from updating. Can you run an update with Enhanced Loggig enabled, and look at the update.log file?

Regards,
JPG

El Condoro
July 17th, 2017, 10:43
@Moon Wizard
Must have been a once-off problem - just tried again (with Enhanced Logging on) and no issue. Go figure, but then my laptop can be a bit strange. Now to testing stuff. Cheers

El Condoro
July 17th, 2017, 11:02
[5e ruleset] I'm not sure how the CT effects from the player-side are supposed to work. I have been able to apply effects to my own PC when it is my turn or not and to any NPC whether it is my turn or not - is this how it is intended to work? I can delete effects on my PC at any time, also. I assumed handling effects by the player would only be available on the PC's turn.

Moon Wizard
July 17th, 2017, 11:14
Any effects applied by a specific player can be edited in a limited fashion (on/off, adjust targets, deletion) by that player at any time. Any effects not applied by that player can not be edited in any way (just like GM added effects).

JPG

spite
July 18th, 2017, 03:16
Would it be much harder to have the player-controls for effects either
A) have a toggle in settings that allow players to edit/remove ALL effects
B) have a toggle on an individual effect that will allow players to remove/edit that particular effect.

The reason for this being, effects that a player can end with an ability, or an action (such as standing up from prone, using an appropriate heal spell, stun removal etc) are mostly placed by characters/NPCs other than their own. I understand this isn't a feature request thread, but a note I've made amongst our testing with it shone light on it still feeling "restricted" in this way.
Also, just checking the previous report about errors in the 4e ruleset was spotted.

Moon Wizard
July 18th, 2017, 03:25
I'm not certain that it's the right call to allow players to be able to remove any effects, because most times, GM adjudication is required to determine whether it should happen or not. The primary point of the new feature is to allow players control over their own effects to reduce the burden on GMs without taking away the GM's control of the overall situation. Between this feature and the Concentration feature, this handles most of the situations I've seen for a player having to ask the GM to remove an effect. (i.e. added by mistake, concentration breaks, changing targets, etc.) I don't want it to be too easy for a player to remove an effect that they can't put back themselves.

And I did see the 4E notes.

Regards,
JPG

Moon Wizard
July 18th, 2017, 03:25
Updates


Player modules can be loaded to players by default; GM modules are still disabled by default.
[CoreRPG+] Campaign setup wizard added when first opening a campaign with help links, module set loading and options access.
[CoreRPG+] Added help button to Module Activation window.
[CoreRPG+] Added load/unload buttons to Module Activation window entries.
[CnC] Dexterity used as a tie breaker on initiative rolls.
[CnC] Option added to skip downed actors (HP <= 0) on combat tracker.
[4E] Script error when dragging conditions from campaign effects window. Fixed.
[CnC] ABIL effects did not apply to skills. Fixed.
[CnC] ABIL effects cometimes counted twice. Fixed.
[DEV] Added displayname tag option to module definition files.
[DEV][CoreRPG+] Reference manual button manager code improved to handle reference manuals with different base paths.


JPG

dulux-oz
July 18th, 2017, 03:52
Updates


[CoreRPG+] Campaign setup wizard added when first opening a campaign with help links, module set loading and options access.



I like that this can be turned off - its a nice feature for new GMs but gets pretty old pretty quick for veteran FG-GMs. Still, I like it :)

Andraax
July 18th, 2017, 05:46
Player modules can be loaded to players by default; GM modules are still disabled by default.

Glad this one was brought back...

Wookiee420
July 18th, 2017, 06:29
Now i can see the navigation on Savage Worlds :) I love it!!!

I like the LOAD button, it should help new users, as well as the tutorial screen.

KEEP UP THE AMAZING WORK!!!

spite
July 18th, 2017, 08:59
4e Ruleset

Trying to unload large modules (such as the monster, or player options from the 4e parser) results in a hard crash every time.

spite
July 18th, 2017, 09:46
4e Ruleset
1. Client connects and loads modules, everything works fine, but has to reload modules each reconnect. (appears to still keep them downloaded, but treated as "unloaded" each time, and must reopen them upon reconnecting. Also doesn't remember the new setup pop-up window if you untick the box so it doesn't show up.

2. Full Screen window is wrong size, and snips the edges off of the top, bottom and sides. https://puu.sh/wMy5E/f1555efe38.jpg. Appears to only be the case for DM side, client seems ok.

3. When a client is connected and opens any of my 4e parser made modules, they can also see some ghosts of Pathfinder modules, for some reason. I'm hesitant to include this, as I am not sure if it's related to new version or not, but it's only just occurred since starting testing. https://puu.sh/wMycY/52e4545f4a.jpg Clicking on any of those "PFRPG Essentials" shows that window selection, and clicking any link results in the "trying to load an unloaded module" error found here (https://images.discordapp.net/attachments/176893634359066625/336784051832750080/Untitled2.png?width=963&height=573) asking for PFRPG basic rules.

4. Clicking any of the conditions found on the left side https://puu.sh/wMymv/17034f81de.jpg here, result in script error "Script Error: [string "scripts/manager_effect_4E.lua"]:291: attempt to concatenate field 'sExpire' (a nil value)" still. Both client and DM side.


5. "[5E/PFRPG/3.5E] NPCs by Letter, CR and Type overview tables added to campaign NPCs list." - I'll give you twenty bucks to do this for 4e with level and role too. :P (Don't worry, I know it's not getting the love 'cause it's not officially supported, just worth asking)

Wookiee420
July 18th, 2017, 16:55
I get that #2 issue that @spite mentions on my system as well, full screen goes beyond the top, bottom, and sides of the GM (mine) screen but the players dont notice this issue

also i do not know if this is a 3.3.2 issue or a Savage Worlds 4.5 issue (but it seems spite has the same issue) the effects (in particular Skellan's Savage Effects or any i try to make) pulls this repeating error



Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Error: window: Control (duration) anchoring to uncalculated control (label) in windowclass (effectsmall)
Ruleset Warning: window: Anchored static width ignored for control (duration) in windowclass (effectsmall)

Moon Wizard
July 18th, 2017, 19:29
@spite,

Unload large modules: I can't recreate this. I think you'll need to send me the campaign folder and module files. Use DropBox or some other file sharing mechanism, and send to [email protected].

Memory of module loading and setup option: I'm can't recreate this either. When I connect to my host instance via localhost, the setup wizard "show on load" option and module loading are working correctly.

Full screen mode: I'm able to recreate the window going off the edges. I'll have to investigate further. It's probably tied to the client memory position save changes.

Ghost library categories: Not sure what this is all about. Can you send me the campaign files, if different than the one above?

Script error on effect condition button click: Not able to recreate. Are you sure you don't have a CoreRPG or 4E folder in your rulesets directory? This sounds like the bug I patched yesterday.

@Wookiee420,

Console warnings and errors in SW: I can't recreate that on my machine. Can you try turning off extensions until you find the culprit? It looks like it's tied to combat tracker effects.

