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Moon Wizard
May 29th, 2019, 23:21
FG v3.3.8 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
May 29th, 2019, 23:21
Updates List (Updated 7/17)

[CoreRPG+] Updated token effect icon graphics.
[CoreRPG+] Token effect icons made larger by default, and option added to adjust size smaller/larger than the default.
[CoreRPG+] When activating a PC from Character Selection window, the character window is automatically opened.
[CoreRPG+] When releasing a PC, the character window is automatically closed.
[CoreRPG+] Sort by name and filter by name added to Pregenerated Character Selection window.
[CoreRPG+] When GM is importing characters in the Import Selection window, the window no longer closes after each import.
[CoreRPG+] Effects applied from NPCs by GM will use NPC as the effect source, instead of the active CT entry.
[CoreRPG+] Module permissions in module activation window can be clicked to toggle permission level.
[CoreRPG+] Clicking on permission icon in lower left of module activation window will toggle permission level for all available modules.
[CoreRPG+] When adding a category group in a campaign record list window, the category will get focus immediately.
[CoreRPG+] (Copy) suffix only appended to record copies within the same category.
[5E] Added rarity and attunement filters to campaign items list.
[5E] Added Ability field to Skill record.
[5E] If only concentration tag left after apply effect immunities considered, the effect will no longer be applied.
[5E] Added token effect icons for ADV/DIS effects.
[PFRPG/3.5E/4E/d20Mod] Added token effect icons for CA and GRANTCA effects.
[PFRPG/3.5E/4E/d20Mod] Cover and conceal effect icons not displayed unless effect modifier used. Fixed.
[PFRPG/3.5E] Added aquatic and gnoll as recognized subtypes for IFT: TYPE() effects.
[PFRPG/3.5E] Stable effect automatically removed/added when healed via rest/ability, based on actor health status.
[CnC] Added token effect icons.

[Cypher+] Add languages to PC sheet Notes tab.
[Cypher+] Remove cypher types/slots, since they are no longer used in game system.
[Cypher+] Adjusted armor fields to use latest rules of game system.
When image grid defined and token locking enabled, token animation speed adjusted to provide consistent speed across the grid regardless of map size.
Tokens auto-generated from portraits are not displaying on maps after reload. Fixed.
Movable desktop panel window positions not being saved. Fixed.
Player drawings not being saved on host until host starts drawing. Fixed.
Formatted text tables not always displaying correctly when first cell spans multiple columns. Fixed.
[CoreRPG+] Turn effect announcements shown for non-friendly or hidden PC records. Fixed.
[CoreRPG+] Module activation window updated to sort by module display name, instead of file name.
[CoreRPG+] Clicking on speak button in NPC record did not respect NPC identification state. Fixed.
[CoreRPG+] PC items could be seen as identified when imported into Manage Characters mode. Fixed.
[CoreRPG+] Help button in background image window not working. Fixed.
[CoreRPG+] Token health and effect tooltip option setting removed, since it exposed GM data to players.
[CoreRPG+] Health bars in party sheet didn't update correctly when maximum health updated. Fixed.
[5E] Add Sunbeam spell override data to correct Blinded effect and add separate concentration self effect.
[5E] When performing a critical using fixed damage option with multiple damage type attack, wrong dice were applied. Fixed.
[5E] When performing a critical using fixed damage option, the critical dice were not colored green. Fixed.
[5E] When the first spell added to a PC contained a save action, the magic flag was not getting set on that save action. Fixed.
[5E] Auto-generated spell entries and dropped spell entries on NPCs appeared differently. Fixed.
[5E] Concentration and system shock saving throws were not accounting for CON effects. Fixed.
[5E] Fractional ability multiplier in damage action would cause damage to become untyped. Fixed.
[PFRPG/3.5E/d20Mod] Immediate action reset occurring at start of turn, should be end of turn. Fixed.
[PFRPG/3.5E] Automatic save success/failure not working. Fixed.
[PFRPG/3.5E] Fast healing no longer triggers when actor status in CT is Dead.
[PFRPG] If actor status is Dead when taking damage that disables regeneration for one turn, the regeneration effect is deactivated instead.
[DEV] Implemented merge="delete" attribute for importinfo tag and importinfo.acceptfrom tag.
[DEV] onIdentityStateChange event not triggered when automatically activating new identity after releasing current identity. Fixed.
[DEV] OptionsManager callback functions were called twice for GM-only options when using setOption function. Fixed.
[DEV] Crash could occur when windowinstance.close API called multiple times within a single user interface event cycle. Fixed.
[DEV][CoreRPG+] Moved blue, green, purple and red die icons into CoreRPG
[DEV][CoreRPG+] Moved common token effect code and icon graphics to CoreRPG layer.


JPG

Moon Wizard
May 29th, 2019, 23:21
Developer File Modification Notes (Updated 7/17)

CoreRPG

Global scripts: CampaignDataManager, ChatManager, CombatManager, EffectManager, LibraryData, OptionsCore, OptionsManager, TargetingManager, TokenManager
Specific Scripts: campaign/scripts/characterlist.lua, campaign/scripts/characterlist_entry.lua, campaign/scripts/charselect_import_entry.lua, campaign/scripts/imagewindow.lua, campaign/scripts/masterindex_list.lua, campaign/scripts/masterindex_window.lua, common/scripts/progressbar.lua, ct/scripts/ct_target.lua, ct/scripts/ct_token.lua, ps/scripts/ps_token.lua, desktop/scripts/chat_entry.lua, ref/scripts/ref_blocklayoutmanager.lua, utility/scripts/module_selectionentry.lua, utility/scripts/moduleselection.lua, utility/scripts/pointerselection.lua
Window Classes: charsheet, moduleselection_entry, modulesetload, modulesetload_entry, pregencharselect, table
Strings: library_recordtype_empty_image
Templates: button_activateid, button_imagepanel_help, list_modules, modulepermissioncontrol, tokenbag_tokens
Dice: Added d2/d3, Added blue/green/red/purple versions of dice


