Yeah, but the annoying part is I just ran the update - and now I've got to run it again :p
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Moon,
I think this is right and as expected but can you confirm that the ALIGN conditional modifier isn't expecting or is able to handle multiple entries? If it is able to handle multiple entries then it would not appear to be functioning as expected. Let me know and I'll do more testing.
The alignment conditional was sort of a hard one. Basically, you can specify one type of each axis (lawful/neutral/chaotic, good/neutral/evil) separated by a space. You can not test for multiple different alignments with a single conditional.
Cheers,
JPG
Thanks Moon, that was how I assumed it worked but just thought I'd mention it just in case it was supposed to have changed.
Updates
- [CoreRPG+] Campaign languages can be assigned alternate language fonts in the campaign languages window.
- [5E] Bonus field added to items with the Armor type.
- [DEV] formattedtextcontrol - Add setValue and getValue functions
- [DEV] numbercontrol - If no width defined, width of display string will be used, instead of width of parent window.
- [DEV][CoreRPG+] Reference manual and grouped record list window classes moved to CoreRPG layer.
- [DEV][CoreRPG+] Dropdown controls renamed to combobox, and only one control definition required to use now.
JPG
Developer Notes
Here are the ruleset code file changes since the last set of developer notes. As you can see from the volume of changes, the refactoring continues as I bring the reference manual and reference group lists into the CoreRPG layer.
CoreRPG Scripts
- Global (TableManager)
CoreRPG XML
- / (base.xml)
- common (template_common.xml)
- ct (template_ct.xml)
- desktop (desktop_classes.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
- ref (ref_basicclasses.xml, template_ref.xml)
- strings (strings_campaign.xml)
5E Scripts
- Global (CharManager, EffectManager, GameSystemManager, PowerManager)
- Linked (campaign/scripts/item_main.lua, ref/scripts/ref_summary.lua)
5E XML
- / (base.xml)
- campaign (record_ability.xml, record_item.xml)
- desktop (desktop_classes.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml)
- ps (ps_main.xml)
- ref (ref_basicclasslists.xml, ref_class.xml, ref_equipment.xml, ref_equipment_list.xml, ref_feat_list.xml, ref_magicitem.xml, ref_manual.xml, ref_spell.xml)
- strings (strings_5E.xml)
- utility (utility_dialogs.xml)
4E Scripts
- Global (GameSystemManager)
4E XML
- graphics (graphics_frames.xml)
- ps (ps_main.xml, ps_skills.xml)
- ref (ref_equipment_list.xml, ref_feat_list.xml, ref_manual.xml, ref_npc_list.xml, ref_power_list.xml, template_ref.xml)
3.5E Scripts
- Global (EffectManager, GameSystemManager)
3.5E XML
- / (base.xml)
- graphics (graphics_frames.xml)
- ps (ps_main.xml, ps_skills.xml)
- ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
Castles and Crusades Scripts
- Global (GameSystemManager)
Castles and Crusades XML
- / (base.xml)
- common (template_windows.xml)
- graphics (graphics_frames.xml)
- ps (ps_main.xml)
- ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
Wow - some really useful stuff in this build!
Where is that evil twin? formattedtextcontrol!!!!
Thanks Moon :)
Moon,
You are an ace as usual. I have a couple of questions - as usual
1. "Campaign languages can be assigned alternate language fonts in the campaign languages window". Just so I can test this - what does this mean and how do you do it? (Maybe it's not a 5e thing)
2. You have added a little check box 'Template' to 'New Item'. What does this do?
3. The 'Log' tab in new characters. I'm assuming this is for Adventurers league stuff and I'm also assuming that there isn't any automation; like XP and/or gold gained automatically added in and then added up etc. In other words this area is for the player to use for manual additions to their adventurer's league stuff.
Also looks like you have made some Aussies very happy, is this a wise move?
