View Full Version : Test Release v3.3.4
Moon Wizard
January 3rd, 2018, 22:28
FG v3.3.4 is now in beta testing. The plan is to push the new version in about 3-4 weeks.
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
January 3rd, 2018, 22:28
Updates
Improved handling of asset transfers in noisy network conditions.
Release notes moved online only.
[CoreRPG+] Added new Devin Night modules to module set loading option.
[CoreRPG+] Arrows and Page keys can be used to scroll reference manual text after clicking on it.
[5E/PFRPG] When encounter generated from a random encounter, CR and XP will be calculated.
[5E] Specifying save DC and/or spell attack bonus in NPC spellcasting trait will override automatic calculations. i.e. "(spell save DC 15, +7 to hit with spell attacks)"
[5E] AC calculations for characters with natural armor trait and wearing armor will use the greater value.
[5E] If NPC trait named Superior Critical exists, then add "CRIT: 18" effect when added to combat tracker.
[5E] Effect PC bracket tags (in upper case) will attempt to match class name to provide class level as modifier. (i.e. [WARLOCK])
[5E] Effect PC bracket tags can be combined. (i.e. [CHA] [WARLOCK])
[5E] Damage and heal actions can be assigned multipliers on stat bonuses.
[5E] House rule added for DMG: Massive Damage system shock optional rule.
[5E] NPC spell slot tracking added to NPC sheet and combat tracker. Initial slots are populated when spells are parsed from Spellcasting trait.
[PFRPG/3.5E] Special abilities campaign list added to manage class special abilities (i.e. rogue talent, etc.)
[PFRPG/3.5E] Class type filter added to classes campaign list.
[PFRPG/3.5E] Feat type filter added to feats campaign list.
[PFRPG/3.5E] Skill ability filter added to skills campaign list.
[PFRPG] Racial traits and class abilities added to SRD Basic Rules module, which supports better character creation with SRD module. Thanks to swbuza for data.
[4E] Critical tag support added to DMG and DMGW effects. If specified, the effects will only be applied on a critical.
[CoreRPG/CoC6E/d20Mod] Added vehicle records
Distances measured incorrectly for targeting arrows between large tokens. Fixed.
[CoreRPG+] Images exported using read only export flag could not be used as maps. Fixed for new exports.
[CoreRPG+] /rollon command would not work for columns with a column position greater than 9. Fixed.
[CoreRPG+] Tokens no longer auto-scaling to grid when added to party sheet Order tab. Fixed.
[CoreRPG+] Script error when player clicked on campaign effects list. Fixed.
[CoreRPG+] Link from reference manual to a different reference manual would open the new topic in the original manual window. Fixed.
[5E/4E/PFRPG/3.5E/d20M] Regeneration and ongoing damage effects marked to skip would apply every turn, and not update skip flag. Fixed.
[5E] NPC powers that used the phrase "against this magic" for saving throws were not picking up the right save attribute. Fixed.
[5E] Spell/ability group attack miscellaneous modifier not being added to attack rolls. Fixed.
[5E] Shields were not automatically equipped when added to characters with natural armor trait. Fixed.
[5E] Tortle race was receiving wrong natural armor value. Fixed.
[5E] Damage modifier buttons hang off bottom of Modifiers window when at minimum size when using Wizards theme. Fixed.
[5E] Spell actions for innate spellcasting spells were sometimes not being processed. Fixed.
[5E] Item templates were not being added to the item forge correctly when dragged directly from the module, as opposed to the campaign list. Fixed.
[PFRPG/3.5E] Unidentified items were incorrectly visible to players in armor items group list. Fixed.
[PFRPG/3.5E] Hardness would generate effects that incorrectly apply both resistance and DR to non-energy damage rolls. Fixed.
[PFRPG] Incorrect name for Improved Channel feat in SRD data. Fixed.
[4E] Encounters added to combat tracker did not set faction correctly. Fixed.
[4E] Encounters added to combat tracker did not apply generic letter token when creature token missing. Fixed.
[d20M] Turning off turn order display option for player combat tracker not working. Fixed.
[DEV][CoreRPG+] DesktopManager.setMaxDockColumns function added.
[DEV][CoreRPG+] LibraryData.overrideRecordTypeInfo function added.
[DEV][CoreRPG+] LibraryData.setListView function added.
[DEV][CoreRPG+] EffectManager.setInitAscending function added to support systems where a single initiative value is used, but in ascending order.
[DEV][CoreRPG+] List views added to create standardized grouped lists.
[DEV][CoreRPG+] String resources can be used to define column headers and tooltips in grouped lists.
