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Mike Serfass
February 12th, 2023, 20:46
While making a few campaign setting, I learned that there are various things missing. Small things, but they require editing db.xml by hand, digging through xml to find things, and multiple layers to click through in the UI.

If you're new to creating settings, you don't know about these things until you hit problems.

I decided to create this extension to save time for those who write campaign settings.

It's on the Forge here (https://forge.fantasygrounds.com/shop/items/1043/view).

I'm still working on this and expanding it. I welcome ideas and feedback.

Here's what's in the first release.

Arcane Backgrounds and the AB Edges that unlock them must be linked. That link doesn't show up anywhere in the UI and must be hand written in db.xml. If you don't know about that, it won't set up the AB on the character sheet when you drop the AB on the Main tab.

I added links between an AB and an AB Edge. I also thought the Arcane Skill should be a link, so I added that too. Just drag and drop, and it will link them and write the "secret" nodes in db.xml for you.

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Speaking of secret nodes, there's

<catname type="string"></catname>
on numerous records. That field is used for listing, sorting, and grouping weapons, gear, vehicles, etc. It doesn't display in the UI anywhere. With this extension, it does.

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Mike Serfass
February 12th, 2023, 20:51
I hit my image limit. Here's more category fields:
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You may notice in the weapon image, there's another "hidden" field in db.xml.

<shortdescription type="string"></shortdescription>
It shows up in a couple of places, but you couldn't add or edit it to your custom records. Here are the other records that have that field.
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Mike Serfass
February 16th, 2023, 03:36
Here's what I'm working on for the next version, 1.01.

Modifications are used in various settings. The Fantasy Companion contains lots of them to create magic items. I use lots of custom mods in my sci-fi setting; I'm sure I'm not the only one. However, the Mods button is disabled by default and is unlocked only if you own the Sci-Fi Companion. The Powers and Fantasy Companions don't unlock it, in spite of the mods in them, and the companions don't list them.

This extension unlocks the button and the Modifications list. Note that it won't display any Sci-Fi Companion modifications unless you own that product. It will, however, display those from the SWADE core rules.
Your custom modifications will also export when you build your custom module.
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I also added a new button to the Modifications list. It will display all modifications grouped by category.
There's also a new filter, by category.

Here's the modifications by category view:
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Mike Serfass
February 16th, 2023, 03:44
More changes in the upcoming version 1.01.
I added category filters to the Items and Vehicles lists. I also added By Cat buttons.
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Here are the category group views.
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Jiminimonka
February 17th, 2023, 21:26
Mike!!! Thanks so much, the AB thing obviously but I was thinking about the <catname> stuff only yesterday and what a PITA it is to edit.

Brilliant!

Jiminimonka
February 17th, 2023, 22:36
P.S. The link on the Forge to the forum thread is broken.

Mike Serfass
February 17th, 2023, 23:52
You're welcome, and thanks. I updated the link; it's awaiting review.
I'll upload version 1.01 this weekend.

UrsaTeddy
February 18th, 2023, 00:40
Great Extension!

Very useful for Arcane Backgrounds. I have yet to test everything else, however the Short Description for Skills and Edges is also very useful.

Mike Serfass
February 18th, 2023, 03:24
I added options so you can customize as you like. This will be in the next version (1.01).
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Jiminimonka
February 18th, 2023, 07:53
Does the Short Description also work on Tables and Cat lists? I am sure at some point I saw extra text on a table or catname list text under the table.

EDIT: or Parcels for that matter?

UrsaTeddy
February 18th, 2023, 08:32
Even if the Short Description made an appearance as an onHover thing, it would be good I think.

Jiminimonka
February 18th, 2023, 14:26
Minor bug, which probably won't matter in the "live" version of a module,but Arcane Backgrounds when closed have some text layering issues.
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Jiminimonka
February 18th, 2023, 16:47
You're welcome, and thanks. I updated the link; it's awaiting review.
I'll upload version 1.01 this weekend.

Will we be able to created links to lists of gear sorted by catname?

Mike Serfass
February 18th, 2023, 19:45
The only places I see Short Description appear is the Powers list from the Modules window of the SWADE player's reference and Fantasy Companion.
I'm looking into adding short desc to the other lists (skills, edges, ...) that are built when exporting a module.

