View Full Version : Beta Release v3.3.9
Moon Wizard
September 21st, 2019, 20:38
FG v3.3.9 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
September 21st, 2019, 20:38
Updates List
[CoreRPG+] All filters updated to only apply search after pressing Enter or change fields.
[CoreRPG+] Modifier stack drag treated as standard number value.
[CoreRPG+] Calendar of Ravnica added to built-in calendars module.
[CoreRPG+] Export window updated to prevent invalid file characters in the file name field.
[CoreRPG+] Added Share radial menu option to all campaign lists.
[5E/4E/PFRPG/3.5E/CnC/d20M] Hide party sheet health bar tooltip text for players if Ally health option not set to Detailed.
[5E] Class features that grant specializations are added to character feature list, in addition to specialization choice.
[5E] Divine Favor spell effect override added for PCs.
[5E] Added spell text parsing support for single round ongoing damage (such as Acid Arrow).
[PFRPG/3.5E] Bonus types taken into consideration for stacking on saving throws.
[PFRPG/3.5E] Saving throw effects with the dodge bonus type are ignored when flatfooted.
[PFRPG] Added new subtypes: automaton, deep one, hive, mortic, wayang, wild hunt.
Players are able to toggle allow button on module activation screen, even though it does nothing. Fixed.
[CoreRPG+] Script error when using dF in /die command. Fixed.
[CoreRPG+] Multiplier tag [#x] on a parcel table output string (i.e. no link) was not processed as an item/currency count. Fixed.
[CoreRPG+] Multi-column table chat output only showing headers, not values. Fixed.
[5E/4E/PFRPG/3.5E/d20Mod] TYPE/SIZE/ALIGN effect conditional expressions don't work when player targeting a player they don't own. Fixed.
[5E] Script error when dropping spell link on Innate Spells section of NPC record. Fixed.
[5E] GM auto-initiative rolling not respecting DISINIT or other dexterity check modifying effects. Fixed.
[5E] Desktop modifier buttons not added to initiative rolls. Fixed.
[PFRPG/3.5E/d20Mod] GM auto-initiative rolling not respecting ability modifying effects. Fixed.
[PFRPG/3.5E] Encumbrance calculations extended to support a single decimal of precision.
[3.5E] Elemental creature type missing. Fixed.
[SW:EOTE] Crash when clicking lighting buttons. Fixed.
[DEV] widget: Added setEnabled function
[DEV] windowcontrol: Added onVisibilityChanged event
[DEV] windowinstance: onLockChanged handler changed to onLockStateChanged event
[DEV] Module.export will now encode file names to handle characters not supported by file systems.
[DEV] Enter key on number/string controls which use delaykeyupdate will now commit changes, even if focus does not change.
[DEV][CoreRPG+] Added buttongroup_tabs_h template for horizontal tabs that uses text or string assets
[DEV][5E/4E/PFRPG/3.5E/d20Mod] Updates to speed up conditional checks in effects.
[DEV] Closing window during onClickDown event causes crash. Fixed.