[DEV][CoreRPG+] First column in simple and grouped lists is now draggable/clickable and linked to link field.
Moon Wizard
January 3rd, 2018, 22:28
Updated 1/26 with latest files changed in beta
Scripts/Classes Changed
CoreRPG
Scripts: ActionsManager, CampaignDataManager, CombatManager, Desktop, DesktopManager, EffectManager, ImageManager, LibraryData, TableManager,
Template scripts: export.lua, export_list.lua, list_text.lua, ref_blocklayoutmanager.lua
Window classes: ps_order, quest, reference_groupedlist, reference_list, reference_manual
3.5E
Scripts: CampaignDataManager2, CharManager, CombatManager2, EffectManager35E, LibraryData35E
Window classes: combattracker_host, modifiers, npc, referenceclassability
4E
Scripts: ActionDamage, CombatManager2, DataCommon, EffectManager4E, LibraryData4E
Window classes: combattracker_host, modifiers
5E
Scripts: ActionDamage, ActionHeal, ActionRecovery, ActionSave, CampaignDataManager2, CharManager, CombatManager2, EffectManager5E, ItemManager2, LibraryData5E, Options5E, PowerManager
Window classes: char_weapon (script), char_weapon_editor, ct_entry (+script), forge_magicitem (list scripts), modifiers, npc, power_damage_editor, power_heal_editor, power_page (script)
Castles and Crusades
Scripts: LibraryDataCnC
Template scripts: spell_levellist.lua
Window classes: combattracker_host, modifiers
D20 Modern
Scripts: CombatManager2, EffectManagerD20Modern, LibraryDataD20Modern
Window classes: combattracker_host, item, modifiers, npc
Call of Cthulhu (6E)
Scripts: LibraryDataCoC
Window Classes: npc
Cheers,
JPG
LordEntrails
January 3rd, 2018, 22:56
Excellent set of improvements. Appreciate it and will spend some time testing/playing with it.
lokiare
January 4th, 2018, 00:10
Nice!
Bidmaron
January 4th, 2018, 00:40
I love how you enrich the API a little more each time!
Zacchaeus
January 4th, 2018, 09:13
And who was saying that the devs don’t listen eh? Most of the new stuff has come directly from posts here or on Discord musing that this or that feature should be added. Great stuff JPG.
dulux-oz
January 4th, 2018, 11:24
And who was saying that the devs don’t listen eh? Most of the new stuff has come directly from posts here or on Discord musing that this or that feature should be added. Great stuff JPG.
Yeah, thanks Moon (you know what for) :)
FG_Dave
January 4th, 2018, 12:47
A nice list for sure!
spite
January 4th, 2018, 20:48
Fantastic! I'll get testing on this this weekend with the crew. Some awesome stuff in there for sure.
Zacchaeus
January 4th, 2018, 21:42
Hey Moon, I'm not seeing NPC spell slot populating with any numbers. The slots are there (on NPC sheet and on CT) but all show zero. Am I misunderstanding what is expected behaviour?
EDIT: Ah, wait one. Deleting the spells from the NPC sheet and closing and reopening the NPC populates the numbers correctly
damned
January 5th, 2018, 00:01
Hey Moon, I'm not seeing NPC spell slot populating with any numbers. The slots are there (on NPC sheet and on CT) but all show zero. Am I misunderstanding what is expected behaviour?
EDIT: Ah, wait one. Deleting the spells from the NPC sheet and closing and reopening the NPC populates the numbers correctly
Hey Z can you walk me thru this step? I think this might replace my recent extension but I cant see how to make the tracking visible...?
Moon Wizard
January 5th, 2018, 02:42
It's very similar to your extension. However, I don't announce the slots used to the chat window at all, similar to how PCs don't announce. The GM can always describe.
To make the slot fields visible, you need to have one or more spell entries in the NPC record (for either NPC window or CT entry).
To pre-populate the slots, this is only done when an NPC is added to the CT (or when non-read-only NPC record is opened). The Spellcasting trait is parsed to automatically add the spells to the spell list, and the slots are calculated at the same time.
Regards,
JPG
damned
January 5th, 2018, 02:56
It's very similar to your extension. However, I don't announce the slots used to the chat window at all, similar to how PCs don't announce. The GM can always describe.
To make the slot fields visible, you need to have one or more spell entries in the NPC record (for either NPC window or CT entry).
To pre-populate the slots, this is only done when an NPC is added to the CT (or when non-read-only NPC record is opened). The Spellcasting trait is parsed to automatically add the spells to the spell list, and the slots are calculated at the same time.