Regards,
JPG

Moon Wizard
July 18th, 2017, 19:30
Updates


[4E] NPCs by Letter, Level and Role overview tables added to campaign NPCs list.
[4E] NPC filters by Level and Role added to campaign NPCs list.
[CoreRPG+] Script error and missing navigation buttons when opening reference manual pages in Par5E generated modules. Fixed.
[CoreRPG+] Wrong link for user manual in setup wizard. Fixed.
[5E] Wrong path for item templates in reference books. Fixed.
[SW] Show on load option check box not shown in setup wizard. Fixed.


JPG

Wookiee420
July 18th, 2017, 19:48
@Moon,
So i disabled all extensions and used the Savage Worlds Effects module from Skellan on the Community Modules page (even deleted and redownloaded the file) and still get the error..below is the link to the module and the screen shot of the effects window looking all wonky
19860
https://www.fantasygrounds.com/forums/showthread.php?34334-Expanded-effects-and-modifiers-module

EDIT: So i just tried the effects without this module activated and i still got the errors, and then when i clicked to create my own effect i got the error once again

Moon Wizard
July 18th, 2017, 21:42
Updates


[SW] Script errors when viewing campaign effects list. Fixed.


JPG

Wookiee420
July 18th, 2017, 21:49
You are quick with the fixes, thank you

Moon Wizard
July 18th, 2017, 23:06
Updates


Maximizing on main monitor would clip pixels on each edge. Fixed.


Note: There is a known issue with maximizing the client window on the non-primary monitor that uses different DPI scaling. There is no plan to fix at this time, due to limitations with the Windows libraries we can access. It shouldn't affect users that don't maximize, don't use multiple monitors or use the same display scaling on all monitors.

JPG

spite
July 18th, 2017, 23:19
Updates


[4E] NPCs by Letter, Level and Role overview tables added to campaign NPCs list.
[4E] NPC filters by Level and Role added to campaign NPCs list.


JPG


What's your paypal? I owe you twenty bucks! :P You're my hero! Works like a charm too.

@spite,

Unload large modules: I can't recreate this. I think you'll need to send me the campaign folder and module files. Use DropBox or some other file sharing mechanism, and send to [email protected].

Memory of module loading and setup option: I'm can't recreate this either. When I connect to my host instance via localhost, the setup wizard "show on load" option and module loading are working correctly.

Full screen mode: I'm able to recreate the window going off the edges. I'll have to investigate further. It's probably tied to the client memory position save changes.

Ghost library categories: Not sure what this is all about. Can you send me the campaign files, if different than the one above?

Script error on effect condition button click: Not able to recreate. Are you sure you don't have a CoreRPG or 4E folder in your rulesets directory? This sounds like the bug I patched yesterday.

@Wookiee420,

Console warnings and errors in SW: I can't recreate that on my machine. Can you try turning off extensions until you find the culprit? It looks like it's tied to combat tracker effects.

Regards,
JPG

So I did some more testing of unloading modules etc, it seems if I click and just wait for a long time (1-2mins) it will work. If I click or otherwise interact with the window in that time I get the "this window has stopped responding" or "an error has occurred, close program" windows errors. Might just need to be patient.

Glad the fullscreen mode wasn't just on my end.

Memory of load status of modules still persists. Using localhost and any player connecting to me. If you're around today, you want to connect to my server and see if it repeats for you? Not sure how else to recreate it (does it both of my machines).

Ghost libraries appears to actually be just one of my players who were helping me test. I've been unable to recreate it from one of my machines to the other, so I've suggested he does a full reinstall and we'll see how it goes. Sorry for posting it here. If it continues, we'll try it on previous versions and go to house of healing if it persists.

The script error that was persisting.I had no 4e or Core folders in the rulesets, but I deleted the .paks to force a re-download and it fixed it, so that's good.

spite
July 18th, 2017, 23:23
Updates

[LIST]
Player modules can be loaded to players by default; GM modules are still disabled by default.


JPG

Sorry for double post, but does this mean it will force load on connection like it used to? It appears that it just sets "player" tagged modules to be automatically given a green tick instead of a blank tick. If that's the intent, then it works. If it's not, my players are still downloading things only when they click "load" in the modules.

Zacchaeus
July 19th, 2017, 00:20
Sorry for double post, but does this mean it will force load on connection like it used to? It appears that it just sets "player" tagged modules to be automatically given a green tick instead of a blank tick. If that's the intent, then it works. If it's not, my players are still downloading things only when they click "load" in the modules.
It is designed that players can download if the want or need without DM intervention. It isn't an automatic download.

spite
July 19th, 2017, 00:43
It is designed that players can download if the want or need without DM intervention. It isn't an automatic download.

Sweet, I figured as much, just wasn't sure based on the wording.

Paul Pratt
July 19th, 2017, 17:09
In the file utility_options.xml, the windowclass "options" both the languages and setup buttons are named "button_languages". Doesn't hurt CORE, but for rulesets layering over, could we get the "set up" button renamed for xml merge.

Moon Wizard
July 19th, 2017, 17:15
Done.
JPG

OTG_Wraith
July 21st, 2017, 04:04
5E Concentration:
Auto-rolls for concentration even if the attack kills the concentrating target.
Concentration auto-roll does not take into account advantage (War Caster) or disadvantage (Bardic Instrument).

Moon Wizard
July 27th, 2017, 01:50
Updates


[CoreRPG+] PC inventory will sort and indent with multiple nesting.
[5E] Advantage on concentration check added for War Caster feat.
[5E] Unconscious effect condition added to creature when damage reduces it to zero hit points, and removes when heal increases above zero hit points.
[5E] Concentration effects automatically removed without concentration roll when reduced to zero hit points.
Players could incorrectly move image shortcut pins, and they would disappear. Fixed.
Shared image shortcut pins not updating on player images when moved. Fixed.
[CoreRPG+] Inventory container sorting would sometimes fail if location field of a container item was alphabetically lower than other items. Fixed.
[5E] PC effect ability tags not being decoded when applied to combat tracker. Fixed.
[PFRPG/3.5E] Effects granting Dexterity bonus modifiers were counted when checking target AC when flat-footed. Fixed.


JPG

LordEntrails
July 27th, 2017, 03:17
Nice enhancements. Thanks. Couple of questions...

...

[5E] Unconscious effect condition added to creature when damage reduces it to zero hit points, and removes when heal increases above zero hit points.
[5E] Concentration effects automatically removed without concentration roll when reduced to zero hit points....

Are these both for PC and NPCs? Is there a way to prevent or validate this for those situations when damage is incorrectly applied and then it needs to be reversed (and then with this it will mean the effects have to be re-applied)?

Moon Wizard
July 27th, 2017, 06:31
Yes, it's for both. There is no way to prevent it; the effects would need to be re-applied and the effect removed if the damage reversed. If damage is reversed by drag and drop, the unconscious effect will be removed automatically, but the effects would not be restored.