Moon Wizard
September 21st, 2019, 20:38
Developer File Modification Notes
CoreRPG
Global scripts: CalendarManager, ExportManager, TableManager, TokenManager
Specific Scripts: campaign/scripts/masterindexitem_window.lua, common/scripts/buttongroup_tabs.lua, common/scripts/progressbar.lua, ct/scripts/ct_token.lua, desktop/scripts/modifierstack.lua, desktop/scripts/modifierstack_modifier.lua, ps/scripts/ps_token.lua, utility/scripts/export.lua, utility/scripts/export_tokens.lua, utility/scripts/tokenbag.lua
Window Classes: chat, export, moduleselection_entry, tokenbag
Templates: button_store, button_tokens_host, button_tokens_modules, button_tokens_shared, button_tokens_zoomin, button_tokens_zoomout, chat_resize, filter_tokens, icon_access, masterindexitem_access, portrait_char, tokenbag_tokens
3.5E
Global Scripts: ActionInit, ActorManager2, CombatManager2, EffectManager35E
Specific Scripts: campaign/scripts/char_inv.lua, ct/scripts/ct_entry.lua, ps/scripts/ps_mainitem.lua
Window Classes: ct_entry
4E
Global Scripts: ActionInit, CombatManager2, EffectManager4E
Specific Scripts: ct/scripts/ct_entry.lua, ps/scripts/ps_mainitem.lua
Window Classes: ct_entry, item, npc, ps_mainitem
5E
Global Scripts: ActionInit, ActorManager2, CharManager, CombatManager2, DataSpell, EffectManager5E, PowerManager
Specific Scripts: ct/scripts/ct_entry.lua
Window Classes: ct_entry, ps_mainitem
Castles and Crusades
Specific Scripts: ps/scripts/ps_mainitem.lua
d20 Modern
Global Scripts: ActionInit, CombatManager2, EffectManagerD20Modern
Specific Scripts: ct/scripts/ct_entry.lua, ps/scripts/ps_mainitem.lua
Window Classes: ct_entry, npc
Kelrugem
September 21st, 2019, 21:52
Cool, very nice changes, thanks for the work :)
Maybe some very little request (since I do not see it in the list, but I was also not able yet to look into 3.3.9, so maybe you did that though): In data_common.lua of 3.5 (and probably PF1) "flatfooted" is missing in the string table "conditions", but "flat-footed" is there. I assume that therefore only IF: flat-footed would work but not IF: flatfooted etc. although both ways of writing it are used in the rest of the code :) (when I tested it there was a problem with flatfooted such that one had to use CUSTOM in front)
But just a very minor thing with a very easy workaround :D Thanks :) EDIT: So, when that would be too difficult to fix then the workaround is of course suitable enough :)
Moon Wizard
September 22nd, 2019, 23:43
Only one should be included in the condition table, because the condition table is used to automatically create the buttons in the Modifiers window. The automatic modifier to saves for flatfooted already accounts for two different "spellings". The only place that you have to be careful is CUSTOM, but there's no easy answer, so I'll leave for now.
Regards,
JPG
Kelrugem
September 22nd, 2019, 23:47
Only one should be included in the condition table, because the condition table is used to automatically create the buttons in the Modifiers window. The automatic modifier to saves for flatfooted already accounts for two different "spellings". The only place that you have to be careful is CUSTOM, but there's no easy answer, so I'll leave for now.
Regards,
JPG
ah, thanks for the insight, didn't know about that the modifier buttons also look at that :) I may had a typo then
Thanks :)
Moon Wizard
September 29th, 2019, 07:38
Updates
Players are able to toggle allow button on module activation screen, even though it does nothing. Fixed.
[5E/4E/PFRPG/3.5E/d20Mod] TYPE/SIZE/ALIGN effect conditional expressions don't work when player targeting a player they don't own. Fixed.
[5E] GM auto-initiative rolling not respecting DISINIT or other dexterity check modifying effects. Fixed.
[PFRPG/3.5E/d20Mod] GM auto-initiative rolling not respecting ability modifying effects. Fixed.
LordEntrails
September 29th, 2019, 20:22
Updates
[5E] GM auto-initiative rolling not respecting DISINIT or other dexterity check modifying effects. Fixed.
Didn't know that was broken but always wondered.
Curious what the thoughts are regarding auto-initiative and perhaps the ability to see the actual values and roll values and modifiers? Maybe if the console window is open? In the chat would probably be annoying but some way to check/audit that effects are working as intended would be comforting :)
Kelrugem
October 8th, 2019, 06:00
Updates List
[PFRPG/3.5E/d20Mod] GM auto-initiative rolling not respecting ability modifying effects. Fixed.