Regards,
JPG
Hi Moon Wizard it appears its not working with Curse of Strahd monsters/npcs which is why I wasnt seeing it. Works nicely with MM. I havent checked other Adventure modules just yet.
Zacchaeus
January 5th, 2018, 08:05
Hey Z can you walk me thru this step? I think this might replace my recent extension but I cant see how to make the tracking visible...?
You need to unlock the NPC, click on the edit button and then delete all of the spells in the NPC spells section (not from the Spellcasting trait but the actual spells listed at the end of the NPc. Now close the NPC and then open it again. The spells will repopulate, the spell slots will fill up and any spell save DCs will get recalculated as well.
Now Moon is also saying that these slots get filled in when the NPC is placed on the CT as well, but I have to say i’m Not seeing this unless I also do the above procedure before placing on the CT.
Zacchaeus
January 5th, 2018, 08:36
I'm returning to this Moon, and I don't think this is working as intended.
1. New Campaign
2. Open up Volo's Guide to Monsters and select the Abjurer from the campaign NPC list
3. Open the NPC - spell slots are there but they are all zero'd.
4. Add NPC to the CT - spell slots show but again all are zero.
5. Note that NPC is locked, so create a copy of the NPC - spell slots still zero
6. And finally place the copy of the CT with the same result
So, the only way to populate the spell slots is to delete the spells, close and reopen the NPC. I'm not sure that is what is intended.
As a comparison I also tested with a published adventure; in this case Tomb of annihilation. I selected encounter 03.04.05 since it has lots of spellcasters. Placing this encounter on the CT shows the same situation as above. The slots are there but all of them show zero.
Incidentally the spell save and attack override also appears to not work unless the NPC spells are stripped out and then the NPC is closed and reopened.
As above select the Abjurer from Volo; copy the NPC and edit the spell save DC to 18 and the attack to +10. Place on the CT and note that Ray of Frost still shows attack of +8 and Fireball still shows a save vs of 16. Again stripping the spells forces the recalculation.
Moon Wizard
January 5th, 2018, 08:58
It’s exactly what’s intended.
I can’t overwrite spell slots every time the NPC is opened, or you’ll lose all tracking every time sheet is opened. Also, there’s no way to tell once an NPC spellcasting trait is parsed (other than an empty spell list), or whether the user wants to reparse (again empty spell list).
The concept is that when only the Spellcasting trait is defined, then the spells and slots are populated.
So, any modules which have spells already placed on NPCs will need to be updated to add spell slot information.
JPG
Moon Wizard
January 5th, 2018, 09:03
On the spell attack/DC, it won’t override specific numbers in the spell text, but will use the spellcasting trait numbers if none defined.
Since the spells were added with an older version of the ruleset which wasn’t able to pull the information from the Spellcasting trait, then the attack and DC numbers were injected into the spell text. With the version that added support for pulling directly from spellcasting trait, the numbers were no longer injected.
Again, this will require the NPC to be updated to spells without the injected numbers to allow the spellcasting trait to be changed in that way.
Regards,
JPG
Zacchaeus
January 5th, 2018, 10:19
Jolly good, thanks for the confirmation.
lokiare
January 6th, 2018, 06:49
The easiest way to deal with the problem is to open the modules window, right click on the module and select "revert". The downside is that this will reset any custom information and changes you may have made to that module.
Moon Wizard
January 8th, 2018, 06:10
Updates
[DEV][CoreRPG+] The reference_list and reference_groupedlist windows will now automatically pull default window title based on record type, if not specified by name field.
JPG
Bidmaron
January 8th, 2018, 14:53
MW, did you see my offhand request in Nickademus’ cool reference link thread to make onInit to where we can return something causing window creation to abort? Obviously, false won’t work because it will break all other code. Seems an easy do?
Moon Wizard
January 8th, 2018, 18:16
Already checked into that, because I ran into the same issue recently. It's not possible without a major rework of the client code, which is not planned for the current FG client.
JPG
Moon Wizard
January 8th, 2018, 18:49
Updates
[5E] Multi-word skill titles not being parsed in racial traits. (i.e. Sleight of Hand) Fixed.
JPG
Bidmaron
January 8th, 2018, 19:59
Thanks for looking.
YAKO SOMEDAKY
January 9th, 2018, 13:09
Thanks Moon Wizard :D
damned
January 13th, 2018, 13:33
Im pretty sure these are bugs. I unloaded my CoS extension and played vanilla and it still occurred.
Am running 3.3.4 and 5e and I noticed these bugs:
1. Attacks and Spells lost their Damage Dice. Eg Longsword lost its Dice but still had its bonus damage. Same with Magic Missile etc.
