If the 5E Ruleset with the WotC Theme Loaded, the Help Button on all the windows is way too high up the window
Cheers
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If the 5E Ruleset with the WotC Theme Loaded, the Help Button on all the windows is way too high up the window
Cheers
Hmm, I'm not seeing any clipping of the sidebar buttons on my version. See attached pictures.
For the Library record type list, it currently takes up about half the library vertical height at the minimum library size, but does not increase in size as the library window is vertically resized. So, the idea is that if you wanted to see more modules in the list, then you would resize bigger. Also, the concept is that you wouldn't need to use the modules as much, since the raw data would be in the campaign lists. Also, for the library record type list, I wanted to present a little more than 3 full rows of record types at the top, since this is a mechanism to access the campaign lists as well as to control sidebar placement. The idea is that you could get to any of the campaign lists with only a single extra click, even if you don't have them enabled on the sidebar currently. (such as tables, quests, or other potentially lesser used record types).
Regards,
JPG
Updates
- Module records without a category group will be assigned a default category group using the module name.
- [CoreRPG+] Group drop down will open when clicking on the current group display.
- [CoreRPG+] New records added to campaign lists via radial menu, add button or drop will inherit current group (if any).
- [PFRPG/3.5E] CC effect tag supports targeted and conditional options.
- [PFRPG/3.5E] Spell DC calculation option added for CL / 2. (was DCPlus extension)
- [CoreRPG+] Die slash command when using manual roll option would incorrectly skip first die. Fixed.
- [CoreRPG+] Script error when dragging record names in the campaign lists. Fixed.
- [CoreRPG+] Script error when renaming category groups. Fixed.
- [CoreRPG+] Wrong combat tracker opening for players. Fixed.
- [CoreRPG+] Players incorrectly able to locally modify groups of content they did not own. Fixed.
- [5E/PFRPG/3.5E] Reference item records showing unidentified name in campaign list. Fixed.
- [5E/PFRPG/3.5E] Reference item records displaying with wrong window type (i.e. unidentified). Fixed.
- [5E] Help button not placed correctly in character selection and campaign lists. Fixed.
- [PFRPG/3.5E] Core bestiary NPCs missing from NPC campaign list. Fixed.
- [4E] Help button not placed correctly in campaign lists. Fixed.
- [DEV] setCategory, addChildCategory, updateChildCategory and removeChildCategory now return errors when attempting to edit nodes which are not owned.
Unable to Reproduce
- [CoreRPG+] Unable to delete groups.
- [5E] Missing weight fields
- QUESTION: If still an issue, were these player-side issues, or host-side issues? Which records/groups were affected?
Known Issues
- GM group changes not propagated to players. Players only see groups from library modules. After digging, I discovered this is because categories were built as a GM only feature originally. I will need to write some new database and networking code to allow these to propagate.
Regards,
JPG
DCPlus RIP, thanks MW!
I am not being able to set time of day in the calendar using CoreRPG. I can set Year and Date. But nothing happens when you click the hour min area
Chumbly
PS Using the Gregorian Calender
Currently in CoreRPG, when you create a note, a shortcut field is not created. New campaign, no extensions. I worked around this in my Dark Heresy set by changing the data_library.lua
The fDisplayIndex line I commented out. Not sure if this is known, and some unfinished work, or a bug. Notes work fine in my DH set now.
["note"] = {
aDataMap = { "notes" },
aDisplayIcon = { "button_notes", "button_notes_down" },
--fDisplayIndex = displayNoteIndex,
sRecordDisplayClass = "note",
-Paul
I understood that about notes, no category functionality. However, as written, there is no note index. If I started a new campaign, created notes, there would be no way to open that note after it was created. No shortcut is created. The stringfield of the note name also doesn't open the note currently. I figured this may be unfinished work on notes.
For my own ruleset no index allows me to group notes.
OK, that's good to know about new Campaigns - thanks
A couple of things regarding images.
In CoreRPG: If you right click on an image an select: Resize -> Original size, it does not resize correctly. Some of the height is missing. I suspect, that the missing height is equal to the height of the imagebox header, but that is just a guess.