Thanks for that :) It seems that this does not work for PCs when their initiative stat is set to "base", but when one sets it to any attribute then effects are accounted as expected (like DEX in most of the cases, but other attributes work, too) :)
Kelrugem
October 12th, 2019, 23:25
Hi :)
I've found some other bug (rare one) related to the performance improvement of the effects, see the image (EDIT: It is about the effect manager in 3.5e, function checkConditionalHelper)
29379
The save bonus is not applied although the search tag testi is there. As I wrote here, https://www.fantasygrounds.com/forums/showthread.php?50980-Performance-of-effects, I think one should only add the return messages at the end like
if EffectManager.isTargetedEffect(v) then
if EffectManager.isEffectTarget(v, rTarget) then
return true;
end
else
return true;
end
as it is now :) But I believe that the break messages in the lines just before that part of the code as in the previous version of the code should stay but now it is
if rEffectComp.type == "IF" then
if not checkConditional(rActor, v, rEffectComp.remainder, nil, aIgnore) then
return false;
end
elseif rEffectComp.type == "IFT" then
if not rTarget then
return false;
end
if not checkConditional(rTarget, v, rEffectComp.remainder, rActor, aIgnore) then
return false;
end
such that the bug as in the image could occur because when some other e.g. IF condition returns false then the loop does not continue and the save bonus will not be applied because the searched tag can not be found anymore (therefore these many other IF effects to force that because I do not know the order with which FG does check the effects). But with the version in https://www.fantasygrounds.com/forums/showthread.php?50980-Performance-of-effects it worked so far (which it should I guess, the return messages should only be a replacement of the bReturn =... thing but not of the break when I understood it correctly :) I hope my explanation somehow helps)
Moon Wizard
October 15th, 2019, 03:13
Updates
[CoreRPG+] Modifier stack drag treated as standard number value.
[5E] Class features that grant specializations are added to character feature list, in addition to specialization choice.
[5E] Divine Favor spell effect override added for PCs.
[DEV] windowcontrol: Added onVisibilityChanged event
[DEV] windowinstance: onLockChanged handler changed to onLockStateChanged event
[DEV][CoreRPG+] Added buttongroup_tabs_h template for horizontal tabs that uses text or string assets
Moon Wizard
October 15th, 2019, 03:40
Updates
[PFRPG/3.5E/d20Mod] Fixed default PC initiative ability not being picked up by initiative roll.
[5E/4E/3.5E/d20Mod] Adjusted effect performance improvements to not drop out early (per Kelrugem report above).
Kelrugem
October 15th, 2019, 03:50
cool, thanks for the updates :)
Kelrugem
October 15th, 2019, 05:38
I am afraid that I have found another bug. While updating my extensions for 3.5e I wanted now to implement the new changes in manager_action_save.lua and I see that aExistingBonusByType[sBonusType] is now used to handle stacking of bonus types for the SAVE effect (beginning in line 193), therefore it gets the value aExistingBonusByType[sBonusType] = v.mod and so on :) But this value does not get updated when there is an effect with a higher mod found, it is only the following code then
elseif v.mod > aExistingBonusByType[sBonusType] then
nAddMod = nAddMod + v.mod - aExistingBonusByType[sBonusType];
Directly in the next line should be a aExistingBonusByType[sBonusType] = v.mod, too, isn't it? (such that the next save effects (if any) are treated correctly) :)
I tried to reproduce the error: 29401
(Again here the problem of that the order in the for loop is unknown (to me) and therefore I added many many 4 enhancement bonus effects to force that aExistingBonusByType["enhancement"] = 4 :D Oh, and ignore the open character sheet, forgot to close it for the screenshot) As one can see one accidentally gets a bonus of 24 instead of 18 (10 enhancement + 2*4 dodge). The additional six points probably come from the second 10 enhancement bonus; since aExistingBonusByType["enhancement"] is not updated after the first 10 enhancement bonus it still compares other values with the smaller bonus of 4 enhancement (and only this is then subtracted, so 10-4=6).
At least this is how I think the problem arises :) Maybe I am wrong about the source of the problem, but the bonus is now surely sometimes wrongly calculated :)
mattekure
October 19th, 2019, 00:42
I think there is a minor error in the feat parsing for 5e. In the manager_char.lua file, function checkFeatAdjustments, only the first ability score adjustment actually takes into account the number entered for it. It parses the number out into the nAdj variable, and then uses tonumber(nAdj) to process the score change.
However, in all of the remaining ability score adjustments, it parses nAdj properly, but always passes a hardcoded 1 for the score adjustment, and does not use the tonumber(nAdj). This makes it so the value is entirely ignored, and the only ability score adjustment possible is a 1.
