Also, all languages seem to be understandable by everyone regardless of what's set.
Languages where it's come up that everyone can read, orc, draconic, primordial.
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Also, all languages seem to be understandable by everyone regardless of what's set.
Languages where it's come up that everyone can read, orc, draconic, primordial.
spite I think Moon Wizard responded the first time you posted this as he couldnt recreate?
Can you provide more info? Ruleset, extensions, steps to recreate...?
Ahh I must have missed that. I will run some testing tomorrow and try to recreate it with a new campaign and see if I can.
So I've been trying to recreate it with joining my own campaign locally but am unable.
I am not sure how to recreate it, but will do some testing with the players it has been happening with.
Is there a reason why Polyglot is a universal translator in PFRPG? We're working around it by adding the language name Polyglott but... is there a reason for this?
The following are all "special" languages:
* Speaks all
* Understands all
* Comprehend languages
* Polyglot
* Tongues
https://www.fantasygrounds.com/forum...l=1#post235410
Updates
- [CoreRPG+] Added story templates to generate story entries using tables lookups.
- [CoreRPG+] Added "Equipped" state to the PC inventory items, in addition to "Carried". (Not used in Fate/SW/Numenera)
- [5E/4E/PFRPG/3.5E] Armor and shields added to inventory will automatically equip if armor and shield not already equipped.
- [5E/4E/PFRPG/3.5E] Equipped armor and shields will calculate armor adjustments automatically.
- [5E] Multiple damage types in weapon damage field will be parsed to weapon entries when added to PC.
- [5E] Racial ability score increase traits will handle racial ability reductions.
- [5E] When initial monk or barbarian level added, the unarmored defense secondary ability will be added to armor class details automatically.
- [5E] Added Stealth field to armor detail record.
- [5E] PC powers with no group defined that used a refresh period of encounter or once would not appear in Combat mode. Fixed.
- [3.5E] Modifier for ability modification effects not calculating correctly. Fixed.
- [DEV] onChildDeleted event not being called for handlers registered via DB.addHandler when image files deleted. Fixed.
- [5E] Added DMG item templates to master items list.
- [5E] Removed subtype appended to Type values, since data was too varied to be useful.
- [SW] Updated War of the Dead theme for v3.2 changes.
- [CoreRPG+] Script errors when changing groups after deleting files in campaign images folder. Fixed.
- [5E/4E/PFRPG/3.5E] Script error when dropping number on party sheet experience fields. Fixed.
- [SW] Script error when rolling attacks from combat tracker. Fixed.
- [SW] Sidebar underlay not expanding to handle 3 columns. Fixed.
- [DEV][CoreRPG+] Added bHidden flag to library record types to hide records from sidebar/library, but still use other features.
- [DEV] onChildAdded event not being called on client for shared nodes. Fixed.
JPG
spite,
Here's what I see in the GM and client CT.
There seems like there is something not working right on the client side for your machine. Can you try nuking the cache on the player client machine (even if it's the same machine)?
Also, make sure there is not a CoreRPG folder in your rulesets directory, or any extensions running.
Thanks,
JPG
This is also something, i realy missed, thanks !
But the armor modifiers for the speed is not calculated and automaticly set for equiped armor, is it possible to do it also ?
I would also prefer the "Armor modifiers" flag to be enabled automaticly for the equiped armor, but maybe others dont want that ... :)
Excellent work Moon, thanks!
I nuked the cache and it appears to have fixed the issue with monster's showing incorrectly in the combat tracker. I'll make sure I inform all my players to do the same and see if the issue stays resolved. Thanks Moon.
Probably down to having not nuked it since converting back to 3.1.7 and back recently.
FYI: Not sure what changed in today's push but as soon as the update finished FantasyGrounds.exe set off my avast! antivirus. It pulled it into the quarantine area while it scanned it for awhile, then came back clean so restored the file. I've never had that happen.
Some antivirus applications will have issues with the Fantasy Grounds updater process. One EXE launches another and that connects to the internet and downloads another EXE...
If you are running TEST some of these have not (and some may not ever get) been reported to the AV vendors as safe...
Updates
- [UPDATER] EULA updated (SmiteWorks Ltd, Finland to SmiteWorks USA)
- [CoreRPG+] Removed "Polyglot" as language override, since it is used in some RPG systems.
- [5E/4E/PFRPG/3.5E] When equipping armor, the armor speed adjustment will also be calculated.
- [SW] Updated campaign list graphics.
JPG
Thanks, great work!
---
I would put following idea onto the "wishlist", but if you like it and want implement it also allready into 3.2 , would be even greater :)
- Only equiped Weapons should be shown on the "Actions" Tab
Disagree, or at least concerned. Often times after weapons are added to the inventory and their actions are created, players may alter those to account for special things like sneak attack etc. If an unequipped item was removed, then it would be a bummer if those alterations were lost.
Yeah, I thought about that, now that the concept of equipped weapons was available. However, I probably won't do that for now to avoid any confusion, and special setups like LordEntrails mentions. But, we'll see where it goes.
In the future, I may add an equipped field to the weapon entries, which tracks the equipped status of the item in the inventory. Then, they would all appear in preparation mode, but only equipped entries would appear in combat mode. Then, the player can mark any weapon which they want to appear on the Combat tab, and it gives the option to match the play style of the group. (just equip everything, or be very specific).