3.5E

Global Scripts: ActionDamage, ActionRecharge, CombatManager2, DataCommon, EffectManager4E, PowerManager, TokenManager2, VersionManager2
Window classes: charsheet, npc, referenceclass, referencerace
Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


4E

Global Scripts: ActionDamage, ActionSave, ActorManager2, CharManager, CombatManager2, DataCommon, EffectManager35E, TokenManager2
Window classes: item, npc, reference_npctemplate
Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


5E

Global Scripts: ActionDamage, ActionSave, CampaignDataManager2, DataCommon, DataDesktop, DataSpell, EffectManager5E, LibraryData5E, PowerManager
Specific Scripts: campaign/scripts/npc_main.lua
Window Classes: charsheet, npc, npc_combat, reference_background, reference_class, reference_npc, reference_race, reference_skill
Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


PFRPG

Global Scripts: DataCommon


Castles and Crusades

Global Scripts: DataCommon, EffectManagerCnC, TokenManager2
Window Classes: charsheet, npc, referenceclass, referencerace
Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


d20 Modern

Global Scripts: ActorManager2, CombatManager2, DataCommon, TokenManager2
Window Classes: charsheet, npc, partysheet_client, partysheet_host
Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


Call of Cthulhu (6E)

Window Classes: charsheet, npc
Dice: Removed d2/d3


Cypher

Global Scripts: CharManager
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/item_main.lua
Window Classes: charsheet, charsheet_actions, charsheet_inventory, char_invitem, charsheet_main, charsheet_notes, item_main, npc
Dice: Removed d2/d3

celestian
May 30th, 2019, 00:00
[CoreRPG+] Effects applied from NPCs by GM will use NPC as the effect source, instead of the active CT entry.


Thanks!

Kelrugem
May 30th, 2019, 00:03
[PFRPG/3.5E] Automatic save success/failure not working. Fixed.



Ah, thanks for that fast fix :) (and also for the other features)

FG_Dave
May 30th, 2019, 00:07
Very nice fixes and additions.

JohnD
May 30th, 2019, 04:15
Does the removal of the d2 and d3 mean we can no longer assign those to damage or other rolls?

Trenloe
May 30th, 2019, 04:19
Does the removal of the d2 and d3 mean we can no longer assign those to damage or other rolls?
They're added to CoreRPG, that's why they're removed from rulesets that are layered on top of CoreRPG.


CoreRPG
...
Dice: Added d2/d3, Added blue/green/red/purple versions of dice

JohnD
May 30th, 2019, 04:19
Ah... right. OK. :)

Trenloe
May 30th, 2019, 04:20
CoreRPG

Dice: Added d2/d3, Added blue/green/red/purple versions of dice

Any chance of adding the d0 from 5E to CoreRPG please?

dulux-oz
May 30th, 2019, 04:20
Does the removal of the d2 and d3 mean we can no longer assign those to damage or other rolls?

It shouldn't make a difference, because they've been added into CoreRPG, so are still avaliable.

Edit: Damn! Ninja's by Trenloe :ninja:

JohnD
May 30th, 2019, 12:38
Any chance of adding the d0 from 5E to CoreRPG please?

Oh yes, the d0 is very handy to have. I use it in 2e relatively frequently.

lokiare
May 30th, 2019, 15:24
[DEV] Crash could occur when windowinstance.close API called multiple times within a single user interface event cycle. Fixed.

Sweet!

Moon Wizard
May 31st, 2019, 22:18
Minor update.


[5E] Auto-generated spell entries and dropped spell entries on NPCs appeared differently. Fixed.


JPG

Moon Wizard
June 4th, 2019, 01:04
Updates


[DEV] Implemented merge="delete" attribute for importinfo tag and importinfo.acceptfrom tag.


JPG

Kelrugem
June 10th, 2019, 00:40
I have somehow strange experiences with 3.3.8 and sadly it seems to be "randomly", so I can not really reproduce it. Sometimes FG completely shuts down when I just want to go back to the launcher or also when I tried to add a name, once also when I tried to add a portrait. But sometimes it also works for hours. I also got once the error message "Error: String too long" when I clicked on the radial button "Add effect" (so there was no string involved yet). But sadly I can not reproduce it :/ Sometimes it works to go back to the launcher (especially when I try to reproduce it) but then suddenly there is the shut down.

This was in 3.5e without any extensions loaded (and in a completely new campaign for testing these strange behaviours).

When I go back to 3.3.7 this didn't occur anymore; but I am not sure if this really proves that this is related to 3.3.8 since I was not able to reproduce it with a generic procedure. So maybe I only had luck while testing that in 3.3.7 :)

Maybe someone else has this problem, too? I may also try reinstalling FG

Or can this be due to that it is a test version of 3.3.8, so this should be expected while in test mode? :) (if yes, then ignore this post :) )

Moon Wizard
June 11th, 2019, 03:02
Anybody else running v3.3.8? Are you seeing anything like this?

Kelrugem,
Are you still seeing this?
Any luck figuring out the steps you were following?
Are you sure that you don't have any folders extracted in the rulesets folder that might override the base rulesets?