I tried adding short desc to the normal lists that appear when clicking the right button bar, but I don't like how it lays out.
I'm thinking of adding a button to the various lists, where the group buttons appear, which will open an alternative list of powers, skills, edges, etc.

I'm open to feedback.

Here's what the short desc on the Skills list looks like, to show you what I mean.
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Mike Serfass
February 18th, 2023, 21:02
Will we be able to created links to lists of gear sorted by catname?

I'll look into that.

Mike Serfass
February 18th, 2023, 21:04
I wondered why the Skills list has a filter by attribute section but no By Attribute button. So I added one. Given how simple a list Skills is, do you think this is useful?
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Mike Serfass
February 18th, 2023, 21:07
Even if the Short Description made an appearance as an onHover thing, it would be good I think.

Good idea. I think I'll do that in addition to alternate lists.

UrsaTeddy
February 18th, 2023, 22:02
The By Attribute button is awesome.

To be honest I wish the "database" had a more robust query system in general in FGU to let you make ad hoc searches that appear in a window.

Jiminimonka
February 19th, 2023, 08:14
An nice option would be for Racial Abilities - at the moment the only way to get the Positive, Negative and points is via XML.

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Mike Serfass
February 19th, 2023, 16:44
More tweaks:
I added short description to the Skills by Attribute list.
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I added short description to the Edges by Type list. The window opens wider now. Let me know if that's too wide. I can narrow that.
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The Powers list shows a By Rank button to GMs but not to players. I can't think of a reason why players shouldn't have the By Rank button too. So I added that.
If anyone can think of why they shouldn't see that, please share.

Mike Serfass
February 19th, 2023, 16:46
To be honest I wish the "database" had a more robust query system in general in FGU to let you make ad hoc searches that appear in a window.

That sounds interesting.

Can you give me some examples of what you're searching for and why you do those searches?
What would you do with the search results?

Mike Serfass
February 19th, 2023, 20:41
Will we be able to created links to lists of gear sorted by catname?

I looked at this then realized I don't know what you mean. Can you give me an example? Do you want gear lists with specific filters and groupings?

Jiminimonka
February 19th, 2023, 21:17
I looked at this then realized I don't know what you mean. Can you give me an example? Do you want gear lists with specific filters and groupings?

Here is an example from an old version of the Tomorrow Legion Players Guide - GunbunnyFuFu did this with XML and SWEL.

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The xml is (I think) this:


<items>
<notes type="formattedtext">
<p>Below are a number of items to supplement the regular equipment list found in Savage Worlds-most of which should be available in standard science fiction settings. The Game Master may decide futuristic versions of contemporary items are lighter, cheaper (or more expensive), or more efficient, but the functionality is generally the same.</p>
</notes>
<name type="string">Adventuring Gear</name>
<catname type="string">Gear</catname>
<itemclass type="string">item</itemclass>
<source type="string">reference.items@Rifts®: The Tomorrow Legion Player's Guide</source>
<width type="number">600</width>
<order type="string"></order>
<columns>
<col_001>
<name type="string">name</name>
<heading type="string">Item</heading>
<type type="string">tablestringfield</type>
<width type="number">200</width>
</col_001>
<col_002>
<name type="string">cost</name>
<heading type="string">Cost*</heading>
<type type="string">tablestringfield</type>
<width type="number">40</width>
<center/>
</col_002>
<col_003>
<name type="string">weight</name>
<heading type="string">Weight</heading>
<type type="string">tablenumberfield</type>
<width type="number">40</width>
<center/>
</col_003>
<col_004>
<name type="string">text</name>
<type type="string">tableformattedtextfield</type>
<heading type="string">Notes</heading>
</col_004>
</columns>
</items>

Jiminimonka
February 19th, 2023, 21:19
and the linked list in the window behind is:


<linklist>
<link class="reference_categorisedlist" recordname="reference.lists.items@Rifts&#174;: The Tomorrow Legion Player's Guide">Adventuring Gear</link>
</linklist>

Mike Serfass
February 19th, 2023, 21:46
That's an area I haven't yet gotten into, but I plan to go there. I'm starting to touch on it with the current tweaks.
Thanks for posting that. It helps my research and understanding.