2. PCs lost their Hit Dice type so Long Rest couldnt re-populate their HD.
I thought there was a third but I cant think of it just now...
Zacchaeus
January 13th, 2018, 13:58
I'm not seeing this in my campaign (which isn't COS but I don't see that should matter). Is this in the character sheets of the players?
damned
January 13th, 2018, 23:52
I'm not seeing this in my campaign (which isn't COS but I don't see that should matter). Is this in the character sheets of the players?
Yes Character Sheets.
Moon Wizard
January 23rd, 2018, 13:57
Updates
[5E] Added more output messages when adjustments applied during drag and drop character building.
[5E] Better support for feat drag and drop (ability adjustments, proficiencies, languages, init adj, passive adj, speed adj)
[5E] Durable feat ensures minimum PC hit die roll is equal to greater of 2 or twice Constitution bonus.
[5E] Medium Armor Master and Dragon Hide feats considered when calculating PC armor class.
[5E] Updated damage resistance ordering to match PHB rules more closely: numerical resistance, numerical vulnerability, regular resistance, regular vulnerability.
[5E] Spell slots reset to match Spellcasting trait when NPC added to combat tracker.
[4E] Updated effect handling for fixed REGEN and DMGO to match PHB rules more closely. Regeneration and ongoing damage of same type do not stack.
[CoreRPG+] Automatic record lists built for library during export are showing empty lists. Fixed for new exports.
[CoreRPG+] Encounters built using wildcard token references would incorrectly replace tokens with letters when added to combat tracker. Fixed.
[5E] EXHAUSTION effect on PC would cause script error on long rest. Fixed.
[5E] Weapon entries were not inheriting item properties when item added to PC. Fixed.
[5E] Spell levels with 1 slot not being parsed for NPC spell slot tracking. Fixed.
[5E] Script error when dropping wildcard spell links onto PC Actions tab while no modules with matching links open. Fixed.
[5E] Spell lookup failure on spells with asterisk suffix to indicate when they are cast in advance. Fixed.
[CnC] Script errors when players attempts to move or add spells on PC Spells tab. Fixed.
[CnC] Casting mode not changing to standard when moving or adding spells on PC spells tab. Fixed.
[DEV][CoreRPG+] Add "imagelink" and "captionlink" fields to reference manual blocks to support direct links by clicking/dragging images or captions, instead of requiring separate link text.
JPG
Moon Wizard
January 23rd, 2018, 14:05
Latest files changed (Also updated second post for a one stop shop list)
Scripts/Classes Changed
CoreRPG
Scripts: DesktopManager
Template scripts: export_list.lua, ref_blocklayoutmanager.lua
4E
Scripts: EffectManager4E
5E
Scripts: ActionDamage, ActionRecovery, CampaignDataManager2, CharManager, CombatManager2, PowerManager
Window classes: power_page (script)
Castles and Crusades
Template scripts: spell_levellist.lua
Cheers,
JPG
dulux-oz
January 23rd, 2018, 14:18
Updates
[DEV][CoreRPG+] Add "imagelink" and "captionlink" fields to reference manual blocks to support direct links by clicking/dragging images or captions, instead of requiring separate link text.
JPG
Clarification please: so this will allow us to click on an image and/or a caption and have it act as a (hyper)link to another page in the refmanuel, yes?
Talyn
January 23rd, 2018, 16:35
Here's imagelink in a block:
<block_00>
<blocktype type="string">image</blocktype>
<size type="string">535,692</size>
<image type="image">
<bitmap>images/cover.jpg</bitmap>
</image>
<imagelink type="windowreference">
<class>imagewindow</class>
<recordname>image.cover</recordname>
</imagelink>
</block_00>
In this case, I had 'cover' already defined under <image> so that's the recordname. On the other hand, if I didn't bother defining it under <image> (or wherever) I could use <recordname>..</recordname> and it will link to the image already defined under the image.bitmap tag in this block.
captionlink works exactly the same way, and sets a clickable link to the <caption> string, if you set one.
LordEntrails
January 23rd, 2018, 17:32
Another nice set of improvements Moon.
Can someone clarify this one for me? I don't understand what it implies or how it would be used.
[5E] Spell lookup failure on spells with asterisk suffix to indicate when they are cast in advance. Fixed.
Zacchaeus
January 23rd, 2018, 17:44
Another nice set of improvements Moon.
Can someone clarify this one for me? I don't understand what it implies or how it would be used.
Take a look at the Archmage in the MM. It can cast 3 spells, marked with an asterisk, before combat begins, such as Mage Armour. Unfortunately the asterisk messed up the automatic spell population. So Moon Wizard has now fixed this issue.