Thanks,
JPG

damned
June 11th, 2019, 03:38
I am also seeing it.
3.3.8 just closes out.
Not reproduceable but I do believe it is a thing.

Kelrugem
June 11th, 2019, 03:42
Anybody else running v3.3.8? Are you seeing anything like this?

Kelrugem,
Are you still seeing this?
Any luck figuring out the steps you were following?
Are you sure that you don't have any folders extracted in the rulesets folder that might override the base rulesets?

Thanks,
JPG

Yes, I am stilling seeing it; I am sure that my ruleset is not overwritten :)

I might have some way to reproduce it (though not for 100%). I start a campaign, rolling some dice, making a new character, adding them to the combat tracker and then I wait some minutes (around ten minutes). Afterwards I try to go back to the launcher. At the loading screen FG then crashes. But I am not sure if one really has to do all these steps, I was doing these to produce new data (since I had once also another problem with adding new effects, so I wanted to see when these errors can happen, too)

EDIT: But that is not the only situation when this can happen as I described earlier. This is just the only step I can reproduce very often so far (by going back to the launcher after some while) :)

damned
June 11th, 2019, 03:45
I was going to report it but hadnt had time to try and rule anything else in or out.
But I can confirm that all three instances of FG that I had running this morning have all closed out themselves one by one today.

Moon Wizard
June 12th, 2019, 02:26
Just pushed a new update that should address the crash issue.

It appeared to be related to any closing of windows tied to database. Due to the issue, it would appear to be sporadic, though reloading while a database-linked window with a list was open would always trigger.

Please let me know if you still see anything.

Regards,
JPG

Kelrugem
June 12th, 2019, 10:40
Just pushed a new update that should address the crash issue.

It appeared to be related to any closing of windows tied to database. Due to the issue, it would appear to be sporadic, though reloading while a database-linked window with a list was open would always trigger.

Please let me know if you still see anything.

Regards,
JPG

Thank you very much :) Seems to work now :)

Sarezar
July 5th, 2019, 16:43
It took us a little while to understand what was happening, but the players stopped seeing the enemy [TURN] text show in the chat in this version, without seeing an option to fix this. Please see image:
27792

Then the GM showed us that the enemy is treated as invisible in the chat, even though they are visible in the combat tracker:
27793

This is in 5E.

Are we blind and are missing a new setting or is this a bug?

mattekure
July 5th, 2019, 18:52
It took us a little while to understand what was happening, but the players stopped seeing the enemy [TURN] text show in the chat in this version, without seeing an option to fix this. Please see image:
27792

Then the GM showed us that the enemy is treated as invisible in the chat, even though they are visible in the combat tracker:
27793

This is in 5E.

Are we blind and are missing a new setting or is this a bug?

Is there an extension turned on? it seems odd because token ID and visibility buttons are not visible. There is an option to skip hidden chars in the options. might you have that on?

Trenloe
July 5th, 2019, 18:53
it seems odd because token ID and visibility buttons are not visible.
The screenshot is showing the player side of the combat tracker, not the GM side - hence why the data is limited.

Zacchaeus
July 5th, 2019, 20:44
It took us a little while to understand what was happening, but the players stopped seeing the enemy [TURN] text show in the chat in this version, without seeing an option to fix this. Please see image:


Then the GM showed us that the enemy is treated as invisible in the chat, even though they are visible in the combat tracker:


This is in 5E.

Are we blind and are missing a new setting or is this a bug?
I can replicate this. If the NPC is visible in the CT, whilst it shows the NPC turn on the GM side it doesn't show the NPC turn on the client side. GM side is showing the NPC as invisible whether it is visible or not on the CT. So I would put this one down as a bug.

Moon Wizard
July 9th, 2019, 00:33
Thanks for all the reports. I'm coming back online after an interstate move, and just finishing on my catch up work.

Updates

[CoreRPG+] Visible enemies did not announce turns in player chat. Fixed.
[CoreRPG+] Help button in background image window not working. Fixed.
[5E] Concentration and system shock saving throws were not accounting for CON effects. Fixed.

Samarex
July 9th, 2019, 02:09
Movable desktop panel window positions not being saved. Fixed.

Does this include the Chat Window. IO can't seem to get it to stay in a new position or size.
I tried Unlocking/Moving/ (/save) Close and reopen (it moved back to the default position )
Also tried Unlocking/Move /Lock/ (/save) Close and reopen (it moved back to the default position )

I even made a new campaign for 3.5E with no extensions loaded.

Am I doing something wrong>

Moon Wizard
July 9th, 2019, 03:59
I just tested it both in a CoreRPG campaign as well as a PFRPG campaign.

Can you double-check that 3.3.8 is running, and you're not using any extensions?

Thanks,
JPG

Moon Wizard
July 9th, 2019, 04:20
Updates

Very old tablet pen code removed (11+ years), as it causes application failure with latest tablet pen drivers.
[CoreRPG+] Token health and effect tooltip option setting removed, since it exposed GM data to players.


Regards,
JPG

Samarex
July 9th, 2019, 06:38
I just tested it both in a CoreRPG campaign as well as a PFRPG campaign.

Can you double-check that 3.3.8 is running, and you're not using any extensions?

Thanks,
JPG

Ok It seems to be ok now, I did a update via the loader this morning switching from Live back to test and everything updated. I tested the above and reported the issue.
I just did a update again and CoreRPGpak and Fantasygrounds.exe updated. That seemed to be the problem. My loader was showing v.3.3.7 but when I loaded a campaign it said 3.3.8
So everything updated now and it's working.