Mike Serfass
February 20th, 2023, 00:11
I added short description to the Powers by Rank list
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I added a skill list that lists alphabetically with short description.
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I uploaded version 1.01 with all the aforementioned changes. It should be available tomorrow.

I think I fixed the AB Edge overlay problem. Let me know if the fix didn't work.

Mike Serfass
February 20th, 2023, 03:03
More for version 1.02 which I'll likely release next weekend.
I'm doing tweaks similar to the things I've already done while my head is wrapped around it. I'll get to the other stuff later in the week.

Let me know if I'm going overboard. I don't want to clutter the UI, especially with limited screen real estate. These are things that make it easier for me as a content creator and gm, and addresses things I'm always guiding my players through. It may be different for others.

I added a "By Rank" button to Edges and a Type filter. Now you can filter down Edges by both Rank and Type.
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The Edges by Type list now displays Rank. (I'm always opening Edges just to see Rank. Does anyone else do this?)
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Here's the Edges by Rank list.
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I'll work on missing fields on racial abilities next.

Jiminimonka
February 20th, 2023, 07:04
I don't think you can go overboard. There are loads of hidden features in CoreRPG and Savage Worlds in the xml. It should all be in the UI now, without digging into xml.

Thanks!

Edit: things like Indent and Wild Card in the Reference Manual which should be in the UI another thing hidden in XML.

Mike Serfass
February 21st, 2023, 02:22
Minor bug, which probably won't matter in the "live" version of a module,but Arcane Backgrounds when closed have some text layering issues.
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I looked at this some more and made some fixes. That will be in version 1.02.

Version 1.01 is still stuck in build queued / pending review.

Mike Serfass
February 21st, 2023, 16:07
Version 1.01 was approved and released to live.
I plan on releasing version 1.02 this weekend. There will be a fair number of new tweaks in it.

Jiminimonka
February 22nd, 2023, 23:07
Version 1.01 was approved and released to live.
I plan on releasing version 1.02 this weekend. There will be a fair number of new tweaks in it.

I already update The Tomorrows Legion Players Guide with this (now I have added the Vehicle Modifications) - Thanks!

Jiminimonka
February 24th, 2023, 21:41
I don't know for sure if it is to do with your extension Mike, but I am getting this error report when opening Items, and also locking and unlocking items since the FGU update.

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Mike Serfass
February 25th, 2023, 01:13
I'm getting this same error, even without my extension. I then downloaded the updates from yesterday and today, and that still throws this error. Even with no extensions or themes loaded.
I wish it were my extension; then I could fix it.
I'll post this with a log on the error forum.

Jiminimonka
February 25th, 2023, 09:17
I'm getting this same error, even without my extension. I then downloaded the updates from yesterday and today, and that still throws this error. Even with no extensions or themes loaded.
I wish it were my extension; then I could fix it.
I'll post this with a log on the error forum.

Ah, sorry Mike. I was busy updating Rifts and too lazy to turn off any extensions to test for sure.

Mike Serfass
February 27th, 2023, 01:54
Two additions today:

The Special Ability (aka Monstrous Ability) has the short description field
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Racial Ability now has group, value, and max fields.
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Jiminimonka
February 27th, 2023, 07:45
Two additions today:

The Special Ability (aka Monstrous Ability) has the short description field
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Racial Ability now has group, value, and max fields.
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Thanks

Mike Serfass
February 27th, 2023, 13:41
Version 1.02 is pending approval, so should be available today.

I fixed a bug that allowed you to drop an Arcane Background on a Hindrance, Special Ability, or Racial Ability.
I fixed a bu that allowed you to drop a Hindrance, Special Ability, or Racial Ability on an Arcane Background.

Next I'll add the ability to indent when writing the reference manual.

Mike Serfass
February 27th, 2023, 13:47
I finished adding short description and category to all the views that had those fields in the underlying db.xml of the swade modules.
I can add those fields elsewhere. Where else would you like to have them added?
I still have to add short description on hover. I'll do that for version 1.03.

Jiminimonka
February 27th, 2023, 15:32
Version 1.02 is pending approval, so should be available today.

I fixed a bug that allowed you to drop an Arcane Background on a Hindrance, Special Ability, or Racial Ability.
I fixed a bu that allowed you to drop a Hindrance, Special Ability, or Racial Ability on an Arcane Background.