What is the Identification on images for? I mean. Its probably cool and all, but what use does it actually have? I feel like I am missing something obvious here *smile*
Vires Animi
Images with names that can give out spoilers such as "dragon hatchery" or "lair of King kong" can now be hidden or renamed under this masking to allow you to retain mystery where needed. Previously players could read the names associated with any picture shared to them
I'm not sure if anyone has noted this or not.. but 'most' of the sidebar buttons no longer 'toggle' their windows, they open them but do not close them again if clicked twice. I'm not sure if this was a deliberate design choice or not.. but I don't believe it to be an improvement. The Library, Tokens, and all the small buttons still seem to toggle... but the other large do not.
Also... The 'Items' window in PFRPG has extra space at the top, it seems to be using the format for 'Images & Maps' instead of the one the other windows (the one without links) use.
*DOH*Quote:
Images with names that can give out spoilers such as "dragon hatchery" or "lair of King kong" can now be hidden or renamed under this masking to allow you to retain mystery where needed. Previously players could read the names associated with any picture shared to them
That was obvious! Actually that is pretty cool. I never thought of that.
Vires Animi
Updates
- [CoreRPG+] Sidebar buttons would not close campaign lists when already open. Fixed.
- [CoreRPG+] Notes campaign list not setting up links correctly. Fixed.
- [CoreRPG+] Script errors when changing access state of note records. Fixed.
- [CnC] Touch attacks from NPCs losing the touch property. Fixed.
JPG
Also, after discussion, I wanted to note that we have decided not to propagate the category information from the GM to the players. We have some concerns about inadvertent sharing of information through exposure of the category information, especially in adventure modules. However, any categories from modules locally loaded by a player will retain their category information. So, this only affects records specifically shared by the GM to a player.
Regards,
JPG
CoreRPG: I've noticed, that after the last update, it seems like the placement of story elements in various categories has been reset and keeps resetting. So if you resort all your stuff into the right category, it will all just be in the "all" category and nowhere else the next time you load it up.
Vires Animi
Are you talking about module data (i.e. data loaded from modules that started in a category), or campaign data (i.e. records created specific to a campaign, and placed into a category)?
I'll play around to see if I can recreate. Any specific steps to recreate would be helpful.
EDIT: Nevermind, I found the issue.
Regards,
JPG
Updates
- Category information being forgotten when loading. Fixed.
- [CoreRPG+] Scaling improved for image record Resize to Original Size menu option when image smaller than minimum window width or height.
Regards,
JPG
[Savage Worlds] If I close all the modules that are currently open when I load in, other modules will wont display when opened until I reload.
Attachment 14360
Edit 1 Deleted the campaign and cleared the cache, started a new campaign and now it appears I can't open any modules now at all.
Attachment 14361
Edit 2 Same issue Castles and Crusades
Updates
- Lists not being updated when module data loaded during session. Fixed.
JPG
Tried to update to test version from live version, all modules and rulesets purchased were removed.
Set back to live version and it all redownloaded again. Repeatable and recreatable every time.
Also of note, the version didnt change from 3.1.7 when I did it, but the updater does say 3.2.0
This seems to be a challenge with switching update modes back and forth. When downgrading then upgrading again, the new manifest files only used by the new updater do not get updated by the old updater. Thus, the new updater thinks that the files don't need to be updated when going back to v3.2.0. For now, you'll need to delete the vault directory when upgrading back to v3.2.0 again.
Regards,
JPG
Cool thanks for that Moon Wizard, that's worked perfectly.
Updates
- [5E] Added CR and Type filter options to NPC campaign list.
- [5E] Added Type filter option to Item campaign list.
- [5E] Added Spell record type, list and filters.
- [UPDATER] Unable to switch fully back to beta mode after switching to beta then live mode first. Fixed.
- [4E] Combat advantage button in modifiers window incorrectly stacking with GRANTCA effect. Fixed.
- [DEV] windowlist: Events for onListRearranged(true) and onListChanged will be accumulated and fired once.
Cheers,
JPG
Updates
- [5E] Added Backgrounds, Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.
JPG
2nd-level spells dragged onto Actions tab are not being categorized as Spells (Level 2), although a group appears with that name. The spells are all in one group under Spells (Level 1).
[Edit]: If I go into the tab of any 1 of the level 2 spells and change it to level 3 ALL the Level-2 spells appear under the Spells (Level 2) category. I then get an empty Spells (Level 3) group header.
The magnifying glass in the heading of each group is not working (nothing happens when it is clicked).