LordEntrails
January 23rd, 2018, 17:53
Take a look at the Archmage in the MM. It can cast 3 spells, marked with an asterisk, before combat begins, such as Mage Armour. Unfortunately the asterisk messed up the automatic spell population. So Moon Wizard has now fixed this issue.
Thanks, I never noticed that before and just pre-cast spells when I felt appropriate.
celestian
January 24th, 2018, 03:36
Updated 1/23 with latest files changed in beta
5E
Scripts: ActionDamage, ActionHeal, ActionRecovery, ActionSave, CampaignDataManager2, CharManager, CombatManager2, EffectManager5E, ItemManager2, LibraryData5E, Options5E, PowerManager
Window classes: char_weapon (script), char_weapon_editor, ct_entry (+script), forge_magicitem (list scripts), modifiers, npc, power_damage_editor, power_heal_editor, power_page (script)
You have no idea how much easier this makes my life ;) Actually, you probably do!
Thanks ton for this list.
Moon Wizard
January 26th, 2018, 00:41
Updates
[UPDATER] Individual product manifests still written on file save errors which do not stop overall patch process. Fixed.
[CoreRPG+] Added Simple Brown and Simple Gray themes for many CoreRPG-derived rulesets. (Thanks to ll00ll00ll00ll for allowing us to convert and provide GAP/PRO themes.)
[CoC7E] Enabled support for built-in Dungeon and Wood themes.
[CnC] Module monster records were displaying incorrectly when viewed from the master campaign list. Fixed.
[CoC7E] Editing occupation records in campaign list would create additional empty occupation records. Fixed.
[CoC7E] Some spell fields did not respect record locking state. Fixed.
[CoC7E] Adjusted placement of close and help buttons in campaign lists and token bag.
[DEV][CoC7E] Internal changes to improve theming support.
Files Changed (Updated second post for a one stop file change list)
3.5E
Window classes: combattracker_host, modifiers, npc
4E
Window classes: combattracker_host, modifiers
Castles and Crusades
Window classes: combattracker_host, modifiers
Scripts: LibraryDataCnC
d20Modern
Window classes: combattracker_host, modifiers, npc
CallOfCthulhu
Window Classes: npc
Cheers,
JPG
Moon Wizard
January 26th, 2018, 00:54
I am officially setting the release date for this version to Feb. 6, 2018.
Regards,
JPG
Moon Wizard
January 26th, 2018, 00:58
If you want to add your community ruleset to those officially supported by any of the default theme extensions (Dungeon, Wood, Simple Brown, Simple Gray); verify that your ruleset works with the extension, and I'll update the themes to be enabled on the next update cycle. (or this one, if you let me know before the release date.)
Regards,
JPG
viresanimi
January 26th, 2018, 10:33
Loading the FG Gap theme and no other extensions, results in a lot of error messages, when pressing the effects button.
Ruleset Error: window: No vertical anchor defined for control (label_conditions) in windowclass (effectlist)
+ many many lines similar to this.
Vires Animi
Zacchaeus
January 26th, 2018, 12:56
I'm not seeing this. I assume you mean the 'Simple Brown' extension rather than FG Gap.
Trenloe
January 26th, 2018, 14:06
Loading the FG Gap theme and no other extensions, results in a lot of error messages, when pressing the effects button.
Ruleset Error: window: No vertical anchor defined for control (label_conditions) in windowclass (effectlist)
+ many many lines similar to this.
Vires Animi
As Zacchaeus mentions - are you using the new SmiteWorks provided extensions in v3.3.4 test? Not the old FG GAP extension downloaded from the website.
If you are using the new theme, which ruleset are you using that causes the errors?
dberkompas
January 26th, 2018, 15:27
If you're using the FG Gap extension from the DM's guild, you'll need to contact the author, but you can't, because he made it open source and no longer maintains it.
Since it's a third-party extension, SmiteWorks/FG won't help troubleshoot, you'll need to depend on the community.
You'd be better off switching to Simple Brown, it looks like the same thing.
Dave
viresanimi
January 26th, 2018, 17:25
I thought I has purged the extension from my extension folder, however, it seems I had 2 copies or something, obviously missing one. Yes. It all works in Core / 5E.
Sorry for my blindness.
Vires Animi
dberkompas
January 26th, 2018, 17:31
I didn't read the release notes to see that FG Gap extension (now called Simple Brown) been rolled into the official release.
That's pretty cool.
Dave
viresanimi
January 26th, 2018, 17:59
Yes. But unfortunately there is no graphic for a shared link. It defaults to the green dragon icon, which looks totally out of place.
