PDA

View Full Version : Known issue?



DodjerArtfell
June 13th, 2020, 10:40
I came across a pretty significant issue. When importing characters from one campaign to another a lot of info is being scrambled. So far I have noticed this anomaly mainly in the combat tab and for the tokens/portraits. In the combat tab, the items listed is being disrupted. Out of 12 characters, 5 have normal skill items replaced by random items from in inventory tab of that character, or in some instances, items fro other characters' inventories. 1 character has items in the combat tab missing with no such odd replacement. Also the portraits and token images in the character sheet for at least three characters have been swapped out for other character images. This appears to affect the token image.

Additionally, I noted one of my character's perception skill bonus in the party sheet was increased by quite a huge amount from 10 to 70.

DodjerArtfell
June 13th, 2020, 11:07
Addendum: There appears to be a link between the character who's token image is being added to the character that is imported. I deleted the characters from the new campaign and imported them again one at at time, taking note of the portrait and token images and what items were in the combat tabs. The items that are being added to combat tabs directly correlate with items in the token image that does not belong to that character (i.e. the items in the combat tab such as rings, hoods, tents, saddle bags or in some cases weapons and shields can be found in the newly added token image characters inventory, not to say that some of the items are also present in other characters' inventories, but many are unique to that token image character's inventory).

I have been able so far to catch the scrambling right after import, change the token image to the correct image, and note that the combat items are correct in all but three characters that have been deleted and imported again.

Dakadin
June 13th, 2020, 18:55
Hi DodjerArtfell,

I don't think the portraits or tokens get imported when you import a character because they are separate image files. For portraits, I know FG names the file based on the characters id-##### tag in the XML of the campaign. So if you import them into another campaign that has the same id-#####, then it will just use that token because the character will be have a reference to it. The same would happen with campaign tokens. Module tokens would likely work if the module was loaded though.

For the skills, I haven't encountered anything like this. I am going to need to get a couple of the characters that are having an issue along with what issues you are seeing with them so I can try to track it down what is happening.

Thanks,
Dakadin

DodjerArtfell
June 13th, 2020, 19:05
Hi DodjerArtfell,

I don't think the portraits or tokens get imported when you import a character because they are separate image files. For portraits, I know FG names the file based on the characters id-##### tag in the XML of the campaign. So if you import them into another campaign that has the same id-#####, then it will just use that token because the character will be have a reference to it. The same would happen with campaign tokens. Module tokens would likely work if the module was loaded though.

For the skills, I haven't encountered anything like this. I am going to need to get a couple of the characters that are having an issue along with what issues you are seeing with them so I can try to track it down what is happening.

Thanks,
Dakadin

Well, I was using the Smitework portraits for all characters and using the portrait as their token as well. And when imported, the portraits were present on all character sheet main tab top corner and all the same as the previous campaign, however, the portrait of other characters was in the token square for many. I ended up deleting all of the characters in the new campaign, went back to the original campaign, kept the portraits the same, but added new tokens I had dowloaded. This seemed to work as all characters on the new campaign then had their correct items listed in the combat tab. Now I am in the combat tracker and none of the items are ID'd however. So, I am adding the inventory items back into the combat tab as each character's turn comes up. Also, I noted that hitting a troll for a crit does not change the crit table to the large crit table (i.e. a BP rolled on the puncture table). So, I am also in the process of changing the crit type of the weapon of each character that targets and attacks a troll to large temporarily..

Dakadin
June 13th, 2020, 19:40
Portraits aren't exported with the characters. They are separate files in the campaign portraits folder. If they are working or not is just the luck of when you are importing them. You usually need to set them up again in the new campaign.

For the large criticals, you don't need to change the critical type on the characters. When you right click the attack table result, you can select the Large and Super Large critical tables on the left side of the radial menu.

DodjerArtfell
June 13th, 2020, 19:42
Ok Neat thanks!

DodjerArtfell
June 13th, 2020, 19:43
I must be bugged then because the portraits did export in the cases as above.