Regards,
JPG
To some extent, the equipped aspect is a non-functional 'extra step', if we were playing a video game it would make more sense.. but we don't really need another flag to flip to handle what can be done with an emote or a few words. The intention of FG is to aid in remote table-top play not to make an MMO.. right? :)
If it does a little emote to the chat window when you switch weapons.. well.. that might be cool.. I guess my point is.. if equipping has some cool useful function.. then awesome... otherwise.. it's probably not worth the effort... and would likely be more bad than good.
No, I can see benefits to Moon Wizards idea of being able to have a bunch of weapons visible in preparation mode just like spells and only those equipped appearing in Combat mode. It caters nicely I think for both your and LordEntrails points/concerns.
I agree with all pro and contras to the "weapon equip action" idea :)
But if only equiped weapons shown on the action tab, then you could also equip allways all your weapon in your inventory if you want to have them all in your actions tab.
This could also be done as default when drag&drop a weapon into the inventory tab as example.
So i dont see a real problem with it.
For me, if you have only actions for equiped weapon you could better track a switch of weapons etc. within compat.
E.g you could write an extension which sent a comment into the chat window when a player equip another weapon within combat to have it in his actions tab. Then as DM you could say "Hey you need a default action for that!" :)
I am one of that fraction who likes to have as much automation as possible (for the DM), so the DM could concentrate more to the rpg playing.
Is it worth reporting when character sheets are wiped/broken by updating from 3.1.7 to 3.2.0?
It's not an issue since being on the tester version I always keep backups etc, but our character sheets are severely broken after the last push when I changed from 3.1.7 to 3.2.0. This issue also remains when importing from xml from saving the chars in 3.1.7 and re-importing them at 3.2.0.
For what ruleset and in what way are they broken?
For 5e ruleset, and everyone's inventory has been reduced to 5 - 6 lines, with 1-2 lines of empty. Everyone's powers have been removed (not spells, only added powers etc). Everyones stats are wrong, with some zeroes or random numbers or set to 10s across the board. Two characters are also blanked entirely, just empty char sheets with their names on them.
If I return to 3.1.7 and re-import the same xmls, they load correctly. I could upload the XMLs for someone to fiddle with and see if it does the same for them.
Hmm, I'm not seeing anything like this. Do you have any extensions loaded? And does it happen in a new campaign or just an existing one?
Happened in a new campaign created that night specifically because of the issue with the characters not loading. The XMLs were exported working correctly in 3.1.7 and loaded into a new 3.2.0 campaign. Only decals loaded for extensions.
3.2.0 character sheets
Abilities tab https://puu.sh/rB4UE/f6ab940ed7.png
Inventory https://puu.sh/rB4Wa/2a6f38cd28.png
Actions tab https://puu.sh/rB4Xy/a4a239499d.png
Main tab https://puu.sh/rB4Z9/c7f0f7b7e8.png
And the same files imported in 3.1.7
Main tab https://puu.sh/rB5U5/a602c48579.png
Abilites https://puu.sh/rB5Vz/5c3ff93246.png
Inventory https://puu.sh/rB5WL/3262a190e0.png
Actions tab https://puu.sh/rB5XC/cb875182c0.png
Can you post a couple of the xmls and I'll import them into mine to see what happens. Cheers
Here we go. These are freshly exported from 3.1.7.
OK, they are all corrupted when I import them too. Looking at the xml it seems all over the place; It would seem that somehow there's story entries from PotA mixed into the character's XML. So it would appear that the problem would be with the export rather than anything else. I think you are going to need Moon Wizard or someone who understands the XML better than I do. But I don't think the problem is with v 3.2; it's something else.
spite,
The export files that you posted are already corrupted. Do you have the files from the original campaign or the original character exports?
Thanks,
JPG
Those are exported from the 3.1.7 campaign I have open, and the characters are fine when I am looking at them. Just clicked the blue downwards arrow in the PCs list and saved them as titled.
Interestingly, I can copy over the backup db.xml that I have, and the characters show fine, and seem to export and import fine if I keep on 3.2.0.
Perhaps in an issue with 3.1.7 exporting on my computer?
Note: the db.xml is from 3.1.7, it's my major backup file.
So, those files you posted were exports from a campaign only opened in v3.1.7? Or was it opened in 3.2.0 at some point?
Can you send me the ZIP of the campaign folder from 3.1.7 and 3.2.0? ([email protected])
I've seen some strange data behavior I'm trying to track down, and I'm hoping that your archived campaign may help me recreate. I can't tell if it is because of issues in an earlier build, or an ongoing issue.
Thanks,
JPG
Think I found the issue, and it's related to reloads within the same session. Working on patch. This may have impacted any campaign opened in 3.2.0 and using /reload or return to launcher and back while in the same FG session.
Regards,
JPG
Updates
- [CoreRPG+] Added (Empty) tag for records with empty values for filter fields.
- [CoC] Added spell campaign list, and weapons sublist.
- [CoC] Rebuilt modules included with ruleset to work better with v3.2.0.
- [DEV][CoreRPG+] Added boolean and number filter options to master index lists.
- [FG] Category information incorrect after /reload or return to campaign in same FG session. Fixed.
JPG