Sarezar
July 9th, 2019, 10:37
Updates

[CoreRPG+] Visible enemies did not announce turns in player chat. Fixed.

Awesome!


Updates

[CoreRPG+] Token health and effect tooltip option setting removed, since it exposed GM data to players.


By "exposed GM data to players", you mean being able to hover the mouse on the token to see health and effects? We have found this extremely useful and since the option can be turned off completely for those who don't want it, I'm not sure what the benefit of removing it is. Unless I've misunderstood what the change does

Sarezar
July 9th, 2019, 11:27
By "exposed GM data to players", you mean being able to hover the mouse on the token to see health and effects? We have found this extremely useful and since the option can be turned off completely for those who don't want it, I'm not sure what the benefit of removing it is. Unless I've misunderstood what the change does

OK we've just tested this on Dev and I am going to repeat what I said earlier. We can already see the effects on the Combat Tracker - and there is also the extremely difficult to use option of 'Icons' anyway - so I would like to understand the reasoning behind removing the Tooltip option.

Hidden effects never show anyway, either in the Tooltip or in the CT, so any effect that will be shown to the players will be due to GM choice.

I'd also like to hear what other users think of this.

Zacchaeus
July 9th, 2019, 11:44
See here https://www.fantasygrounds.com/forums/showthread.php?49776-Token-Display-options

Trenloe
July 9th, 2019, 14:37
OK we've just tested this on Dev...
FYI - you should be using the "test" mode, not the "dev" mode to test =3.3.8.

Sarezar
July 9th, 2019, 20:07
See here https://www.fantasygrounds.com/forums/showthread.php?49776-Token-Display-options
Thanks. I replied there with some further feedback https://www.fantasygrounds.com/forums/showthread.php?49776-Token-Display-options&p=443965&viewfull=1#post443965


FYI - you should be using the "test" mode, not the "dev" mode to test =3.3.8.
Dev Test I don't know, the one that runs 3.3.8 :) Not used to this yet

Trenloe
July 9th, 2019, 20:10
Dev Test I don't know, the one that runs 3.3.8 :) Not used to this yet
You can see which mode you're in by opening the "Options" window on the main FG launch screen. "dev" can frequently change and might be a flavour of 3.3.8 one day, and something else the next - don't rely on just seeing "3.3.8" and you think you're good.

I'd recommend you verify that you're using "test".

Moon Wizard
July 11th, 2019, 00:12
Updates


[5E] Help button not working. Fixed.


JPG

Kelrugem
July 11th, 2019, 00:24
There are now two question marks in the upper right corner (3.5e without extensions) although there is no image (or other window) opened :) See the attached image :)

27867

Zacchaeus
July 11th, 2019, 08:04
The superfluous queries also appear in Core, PFRPG and the 2e rulesets, but not in 5e.

Moon Wizard
July 11th, 2019, 19:33
Updates


[CoreRPG+] Image panel help buttons displayed incorrectly. Fixed.
[5E] If target immune to all effect clauses leaving only concentration tag, the effect will no longer be applied with only concentration tag.
[CoreRPG+] Token effect icons made larger by default, and option added to adjust size smaller/larger than the default.
[DEV][CoreRPG+] Added name="tabs" attribute to most window classes that use built-in tab template for easier customizing.


Given the token effect icon changes, I'm working with our internal team to get some nicer token effect icons made, that I will then add to the update.

Regards,
JPG

Kelrugem
July 11th, 2019, 19:43
Cool, thanks for that fast fix :)

Moon Wizard
July 12th, 2019, 01:44
Updates


Token widgets will now count as part of token for mouse interactions (hover, click, etc.)


JPG

Sarezar
July 12th, 2019, 14:21
[CoreRPG+] Token effect icons made larger by default, and option added to adjust size smaller/larger than the default.

Thank you for this. I have some additional feedback:

[1.]If we think of the options as Small/Middle/Large, the Middle and Large definitely make it easier to hover and see the effects without zooming all the way in.
[2.] I don't know what is possible but could the system prioritize icons that are "harmful" or "applied by enemy/npc" so that they show first? We actually really like the ability to see a Sad Face for something that is harmful but if you already have more than two effects on you, the harmful ones hide. Can they appear first in the list of icons?
[3.] We noticed that when there are too many effects, any that cannot be shown with separate icons are shown under the Green Circle with White Cross icon. Technically, would that mean that there could be an option with just one icon (the green one for example) and when you hove on it it shows all the effects? In essence, it would replicate the option that was removed.
[4.] Thinking of point 3, we actually combined several separate effects into single lines to save "icon space" :)
[5.] EDIT: Is it possible for players to see the effect text when they hover on icons on enemy tokens when the effects are already visible in the Combat Tracker? At the moment, we can only see what effects our characters apply to them but not the effects enemies add to enemies, even when those are visible in the CT.


We've only just used the icons now for the first time, which is why these things never occurred to us before. We understand that point 3 "contradicts" the rest of the efforts to make the icons more usable but it is always good to have more options.



Given the token effect icon changes, I'm working with our internal team to get some nicer token effect icons made, that I will then add to the update.

This is great because some of us really liked seeing icons that mean something. They are easier to notice and remember than hoverable text.

Sarezar
July 12th, 2019, 14:38
[5.] EDIT: Is it possible for players to see the effect text when they hover on icons on enemy tokens when the effects are already visible in the Combat Tracker? At the moment, we can only see what effects our characters apply to them but not the effects enemies add to enemies, even when those are visible in the CT.