Zacchaeus,
Alternate Language Fonts
If you open the Languages window via button in the Options window, there is a new dropdown field next to the language names. This dropdown contains any language fonts registered for the ruleset. There are built-in language fonts registered for 3.5E, 4E, 5E and C&C.
Template Checkbox
The DMG contains a lot of items that are "incomplete". (i.e. +1 Armor, Scroll (1st level), etc.) The template button allows the item record to have a programmatic way to identify incomplete items for the later DMG additions.
PC Log Tab
I used the same data fields as the excellent extension by dberkompas, in order to maximize compatibility for people already using the extension. I didn't include any automation, because I didn't feel confident about how the fields were being used in AL. (Perhaps people tracked special notes, instead of straight addition?, etc.) This can always be added later, once the AL crowd uses and we get feedback.
Regards,
JPG
Moon,
Cheers. That satisfies all of my curiosities, and we made the Aussies happy so it's all good. :)
Updates
- [UPDATER] Certain product configurations for vault content could cause persistent update errors. Fixed.
Most people won't notice this, since it's related to the upcoming SCAG release, other than having to update their updater files.
Regards,
JPG
You Beauty mate!
Up yer bum *takes a swig of beer*
One other point I've just come across. In the languages window there appears an eye down the right hand column which apparently makes the language visible to all or to just the DM. I'm not seeing that this is currently having any effect on anything. The players can still see the language whether its hidden or not both in the language window and in chat and whether they speak it or not.
Is there any way to use the new math and dice expressions to code a roll on another table but with a bonus applied to the roll?
The 'quests' window would appear to not conform to the rest of the windows in the Wizards Theme. Looks like it's showing the standard FG window header.
Updates
- [CoreRPG+] Swapped Store and Modules button in Library window to be consistent with other windows that have the Store button as the rightmost button.
- [CoreRPG+] If user playing multiple PCs and only some understand a language used, then an additional notification will be posted to chat window indicating which PCs understand.
- [5E] Spell parsing overrides will now apply to NPC spell entries in CT as well as PC spell parsing.
- [5E] Alternate damage phrasing format was not parsing correctly (i.e. "1d12 + 4 plus 1d8"). Fixed.
- [5E] Concentration effect text "(C)" being stripped from effects when applied from CT. Fixed.
- [DEV] Added comboxc template for non-database linked combobox support.
- [DEV] Added isReadOnly and setReadOnly functions to combobox templates.
JPG
Zacchaeus,
* I think I'm going to remove the eyes for now. It came from a different language manager implementation, and not sure it's needed.
* I'll look at the 5E quest window in the Wizards theme.
Myrddin,
That would be a different requirement than the ones I was trying to solve, so nothing exists now. I was working on triggering multiple rolls on another table (using default roll for that table), and supporting randomized treasure tables (i.e. DMG). It would need to be another feature request or community extension for now.
Regards,
JPG
Just pushed a few more 5E data updates.
JPG
While I have a few more small items to clear up, my plan is to push v3.1.3 within the week.
So, heads up to the extension developers that they should check their extensions with v3.1.3. I've updated the second post with the list of all files modified in this update.
Regards,
JPG
Combobox updates are great! However there are still few quirks in the latest version:
- In case of uneditable/readonly databasenodes you can still click the combobox and the list appears (but selection does nothing). In addition combobox_button is also visible
- For reason or another I cannot invoke combobox's custom setReadOnly function. Whenever I call it the call seems to go to stringcontrol's setReadOnly (or something similar) and custom action is not performed
- Could there be way to setup combobox's frames to be different in readOnly and in normal states? Possible the same way as listframes is implemented. Personally I would love to see that combobox removes its frames the same way as other item sheet's fields does when it is in readonly state.
Updates
- [CoreRPG+] Removed unused eye toggle in campaign language list.