Next I'll add the ability to indent when writing the reference manual.

Brilliant.

As for where else to add Short Description... can't think of any at the moment but I am at work surrounded by broken shoes in need of attention I will have a think tonight.

Mike Serfass
February 27th, 2023, 18:43
Version 1.02 is live!

Jiminimonka
March 3rd, 2023, 07:22
Version 1.02 is live!

I have made extensive use of this... now Smiteworks need to figure out why my updates have not gone thru to Live so those changes can be put to good use.

Mike Serfass
March 5th, 2023, 20:41
I'm glad the extension is helping.
I have more tweaks to add. I don't have an update this weekend, but I will next weekend.

Jiminimonka
March 11th, 2023, 14:00
I'm glad the extension is helping.
I have more tweaks to add. I don't have an update this weekend, but I will next weekend.

In the Reference Manual - using SWEL or XML editing - you can have red bulletin points and also wildcard bulletin points:

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The XML for the bulletin is something along these lines:



<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<frame type="string">sidebar</frame>
<icon type="string">bulletin</icon>
<order type="number">0</order>
<size type="string">5,20</size>
<text type="formattedtext">

and I think you change "bulletin" for wildcard to make a wildcard icon appear instead.

I have been trying to find the exact XML but SWEL is broken now.

Jiminimonka
March 11th, 2023, 14:04
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That is what is looks like - but I can't get SWEL past error spam to export and check the XML. Gonna try looking in the db.xml for the campaign.

EDIT: HAHA - Dozy me - I saved this in a text file for future reference.



<block_001>
<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<icon type="string">wildcard</icon>
<order type="number">1</order>
<size type="string">50,20</size>
<text type="formattedtext">
<h>Asmodeus</h>
</text>
</block_001>
I think the size has to be 32 minimum, Ikael used 32,32 for it in the Bestiary.

Jiminimonka
March 11th, 2023, 14:09
So the question is, think you can also add this to the Ref Manual builder along with the Indent feature?

Hopefully.

Thanks

Jiminimonka
March 11th, 2023, 21:09
So the question is, think you can also add this to the Ref Manual builder along with the Indent feature?

Hopefully.

Thanks

As this would save a lot of time making nice looking Faculty lists like this:

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Mike Serfass
March 12th, 2023, 14:26
Thanks for posting the xml for this.
I'll be getting into the reference manual next. I haven't looked at it yet, so I don't know what's possible, but there are a few features I'd like to have in it.
I got a little distracted with chase/dogfights and errors.

Mike Serfass
March 15th, 2023, 03:25
I started working on the stream template when I saw the posts about SWEL not working.
So, I switched over to builder tweaks.

I added this to version 1.03:

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Mike Serfass
March 15th, 2023, 03:32
And now I saw the posts in discord about Moon Wizard adding it to Core.

If it's worth getting now, I can do a build and get it to everyone quickly, then remove my solution when it's added to Core.

Mike Serfass
March 15th, 2023, 04:24
Moon Wizard has already added this to Core.
Woot!

Next up, I'll add the change to the title "Reference Manual", so it has the title you want.

Then, the bulletins and wild card icon.

Unless there's something more pressing I should do next?

Mike Serfass
March 15th, 2023, 04:26
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That is what is looks like - but I can't get SWEL past error spam to export and check the XML. Gonna try looking in the db.xml for the campaign.

EDIT: HAHA - Dozy me - I saved this in a text file for future reference.



<block_001>
<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<icon type="string">wildcard</icon>
<order type="number">1</order>
<size type="string">50,20</size>
<text type="formattedtext">
<h>Asmodeus</h>
</text>
</block_001>
I think the size has to be 32 minimum, Ikael used 32,32 for it in the Bestiary.

Do you have a larger block of xml as an example? I'd like a little more context.
Thanks!

Jiminimonka
March 15th, 2023, 07:58
Moon Wizard has already added this to Core.
Woot!

Next up, I'll add the change to the title "Reference Manual", so it has the title you want.

Then, the bulletins and wild card icon.

Unless there's something more pressing I should do next?

Brilliant. Thanks.

One thing Ref Manual also needs is a way to order everything so Reference Manual is at the top in the module and the rest are however you like. Its alphabetical by default.