A note on this: While we can see the hover text of icons Friendly characters apply to Non-Friendly, this doesn't seem to work on the very first icon. We tried all icon sizes but the first icon never shows hover text. I assume it's a bug but it may be worth someone else confirming this first.

Example:
- PC1 adds Restrained on NPC1.
- NPC2 adds Bless on NPC1.
- PC 1 adds Incapacitated on NPC1.

When we hover on each of the three icons, we only see Hover text for Incapacitated.

Zacchaeus
July 12th, 2019, 15:23
A note on this: While we can see the hover text of icons Friendly characters apply to Non-Friendly, this doesn't seem to work on the very first icon. We tried all icon sizes but the first icon never shows hover text. I assume it's a bug but it may be worth someone else confirming this first.

Example:
- PC1 adds Restrained on NPC1.
- NPC2 adds Bless on NPC1.
- PC 1 adds Incapacitated on NPC1.

When we hover on each of the three icons, we only see Hover text for Incapacitated.

I'm not seeing that. Or am I misunderstanding?

Talyn
July 12th, 2019, 17:29
Might just be me, but the past couple days my [Update] button isn't flashing at all, but there've been a crapton of updates waiting to download?

Zacchaeus
July 12th, 2019, 17:31
Might just be me, but the past couple days my [Update] button isn't flashing at all, but there've been a crapton of updates waiting to download?

It isn't just you. My update button hasn't worked for nearly 2 years now I think. Moon Wizard's theory is that once you have a certain number of modules it just gives up (I'm assuming you like me have a fair collection of them now as well). Also BTW MW's doesn't work either. So if he's not worried about it neither am I :)

Trenloe
July 12th, 2019, 17:36
It isn't just you. My update button hasn't worked for nearly 2 years now I think. Moon Wizard's theory is that once you have a certain number of modules it just gives up (I'm assuming you like me have a fair collection of them now as well). Also BTW MW's doesn't work either. So if he's not worried about it neither am I :)
Mine hasn't worked for about 4 years. I too assume it's due to the amount of products I own and the code that checks if there are updates available to any of those products has a limit to the number it can process.

Zacchaeus
July 12th, 2019, 18:33
Looks like you are in good company Talyn :)

Talyn
July 12th, 2019, 19:29
So you're saying I passed my Save vs. Temptation? What if I want to voluntarily waive that saving throw? :)

There's something about seeing flashing red button... pretty red button... must... press... button... :p

LordEntrails
July 12th, 2019, 21:02
So you're saying I passed my Save vs. Temptation? What if I want to voluntarily waive that saving throw? :)

There's something about seeing flashing red button... pretty red button... must... press... button... :p
Or you failed your save and bought too many items!

I'm not there yet, I guess I might have to go back to the store and buy more?

Bidmaron
July 12th, 2019, 21:46
I am in the no red update camp as well

Moon Wizard
July 13th, 2019, 02:01
Sarezar,

In response to your post a page back:

2. Icons sorted by harm level
This isn't something I want to tackle at this point, since it needs to be written for every ruleset, and I need to limit v3.3.8 work to spend time on FGU. Please add to the wish list in my sig below.

3. Single icon for all effects
This already exists as the "Mark" option for token effects.

4. Combining effect icons
This is what the more effect icon is for (green circle with plus).

5. Effect icon tooltip text
Effects that are visible to players should have tooltip text on the matching icon when displayed. The only difference in the code between host and client is that effects marked as "GM only" are not shown to players in either the CT or on the token.

Regards,
JPG

Sarezar
July 14th, 2019, 18:42
2. Icons sorted by harm level
This isn't something I want to tackle at this point, since it needs to be written for every ruleset, and I need to limit v3.3.8 work to spend time on FGU. Please add to the wish list in my sig below.
Of course; that's perfectly reasonable.


3. Single icon for all effects
This already exists as the "Mark" option for token effects.
One more thing that we didn't know and now do because we've always used the Token Text option! :)
Awesome!


5. Effect icon tooltip text
Effects that are visible to players should have tooltip text on the matching icon when displayed. The only difference in the code between host and client is that effects marked as "GM only" are not shown to players in either the CT or on the token.
Yes, I understand that. Unless an extension is causing an issue, this doesn't work on the very first (left) effect icon that appears on an enemy/NPC token when applied by the player. It works for any other effect. The effect type/text doesn't seem to make a difference, it's always the first icon. I'll see if we can grab a video.


I'm not seeing that. Or am I misunderstanding?
Based on what I learned from Moon Wizard's post above, it looks like you have your settings to use Mark instead of icons?

Zacchaeus
July 14th, 2019, 18:55
Based on what I learned from Moon Wizard's post above, it looks like you have your settings to use Mark instead of icons?

No it was set to icons; but depending on the map and/or token size the icons might all get amalgamated into one because there isn't room for them to display individually. The screenie below shows it better. Each of the icons when moused over tells you what it is.

Sarezar
July 14th, 2019, 19:23
Yes, I understand that. Unless an extension is causing an issue, this doesn't work on the very first (left) effect icon that appears on an enemy/NPC token when applied by the player. It works for any other effect. The effect type/text doesn't seem to make a difference, it's always the first icon. I'll see if we can grab a video.


OK, I think I have embarrassing good news. The issue seems to be caused when the client is still running 3.3.7
Apologies for the false alarm :o



No it was set to icons; but depending on the map and/or token size the icons might all get amalgamated into one because there isn't room for them to display individually. The screenie below shows it better. Each of the icons when moused over tells you what it is.
Oh right! Thanks for the clarification. I hadn't seen your quick reply, but as you can see it was a "user error" on our part. :)

Moon Wizard
July 15th, 2019, 06:00
Updates


[5E] Fractional ability multiplier in damage action would cause damage to become untyped. Fixed.
[PFRPG/3.5E/d20Mod] Immediate action reset occurring at start of turn, should be end of turn. Fixed.