This is one of the reasons I typically avoid these kinds of automation, but this one seemed like it wouldn't happen often. It seems that it would be more useful than detrimental.

Regards,
JPG

LordEntrails
July 27th, 2017, 14:52
...
This is one of the reasons I typically avoid these kinds of automation, but this one seemed like it wouldn't happen often. It seems that it would be more useful than detrimental....
Agreed, just wanted to know.

Mavrik6666
July 31st, 2017, 09:44
What is the 3.3.2 planned release date ?

Zacchaeus
July 31st, 2017, 10:37
What is the 3.3.2 planned release date ?

Soon ™

No date yet

Moon Wizard
July 31st, 2017, 19:19
We're probably looking at sometime in early September for a release of v3.3.2. With Gencon and some personal travel in August, I want to make sure I'm firmly planted in my office for the release, as well as give extension developers time to make adjustments for the new version.

Regards,
JPG

Myrdin Potter
August 2nd, 2017, 19:03
Are there plans to update the 5e SRD to version 5.1? There are 14 (from my count) spells that were added into 5.1 but are not in the FG SRD. Fire Bolt and Vicious Mockery being two key ones.

rob2e
August 2nd, 2017, 19:19
Are there plans to update the 5e SRD to version 5.1? There are 14 (from my count) spells that were added into 5.1 but are not in the FG SRD. Fire Bolt and Vicious Mockery being two key ones.

Kind of important when building modules!

Myrdin Potter
August 2nd, 2017, 19:54
The 14 that I noted are:

Animal Friendship
Branding Smite
Compulsion
Counterspell
Druidcraft
Eldritch Blast
Find Familiar
Fire Bolt
Goodberry
Guardian of Faith
Hellish Rebuke
Hunter's Mark
Poison Spray
Vicious Mockery

5.1 has been out a while and I am running into this more and more often when I look at OGL modules. Any NPC Bard uses vicious mockery and if I parse with just the SRD rules open, it fails. I can do a spell module for the 14 spells, but then I need to include them in the module I am doing.

Zacchaeus
August 2nd, 2017, 21:14
I'll update the SRD in due course, when I get some time.

Moon Wizard
August 4th, 2017, 17:57
Updates


[5E/PFRPG/3.5E] When Stable effect is auto-applied, the effect will be marked as GM only for non-friendly actors.
[CoreRPG+] New container inventory sorting would not always sort correctly if two containers shared the same first word. Fixed.
[5E] Death saving throws would not record a critical failure on a natural 1, if bonus dice or modifiers applied. Fixed.
[DEV][CoreRPG+] Added reference_list and reference_groupedlist to basic reference classes.


JPG

Moon Wizard
August 4th, 2017, 18:06
Borrowing a play book from the Savage Worlds ruleset, I built in a couple automatic list classes.

reference_list
* Simple list based on "source" (list source) and "displayclass" (link target class), or based on "recordtype" (lists all records of that type from current module)
* Can be filtered in advance
* Contains filter field in window
* Width and Height can be specified

reference_groupedlist
* All above, plus...
* Columns defined to display multi-column data fields with definable widths, headings and tooltips
* Groups defined base on data fields, which automatically group records by unique group
* Group ordering can be specified, and is alphabetical by default
* Buttons to collapse/expand groups
* Supports footer formatted text for list

Simple List Example (Link From Library)


<feats>
<librarylink type="windowreference">
<class>reference_list</class>
<recordname>..</recordname>
</librarylink>
<name type="string">Feats</name>
<recordtype type="string">feat</recordtype>
</feats>


Grouped List Example (Armor Table)


<equipment_armor>
<librarylink type="windowreference">
<class>reference_groupedlist</class>
<recordname>[email protected] Basic Rules</recordname>
</librarylink>
<name type="string">Equipment - Armor</name>
</equipment_armor>




<list static="true">
<armor>
<name type="string">Armor</name>
<recordtype type="string">item</recordtype>
<filters>
<filter1>
<field type="string">type</field>
<value type="string">Armor</value>
</filter1>
</filters>
<groups>
<group1>
<field type="string">subtype</field>
</group1>
</groups>
<grouporder type="string">Light|Medium|Heavy|Shield|Extras</grouporder>
<columns>
<column1>
<name type="string">name</name>
<heading type="string">Name</heading>
<width type="number">200</width>
</column1>
<column2>
<name type="string">cost</name>
<heading type="string">Cost</heading>
<center />
</column2>
<column3>
<name type="string">ac</name>
<heading type="string">AC</heading>
<tooltip type="string">Armor Class</tooltip>
<type type="string">number</type>
<center />
</column3>
<column4>
<name type="string">maxstatbonus</name>
<heading type="string">Max Dex</heading>
<tooltip type="string">Maximum Dexterity</tooltip>
<type type="string">number</type>
<center />
</column4>
<column5>
<name type="string">checkpenalty</name>
<heading type="string">Skill</heading>
<tooltip type="string">Skill Check Penalty</tooltip>
<type type="string">number</type>
<center />
</column5>
<column6>
<name type="string">spellfailure</name>
<heading type="string">Sp Fail</heading>
<tooltip type="string">Spell Failure Chance</tooltip>
<type type="string">number</type>
<center />
</column6>
<column7>
<name type="string">speed30</name>
<heading type="string">Spd 30</heading>
<tooltip type="string">Speed Adjustment for Base 30</tooltip>
<type type="string">number</type>
<center />
</column7>
<column8>
<name type="string">speed20</name>
<heading type="string">Spd 20</heading>
<tooltip type="string">Speed Adjustment for Base 20</tooltip>
<type type="string">number</type>
<center />
</column8>
<column9>
<name type="string">weight</name>
<heading type="string">Weight</heading>
<type type="string">number</type>
<center />
</column9>
</columns>
</armor>
</list>


JPG

celestian
August 4th, 2017, 18:34
Borrowing a play book from the Savage Worlds ruleset, I built in a couple automatic list classes.

reference_list
* Simple list based on "source" (list source) and "displayclass" (link target class), or based on "recordtype" (lists all records of that type from current module)
* Can be filtered in advance
* Contains filter field in window
* Width and Height can be specified

reference_groupedlist
* All above, plus...
* Columns defined to display multi-column data fields with definable widths, headings and tooltips
* Groups defined base on data fields, which automatically group records by unique group
* Group ordering can be specified, and is alphabetical by default
* Buttons to collapse/expand groups
* Supports footer formatted text for list

Simple List Example (Link From Library)


Going to try and play with this. Sounds like the "item" lists in ref manuals got a ton easier!

Ikael
August 4th, 2017, 19:37
ReferenceManualManager will throw error if reference manual is not defined in campaign db

When using SW Enhanced Library to build Reference Manual with Content Importer I am getting following error when accessing the reference manual:

Script Error: [string "scripts/manager_referencemanual.lua"]:49: bad argument #1 to 'ipairs' (table expected, got nil)

The reason is that in my case reference manual is created as part of the campaign database, and does not have module name. The init function is being invoked and in line 12 the modulename is set to be "", however when previous/next record function is invoked, error will be thrown if modulename does not exist and it's not prepared as in line 12.