Dakadin
June 13th, 2020, 21:55
No, you aren't bugged. It has always been that way. Let me try to explain what is happening. When you added a portrait to a character from the FG portrait directory, it copies it to the campaign's portrait directory. It renames the file to match the character's ID number that is in the db.xml file. Here are what the campaign portrait files from one of my campaign's look like:
36845

If the imported characters happen to get the same ID numbers that matches a file name in the campaign's portrait folder, then the character will have that portrait. If the character gets the same ID that they had before they will have the same portrait. If not it will be the wrong portrait or no portrait depending on if there is already a match in the campaign portraits folder. Hopefully the helps to clear it up.

Dakadin

DodjerArtfell
June 13th, 2020, 22:06
Aha! Yes now that does make sense! That's a bit above my pay grade but I'm following you! Thanks!

DodjerArtfell
June 16th, 2020, 20:33
I'm having a blast with this! Not a huge issue, but unless I'm missing something it does appear that the range modifiers for bows are not being added into attack rolls. Also, where do I look to find the Fall/crush table? I had and npc fall off a wall and could not find it.

Dakadin
June 16th, 2020, 20:54
The range modifier isn't automatically calculated at this point. It was originally included to all the GM to quickly enter it when resolving an attack if the PC forgot to include it.

You can get to the Fall-Crush table by opening the RM Tables, expanding the Claw Law Attack tables. Here is a graphic to help:
36911

DodjerArtfell
June 16th, 2020, 20:59
The range modifier isn't automatically calculated at this point. It was originally included to all the GM to quickly enter it when resolving an attack if the PC forgot to include it.

You can get to the Fall-Crush table by opening the RM Tables, expanding the Claw Law Attack tables. Here is a graphic to help:
36911

Ok

And yep it would have bit me if it was any closer. Just like the large crit selection. I think it's part my eyes are what they once were and partly just being overly excited. Sorry and thanks again!

Ardem
June 17th, 2020, 01:32
As a Help Dodjer, I always create a character for the GM called "GM tools", this allows me to apply critical, such as fall/crush or elemental critical in a roll just like a NPC would roll. It always sits at the bottom of my combat sheet. The problem with just a roll and looking at the above table you cannot select the damage or wounds and apply to a character easy.

Dakadin
June 17th, 2020, 02:10
Yeah, you can do what Ardem says or just drag the table to the Table Resolver where you can drop the rolls and drag the results to the targets.

Ardem
June 17th, 2020, 03:51
Yeah, you can do what Ardem says or just drag the table to the Table Resolver where you can drop the rolls and drag the results to the targets.

Wow even I did not know this. Wish i knew this one a lot earlier.

Dakadin
June 17th, 2020, 21:10
Sorry about that. Unfortunately, there are a lot of little things in the ruleset that are easy to miss once you get comfortable doing things a certain way.

DodjerArtfell
June 20th, 2020, 01:19
Yep that did the trick thanks! It's a little confusing with the three places tables are located: fantasy grounds tables, rolemaster tables, and library (rules). Also I've noticed some tables will not stay stuck on they function tabs at the bottom of the screen. Is there a rhyme or reason to which can and which can't?

Dakadin
June 20th, 2020, 01:48
The RM Tables can't at this point. They are different from the FG Tables because the RM Tables already existed in the ruleset when FG added their version of tables. They work completely differently as you likely noticed. The RM Tables use the Table Resolver to resolve them while the FG Tables roll directly from themselves and put the results where you specify. The library tables are mainly for reading but some of the old tables need to be formatted better. They are a hold over from when the old version that I still need to clean up. I would eventually like to allow the RM Tables to be able to be added as shortcuts on the hotkey bar at the bottom.

DodjerArtfell
June 20th, 2020, 11:57
The RM Tables can't at this point. They are different from the FG Tables because the RM Tables already existed in the ruleset when FG added their version of tables. They work completely differently as you likely noticed. The RM Tables use the Table Resolver to resolve them while the FG Tables roll directly from themselves and put the results where you specify. The library tables are mainly for reading but some of the old tables need to be formatted better. They are a hold over from when the old version that I still need to clean up. I would eventually like to allow the RM Tables to be able to be added as shortcuts on the hotkey bar at the bottom.

Aha! Makes sense now thanks!