Vires Animi
Zacchaeus
January 26th, 2018, 18:27
Yes. But unfortunately there is no graphic for a shared link. It defaults to the green dragon icon, which looks totally out of place.
Vires Animi
I suspect this is because you have the Wizards Theme and the other one both selected. You should only have one theme at a time.
Moon Wizard
January 26th, 2018, 21:56
Updates
[PFRPG/3.5E] Max stat armor adjustment not calculating properly when multiple armor pieces limited max stat. (such as tower shield) Fixed.
Files Changed
3.5E
Scripts: CharManager
Regards,
JPG
viresanimi
January 26th, 2018, 22:12
I suspect this is because you have the Wizards Theme and the other one both selected. You should only have one theme at a time.
Nope. Pretty sure that no version of this theme has ever had an icon for that.
Vires Animi
Moon Wizard
January 26th, 2018, 22:21
Which ruleset are you using? And which extensions are you loading?
I didn't see this in my testing.
Regards,
JPG
Zacchaeus
January 26th, 2018, 22:49
Nope. Pretty sure that no version of this theme has ever had an icon for that.
Vires Animi
With only the theme loaded I see a shared link come up as the icon used in the main FG theme. If I have the 5e theme loaded and the Brown theme a shared link shows as the green dragon from the 5e theme.
viresanimi
January 27th, 2018, 01:59
Which ruleset are you using? And which extensions are you loading?
I run Core. No extensions. Only "Theme - Simple Brown". Shift-Click on a link to share it, and the Green Dragon Icon appears. If running it in 5E, the green shield appears. Again, I do believe that there is not icon in that theme for shared links.
Vires Animi
Moon Wizard
January 27th, 2018, 03:17
Yeah, I think you're right. It probably didn't come up, I'll look into making version for those two themes.
Cheers,
JPG
Moon Wizard
January 27th, 2018, 03:27
Updates
[Simple Themes] Added shared link graphic for formatted text.
Regards,
JPG
dulux-oz
January 28th, 2018, 06:22
I get the following Warning when I load up the CoreRPG with the Theme-Simple-Grey Extension (and only those loaded :) ) :
Ruleset Warning: font: FGF initialization failed. Name (windowtitle). File (graphics/graphics_fonts.xml)
ll00ll00ll00ll
January 28th, 2018, 15:13
I get the following Warning when I load up the CoreRPG with the Theme-Simple-Grey Extension (and only those loaded :) ) :
Ruleset Warning: font: FGF initialization failed. Name (windowtitle). File (graphics/graphics_fonts.xml)
I'm nearly 100% certain that the fonts I used in these are in the Work Sans font family. I have a fuzzy memory of having to convert some to fgf.
*A quick suggestion specifically for the 5E rule set is to name these "5E Theme - Simple Brown" / "5E Theme - Simple Gray". This would sort them in the extension list right next to the "5E Theme - fg Gap" / "5E Theme - fg PRO". Currently they sort near the bottom of the entire extension list, and I could see these getting missed (https://www.fantasygrounds.com/forums/showthread.php?41922-GAP-amp-PRO-Themes-now-open-source&p=373840&viewfull=1#post373840), and people continuing to use GAP & PRO.
Just a thought, ultimately this is yours now... so feel free to ignore the guy that supposedly doesn't have any time to support his extension anymore (this weekend is an anomaly)
Talyn
January 28th, 2018, 15:18
@Binary (lol) FYI you can use TTF fonts too. FGF fonts are going away in Unity so possibly not a bad idea to go ahead and switch.
<ttf file="graphics/fonts/Windlass.ttf" name="Windlass" size="24" />
Trenloe
January 28th, 2018, 15:22
FGF fonts are going away in Unity so possibly not a bad idea to go ahead and switch.
Err, they can't be completely "going away" - otherwise a bunch of existing products will stop working. Or do you know something we don't know?!? ;)
Talyn
January 28th, 2018, 15:25
I only know what @Moon Wizard said in Discord a little while back.
Either way, abolishing FGF will make me happy, those things are horrible. But yeah, I agree, existing .fgf themes will have to be magically fixed somehow.
spite
January 28th, 2018, 20:13
This is a bug present in both 3.3.3 and 3.3.4 but it's spitting errors so I feel it's worth reporting here also. (Cross post from this thread (https://www.fantasygrounds.com/forums/showthread.php?42053-DMGO-and-REGEN-effects-stacking&p=373886#post373886))
If a player or NPC has an effect that is set to END, it will spit out an error "Script Error: [string "scripts/manager_effect_4E.lua"]:434: getValue: Invalid parameter 1" when they select next turn (or the DM selects next turn) and fail to move on from that players turn. It will also end effects with that effect early, or skip ending them at all. It really plays havoc and we've finally figured out what it was that did it. It's definitely the END end condition.
https://puu.sh/zbBMh/58412b05b5.jpg
EDIT: Actually END N does it aswell, just no the next round (so when it would be due to fall off).