I do not think this issue is going to affect anyone but SW Enhanced Library extension users, but still, worth mentioning.

Moon Wizard
August 4th, 2017, 20:55
Ikael,

Can you send me a sample campaign with this issue? I may be able to finesse the code to avoid errors.

Note, the ReferenceManualManager does assume one reference manual per database (whether module or campaign).

Regards,
JPG

spite
August 4th, 2017, 23:19
Noticed an issue with the main page of the 4e ruleset's character sheet. But on testing it's also present on 3.3.1 (apparently has been longer according to a player)
https://puu.sh/x1LAt/15081437f4.jpg

The AC is shifted off center.

Trenloe
August 4th, 2017, 23:40
Noticed an issue with the main page of the 4e ruleset's character sheet. But on testing it's also present on 3.3.1 (apparently has been longer according to a player)

The AC is shifted off center.
Works fine for me without any theme loaded.

That theme are you running?

spite
August 5th, 2017, 00:47
Oh **** didnt even think about the theme. It's the wood themes for CoreRPG

Myrdin Potter
August 5th, 2017, 01:47
I noted this in the 5e bug thread, but since the ruleset is being worked on.

[5e] Spells created in game and exported to a module are not picked up and used when populating NPC spell lists for the CT.

Moon Wizard
August 5th, 2017, 02:51
Updates


[4E] Wood theme not working with AC field on PC sheet. Fixed.
[5E] Automatic NPC spell lookup would fail for spells not created through Par5E. Fixed.
[SW] Script error when viewing reference manuals built with Enhanced Library extension. Fixed.


JPG

Myrdin Potter
August 5th, 2017, 03:52
Updates

[5E] Automatic NPC spell lookup would fail for spells not created through Par5E. Fixed.

JPG

Moon Wizard = best wizard

That has to be a record for me from when I found and reported an issue and a fix in the next ruleset ...

Moon Wizard
August 5th, 2017, 05:59
The code was actually already in place to do this, but there was a small bug that was preventing it from working. Luckily, it was a quick and easy fix.

Cheers,
JPG

vyruxx
August 5th, 2017, 09:43
hi, is this version full playable in dnd 5ed? or have got a lot of bug yet?

Zacchaeus
August 5th, 2017, 10:26
hi, is this version full playable in dnd 5ed? or have got a lot of bug yet?

This is the beta version of the next update to Fantasy Grounds. It is fully playable but since it is still in test then you can expect that there might be issues. Unless you deliberately switch to the test version in settings then you will not see this version until it is released.

ll00ll00ll00ll
August 5th, 2017, 12:58
a feature suggestion...

would it be possible to build the excellent window saver extension (https://www.fantasygrounds.com/forums/showthread.php?38389-Window-Saver-Extension&highlight=window+saver) into the Campaign Setup frame?

Talyn
August 5th, 2017, 17:26
+1000 on the new list classes. I've already implemented reference_list into the project I'm finishing up, which allowed me to delete a few dozen lines of markup.

Could you possibly (pwetty pweez?) edit your post and include samples using "source" and "displayclass" too? I have a decent idea what you mean there, but I'd rather see explicit examples instead of trial and error guessing on my part.

And for reference_groupedlist your example there was an equipment list. Is that it's purpose or can I use it to accomplish this (see attached screenshot) to replace all the reference_colindex markup or is that not the intention of _groupedlist?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=20053&stc=1&d=1501950393

celestian
August 5th, 2017, 20:20
Borrowing a play book from the Savage Worlds ruleset, I built in a couple automatic list classes.

reference_list
* Simple list based on "source" (list source) and "displayclass" (link target class), or based on "recordtype" (lists all records of that type from current module)
* Can be filtered in advance
* Contains filter field in window
* Width and Height can be specified

reference_groupedlist
* All above, plus...
* Columns defined to display multi-column data fields with definable widths, headings and tooltips
* Groups defined base on data fields, which automatically group records by unique group
* Group ordering can be specified, and is alphabetical by default
* Buttons to collapse/expand groups
* Supports footer formatted text for list

JPG

So I've been playing with these and one thing I noticed on the group list is I don't see a "shortcut" link to the item from the group list, should I?

https://i.imgur.com/cal5xtY.png

celestian
August 6th, 2017, 05:28
Something with the grouplist seems to be a bit off on the sorting by name?

https://i.imgur.com/OLmLZwG.png

Moon Wizard
August 6th, 2017, 06:48
Updates (from Ikael)


[SW] Combatants can be targeted without need to assign their tokens on map
[SW] Minor combat tracker layout and functionality updates
[SW] Fixes to SW Deluxe GM Guide module
[SW] Fixes to SW Deluxe Player Guide module
[SW] Skill was not detected if it had hyphen in its name. Fixed.
[SW] Force against Parry feature did not work. Fixed.


JPG

Moon Wizard
August 6th, 2017, 06:53
@celestian,
The grouped list only sorts groups currently, and the group order can be defined and falls back to alphabetical. The items don't sort at all currently. It outputs the records in the order they are defined in the data sources. This allows armor tables to be defined in the order they are printed. Based on this example, I'm thinking I need to add sort ordering options (by name by default; but allow options like sort by ascending AC, then by name, for the armor listing.)

Regards,
JPG

celestian
August 7th, 2017, 00:18
I don't know if this is just me but... the player version of the items list.... I tweaked it and had it only list the "identified" items in those lists.

Just copied the same button template and added _player (button_item_weapons_player, button_item_armor_player) and then added this to the filter for weapon and armor.



if OptionsManager.isOption("MIID", "on") then
table.insert(rList.aFilters, { sDBField = "isidentified", vFilterValue = 1 });
end


It should only filter for that if the ID flag is enabled.

Probably could just check for User.isHost instead of 2 templates.

Not sure if this useful but I thought I'd throw it out there. My players would just see a lot of "Gold Ring" for magic rings or "Wand" or "Unidentified items" for non-IDd items.

Also, the grouplists from the npc/items have the shortcuts (unlike the ref manual with a <source>).

Moon Wizard
August 8th, 2017, 02:22
Hmm, good point. I'll look at adding that to the built in lists.

Cheers,
JPG

celestian
August 8th, 2017, 05:07
Based on this example, I'm thinking I need to add sort ordering options (by name by default; but allow options like sort by ascending AC, then by name, for the armor listing.)



Being able to make sure each group is sorted within it's own group and by a specific column would be perfect.

Loving the new stuff. Got things ready for spells/item/npcs for when 3.3.2 goes live ;)

celestian
August 8th, 2017, 23:59
Question, didn't the "eye" for hidden/shown used to be clickable in the combat tracker on effects?

https://i.imgur.com/zGFFSJl.png

This is not specific to 3.3.2 btw.

