PDA

View Full Version : Update 1.0.7.



MadBeardMan
September 23rd, 2018, 21:44
Folks,

1.0.7 isn't really containing what I wanted, mainly because the community has been quite active and so I've switched to fixing issues and adding features.

This isn't a complete list, but I want to get this over to FG so that the bug fixes etc are with you as soon as.


Fixed issue with Characteristics with a value of 15 (NPC's and PC's)
Added PSI stat (to the main stats)
Weapons - The Data has been updated to show which 'Skill' is required.
Weapon Attacks - there's now the characteristic cycler (allowing DEX/STR/PSI/-) which shows the Characteristic DM
Weapon Attacks - the associated skill is now shown and linked, so changing the base skill value will auto-update all attacks.**
Weapon Attacks - the total Attack (characteristic DM + Skill) is calculated
Wound Tracker - Fatigued is now a checkbox, checking this will apply a -2 to any Skill/Attack roll made.


I've looked into removing the attack WHEN a weapon is removed from the Equipment list, however it's not working (the event doesn't fire), going to email MW to see if it's fixable.

I've also tidied up some data, fixed all the niggles I've noticed (and forgotten).

** Skills linked to weapon attacks use the format 'Gun Combat (Slug Rifle)' as per the rulebook, however it will fall back to 'Gun Combat' if the specialisation is not found, then 'Jack of all Trades' plus looks for plural spellings 'Gun Combat (Slug Rifles)'.
** YOU WILL NEED to delete weapon attacks and re-create them by adding the Item back into equipment.

The next update I'd like to finish off Weapon Attacks if there's more to do (I don't think so), and look at PSI abilities and come up with a system that's easy to use and automated.

Plus the next update will be in October, my calendar is a lot less busy now till the end of the year.

Cheers,
MBM

backwardoracle
September 26th, 2018, 17:27
Hi,

Thanks for the update, I seem to be having a problem with the weapons after deleting the items from both the inventory and the tracker replacing them from the item list it is still not adding the relevant skill.

LordNanoc
September 27th, 2018, 09:29
Thanks for your efforts man! Honestly, great job!

MadBeardMan
September 28th, 2018, 09:20
Hi,

Thanks for the update, I seem to be having a problem with the weapons after deleting the items from both the inventory and the tracker replacing them from the item list it is still not adding the relevant skill.

Hello,

If you added those weapons before 1.0.7, delete them (from the Item and Actions) and then add them back in the Items/Actions and is should get the skill level.

Please let me know,
Thanks,
MBM

backwardoracle
September 28th, 2018, 12:00
Hi, I deleted the Skill from the skill tab, Item from the equipment tab, and then from the action tab so no record exists at all, then added the skill back, then the equipment and still no addition to the skill level on action tab

MadBeardMan
September 28th, 2018, 12:16
Hi, I deleted the Skill from the skill tab, Item from the equipment tab, and then from the action tab so no record exists at all, then added the skill back, then the equipment and still no addition to the skill level on action tab

Hello,

Ok let's diagnose this. I've done some work on it this morning to ignore case.

Can you tell me which skill you've added (show me a screen shot?)
Can you tell me which weapon you're adding (into which tab, Equipment or Actions)

For example:

The skill I added was 'Gun Combat (Slug rifle)'
The item I added was 'Accelerator Rifle'

That set my skill to '2'.

** However I noticed that when I added a second rifle (Advanced Assault Rifle) it was set to -3.

Let me find out why...

Cheers,
MBM

backwardoracle
September 28th, 2018, 12:27
Skill Gun Combat (Shotgun), item shotgun

24755

MadBeardMan
September 28th, 2018, 12:29
Skill Gun Combat (Shotgun), item shotgun

24755

Ok, something very odd is happening then, let me hunt it down and kill it.

MadBeardMan
September 28th, 2018, 12:34
Ok seems a bug that sometimes happens when first adding the weapon.

I quit out of FG and reloaded the campaign and they were all correct.

I'll find out why when you first add them it's not finding the skill, that's the issue.

backwardoracle
September 28th, 2018, 12:45
Made a new test char just for checking
Checking through various weapons gives some odd results, accelerator rifle rifle works fine, others no change

24756

MadBeardMan
September 28th, 2018, 12:49
It's ok, I've found it, the blighter is sometimes refreshing the 'attack value' before the skill link is in place... which is why it works fine IF you quit and re-load your campaign.

Sorry about this, I'll get it pushed tonight.