Regards,
JPG

Kelrugem
July 15th, 2019, 06:01
[PFRPG/3.5E/d20Mod] Immediate action reset occurring at start of turn, should be end of turn. Fixed.


Ui cool, thank you very much :)

Pepor
July 15th, 2019, 10:00
Updates


[5E] Fractional ability multiplier in damage action would cause damage to become untyped. Fixed.
[PFRPG/3.5E/d20Mod] Immediate action reset occurring at start of turn, should be end of turn. Fixed.


Regards,
JPG

Thanks for the update!

Moon Wizard
July 15th, 2019, 19:16
Updates


[CoreRPG+] Health bars in party sheet didn't update correctly when maximum health updated. Fixed.


JPG

Moon Wizard
July 17th, 2019, 22:43
Thanks to Joshua for helping put together these new higher resolution token effect icons. They work better with the new token effect icon size option, as well as for display in FGU down the road.

Updates


[CoreRPG+] Updated token effect icon graphics.
[5E] Added token effect icons for ADV/DIS effects.
[PFRPG/3.5E/4E/d20Mod] Added token effect icons for CA and GRANTCA effects.
[CnC] Added token effect icons.
[PFRPG/3.5E/4E/d20Mod] Cover and conceal effect icons not displayed unless effect modifier used. Fixed.
[DEV][CoreRPG+] Moved common token effect icon graphics to CoreRPG layer.


JPG

Moon Wizard
July 18th, 2019, 01:18
Updates


[DEV][CoreRPG+] Consolidated most of token icon handling code in CoreRPG layer.


JPG

Moon Wizard
July 18th, 2019, 02:04
While I was originally thinking of releasing earlier, I decided to put a couple more things in. No more plans to make changes other than bug fixes at this point, so target release dat is Aug. 5. (After I get back from Florida travel for FGU alpha party.)

Regards,
JPG

Kelrugem
July 18th, 2019, 04:29
Okay, there is a strange issue, see also the attached image :) Both the health dot/bar and the icons for effects somehow glitch to the right part of tokens when they are always being shown (the issue is solved when they are only shown by hovering over the token), i.e. I can already grab the token on some space right to it (or right down also right up if health bar seemingly). The higher the number of effects is the larger the space gets (therefore I assume that the icons somehow glitch to the right although they are not shown anymore since the token is too small. But this glitch also happens when all icons can be shown). But I also have that problem with no effects just due to the health bar (although the space is small then). Also the scaling seems to matter: The smaller the health bar is compared to the token the bigger the "glitch-space" to the right, especially that token scaling is needed to reproduce it (seemingly).

(3.5e without extensions; health is shown by the bar and the effects by icons in the options. Effects were blinded, cowering and flat-footed)

EDIT: Oh, I see that the pointer is not saved in the screenshot. Just one moment to reupload the image :)
EDIT2: Added some arrow in the picture where my mouse pointer was (hah, I never realized that the mouse pointer is not saved by using the print button :D )

Moon Wizard
July 18th, 2019, 20:12
Thanks for reporting. I think Lokiare found something similar internally. Now, I just need to figure out how to recreate. I'm guessing it has something to do with one of the scaling factors (zoom, token-to-map, individual token, ...).

Thanks,
JPG

Moon Wizard
July 18th, 2019, 20:16
Can you send me copy of campaign at [email protected]?

Thanks,
JPG

Kelrugem
July 18th, 2019, 20:30
Yes, I just have sent the email :)

Moon Wizard
July 19th, 2019, 00:10
The stuff you sent in was missing some of the campaign folder details, such as modulestate.xml and moduledb/portraits folders. So, I couldn't verify the issue from your data. In the future, you can just zip up the whole contents of the campaign folder.

However, I did find one factor that was off in the mouse hit detection code for widgets that seems to have fixed, or at least improved, the situation. Please try again with a new update.

Thanks,
JPG

Moon Wizard
July 19th, 2019, 00:11
Updates


Widget placement detection was not working correctly for mouse interactions. Fixed.


JPG

Kelrugem
July 19th, 2019, 00:16
The stuff you sent in was missing some of the campaign folder details, such as modulestate.xml and moduledb/portraits folders. So, I couldn't verify the issue from your data. In the future, you can just zip up the whole contents of the campaign folder.

However, I did find one factor that was off in the mouse hit detection code for widgets that seems to have fixed, or at least improved, the situation. Please try again with a new update.

Thanks,
JPG

Ah, okay, thank you for that fast fix :)

Yes, I never have sent a campaign and therefore I was not sure what exactly one has to send, was not thinking about to zip that :) Will think about that in the future :D

EDIT: Oh, and it works now also for me :) Thanks :)

Moon Wizard
August 2nd, 2019, 22:37
I've updated the API documentation with the changes from v3.3.7 and v3.3.8.

User.ringBell (empty parameter usage)
windowinstance.createControl (new optional parameter added)

dragdata.addDie (added)
dragdata.getMetaDataList (added)
subwindow.getValue (added)
subwindow.setValue (added)
windowcontrol.onFirstLayout (added)
windowinstance.onFirstLayout (added)
windowinstance.setEnabled (added)

formattedtextcontrol.isEditMode (removed)
formattedtextcontrol.setEditMode (removed)

Regards,
JPG

celestian
August 3rd, 2019, 21:48
So while futzing around with effects code I found this in "function getEffectsByType(rActor, sEffectType, aFilter, rFilterActor, bTargetedOnly)" in the 5E ruleset. It's not used anywhere. Good a time as any to remove it perhaps?