Maybe I'm thinking of something else but it sure would be useful if the eye wasn't behind the number there so I could toggle the effect hidden or not.

Andraax
August 9th, 2017, 00:02
That field is the turn order the effect decrements on, IIRC. To make an effect hidden from the players, change the visibility to GM, like your first line has ("IMMUNE: acid").

Trenloe
August 9th, 2017, 00:03
Question, didn't the "eye" for hidden/shown used to be clickable in the combat tracker on effects?

https://i.imgur.com/zGFFSJl.png

This is not specific to 3.3.2 btw.

Maybe I'm thinking of something else but it sure would be useful if the eye wasn't behind the number there so I could toggle the effect hidden or not.
What you've highlighted is not an eye - it's the initiative slot to update on.

You control effect visibility via the button to the left of the effect - you can see the "GM" and "VSBL" buttons.

celestian
August 9th, 2017, 00:08
What you've highlighted is not an eye - it's the initiative slot to update on.

You control effect visibility via the button to the left of the effect - you can see the "GM" and "VSBL" buttons.

You are correct. Didn't know that. I just couldn't figure out why that had an eyeball behind it. It's used for visibility elsewhere.

Andraax
August 9th, 2017, 00:15
It's not an eye; it's two arrows, each a half circle.

Eyeglasses can be washed, you know... :-D

celestian
August 9th, 2017, 00:46
It's not an eye; it's two arrows, each a half circle.

Eyeglasses can be washed, you know... :-D

Uhhhfff. You wound me! Even knowing what you said looking at them in the shot above it looks like an eye.

For the record I wear contacts and glasses and I'm a stickler for clean :")

I'll take your word on that tho hah.

Andraax
August 9th, 2017, 02:10
It's essentially a shadow version of the "advance round" button on the lower right.

thatxygirl
August 10th, 2017, 14:15
Edit: Forgot to show working hot keys in live version. The second jpeg file is misnamed, but is the live version of the game.

For some reason, running 3.3.2 cuts off the bottom of my screen. While running a game in it, I cannot see my hotkeys. I have been unsuccessful in resizing the window, and /scaleui has done very little except at ludicrous resolutions, at which point the top of the hot keys are barely visible. Thank you for your time. 20097 20098

Talyn
August 10th, 2017, 14:21
@thatxygirl: I had the same thing, but only when opening an existing campaign. If I recall, I solved it by going into the campaign folder (while FG is not running!) and deleting windowstate.xml which will force FG to use the default window position settings the next time you open that campaign.

thatxygirl
August 10th, 2017, 14:29
Thank you so much! But thius issue is still occurring for new campaigns, and you fix is unfortunately not working.

Moon Wizard
August 12th, 2017, 06:52
@thatxygirl,

Are you running a multi-monitor setup? If so, are you maximizing on your primary display according to Windows or on one of your other screens?

I have seen some anomalies when maximizing on a secondary display like what you are seeing, but it isn't something that the Windows programming interface has allowed me to address. So, it will be a known issue for v3.3.2.

Regards,
JPG

thatxygirl
August 12th, 2017, 16:48
I am running it on a laptop, no multi-monitor setup.

Ikael
August 13th, 2017, 08:40
SavageWorlds ruleset related updates


[SW] Manual roll support added
[SW] When "Auto-apply Range modifiers" option is enabled, ranged attacks against adjacent foe use Parry instead of 4
[SW] Improvements to vehicle support in combat tracker
[SW] Host can exchange Bennies between PCs, CT entries and GM Bennies
[SW] Combat tracker layout updates
[SW] Bennies, cards and numbers can be dropped anywhere on combat tracker to apply them

Mortar
August 14th, 2017, 00:01
@thatxygirl,

Are you running a multi-monitor setup? If so, are you maximizing on your primary display according to Windows or on one of your other screens?

I have seen some anomalies when maximizing on a secondary display like what you are seeing, but it isn't something that the Windows programming interface has allowed me to address. So, it will be a known issue for v3.3.2.

Regards,
JPG

The only issue I have with multi screen set up is having to manually stretch FG across them, I have never seen the issue thatxygirl is having myself.

spite
August 14th, 2017, 08:03
4e ruleset.
Combat tracker effects that utilise two damage types (such as fire, cold) don't count as the second damage type when applied on the combat tracker effects.
Hard to explain, but an example is a Power that deals 5 fire, cold damage. If set up in powers will trigger correctly on vulnerabilities on monsters that have a vuln to one or either or both.
If an EFFECT however, grants a dmg bonus like DMG: 1d8 fire, cold. The vulnerability/resist will only trigger for the fire aspect of it, and not work with the cold.

Hope that makes sense. Works as intended when it's set up on the powers tab with two damage types, but doesn't work when bonus damage with two types is put onto a character/NPC on the tracker.

Ikael
August 14th, 2017, 08:20
SavageWorlds ruleset related updates

[Feature] New option: Auto-apply Ganging Up modifiers
[Bug] Dropping dice on CT entry should only roll against the given target. Fixed

Moon Wizard
August 14th, 2017, 17:51
@thatxygirl,
Apologies for the delayed responses. I was on vacation last week, and preparing for Gencon this week.

I think we are going to need to figure out what is unique about your configuration, which would cause FG to think that your desktop screen is bigger than the display. I'm using specific Window calls in the code to access the desired maximized window size. (SystemParametersInfo (primary) and GetMonitorInfo (secondary), for those more technical reading.) So, I'm thinking that Windows is returning a "working area" for the monitor that is incorrect. From my personal laptop and from the other report on this thread, it appears to be working on laptops in general, so probably something specific.

Some questions to help dig further.
* What resolution is your Windows desktop set to? (Right click on desktop, and select Display Settings.)
* Any idea what your monitor maximum resolution is for your laptop? Should be maximum resolution available in the Display Settings.
* Is your Windows task bar set to auto-hide? (i.e. slides down when not used.)
* Is your Windows task bar on the bottom, side or top?
* Can you try right-clicking on FG shortcut, selecting Properties, and try some of the compatibility tab options. (Compatibility Mode or Override DPI scaling behavior or Disable fullscreen optimizations)
* Anything else that you can think of that would be unique to your laptop? (i.e. third party desktop manager, ...)

Thanks,
JPG

Moon Wizard
August 14th, 2017, 21:30
@spite,
The 4E effects were never set up to handle multiple damage types. Only a single damage type per effect.
I have a patch for the next beta update that I think will add this support, but I'll need to ask you to test it out for me. ;)

Regards,
JPG

Moon Wizard
August 15th, 2017, 04:52
Just pushed a bunch of 5E data updates.