Samarex
October 19th, 2019, 05:26
Moon,
Last update for CoreRPG 3.3.9 seemed to have broken the button group tabs. NPC records switching types don't switch over right and you end up with multiple groups showing on top of each other.
I thought is was just my code but tested PFRPG and the NPC's do the same thing.
This is preventing me to release a SFRPG update for Companions to the Test server for testing.
Thanks
Russell
Moon Wizard
October 19th, 2019, 06:21
Kelrugem,
It looks like a line needs to be added to AC and saves; so I'll get that in next update.
mattekure,
Looking at checkFeatAdjustments function, the function only handles increase 1 of X ability scores and increase by Y, to a maximum of Z. So, I'm thinking I need a specific example where it's not working as you're expecting.
Samarex,
I can't recreate the issue using a new PFRPG campaign, loading the PFRPG Basic Rules, opening Gnome race, and toggle between tabs. Might need exact steps to recreate.
Thanks,
JPG
Kelrugem
October 19th, 2019, 08:24
Kelrugem,
It looks like a line needs to be added to AC and saves; so I'll get that in next update.
Thank you :)
Samarex
October 19th, 2019, 08:50
Samarex,
I can't recreate the issue using a new PFRPG campaign, loading the PFRPG Basic Rules, opening Gnome race, and toggle between tabs. Might need exact steps to recreate.
Thanks,
JPG
Sorry should have been more specific. Type refereed to using the radial buttons at the bottom of the NPC sheet.
Steps Taken
Created a new Campaign - Opened NPC - Created a new NPC - Switched NPC to Trap/Haunt
Result: See attachment
deer_buster
October 19th, 2019, 20:53
And the read-only mode of these records (ones that have the button_group_tabs while in edit mode) is slightly messed up too...spacing is off causing fields to overlap top to bottom
mattekure
October 19th, 2019, 21:08
In checkFeatAdjustments, the first check is for the phrase "Increase your X score by Y to a maximum of Z" that one seems to work fine for various values of Y.
It also does checks for the following phrases for ability score modifications. In each case, it ignores the value of Y in the text, and is hard coded to adjust the stat by 1, even if Y is not 1.
"Increase your W or X score by Y, to a maximum of Z"
"Increase your V, W, or X score by Y, to a maximum of Z"
"Increase your U, V, W, or X score by Y, to a maximum of Z"
"Increase the chosen ability score by Y, to a maximum of Z"
Moon Wizard
October 20th, 2019, 02:09
Samarex/deer_buster,
Thanks for the clarification; I'll take a look.
mattekure,
I'm not seeing that as an issue just looking at the code. The "1" in the third parameter position of the onAbilitySelectDialog indicates that the user gets one pick, and the next parameter is the ability adjustment. Are you seeing a specific example that's failing, so that I can check to see what is happening?
Regards,
JPG
mattekure
October 20th, 2019, 13:51
Here is an example of the issue. Create a feat using the phrase "Increase your Strength or Dexterity score by 4, to a maximum of 20." it opens the dialog box to select a score. but the number added is not 4, its just 1.
29456
Moon Wizard
October 21st, 2019, 03:01
Thanks for the help everyone.
Updates
[CoreRPG+] setTab function in tabs template was not hiding old controls correctly. Fixed.
[PFRPG/3.5E] AC bonuses from effects with same type did not correctly apply only largest bonus. Fixed.
[5E] Feats that allowed selection of an ability score to increase by more than one, would only add one. Fixed.
Kelrugem
October 21st, 2019, 04:10
Thanks for the help everyone.
Updates
[CoreRPG+] setTab function in tabs template was not hiding old controls correctly. Fixed.
[PFRPG/3.5E] AC bonuses from effects with same type did not correctly apply only largest bonus. Fixed.
[5E] Feats that adjusted contained selecting an ability score increase by more than one, would only add one. Fixed.
Thank you :)
Samarex
October 21st, 2019, 09:10
Thanks for the help everyone.
Updates
[CoreRPG+] setTab function in tabs template was not hiding old controls correctly. Fixed.