I've attached a GIF to show it in action. https://puu.sh/zbBYt/5c73ae5971.gif
Moon Wizard
January 29th, 2018, 01:28
Updates
Starfinder calendar added to default calendars module.
[DEV][THEMES] Added load order 15 to Simple Brown, Simple Gray, Dungeon and Wood themes
[DEV][THEMES] 13th Age added to supported rulesets for Simple Brown/Gray themes
[DEV][THEMES] 13th Age, d20 Modern and Fate Core added to supported rulesets for Dungeon and Wood themes
JPG
Moon Wizard
January 29th, 2018, 18:09
Updates
[4E] Script errors when advancing initiative when start/end turn effects active. Fixed.
Files Changed
CoreRPG
Scripts - EffectManager
4E
Scripts - EffectManager4E
Regards,
JPG
Moon Wizard
January 30th, 2018, 17:51
Updates
Added Starfinder support in Simple Brown/Gray themes.
JPG
Moon Wizard
January 30th, 2018, 22:10
Updates
[5E] CoS, OotA, SKT, TYP, and MM creatures updated to include spell slot information.
[5E] PHB, MM, and DMG display names updated to match hardcover books.
JPG
Cartographer525
January 31st, 2018, 00:20
5E - changing race does not reset ability scores. Changing from dwarf to gnome to elf to dwarf did not just have rolled stats + dwarf racial adjustments.
Trenloe
January 31st, 2018, 00:29
5E - changing race does not reset ability scores. Changing from dwarf to gnome to elf to dwarf did not just have rolled stats + dwarf racial adjustments.
Welcome to the forums.
FG will not reset what you have applied if something is put over the top of it. You will have to manually remove any racial/background/class changes if you wish to remove the thing you've applied. Info will be written to the chat window so you know what was added.
leozelig
January 31st, 2018, 01:20
The abbreviated size categories for conditional effects do not work for me in 5E. I added the following effect to a PC...
IFT: SIZE(>M); DMG:1d8
and no bonus damage was applied. It works if I change it to SIZE(>Medium).
The abbreviated sizes are capitalized in DataCommon.creaturesize, but the string is converted to lower case for the ActorManager2.isSize function. Making the abbreviations lower case in DataCommon should fix it.
ll00ll00ll00ll
January 31st, 2018, 23:24
Not sure if it's just me... running the Simple Brown theme, the Tokens button doesn't seem to work... literally nothing happens, including the fact that the "down" variant does not appear. Will verify the Simple Gray theme when my current game is over.
madman
February 1st, 2018, 02:43
Works Fine for me.
Madman..
spite
February 2nd, 2018, 06:59
4e ruleset, party sheet, when making a party attack if there is no defence selected it spits out
Script Error: [string "scripts/manager_action_attack.lua"]:437: attempt to concatenate local 'sDefense' (a nil value)
Moon Wizard
February 2nd, 2018, 09:28
Updates
[UPDATER] Version number changed to v3.3.4.
Regards,
JPG
Moon Wizard
February 5th, 2018, 22:23
Updates
FG client will no longer re-attempt downloads if the GM machine indicates that the file does not exist.
[5E/PFRPG/3.5E] Max AC stat modifier for PCs is considered when calculating AC versus attacks and ability bonus effects are in effect.
[5E] Single letter size abbreviations did not work in effect conditional checks using the SIZE operator. Fixed.
[4E] Script error when rolling attacks from the party sheet without selecting a targeted defense. Fixed.
Regards,
JPG
Moon Wizard
February 5th, 2018, 23:27
Updates
[5E] When damage dragged from chat window with manual modifier set, the manual modifier would also be applied to any triggered concentration rolls. Fixed.
JPG
madman
February 6th, 2018, 01:06
FG splash page has 2017 copyright date.
Madman..
edem
February 6th, 2018, 10:27
With more drag and drop automatisation added, for feats and the like, will there be "undo" for these at some point? E.g. if I delete a feat, or change the race, could FG "clean up" the character and remove the previously added skills/ability modifiers/speed bonuses/traits/etc?
Apart from the obvious "what if..." toying around during character creation,
- Characters' race could change with Reincarnation,
- Players can accidentally drag the wrong feat over their sheet,
- Characters might "lose levels", thus losing access to classes or feats.