Player’s Handbook (Only – no amendments required elsewhere)
Dungeon Master’s Guide
Storm Kings Thunder
Out of the Abyss
Volos Guide to Monsters (main module only)
Lost Mines of Phandelver
TYP – White Plume Mountain


Cheers,
JPG

dulux-oz
August 15th, 2017, 05:13
As an FYI (or is that FMI - For My Information) - I don't recall seeing anywhere a formal statement on the FG Versioning Policy (in other words, I missed it :) ). So to clear things up (in my own mind, at least):


Does SmiteWorks use the Semantic Versioning (https://semver.org/) Standard (or a variant thereof) or a different Standard?
If a different Standard is being used (including an In-House Standard) would it be possible to get the URL to the relevant information, please?


The reason I ask is that I'm trying to avoid my own (self-inflicted) version of "Dependency Hell" (with the DOE's, DOR's and DOM's = DOx's) and it would be nice to coordinate (or at least be aware of) which Standard FG is using.

For the record I'll be moving towards (at least at this stage) the Semantic Versioning Standard for all future releases of the DOx's. :)

Cheers

Moon Wizard
August 15th, 2017, 05:27
We don't do anything so formal. Here's the gist. This isn't completely specific, and varies with marketing and functionality pushes.

MAJOR version = Complete client rewrite, major data/API changes

MINOR version = Large functionality changes, network data format changes

PATCH version = Small functionality changes, bug fixes

Data patches are typically bundled with the next version, whatever it may be.

Cheers,
JPG

dulux-oz
August 15th, 2017, 05:43
Thanks for the clarification, Moon :)

On a different (sub-)topic: I've just installed FG-Demo on a new VM (for testing purposes) and everytime I do an update and/or a Mode change the FGUpdater asks for my Forum Login Details. I understand and can see why, but in this case I don't want to attach my Forum account to this test-instance because there is no need for this test-instance to download all my purchases, etc, as its never going to be the host but will always be connecting as a client to the real host (which does have all the purchases, etc).

So my question is this: is it possible to put something in (say, a checkbox, for example) to tell the FGUpdater to ignore that part of the update routine?

Cheers

Moon Wizard
August 15th, 2017, 15:34
There's no way to avoid the login dialog on the updater, just hit Esc or the dialog close button to skip.

Regards,
JPG

Moon Wizard
August 15th, 2017, 15:35
Updates


[5E/PFRPG/3.5E] Armor and weapons grouped lists will only show identified items to players.
[5E] Map modules added for DMG and VGM.
[4E] Support for multiple damage types in a DMG effect added.
[PFRPG] Grippli added as a standard 5E language.
[DEV][CoreRPG+] Added header block type to reference manual.
[DEV][CoreRPG+] sortorder, sortdesc and displaysign options added to grouped list columns.
[DEV][CoreRPG+] Tooltips in grouped lists were not displaying. Fixed.


JPG

celestian
August 15th, 2017, 16:25
Updates


[DEV][CoreRPG+] Added header block type to reference manual.
[DEV][CoreRPG+] sortorder, sortdesc and displaysign options added to grouped list columns.




Looking forward to playing with these tonight ;)

spite
August 15th, 2017, 21:37
Updates


[4E] Support for multiple damage types in a DMG effect added.


JPG


This seems to work perfectly based on a 5 minute check. I'll do some more testing tonight but otherwise it's looking good.

celestian
August 16th, 2017, 06:39
Updates


[DEV][CoreRPG+] Added header block type to reference manual.
[DEV][CoreRPG+] sortorder, sortdesc and displaysign options added to grouped list columns.
[DEV][CoreRPG+] Tooltips in grouped lists were not displaying. Fixed.




Is it possible to use a function on sName value perhaps? Sorta like how it works for the record search items...

Here is what I've got for one sName using the new group list.


table.insert(rList.aColumns, { sName = "name", sType = "string", sHeading = "Name", nWidth=200, nSortOrder=1 });


Like this one, where the value is a function to get the sphere value split.


["Sphere"] = { sField = "sphere", fGetValue = getSpellSphereValue },


Just a thought, I can think of several uses for me but might just be me.

Ikael
August 16th, 2017, 08:23
SavageWorlds ruleset related updates

[BUG] Ganging Up bonuswas not calculated correctly in all cases. Fixed


Deadlands: Reloaded related updates

[BUG] Toggle defense button was not accessable in combat tracker entry. Fixed

spite
August 19th, 2017, 03:25
https://puu.sh/xdLSH/6d52542b67.jpg
Is this ENCOUNTER and other durations showing in square brackets new? It's pretty shockingly bad if it is. Having multiple effects that last a while end up with an effects bar that looks fairly hefty and crowded and difficult to read. Is it possible to have it either toggleable on/off, or at leas amended to have the same 3-4 digit descriptor that the options itself give? https://puu.sh/xdLYV/08336ab91e.jpg

spite
August 26th, 2017, 00:36
4e Ruleset

When distributing multiples of an item such as https://puu.sh/xjAk5/cdaa541fd3.jpg to a player via the assignment feature, only one of the items shows in the inventory, despite the output reading as multiples. https://puu.sh/xjAkT/057b82af24.jpg
shows https://puu.sh/xjAl7/335349e78e.jpg


Also: Whether or not it's new with the new whispering, or existing, cannot drag whispers chat output into notes. Bit annoying when giving people info dumps for their own personal char/background/rolls.

jojogladco
August 27th, 2017, 21:38
5E Concentration:
Auto-rolls for concentration even if the attack kills the concentrating target.
Concentration auto-roll does not take into account advantage (War Caster) or disadvantage (Bardic Instrument).

I paged through the thread and didn't see a reply to this but of course I may have missed it. Will there be an effective that we can use to give DIS/ADV for Concentration saves triggered by the auto-roll?

Zacchaeus
August 27th, 2017, 22:24
I paged through the thread and didn't see a reply to this but of course I may have missed it. Will there be an effective that we can use to give DIS/ADV for Concentration saves triggered by the auto-roll?

Your paging was inadequate :)
https://www.fantasygrounds.com/forums/showthread.php?39182-Test-Release-v3-3-2&p=348032&viewfull=1#post348032

jojogladco
August 27th, 2017, 22:40
Your paging was inadequate :)
https://www.fantasygrounds.com/forums/showthread.php?39182-Test-Release-v3-3-2&p=348032&viewfull=1#post348032

I guess on the plus side I got to read all the comments on pages 8 through 13 after missing my answer in the very next reply.

Moon Wizard
August 30th, 2017, 05:10
@spite,

It just worked correctly for me. Are you running any extensions other than the wood theme?

I'll look into the whisper dragging.

JPG

Moon Wizard
August 30th, 2017, 05:44
@spite,

Just tested dragging whispers and story text into a player note without any issues. Can you provide me steps to recreate?

I tried in both PFRPG (shown below) and 4E.

Thanks,
JPG

spite
August 30th, 2017, 06:34
RE: Whispers: No extensions (I even turned off wood theme) BUT it is an existing campaign from live version? Did you (the GM) drag it or is that the player client? The player client is the one having issues for me.
RE: Item distribution: Just tried to recreate this in a tester campaign but it works. Seems to be happening only in the live-previous campaign too. Not sure what's causing it, but will try again later today.