-- Determine effect type targeting
local bTargetSupport = StringManager.isWord(sEffectType, DataCommon.targetableeffectcomps);



Far as I can tell bTargetSupport is never used, anywhere.

celestian
August 3rd, 2019, 21:55
Something I wanted to ask regarding effect values. I've been working with multipliers and during my testing I decided I wanted to also allow "float" type multipliers. So if the effect was "DMGX: 0.5" it would half the damage. The problem is various parts of the code doesn't accept "." in the numbers.

I did some testing and eventually got it working and was wondering... is there a reason we can't have support for it in CoreRPG/5E? The places I found that caused problems are StringManager isDiceString, isNumberString and convertStringToDice and in the 5E ruleset, EffectManager5E.parseEffectComp.

The changes were very simple and didn't cause any other issues that I could find. Is there something I'm not considering that would make this an issue?

Here is the tweaks I've made to make this work.

manager_string.lua (I overrode these)


-- These functions allow float values for numbers.

function isDiceString(sWord)
if sWord then
if sWord:match("^[d%.%dF%+%-]+$") then
return true;
end
end
return false;
end

function isNumberString(sWord)
if sWord then
if sWord:match("^[%+%-]?[%d%.]+$") then
return true;
end
end
return false;
end

function convertStringToDice(s)
-- SETUP
local aDice = {};
local nMod = 0;

-- PARSING
if s then
local aRulesetDice = Interface.getDice();

for sSign, v in s:gmatch("([+-]?)([%d%.a-zA-Z]+)") do
-- SIGN
local nSignMult = 1;
if sSign == "-" then
nSignMult = -1;
end

-- Number
if isNumberString(v) then
local n = tonumber(v) or 0;
nMod = nMod + (nSignMult * n);
else
-- Die String
local sDieCount, sDieNotation, sDieType = v:match("^([%d]*)([a-zA-Z])([%dF]+)");
if sDieType then
sDieNotation = sDieNotation:lower();
sDieType = sDieNotation .. sDieType;
if StringManager.contains (aRulesetDice, sDieType) or (sDieNotation == "d") then
local nDieCount = tonumber(sDieCount) or 1;

local sDie;
if sSign == "-" then
sDie = sSign .. sDieType;
else
sDie = sDieType;
end

for i = 1, nDieCount do
table.insert(aDice, sDie);
if (sDieType == "d100") and (Interface.getVersion() < 4) then
table.insert(aDice, "d10");
end
end
end
end
end
end
end

-- RESULTS
return aDice, nMod;
end



This is the one function I overrode in the EffectManager5E.



-- we override this 5E version so we can get float in number fields
function parseEffectComp(s)
local sType = nil;
local aDice = {};
local nMod = 0;
local aRemainder = {};
local nRemainderIndex = 1;

-- we just added %. here for float numbers
local aWords, aWordStats = StringManager.parseWords(s, "%.%[%]%(%):");

if #aWords > 0 then
sType = aWords[1]:match("^([^:]+):");
if sType then
nRemainderIndex = 2;

local sValueCheck = aWords[1]:sub(#sType + 2);
if sValueCheck ~= "" then
table.insert(aWords, 2, sValueCheck);
table.insert(aWordStats, 2, { startpos = aWordStats[1].startpos + #sType + 1, endpos = aWordStats[1].endpos });
aWords[1] = aWords[1]:sub(1, #sType + 1);
aWordStats[1].endpos = #sType + 1;
end

if #aWords > 1 then
if StringManager.isDiceString(aWords[2]) then
aDice, nMod = StringManager.convertStringToDice(aWords[2]);
nRemainderIndex = 3;
end
end
end

if nRemainderIndex <= #aWords then
while nRemainderIndex <= #aWords and aWords[nRemainderIndex]:match("^%[[%+%-]?%w+%]$") do
table.insert(aRemainder, aWords[nRemainderIndex]);
nRemainderIndex = nRemainderIndex + 1;
end
end

if nRemainderIndex <= #aWords then
local sRemainder = s:sub(aWordStats[nRemainderIndex].startpos);
local nStartRemainderPhrase = 1;
local i = 1;
while i < #sRemainder do
local sCheck = sRemainder:sub(i, i);
if sCheck == "," then
local sRemainderPhrase = sRemainder:sub(nStartRemainderPhrase, i - 1);
if sRemainderPhrase and sRemainderPhrase ~= "" then
sRemainderPhrase = StringManager.trim(sRemainderPhrase);
table.insert(aRemainder, sRemainderPhrase);
end
nStartRemainderPhrase = i + 1;
elseif sCheck == "(" then
while i < #sRemainder do
if sRemainder:sub(i, i) == ")" then
break;
end
i = i + 1;
end
elseif sCheck == "[" then
while i < #sRemainder do
if sRemainder:sub(i, i) == "]" then
break;
end
i = i + 1;
end
end
i = i + 1;
end
local sRemainderPhrase = sRemainder:sub(nStartRemainderPhrase, #sRemainder);
if sRemainderPhrase and sRemainderPhrase ~= "" then
sRemainderPhrase = StringManager.trim(sRemainderPhrase);
table.insert(aRemainder, sRemainderPhrase);
end
end
end

return {
type = sType or "",
mod = nMod,
dice = aDice,
remainder = aRemainder,
original = StringManager.trim(s)
};
end



This is pretty much a selfish desire to not have to override these functions but it would seem some useful bit of minor tweaking to allow similar functionality in CoreRPG rulesets?