5e v 3.2.0
Hi Moon Wizard,
Another awesome update, thanks.
I was playing with the Call of Cthulhu languages and cannot make them work in the 3.2 test build.
No matter what I do, I cannot see any languages appear in the chat selction box.
I have debugged a little and see that the new code is being used to populate the spoken languages (and percentages) from the skills but the dropdown is never populated.
Have I not got all of the updates or am I missing something?
Cheers,
Ian
Is it just me, or is everyone noticing that the 4E Ruleset seems to be taking an awful long time to load (and unload back to the FG Launcher) - a lot longer than any other Ruleset (it feels like about twice as long).
ianmward,
There aren't any definitive language lists in Call of Cthulhu, so I wasn't sure what to put here and then I forgot to follow up on it.
From what I can tell from the 7E PDF, here are the languages I found mentioned:
* Base: English, German, Dutch, Russian, Czech, Polish, Swahili, Zulu, Yoruba, Arabic, Greek, Burmese, Laotian, French, Italian, Chinese, (and a lot of etc.)
* Ancient: Phoenician, Latin, Egyptian, (ancient tongue)
* Special: Aklo, Hyperborean, Naacal, Ghoul, Muvian
So, I didn't want to try and dump a bunch of languages in the list that wouldn't be used. Any thoughts?
* Top 30 languages perhaps? (Mandarin Chinese, Hindi, Spanish, English, Arabic, Portugese, Bengali, Russian, Japanese, German, Panjabi, Javanese, Korean, Vietnamese, Telugu, Marathi, Tamil, French, Urdu, Italian, Turkish, Persian, Gujarati, Polish, Ukrainian, Malayalam, Kannada, Oriya, Burmese, Thai)
* Top languages from Wikipedia? (English, Mandarin Chinese, Hindustani (Hindi-Urdu), Arabic, Spanish, Russian, Portuguese, Malay, French, German, Bengali, Japanese, Lahnda (incl. Punjabi), Persian (Farsi), Swahili, Tamil, Italian, Javanese, Telugu, Korean, Wu Chinese, Marathi, Turkish, Vietnamese, Yue Chinese, Egyptian Arabic)
* Top languages learned in US? (English, Spanish, French, German, Sign Language, Italian, Japanese, Chinese, Latin, Russian, Arabic, Greek, Hebrew, Portuguese, Korean)
* Any definitive lists of "special" CoC languages?
dulux-oz,
I just tested on my machine. Here are the load times for a new campaign in the D&D rulesets: (3.5E - 7s, 4E - 8s, 5E - 10s)
Perhaps you have a large number of modules or graphics in those campaigns?
Regards,
JPG
Updates
- [PFRPG] Core modules updated to allow usage in new campaign lists.
JPG
Updates
- [PFRPG/3.5E] Added Spells to campaign lists.
- [PFRPG/3.5E] Added Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.
- [CnC] Added Spells to campaign lists.
- [CnC] Added Classes and Races to campaign lists. These are read-only lists, and can not be used to enter information.
- [DEV] Interface: onWindowOpened and onWindowClosed events will be called when a window is soft closed.
JPG
That's what I thought but I wanted to be sure.
Given that there are hundreds of languages, I'm not sure it makes sense to limit them.
In my 7e work, I wrote some code to automatically update the list of available languages based on which skills were around. It works for PC skills (haven't extended it NPCs yet) but is a bit messy and I haven't updated it for the cool new obfuscation in 3.20.
What do you think? Is it better to hard code a list of available languages or to dynamically build it from the characters' skills?
I think it's better to hard code a limited set of languages (<50) that reflect the most common usage for CoC, and let GMs add additional languages to their campaign (similar to how I would suggest people add campaign specific languages for any D&D campaign).
What do you think about these as the default?
* Current: English, German, French, Italian, Spanish, Portuguese, Russian, Swahili, Arabic, Greek, Chinese, Japanese, Korean
* Ancient: Latin, Egyptian, Hebrew
* Special: Unknown (see below)
Does it make sense to specify any of the special languages, given that the players will rarely speak them? Or just add an Unknown option to let the GM speak in any unknown language?
That makes 16 plus a generic "Unknown" language, which makes it a manageable default size list.
If adventurous, we could add extensions to add additional languages for specific settings as needed. But, I figure that's a future endeavor.
Thanks,
JPG