Ikael
August 31st, 2017, 21:44
SavageWorlds ruleset related updates


[Feature] Host can browse remaining cards from decks. Access by right clicking on Card deck tool
[Feature] New option to define how many Joker cards are in the deck (options: 0, 1, 2, 4)
[Feature] Number of attacks can be set with right click menu
Modifierstack did not affect pending damage entries. Fixed
[Dev] Maximum trait die acing count can be defined


Deadlands: Reloaded[B] related updates

[Module] Attack type and range added to Marshel's Handbook NPCs

Ikael
September 2nd, 2017, 19:54
SavageWorlds ruleset related updated


[Feature] Dramatic Tasks tracker feature added to CT

Moon Wizard
September 6th, 2017, 02:32
Updates


[CoreRPG+] Added note to campaign setup wizard regarding access to purchased data.
[5E/4E/PFRPG/3.5E/d20M] Healthy condition check option added to IF and IFT clauses for effects.
[5E] When damage applied by spell after successful save for half damage by target, the target will be untargeted to support follow-on effects due to failed saves.
[5E] Added faerie fire spell parsing exception handling.
[PFRPG/3.5E] Magic immunity now translates to "IMMUNE: spell" effect.
[PFRPG/3.5E] Hardness # now translates to "DR: # all; RESIST: # all" effect.
[4E] Adjusted effect expiration summary in CT.
[CoreRPG+] Whispers were not able to be dragged to text fields. Fixed.
[CONVERTER][PFRPG/3.5E/SW] Descriptions with ampersands would cause a conversion error. Fixed.
[5E] Item forge button missing. Fixed.
[5E] Weight for items in DLC modules would not display in item detail windows when using official 5E theme. Fixed.


JPG

Wookiee420
September 6th, 2017, 02:36
Moon, I just updated and that silly update button is stuck lit up

Moon Wizard
September 6th, 2017, 02:38
You may have updated mid-stream. Is it still lit up after you update again?

Edit: Nvm, I know what's happening, give me a bit.

JPG

Moon Wizard
September 6th, 2017, 02:53
Can you try it now?

Thanks,
JPG

celestian
September 6th, 2017, 02:59
Can you try it now?

Thanks,
JPG

Not the fellow that reported the problem but I just patched and it worked with one pass. Seems good to me.

Trenloe
September 6th, 2017, 04:13
[PFRPG/3.5E] Hardness # now translates to "DR: # all; RESIST: # all" effect.

This is great. However, hardness of 20 or less is overcome by adamantine weapons. Is there plans for logic to have DR: # adamantine for hardness of 20 or less?

Wookiee420
September 6th, 2017, 04:27
i guess i should be more patient :p it works

spite
September 6th, 2017, 07:19
https://puu.sh/xsKAy/39bbdc1029.jpg

I'm getting nothing. :/

jab112
September 6th, 2017, 07:22
I just updated and now I have no hot bar or the windows toolbar

ll00ll00ll00ll
September 6th, 2017, 13:29
I'm having an issue on a Mac installation (using the MacOS installer from FG). When I start up, the initial window is a small window (as normal). When I scale it to fit my screen, the modifier box section stays in it's original placement when the window was smaller. I've attached screen shots. This is using the most recent update (9/6/17). I experienced this with the last update as well.

edem
September 6th, 2017, 13:34
I'm having an issue on a Mac installation (using the MacOS installer from FG). When I start up, the initial window is a small window (as normal). When I scale it to fit my screen, the modifier box section stays in it's original placement when the window was smaller. I've attached screen shots. This is using the most recent update (9/6/17). I experienced this with the last update as well.
Have you tried using the Mac Driver instead of X11?
(Locate the FantasyGrounds App, right click, Show Package Contents; start the Wineskin.app inside; go to Screen Options, turn "Use Mac Driver instead of X11" on).

Moon Wizard
September 6th, 2017, 17:40
@Trenloe,
The hardness special quality actually already adds "DR: # adamantine; RESIST: # all" if hardness <= 20. I just need to update the notes.

@Wookiee420,
Thanks for reporting right away. I was able to do a quick patch to fix and keep it happening for others.

@spite,
Are you sure that your security software isn't intercepting the link? Sometimes, Internet filtering software automatically blocks any HTTP requests containing .exe.

@jab112,
What is your Windows desktop configuration? Laptop or desktop? Multiple monitors? What are the resolutions of your monitors? Are you using any display scaling? (i.e. changing size of text/apps/etc.) Is FG running on primary or secondary monitor?
The new version attempts to maximize correctly in a multiple monitor situation as well as save the last window position, but it's apparently a pretty hard nut to crack. I haven't been able to figure out which configurations cause the issue. I'm considering rolling back this feature, since it has issues on certain configurations.

@ll00ll00ll00ll,
On the hot key bar off the bottom. Maximizing the FG window has never worked correctly on the Mac client. Something to do with the "work area" information returned by the Mac emulation wrapper. You have to restore the window, and drag to the dimensions you want.

On the chat window and modifier box position. The v3.3.2 FG client remembers the last position of the desktop panels from your last session, and restores them. Did you unlock and move the desktop panels at all in your previous session? The panels should default to their original relative positions unless they have been moved.

Regards,
JPG

Trenloe
September 6th, 2017, 17:41
@Trenloe,
The hardness special quality actually already adds "DR: # adamantine; RESIST: # all" if hardness <= 20. I just need to update the notes.
Fantastic! :)

Moon Wizard
September 6th, 2017, 19:29
My current plan is to release v3.3.2 early in the week on Sep. 18. So, please start the process of reviewing extensions for the new version and verifying compatibility.

Thanks,
JPG

edem
September 6th, 2017, 20:27
@ll00ll00ll00ll,
On the hot key bar off the bottom. Maximizing the FG window has never worked correctly on the Mac client. Something to do with the "work area" information returned by the Mac emulation wrapper. You have to restore the window, and drag to the dimensions you want.


If you use the mac driver as I described above, maximizing works fine; there's only one quirk, when you just manually resize the window, you have to maximize then return to size once; but then all UI elements are in their place.

ll00ll00ll00ll
September 7th, 2017, 01:03
Have you tried using the Mac Driver instead of X11?
(Locate the FantasyGrounds App, right click, Show Package Contents; start the Wineskin.app inside; go to Screen Options, turn "Use Mac Driver instead of X11" on).


On the chat window and modifier box position. The v3.3.2 FG client remembers the last position of the desktop panels from your last session, and restores them. Did you unlock and move the desktop panels at all in your previous session? The panels should default to their original relative positions unless they have been moved.