24757

backwardoracle
September 28th, 2018, 12:55
very interesting, the logging out and reloading is fixing the problem, so its a workaround 24758

Trenloe
September 28th, 2018, 12:56
It's ok, I've found it, the blighter is sometimes refreshing the 'attack value' before the skill link is in place... which is why it works fine IF you quit and re-load your campaign.
It happens. I had a devil of a time trying to track down a similar issue in the Pathfinder Playtest rules. Turns out that a couple of fields that I'd removed from the main tab (as they weren't really relevant and were taking up space) but had left in the combat tab, were being used to initialize placeholders used by other GUI controls (especially modifier fields) - as the Main tab is always the first to open and so everything there is initialized. The issue was, if the Combat tab wasn't opened before adding a weapon, the bonus wouldn't be found. I just added the controls back into the main tab, but made them invisible.

I don't think that will be of much use to this specific issue, but thought I'd mention it.

Another possibility, which could well help here, is to <fastinit /> the skills subwindow when the PC sheet opens. https://www.fantasygrounds.com/refdoc/subwindow.xcp

MadBeardMan
September 28th, 2018, 12:58
It happens. I had a devil of a time trying to track down a similar issue in the Pathfinder Playtest rules. Turns out that a couple of fields that I'd removed from the main tab (as they weren't really relevant and were taking up space) but had left in the combat tab, were being used to initialize placeholders used by other GUI controls (especially modifier fields) - as the Main tab is always the first to open and so everything there is initialized. The issue was, if the Combat tab wasn't opened before adding a weapon, the bonus wouldn't be found. I just added the controls back into the main tab, but made them invisible.

I don't think that will be of much use to this specific issue, but thought I'd mention it.

Another possibility, which could well help here, is to <fastinit /> the skills subwindow when the PC sheet opens. https://www.fantasygrounds.com/refdoc/subwindow.xcp

The issue in the end was the 'skills' field was empty, as it had called the 'onSourceUpdate' before the link field had been populated.

Sometimes it's very hard to debug front-end code like this, doesn't help I keep typing 'console.log()' rather than 'print()'!

Just glad I finally found it, odd thing it worked fine testing last weekend :/

Cheers

MadBeardMan
September 28th, 2018, 12:59
very interesting, the logging out and reloading is fixing the problem, so its a workaround 24758

That's ok, thanks for helping track down this issue. I'll buy you a beer if you are local.

Trenloe
September 28th, 2018, 13:03
The issue in the end was the 'skills' field was empty, as it had called the 'onSourceUpdate' before the link field had been populated.
That's another one. The work around for that, especially for lots of child records where new records might be added later (like skills) is to do the DB handler with a wildcard.

Something like this: DB.addHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);

But then remember to remove the handler when the window closes: DB.removeHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);

(This example is from 5E - campaign\record_char_inventory.xml).

MadBeardMan
September 28th, 2018, 13:05
That's another one. The work around for that, especially for lots of child records where new records might be added later (like skills) is to do the DB handler with a wildcard.

Something like this: DB.addHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);

But then remember to remove the handler when the window closes: DB.removeHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);

Dare I say that you should get your backside back to Blighty and armed with a laptop we could peer review a lot of the code in Traveller!

Trenloe
September 28th, 2018, 13:08
Dare I say that you should get your backside back to Blighty and armed with a laptop we could peer review a lot of the code in Traveller!
Check my "location"!!! :)

MadBeardMan
September 28th, 2018, 13:09
Newcastle/Mexico, same thing to me.

Serious though, meet up and stuff and wotnot?

What's the 'onDestroy' type event that the DB.removeHandler should be called on?

backwardoracle
September 28th, 2018, 13:14
heres something else odd you might want to look into an error message appears when adding grenades to the character equipment
24759

As for beer sure :) I'm only down the road in Leicester, but I think I owe you more :)

Trenloe
September 28th, 2018, 13:14
Serious though, meet up and stuff and wotnot?
Definitely! I have to get transportation sorted out - I'll let you know when I do!


What's the 'onDestroy' type event that the DB.removeHandler should be called on?
This example is from a control, but you could use onInit and onClose for a window, subwindow, etc. as well.

function onInit()
super.onInit();
local nodeChar = window.getDatabaseNode();
DB.addHandler(DB.getPath(nodeChar, "traitlist.*"), "onAdd", onTraitsUpdated);
DB.addHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);
end

function onClose()
local nodeChar = window.getDatabaseNode();
DB.removeHandler(DB.getPath(nodeChar, "traitlist.*"), "onAdd", onTraitsUpdated);
DB.removeHandler(DB.getPath(nodeChar, "traitlist.*.name"), "onUpdate", onTraitsUpdated);
end

MadBeardMan
September 28th, 2018, 13:16
heres something else odd you might want to look into an error message appears when adding grenades to the character equipment
24759

As for beer sure :) I'm only down the road in Leicester, but I think I owe you more :)

Ah cool, I'm originally from Peterborough and have family in Leicester, not been there for years (except through it on the train to London).