Jiminimonka
March 15th, 2023, 08:02
Do you have a larger block of xml as an example? I'd like a little more context.
Thanks!

When I get home I will post it. Think there is some in Discord (search Asmodeus in the Savage Worlds section might work, but Discord search....)

Jiminimonka
March 15th, 2023, 21:48
<id-00003>
<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<icon type="string">bulletin</icon>
<order type="number">3</order>
<size type="string">10,10</size>
<text type="formattedtext">
<p>
<b>Carver, Terry: </b>Principal</p>
</text>
</id-00003>
<id-00004>
<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<icon type="string">bulletin</icon>
<order type="number">4</order>
<size type="string">10,10</size>
<text type="formattedtext">
<p>
<b>Wu, Linda: </b>Assistant Principal 6th Graders</p>
</text>
</id-00004>
<id-00005>
<align type="string">right,left</align>
<blocktype type="string">icon</blocktype>
<icon type="string">bulletin</icon>
<order type="number">5</order>
<size type="string">10,10</size>
<text type="formattedtext">
<p>
<b>Peeler, David: </b>Assistant Principal 7th</p>
</text>


Important to remember these are each their own text block in the Ref Manual Builder.

Jiminimonka
March 15th, 2023, 21:52
Moon Wizard has already added this to Core.
Woot!

Next up, I'll add the change to the title "Reference Manual", so it has the title you want.

Then, the bulletins and wild card icon.

Unless there's something more pressing I should do next?

I just updated and I am not seeing an way to indent.

Moon Wizard
March 15th, 2023, 22:07
Just press the Tab key while editing the page names (or Shift-Tab).

JPG

Mike Serfass
March 21st, 2023, 03:57
It took the entire weekend, but I finally figured our how to add the module display name to the top of the exported links list.
An image will make this clear:
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@Jiminimonka this is half of what you were asking. I didn't see a way of ordering the items. I'll keep looking.
That's in version 1.03, which I haven't released yet.

Jiminimonka
March 21st, 2023, 07:27
Nice one Mike.

Mike Serfass
March 22nd, 2023, 02:06
Today I added:

1) Default effects and modifiers are deleted when exporting a module.
This save you from remembering to type

/effects unload
every time before exporting. The extension does that step for you.
The default modifiers are added behind the scenes, but aren't needed in an exported module because they're automatically added to every campaign you'll use the module in.

2) If you change the display name of the module, it updates the exported reference module name that I added.

I may do a build soon, even with these couple of changes. These changes save me lots of hand-changing the exported xml. That may be worth a build.

I may keep the indent and outdent buttons in there, since they're obvious.

Any thoughts?

Jiminimonka
March 22nd, 2023, 07:18
Today I added:

1) Default effects and modifiers are deleted when exporting a module.
This save you from remembering to type

/effects unload
every time before exporting. The extension does that step for you.
The default modifiers are added behind the scenes, but aren't needed in an exported module because they're automatically added to every campaign you'll use the module in.

2) If you change the display name of the module, it updates the exported reference module name that I added.

I may do a build soon, even with these couple of changes. These changes save me lots of hand-changing the exported xml. That may be worth a build.

I may keep the indent and outdent buttons in there, since they're obvious.

Any thoughts?

WOW! Never even knew /effect unload was a thing but this will help.

I agree, the indent and outdent buttons are still a good idea (and you can't undo indents in the current implementation).

Little updates are good ;)

Doswelk
March 23rd, 2023, 08:53
Good stuff

Now we need the same for languages :)

Jiminimonka
March 24th, 2023, 22:30
Is this in the patch system yet @Mike?

Mike Serfass
March 24th, 2023, 23:38
I built a few more modules yesterday to be sure it was running smoothly. It looks good, so I made a new build today.
It's pending approval.

Here's what's in version 1.03:

Reference manual tweaks

Added indent and outdent buttons to reference manual builder.
Added radial buttons to indent and outdent.
Added exported link that shows display name of module being created which appears at top of list. (Same as "Reference Manual" link.)
Default effects and modifiers are deleted when exporting a module.

Mike Serfass
March 25th, 2023, 00:21
While Ikael is hard at work on the Module Maker extension, I'm going to pause doing anything more with reference module tweaks. He may do some of the things I'm planning on doing, but he'll do it better.