While I know it can be done manually, sometimes it's not straightforward, especially if the correction/change does not happen right away. I assume it would be quite complicated in feats with options (e.g. Moderately Armoured), is it possible at least for fix bonuses, like the speed increase on Mobility?
damned
February 6th, 2018, 13:15
With more drag and drop automatisation added, for feats and the like, will there be "undo" for these at some point? E.g. if I delete a feat, or change the race, could FG "clean up" the character and remove the previously added skills/ability modifiers/speed bonuses/traits/etc?
Apart from the obvious "what if..." toying around during character creation,
- Characters' race could change with Reincarnation,
- Players can accidentally drag the wrong feat over their sheet,
- Characters might "lose levels", thus losing access to classes or feats.
While I know it can be done manually, sometimes it's not straightforward, especially if the correction/change does not happen right away. I assume it would be quite complicated in feats with options (e.g. Moderately Armoured), is it possible at least for fix bonuses, like the speed increase on Mobility?
Unlikely.
Undo requires some sort of transaction tracking and that involves and bleep-tonne of code.
Andraax
February 6th, 2018, 13:21
With more drag and drop automatisation added, for feats and the like, will there be "undo" for these at some point? E.g. if I delete a feat, or change the race, could FG "clean up" the character and remove the previously added skills/ability modifiers/speed bonuses/traits/etc?
Apart from the obvious "what if..." toying around during character creation,
- Characters' race could change with Reincarnation,
- Players can accidentally drag the wrong feat over their sheet,
- Characters might "lose levels", thus losing access to classes or feats.
While I know it can be done manually, sometimes it's not straightforward, especially if the correction/change does not happen right away. I assume it would be quite complicated in feats with options (e.g. Moderately Armoured), is it possible at least for fix bonuses, like the speed increase on Mobility?
Keep backups of characters at various points.
Talyn
February 6th, 2018, 16:16
With more drag and drop automatisation added, for feats and the like, will there be "undo" for these at some point? E.g. if I delete a feat, or change the race, could FG "clean up" the character and remove the previously added skills/ability modifiers/speed bonuses/traits/etc?
Technically, yes, that is doable. FG is, after all, a database under the hood. However, for all the data it does maintain, that type of data is not among them. I'm assuming you're talking about 5E? A script "reads" the text and applies the bonuses, but once they're in there, there's no way to "unread" really. Adding the new data required would be a lot of work (worthwhile, work, in my opinion) to add new data paths everywhere to track the specific bonus to apply (and remove), but if that ever happened, it's conceivable that feature might only work on new characters created once those features were in place.
Regardless, I wouldn't expect anything of this sort until post-Unity. If ever.
edem
February 6th, 2018, 17:06
Technically, yes, that is doable. FG is, after all, a database under the hood. However, for all the data it does maintain, that type of data is not among them. I'm assuming you're talking about 5E? A script "reads" the text and applies the bonuses, but once they're in there, there's no way to "unread" really. Adding the new data required would be a lot of work (worthwhile, work, in my opinion) to add new data paths everywhere to track the specific bonus to apply (and remove), but if that ever happened, it's conceivable that feature might only work on new characters created once those features were in place.
Regardless, I wouldn't expect anything of this sort until post-Unity. If ever.
But if on add the parser sees that, e.g., it needs to add +10 to speed, on remove can't the parser see that it had to add +10 to speed, so let's remove that?
Zacchaeus
February 6th, 2018, 17:36
But if on add the parser sees that, e.g., it needs to add +10 to speed, on remove can't the parser see that it had to add +10 to speed, so let's remove that?
That's what Talyn is saying; it could be done. But not easily nor would it be particularly productive in terms of development time when the developers have many other irons in the fire.
Moon Wizard
February 6th, 2018, 18:05
That's one of the caveats that we stated up front when we started offering this sort of feature set. We didn't want to become a full-fledged character management tool, like Hero Lab. It's a big project that is the sole focus of that product.
It also gets more complicated as to what changes should be tracked in a transactional log, and every user will probably have a different answer to that question. Some will want every change tracked, and others will only want drag/drop automated changes tracked. Plus, there is quite a bit of database overhead for maintaining a permanent transaction history for every character.
As everyone has mentioned, it's definitely doable, but a lot of work and changes. Given the amount of work for the gain vs. other projects (FGU, image features), it's not currently planned.
Regards,
JPG
Moon Wizard
February 6th, 2018, 18:22
v3.3.4 has been released. Please post any bug reports in the House of Healing forum. Locking this thread.
Thanks,
JPG
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.