[PFRPG/3.5E] AC bonuses from effects with same type did not correctly apply only largest bonus. Fixed.
[5E] Feats that allowed selection of an ability score to increase by more than one, would only add one. Fixed.
Thanks Moon works great
Kelrugem
October 21st, 2019, 09:42
Thanks for the help everyone.
Updates
[PFRPG/3.5E] AC bonuses from effects with same type did not correctly apply only largest bonus. Fixed.
out of curiosity: Why does the AC code needs to be adjusted/correctly, too? :) When I see it correctly the AC effect is called by EffectManager35E.getEffectsBonusByType and not EffectManager35E.getEffectsByType (as for the SAVE effect), does the former not already check stacking? :) Not really important, I guess, was just wondering why, also because the AC effect normally always worked in sense of stacking (for me at least) :) (and there would be another line of aExistingBonusByType[sBonusType] = v.mod still missing, I guess (after line 736). But should be not important when stacking is already done in the effect manager. You do not have to answer of course due to the imminent FGU beta and the pressure due to this :) (and in general of course :D ) Thanks for the work :) )
EDIT: To clarify: I mean the stacking of all AC effects are done by getEffectsBonusByType; that one still has to compare it with the bonusses coming from the character sheet is clear to me :) (and therefore this for loop after the call of the AC effect. But then one has only up to one number from the sheet and one from the effects for a given bonus type such that aExistingBonusByType[sBonusType] = v.mod may not be needed in general. I hope it is somewhat clear what I meant, difficult to describe my thought in text :D different to how SAVE is handled )
Moon Wizard
October 22nd, 2019, 00:07
You're right. I was thinking that they were doing the same thing. It doesn't hurt the AC code; but it wouldn't be needed.
JPG
Kelrugem
October 22nd, 2019, 00:15
You're right. I was thinking that they were doing the same thing. It doesn't hurt the AC code; but it wouldn't be needed.
JPG
Ah, cool, thanks :) (I am learning the code a bit, hehe :D)
Moon Wizard
October 22nd, 2019, 05:19
Updates
[5E] Added "DT: #" effect to support damage threshold.
[5E] If an NPC has a damage threshold trait is added to the combat tracker, a DT effect using the number found in the description will be added.
celestian
October 25th, 2019, 19:55
I ran across this with the AD&D ruleset and tested and it seems to still be an issue with the 5E one also. Situational desktop modifiers are not applied to initiative rolls.
In manager_action_init.lua in modRoll() above "ActionsManager2.encodeAdvantage()" at the end of the function I added this to correct it.
-- include desktop situation mods on initiative rolls
ActionsManager2.encodeDesktopMods(rRoll);
The "+/-" mod style options DO get applied, it's the +2/+5 or -2/-5 buttons that do not.
Moon Wizard
October 25th, 2019, 23:48
Thanks, I'll get it in next update pass.
JPG
Moon Wizard
October 28th, 2019, 22:20
Updates
Calendar of Ravnica added to built-in calendars module.
[CoreRPG+] Export window prevents invalid file characters in the file name field.
[PFRPG/3.5E] Encumbrance calculations extended to support a single decimal of precision.
[5E] Desktop modifier buttons not added to initiative rolls. Fixed.
[DEV] Module.export will now encode file names to handle characters not supported by file systems.
Moon Wizard
October 30th, 2019, 05:33
Updates
[CoreRPG+] Added Share radial menu option to all campaign lists.
[5E] Added spell text parsing support for single round ongoing damage (such as Acid Arrow).
Kelrugem
November 2nd, 2019, 03:34
Hi :)
When I join myself I get now the following error (I have an alias and a PW for that campaign when that matters, it happens after I write the PW into the PW entry)
Script Error: [string "scripts/LauncherProperties.lua"]:171: startClient: client connection already requested
Network Notice: Client connected to host - 'Kelrugem1'
EDIT: Hm, now tested againg after a restart. Now this does not happen anymore. Strange :) Hopefully resolved now :D or maybe I had still an extension running in that one campaign. So, this message can be ignored, sorry :)
Moon Wizard
November 2nd, 2019, 04:36
We have seen this happen from time to time in the launch screen; but it works 95% of the time.