- [CoreRPG+] The Skip hidden actor option will now skip non-friendly hidden combatants, instead of hidden NPCs specifically. (For friendly NPCs and enemy PC records)
- Extra space characters being added when loading formatted text which used text formatting (bold, italic, underline). Fixed.
- [5E] The options to show token health on tooltip were not working. Fixed.
- [DEV] The 'combobox' template will default to read only if underlying database node is read only.
- [DEV] Combo box templates changed to use setComboBoxReadOnly and isComboBoxReadOnly, since the underlying control functions can't be overwritten.
- [DEV] Added framehidereadonly tag for combo box templates mimicking frame tag hidereadonly option. (Must use frame name and frame offset expanded tags vs. attributes)
Cheers,
JPG
"Ask and ye shall receive", ay Moon?! :)
Great updates! Combobox's readonly state works now as expected. Still there is some issues with framehidereadonly because if I use default comboboxc template I get script error: Script Error: [string "common/scripts/combobox.lua"]:137: attempt to index field '?' (a boolean value)
I believe this occurs because comboboxc defines frame with <frame name="fieldlight" offset="7,5,7,5" /> instead of
<frame>
<name>fieldlight</name>
<offset>7,5,7,5</offset>
</frame>
By default both combobox templates are defined to have framehidereadonly. How can I remove this definition if I do not want to remove frames with readonly state?
Thanks to Ikael for sounding out the new combox templates; they are much better for his input.
Updates
- [CoreRPG+] Added tooltip to language selection box.
- [CoreRPG+] Remove speech bubble icons in campaign languages list
- [5E] Official Wizards of the Coast D&D language font extensions added for anyone who owns D&D products containing the Wizards theme extension.
- [DEV] windowcontrol: In setFrame function, added hidereadonly parameter
- [DEV] Combo box templates now respect hidereadonly parameter in frame definition.
- [DEV] Combo box templates no longer hide base frame by default.
- [DEV] The comboboxc template generates script errors. Fixed.
Regards,
JPG
Moon, the Combobox Template is probably going to need something like this:
CheersCode:function setComboBoxVisible(bState)
if ctrlButton then
ctrlButton.setVisible(bState);
end
setVisible(bState);
end
First of all thank Moon Wizard for elegant combobox template, it's so easy to use now!
I would also second for dulux-oz's idea. I have been dealing with it with following code in combobox:
setVisible(bVisible)
setComboBoxReadOnly(not bVisible)
but dedicated function to do that would be great. The function should also hide the list if it's open.
Updates
- [DEV][CoreRPG+] Added setComboBoxVisible function to combobox templates.
JPG
just a quick question/suggestion. I heard that the new version is going to have the adventure log tab added for the 5e ruleset. I was just curious if something like this would be implemented for pathfinder as well. I know it would not be "legal" for society play but it would be handy to have a running log of what char has ran what.
I thought about that, but didn't have the time to implement. Now that I have the feature done for 5E, I'll let it get some usage. Then, I'll be able to pull over a version for PFS easier.
JPG
I'm waiting on some final changes to Savage Worlds ruleset to go live before I push, so I'm moving release to early next week.
Updates
- [5E] When a player triggered saving throws on other PCs, sometimes they would get incorrect saving throw modifier. Fixed.
Regards,
JPG
Hi Moon Wizard - is there a reason that a library marked as CoreRPG isnt available to a CoreRPG layered ruleset?
I think it would be useful if it would be available.... :)
Modules need to list each ruleset which they support.
It was a design choice, since rulesets can drastically change the UI (and thus data needs) for any record type.
Regards,
JPG
Just pushed update the SavageWorlds in Test channel.
JPG
Release v3.1.3 has been pushed live.
https://www.fantasygrounds.com/forum...Release-v3-1-3
Regards,
JPG
We had an issue this morning with a sudden crash, the GM was opening an NPC that had spells on it from the tracker. All but one of the clients crashed. The GM and 1 player remained connected without issue.
Running PFRPG in version 3.1.3