For now, I'll go play with splines.

Mike Serfass
March 25th, 2023, 00:26
Good stuff

Now we need the same for languages :)

Do you mean real world languages, like translating to Spanish?
Or do you mean fantasy languages characters speak, like orcish?
Or do you mean translating core rules into klingon for sci-fi games?

Jiminimonka
March 25th, 2023, 01:15
While Ikael is hard at work on the Module Maker extension, I'm going to pause doing anything more with reference module tweaks. He may do some of the things I'm planning on doing, but he'll do it better.

For now, I'll go play with splines.

Cool - splines are good.

Mike Serfass
March 25th, 2023, 18:38
Version 1.03 is live.

Jiminimonka
March 25th, 2023, 19:10
Version 1.03 is live.

Great - I am in the middle of a big conversion right now!

Ikael
March 26th, 2023, 11:22
Oh, thanks for pointing out that "short description" field was not utilized anywhere. That feature was planned from the very beginning but seems like I had totally forgot about it. I will add that info to be visible in list views!

Mike Serfass
March 27th, 2023, 00:42
Oh, thanks for pointing out that "short description" field was not utilized anywhere. That feature was planned from the very beginning but seems like I had totally forgot about it. I will add that info to be visible in list views!

Cool! Thank you!

The feature todo list only ever gets longer, doesn't it?

Mike Serfass
March 27th, 2023, 02:52
I'm able to create a stream template. It turns out, drawing splines is the easy part.
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There are a few challenges, however.
A ruleset may have only 5 pointers. SWADE uses up all five slots.

I tried to work around this by piggybacking on the cone template with an alt key.
This almost works, but the stream changes to a cone when the map redraws and the alt key is not held. It also turns cones into streams when the map is redrawn while the alt key is held.
This would be OK if only one stream/cone is on the map at a time.

I tried overriding the radial button to make the cone button open a sub menu where you can select cone or stream.
I can't figure out how to invoke onMeasurePointer or onBuildCustomPointer from there.

The menu on the images is controlled in the FGU application, not CoreRPG. That includes the pointers.
We can define custom pointers, but only within strict parameters.
Overriding those buttons isn't an option, it seems.

I thought to add a key combination to draw the stream pointer while holding both mouse buttons, like when drawing a free-form square or circle.
It seems this too is controlled by the FGU compiled code, rather than CoreRPG. I can't catch the onClickDown event because of this.

Now I understand why there's no stream template in the Fantasy Companion extension or in Pathfinder for Savage Worlds.

I'll continue pondering this. I may come up with something.
I'm also open to suggestions.

Jiminimonka
March 27th, 2023, 14:04
Looks good, maybe Moon Wizard and Ikael can come up with a solution to this 5 pointer limit

Ikael
March 27th, 2023, 14:55
Looks good, maybe Moon Wizard and Ikael can come up with a solution to this 5 pointer limit

That's hard limit on client. Nothing ruleset developers can do.

Jiminimonka
March 27th, 2023, 15:03
That's hard limit on client. Nothing ruleset developers can do.

Can you "lose" one of the non-SWADE ones like cone or square?

Mike Serfass
March 28th, 2023, 01:26
The hard limit is there because there are only so many button slots.
An option would be that one of those 5 buttons is replaced with a button that opens another layer, and a second level of pointers can be declared.
I don't know how much work this would entail, but it wouldn't be quick. It would be a code change in the FGU client.
However, that would give 6 more pointers to all rulesets.
Even more if it was dynamic enough that you could indicate that one of the templated buttons is a layer button. Then you could go as deep as the radial button allows.
I don't know how likely this is to be done. Is it worth a request in Idea Informer, do you think?

Do you mean lose one of the shapes you draw with the mouse and keyboard rather than the radial?
That would have to be done in the FGU application too, and is probably as much work as adding a second layer of pointers to the radial. It would affect all rulesets, unless it were set as default behavior that could be overridden.
A nice option, but I suspect would be even more work than the above option, and less expandable.

The above is based on my understanding of the rulesets, FGU, and Unity. I may be off, especially with the client side, since I've never seen any of that source code.