No good... couldn't get this to work. I've enabled the "Use Mac Driver Instead of X11". I've re-installed the entire application, I've re-updated my data directory. Still same results. Are any other Mac users experiencing the same thing?

jab112
September 7th, 2017, 06:38
I'm using a desktop configuration, Just one monitor, the resolution is 1360 x 768 in landscape mode, No display scaling. I hope this will help you.

spite
September 7th, 2017, 09:40
Not sure what was stopping it before but it worked today updating.

Moon Wizard
September 7th, 2017, 23:37
Just posted small update to client to better handle displays down to 1024x768. This should fix most of the hot bar chopping off issues, unless your display is smaller than that.

Please let me know.

Regards,
JPG

jab112
September 8th, 2017, 07:09
Are you setting fg to cover the windows toolbar?

Moon Wizard
September 8th, 2017, 20:05
The minimum size for the FG window is 1024x768. So, you will need to have the taskbar auto-hide or be placed on the side to avoid any task bar overlap. I tested this on my laptop at 1360x768.

Regards,
JPG

jab112
September 8th, 2017, 20:10
Thanks for the information

LordEntrails
September 9th, 2017, 03:56
First time I've loaded up the test channel and let me say nice job on the Campaign Setup window. Very friendly and nicely done.

20410

Moon Wizard
September 9th, 2017, 20:15
Just pushed a couple minor updates to Paizo theme that comes with Pathfinder Core Rules. (Thanks to Zeus.)

Regards,
JPG

Talyn
September 9th, 2017, 22:19
Just pushed a couple minor updates to Paizo theme that comes with Pathfinder Core Rules. (Thanks to Zeus.)

Regards,
JPG

On that note, at some point someone will want to look at both the Paizo and WotC themes and decide if the new header blocktype needs to correspond to the theme's header font or stay as-is.

Ikael
September 11th, 2017, 20:13
SavageWorlds related updated

SavageWorlds ruleset

[Feature] Attack results in CT entries


Rippers Resurrected

[Improvement] Lodge modifier was editable even if record was locked
[Module] Broken NPC data. Fixed


Rippers

[Module] Broken NPC data. Fixed


Lankhmar

[Improvement] Launch message updated


War of the Dead

[Dev] Slow, shambler initiative handler updated


Nemezis

[Bug] Script warning in implant inventory list. Fixed


Also minor updates and re-packaging to following products:

Hellfrost
Interface Zero
Science Fiction Companion

Moon Wizard
September 11th, 2017, 22:50
Updates


When opening FG in a smaller resolution than when it was last closed and the saved window position is larger than the new resolution, then the saved window position will be ignored.
[5E] When adding class level via drag and drop, features from specializations chosen from other loaded modules would not be added. Fixed.


Regards,
JPG

Wookiee420
September 12th, 2017, 03:06
My Savage Worlds game tonight, (using this update) players had severe connection issues, they couldnt even get in and they kept getting this error but personalized, and eventually after dozens of restarts some got in and some didnt

Runtime Error: Unable to save file (clientsession.xml) to cache. Please restart Fantasy Grounds and reset cache on launch screen before rejoining game.
Network Notice: Client connected to host - 'John'

Moon Wizard
September 12th, 2017, 05:05
That's odd, because there aren't any changes submitted for v3.3.2 that changed the way files are saved, especially that file (clientsession.xml) which is very simple.

Usually, when there are cache errors, it's because the cache file doesn't have the correct permissions, or has gotten corrupted. Players can nuke the cache from the Join Game screen in the Launcher (button on right side) to reset the cache for the next connection.

Were there any files that you added to your campaign recently (maps, tokens, etc.)? I'm just trying to brainstorm what might have gotten added recently to your campaign to cause issues when transferring to players.

Thanks,
JPG

Wookiee420
September 12th, 2017, 05:15
nothing at all was added, nothing was changed that i can think of

Trenloe
September 12th, 2017, 13:40
I'm guessing the connection issues caused corruption in the player cache.

JohnD
September 13th, 2017, 02:18
Savage Worlds, using the War of the Dead content. No extensions.

Opening any skill from the Player Guide throws the following error: "Script Error: [string "common/scripts/template_titlestring.lua"]:7: attempt to call field 'isModuleRecord' (a nil value)". The resultant skill box that pops open is missing the header line with the name of the skill.

Edit:

Clicking on a skill already added to an existing character sheet throws the following error: "Script Error: [string "common/scripts/template_titlestring.lua"]:7: attempt to call field 'isModuleRecord' (a nil value)
Database Notice: Campaign saved.
Database Notice: Campaign saved.
Ruleset Warning: Could not find template (reference_toplink) in windowclass (sw_referenceskill)
Ruleset Warning: stringcontrol: Could not find font (titlelabel) for control (name) in windowclass (sw_referenceskill)
Script Error: [string "common/scripts/template_titlestring.lua"]:7: attempt to call field 'isModuleRecord' (a nil value)"

Wookiee420
September 13th, 2017, 03:43
There is a war of the dead extension, I believe it requires that to run properly
EDIT: However i have zero skills at all from the WotD setting
20451
EDIT 2: There are also errors with how the skills are on the Pregens, take a look at the first 2 skills
20452

JohnD
September 13th, 2017, 03:48
There is a war of the dead extension, I believe it requires that to run properly

You are right... I missed that - but the extension was enabled.

In general things were throwing errors all over the place tonight... luckily I was only building a new character with a player.

Ikael
September 13th, 2017, 19:04
You are right... I missed that - but the extension was enabled.

In general things were throwing errors all over the place tonight... luckily I was only building a new character with a player.

Can you share screenshot of your FG when using /version slashcommand? All your mentioned issues point that you're using old version of something.

JohnD
September 13th, 2017, 20:24
I sure can later this evening possibly. I admit to a general feeling of befuddlement last night, so it could be a fubar pebkac situation.

JohnD
September 14th, 2017, 04:15
Tried today, changed nothing. No script errors.

Moon Wizard
September 15th, 2017, 17:55
Updates


[CoreRPG+] Script debug messages displayed when viewing eqiupment grouped view weight fields. Fixed.
[5E] Darts would incorrectly add a melee weapon entry when added to a PC. Fixed.


JPG

Beldak
September 15th, 2017, 19:20
Updates


[5E] Darts would incorrectly add a melee weapon entry when added to a PC. Fixed.


JPG

Ah the days of jamming a dart into an orc's eye are over? :)

Mortar
September 15th, 2017, 21:49
Did I miss a patch note somewhere?? FG remembers if you resize the main window?!?

20498

Moon Wizard
September 16th, 2017, 00:45
Yes. You missed a patch note. ;)

JPG

Ikael
September 17th, 2017, 21:16
SavageWorlds related updates

SavageWorlds ruleset


[Feature] Attack results in minitracker entries


Eris Beta-V


[Module] Plot-point NPC and Vehicle records are unlockable

Moon Wizard
September 19th, 2017, 18:26
v3.3.2 has been released. I'm going to go ahead and close this thread. Please post any issues in the House of Healing, or any discussions in a new thread.

Thanks,
JPG