You don't owe me beer, you help me and others find these niggly issues and help sort them.

So if you're ever up in Sheffield hit me up for a beer, or three.

MadBeardMan
September 28th, 2018, 13:20
Definitely! I have to get transportation sorted out - I'll let you know when I do!

Nice, Sheffield beer festival is soon, alas clashes (once again) with FG CON :(

Cheers for the 'onClose()' I was using 'onDestroy()'

MBM

damned
September 28th, 2018, 14:35
Nice, Sheffield beer festival is soon, alas clashes (once again) with FG CON :(

But FG Con runs for about 64 hours and you can play while tipsy...

MadBeardMan
September 28th, 2018, 14:37
But FG Con runs for about 64 hours and you can play while tipsy...

Haha, whilst I'm awake i'm in a pub, reminds me, must take off the Monday.

backwardoracle
September 28th, 2018, 14:51
Haha, whilst I'm awake i'm in a pub, reminds me, must take off the Monday.
A sound plan, I write most of my adventures in the pub

LordNanoc
September 28th, 2018, 20:16
Ah, a Sheffielder! I got friends in Leeds. Myself, I am from Austria...

Andraax
September 29th, 2018, 00:06
Ah, another Austrian! :-)

MadBeardMan
September 29th, 2018, 11:24
Ah, a Sheffielder! I got friends in Leeds. Myself, I am from Austria...


Ah, another Austrian! :-)

The power of the internet, amazing looking country you chaps have.

Have taken some painkillers here so let's go code.

LordNanoc
October 1st, 2018, 08:56
A thing I realized is, that if I create a new weapon, I have no option to add the base skill in the definition of the specs. Am I missing something?

LordNanoc
October 1st, 2018, 08:59
Ah, another Austrian! :-)

Yeah, we're a small country but still present everwhere. Can't get rid of us. A bit like athlete's foot ����

Who else is from Austria around here?

MadBeardMan
October 1st, 2018, 09:01
A thing I realized is, that if I create a new weapon, I have no option to add the base skill in the definition of the specs. Am I missing something?

You just type the skill you want... like this:

24785

LordNanoc
October 1st, 2018, 10:00
Hmmm ... not at my client.
24786

No skill to fill ...

Anyway, how are your ailments coming? I hope you're getting better!

backwardoracle
October 1st, 2018, 10:02
How are you creating a new item?

The best way I have found is make a duplicate of the item type (just drag and drop back) which is then editable, all the core info is already there with base skill.

24787

MadBeardMan
October 1st, 2018, 10:08
Hmmm ... not at my client.
24786

No skill to fill ...

Anyway, how are your ailments coming? I hope you're getting better!

Type in 'Weapon' into the Type and leave that field and the new fields should appear.

Not feeling too great still, had my first pain killers of the day, my little one is off school today with it as well (she's in bed sleeping away). But thanks for asking, hope to be back on my feet tomorrow, just in time to go to the dentist to get this damn tooth sorted.

Cheers,
MBM

LordNanoc
October 1st, 2018, 10:37
Well ... that did it for the field. Thanks. But I got another problem now...

I try to define a Horn as a weapon (yes, one of my players is a K'Kree mutant aka unicorn - don't laugh, we still don't know how to put this one into a vacc-suit without poking a hole into the visor... ).
So when I define that weapon all is fine
24788

But when I tried to add it to the player, I get an error message:
24789

Hmmmm ...
The weapon is still added as an equipment, but it's not added to the weapons tab.

I tried different skills for range and skill, but the problem stays the same.
Sooo ... where am I being obnoxious again?

MadBeardMan
October 1st, 2018, 10:41
Well ... that did it for the field. Thanks. But I got another problem now...

I try to define a Horn as a weapon (yes, one of my players is a K'Kree mutant aka unicorn - don't laugh, we still don't know how to put this one into a vacc-suit without poking a hole into the visor... ).
So when I define that weapon all is fine
24788

But when I tried to add it to the player, I get an error message:
24789

Hmmmm ...
The weapon is still added as an equipment, but it's not added to the weapons tab.

I tried different skills for range and skill, but the problem stays the same.
Sooo ... where am I being obnoxious again?

Does seem it doesn't like something, does it do this for just the weapon you created or all weapons? Seems like if it's not adding it as an attack the error stops the correct 'record Type' being set :( I'll test it out tonight.

Thanks,
MBM

backwardoracle
October 1st, 2018, 10:45
Wouldn't a Horn be Melee (natural weapons) skill?

Yeah it works, it appeared correctly after logging out and back in.

24790