Mike Serfass
March 28th, 2023, 21:57
So many great tweaks were made to Savage Worlds this last release!
A huge thanks to Ikael!

There are some overlaps with my extension.
It doesn't look like there are any errors, just some extra columns and overwrites.
I'm working on removing those overlaps now. I should have a new build very soon.

Mike Serfass
March 29th, 2023, 02:20
Version 1.04 is awaiting approval.

I removed the tweaks that overlap with tweaks added to the SavageWorlds ruleset.
I added a Category column to the Modifications "By Group" list.

Jiminimonka
April 15th, 2023, 19:27
Hi Mike - something has broken the Arcane Backgrounds again, /reload seems to make the linked AB Edges and Powers no longer link.

If you edit them and export, the export versions are fine, but something happens when you start a campaign or /reload that breaks them again.

No doubt the updates Ikael is providing are changing some things, which is all good, but just thought I would point this out.

Thanks.

Mike Serfass
April 15th, 2023, 20:59
Thanks, I'll look at that today.
I paused tweaks and new features to all my extensions while Ikael is doing his magic. Lots of great changes, but with change comes opportunity to rewrite extensions.
I should have a fix today or tomorrow.

Mike Serfass
April 17th, 2023, 02:15
I can't get this to happen. I tried in live and test channels.
Are you using Ikael's module maker extension? That completely wipes out all edges and arcane backgrounds on reload and exit.
Do the links break only on edited ABs or all?
Does this happen if you didn't edit any ABs?
Are the edges and ABs locked?
Is there any other clues you can think of?

Is anyone else seeing this?

Jiminimonka
April 17th, 2023, 06:40
I can't get this to happen. I tried in live and test channels.
Are you using Ikael's module maker extension? That completely wipes out all edges and arcane backgrounds on reload and exit.
Do the links break only on edited ABs or all?
Does this happen if you didn't edit any ABs?
Are the edges and ABs locked?
Is there any other clues you can think of?

Is anyone else seeing this?

Ikael has patched Module Maker now, seems it was the culprit.

Mike Serfass
April 18th, 2023, 04:11
I'm glad to hear the bug was found and squashed.
Those sneaky bugs, acting like they're in one code base but hiding in another.

Ikael
April 18th, 2023, 05:02
I'm glad to hear the bug was found and squashed.
Those sneaky bugs, acting like they're in one code base but hiding in another.

Originally it was not a bug but feature, however after "import to campaign" was implemented it became flawed logic to do :)

Lonewolf
May 1st, 2023, 00:20
As first reported on Discord. Setting Maker Tweaks will cause errors in the Ref manual when exporting modules. After the first export there is duplicate entries now for the ref manual and there a chance the links will become corrupted.

Mike Serfass
May 1st, 2023, 05:05
I'll look at that tomorrow (Monday).
Sorry I didn't see this earlier.

Mike Serfass
May 2nd, 2023, 00:11
@Lonewolf
This happens because I have to add a second node named _referencemanualpage and set the name to whatever is typed into display name. This is a copy of referencemanualpage with _ prefixed so it will sort to the top after export. I can't rename the original referencemanualpage before export or things will break. I can't rename after export because then it's in a zipped .mod file. I can't set the name of referencemanualpage to what you type into display name because that's hard-coded in the CoreRPG ruleset code. If Reference Manual is not selected in the export window, the ref manual won't export. If it's selected, it will add the referencemanualpage nodfe with the hard-coded name "Reference Manual". The best I can do is export that copied _referencemanualpage node with display name so it sorts to the top of the list. That results in two copies, unfortunately.

Is this causing an error for you? If so, please post details to the forum and I'll fix it.

I may be able to figure out a better approach to this as I learn more about the export process. It may or may not be possible, but if it is, I'll figure it out.

Mike Serfass
June 15th, 2023, 04:33
This extension is a little broken with version 4.4.
The module export causes an error.
I have that error fixed, but I'm waiting on Moon Wizard's fix for another reference manual bug. I want to be sure that my fix isn't broken by his.
He's really quick, so I expect to have my updated extension available tomorrow.

Mike Serfass
June 16th, 2023, 19:31
The update with the fix for 4.4 was just released to live channel.

Jiminimonka
June 18th, 2023, 14:27
Thanks!