JPG
Moon Wizard
November 2nd, 2019, 21:07
Updates
[SW:EOTE] Crash when clicking lighting buttons. Fixed.
[DEV] Closing window during onClickDown event causes crash. Fixed.
Kelrugem
November 6th, 2019, 02:57
what I noticed: When you press Enter to add a new effect in the effect list or item in the inventory then one now always gets suddenly two new lines/items instead of just one new created entry, resulting into that I have to delete the other one :) may be also a problem in other lists with that ability, too
EDIT: Only tested in 3.5e without extensions, but probably occuring in other rulesets, too :)
Moon Wizard
November 6th, 2019, 07:16
That's actually been around for a few versions, I think. I've been considering removing the Add on Enter code, because I think it's about 50/50 whether people meant to do that or were just trying to complete line. Plus, there's a bug as you found. Probably remove for now to avoid bug...
JPG
Kelrugem
November 6th, 2019, 14:58
That's actually been around for a few versions, I think. I've been considering removing the Add on Enter code, because I think it's about 50/50 whether people meant to do that or were just trying to complete line. Plus, there's a bug as you found. Probably remove for now to avoid bug...
JPG
oh, noticed the bug somehow only now although I used enter from time to time :D Personally I like the Enter method to add a new line but I also accidentally hit as often enter by accident because I wanted to complete the line, so... I understand the issue :D
Andraax
November 6th, 2019, 17:38
Updates
[CnC] Holding Alt while making attribute rolls does not add level to roll.
Moon Wizard
November 7th, 2019, 00:30
Updates
[CoreRPG+] Two empty lines created when pressing Enter key in PC inventory, Effects or Modifiers lists. Fixed.
[DEV] onEnter callback incorrectly called twice for stringcontrols. Fixed.
Moon Wizard
November 7th, 2019, 00:33
My plan is to push v3.3.9 next week. So, please check your extensions (only on FGC).
Regards,
JPG
Kelrugem
November 7th, 2019, 00:34
My plan is to push v3.3.9 next week. So, please check your extensions (only on FGC).
Regards,
JPG
Thanks for this information and for the fix :)
Moon Wizard
November 11th, 2019, 19:37
Updates
[CoreRPG+] Opening some calendar log entry windows causes memory leak and eventual crash. Fixed.
[DEV] Opening window with dynamically sized formatted text field scrolled off bottom causes endless redraw loop, which causes slow memory leak and eventual crash. Fixed.
celestian
November 13th, 2019, 00:55
Searching seems to be a bit off in 3.3.9.
While testing I noticed that when I did a search (typing in "Bugbear") with NPCs in 5E (0 extensions, fresh campaign) the listed npcs did not change... hit enter, nothing updated... when I click a "combobox" in the filter options it immediately updates for the search I typed (w/o selecting anything from the combobox).
https://i.imgur.com/7AMQuB4.gif
Moon Wizard
November 13th, 2019, 01:55
Are you sure that you don't have any unpacked rulesets, and that you are running the latest versions in the patch system?
I just tried on my copy, and it's working.
Regards,
JPG
celestian
November 13th, 2019, 03:42
Are you sure that you don't have any unpacked rulesets, and that you are running the latest versions in the patch system?
I just tried on my copy, and it's working.
Regards,
JPG
I used the CoreRPG and 5E 3.3.9 pack from my FGU install in FGC assuming they are the same ;(
Narrator: They were not.
Sorry!
celestian
November 13th, 2019, 03:59
Follow up.
I tried again using the test channel from FGC with JUST the CoreRPG unzipped switched to "Live" and it did the same thing. It must be a FG.exe/API change that I'm missing when I do this causing the issue. Won't be an issue when 3.3.9 is live. I was just trying to run the CoreRPG 3.3.9 to look for any issues with my ruleset.
Works fine while in "Test" channel.
Moon Wizard
November 14th, 2019, 19:00
Releasing v3.3.9 today; so closing thread. Please report any issues in the House of Healing forum.
Thanks,
JPG
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