Bidmaron
August 3rd, 2019, 22:18
I second the motion!

Moon Wizard
August 5th, 2019, 04:13
Thanks, guys. I generalized what you were doing to apply to all the dice/number expression processing I found with a quick scan, across all the rulesets I support directly.

Updates


[DEV][CoreRPG+] Decimal points supported in dice/number expressions (/die commands, table/template expressions, effect number parsing)


JPG

celestian
August 5th, 2019, 05:57
Thanks, guys. I generalized what you were doing to apply to all the dice/number expression processing I found with a quick scan, across all the rulesets I support directly.

Updates


[DEV][CoreRPG+] Decimal points supported in dice/number expressions (/die commands, table/template expressions, effect number parsing)


JPG

Awesome! Thanks. I did try and switch over to using this code and noticed one area got missed from CoreRPG manager_string.lua.



function isNumberString(sWord)
if sWord then
if sWord:match("^[%+%-]?[%d%.]+$") then
return true;
end
end
return false;
end


This is what is there currently. (note the missing [%d%.]+ pattern)



function isNumberString(sWord)
if sWord then
if sWord:match("^[%+%-]?%d+$") then
return true;
end
end
return false;
end



Same issue with isDiceString.



function isDiceString(sWord)
if sWord then
if sWord:match("^[d%dF%+%-]+$") then
return true;
end
end
return false;
end

celestian
August 5th, 2019, 06:02
I don't know if 5E has multipliers for damage anywhere but since it was so easy to add it (with the updated number issues) I figured I'd update the manager_action_damage.lua for 5E. With this you can add DMGX: XX and it will multiply by that number.

https://i.imgur.com/EYGtop0.png

I dunno if you (Moon) want to add this to base 5E but if not I figured I'd post the file. Perhaps someone will write an extension if not ;)

(DMGX: 0.5 will work once manager_string is updated with the isNumber() updates)

The specific code is:

From "function modDamage(rSource, rTarget, rRoll)".



-- Apply multiplier damage modifiers from DMGX effect
local aAddDice_Multiplier, nAddMod_Multiplier, nEffectCount_Multiplier = EffectManager5E.getEffectsBonus(rSource, {"DMGX"}, false, aAttackFilter, rTarget);
if nEffectCount_Multiplier > 0 then
local nSubTotal = StringManager.evalDice(aAddDice_Multiplier, nAddMod_Multiplier);
rRoll.nDamageMultiplier = nSubTotal;
end

Goes right above this.


-- Apply general damage modifiers
local aEffects, nEffectCount = EffectManager5E.getEffectsBonusByType(rSource, "DMG", true, aAttackFilter, rTarget);


And then in function onDamageRoll(rSource, rRoll) right above the final line "decodeDamageTypes(rRoll, true);"


-- check for damage multiplier and apply from effect DMGX
if rRoll.nDamageMultiplier then
local nMultiplier = tonumber(rRoll.nDamageMultiplier) or 1;
if nMultiplier < 0 then nMultiplier = 1; end;
-- add [x2] to the damage string for visual
rRoll.sDesc = rRoll.sDesc .. " [x" .. nMultiplier .. "]";
for _,vDie in ipairs(rRoll.aDice) do
local sSign, sColor, sDieSides = vDie.type:match("^([%-%+]?)([dDrRgGbBpP])([%dF]+)");
if sDieSides then
vDie.result = vDie.result * nMultiplier;
if sColor == "d" or sColor == "D" then
if sSign == "-" then
vDie.type = "-b" .. sDieSides;
else
vDie.type = "b" .. sDieSides;
end
end
end
end
end

Moon Wizard
August 5th, 2019, 06:55
Sorry about that. I use symbolic links for my FG data folder, and sometimes Notepad++ opens a file as 2 different paths.

As for the DMGX, I'm not a fan of adding features unless they are clearly part of the core rules provided by the publisher. At some point, it may make sense to generalize some tags up to CoreRPG, and then it might make more sense to have general tags that get inherited by all child rulesets.

Regards,
JPG

celestian
August 5th, 2019, 07:01
As for the DMGX, I'm not a fan of adding features unless they are clearly part of the core rules provided by the publisher. At some point, it may make sense to generalize some tags up to CoreRPG, and then it might make more sense to have general tags that get inherited by all child rulesets.


Understand, wasn't sure if 5E had a use for it. If they do someone can take it and make a extension for it. I do think Pathfinder used it (tho to be fair I've not played it a lot) so maybe Trenloe can add it to PF2e.

Moon Wizard
August 5th, 2019, 18:16
Updates


[PF/3.5E] Deafened condition not being applied to CT radial menu initiative selections. Fixed.


JPG

Kelrugem
August 5th, 2019, 19:12
Updates


[PF/3.5E] Deafened condition not being applied to CT radial menu initiative selections. Fixed.


JPG

Thanks very much for that fast fix :)

Kelrugem
August 7th, 2019, 03:02
I am not sure if this is related to 3.3.8 but there is some error in ChatManager which can happen when using the macro "/die dF"


Script Error: [string "scripts/manager_chat.lua"]:233: attempt to perform arithmetic on local 'nResult' (a nil value)

I guess this is due to that math.random(3) can give 2 and then the variable nResult stays a nil variable and gives an error by nMod = nMod + nResult. Since the ChatManager changed in 3.3.8 (by the second post in that thread here) this may have happened in the update to 3.3.8? :) Therefore I wanted to write this little bug here