Mike Serfass
September 4th, 2023, 22:41
I added the dependency field to the Edge window. This is another hidden field under edge that the SWADE rules uses to replace an Edge with the improved version when dropping an Edge on a character sheet.
To make this easy to use, I added a link button. Drop the Edge to be replaced onto the improved edge and it will add a link and update the dependency name.
You could just type in the edge name instead if you prefer.
Here's an image:
58763

Jiminimonka
September 5th, 2023, 00:11
I added the dependency field to the Edge window. This is another hidden field under edge that the SWADE rules uses to replace an Edge with the improved version when dropping an Edge on a character sheet.
To make this easy to use, I added a link button. Drop the Edge to be replaced onto the improved edge and it will add a link and update the dependency name.
You could just type in the edge name instead if you prefer.
Here's an image:
58763

Brilliant - Thanks!

Mike Serfass
September 6th, 2023, 22:47
A couple more additions:
You can now filter NPCs by type, and there are two buttons: By Type and Details. The NPC Types list separately in the drop down. They don't list separately in the list view because a record appears in the list only once. This screenshot shows the Type drop down expanded.
58796

The By Type list groups by Type. These groups are as they appear on the NPC records. I don't think there's a way to separate the groups and have records appear under multiple groups.
58797

The Details list shows basic info about each NPC. I hope this helps GMs set up encounters.
58798

I also made code changes to be in compliance with the changes being made to the CoreRPG and FGU code.

I'll do a bit more testing then submit this to the forge, likely this evening.

DaddieCat
September 6th, 2023, 23:15
That's beautiful! Thank you!

Mike Serfass
September 7th, 2023, 01:43
In using this new feature, I realized Toughness wasn't correct. I was missing armor. I also thought it needed a few common skills. So I added notice, athletics, fighting, and shooting.
That should do it. I'll stop now before I get carried away. (If I haven't already.)
Here are updated screen shots.
58799
58800

Mike Serfass
September 7th, 2023, 16:29
Version 1.06, with all the above new features, is now live.

Mike Serfass
December 13th, 2023, 02:42
I just uploaded version 1.07 with the following changes. That should go live tomorrow.

Added NPC "By Type" and "Details" list view buttons to player view. This may be helpful when a GM tells them to filter on "companion" or "animal".
Enabled base (aka headquarters). There's a GM setting to for this. It's off by default.
Enabled cyberware. There's a GM setting for this. It's off by default.
Fixed NPC types listing incorrectly.
Added category column to Vehicles - By Group
Various code changes to keep apace of the changes to CoreRPG.

Mike Serfass
February 23rd, 2024, 19:21
I just posted version 1.08.
I fixed the NPC type list. This time it's finally working properly with various module types that contain NPCs. It also works properly with SWADE Pathfinder.
I removed the reference manual indent / outdent functionality. This duplicates what Moon Wizard added shortly after my implementation, so it's not strictly needed. The buttons are nice, but they add a bit of clutter.
There are breaking changes in the upcoming 4.5 release. I'm fixing those now, and will release on the test channel.

Mike Serfass
February 26th, 2024, 18:58
Version 1.08 was just released to live channel.
Sorry for the delay. I didn't post it until late Friday.

I just posted version 1.10 to the test channel.

Jiminimonka
February 26th, 2024, 19:01
Cool, I will.check it out. Thanks

Mike Serfass
March 7th, 2024, 17:58
I released version 1.11 to live. It has updates to match the changes in FGU 4.5.0.
I tested this in the test and live channels.
Let me know if you run into any problems.

Mike Serfass
August 12th, 2024, 15:18
Version 1.20 is on the test channel.
A fair amount of functionality of this extension has been moved into the Savage Worlds ruleset. More of it will be moved after the next FGU release.
Some of what this extension added was a continuation of what Ikael had started, and the rest is a natural progression of that work. So it made sense to move it to the ruleset.

Mike Serfass
August 20th, 2024, 02:29
Setting Maker Tweaks is no more.

I put the final update on the Forge today, version 1.21.
It just tells you that it's no longer needed.
All the functionality that was in Tweaker is now in the Savage Worlds ruleset as of tomorrow's deploy.
I'll delist it next week, which should be enough time for everyone who uses it to remove it from their inventory.