Oh **** didnt even think about the theme. It's the wood themes for CoreRPG
Printable View
Oh **** didnt even think about the theme. It's the wood themes for CoreRPG
I noted this in the 5e bug thread, but since the ruleset is being worked on.
[5e] Spells created in game and exported to a module are not picked up and used when populating NPC spell lists for the CT.
Updates
- [4E] Wood theme not working with AC field on PC sheet. Fixed.
- [5E] Automatic NPC spell lookup would fail for spells not created through Par5E. Fixed.
- [SW] Script error when viewing reference manuals built with Enhanced Library extension. Fixed.
JPG
The code was actually already in place to do this, but there was a small bug that was preventing it from working. Luckily, it was a quick and easy fix.
Cheers,
JPG
hi, is this version full playable in dnd 5ed? or have got a lot of bug yet?
This is the beta version of the next update to Fantasy Grounds. It is fully playable but since it is still in test then you can expect that there might be issues. Unless you deliberately switch to the test version in settings then you will not see this version until it is released.
a feature suggestion...
would it be possible to build the excellent window saver extension into the Campaign Setup frame?
+1000 on the new list classes. I've already implemented reference_list into the project I'm finishing up, which allowed me to delete a few dozen lines of markup.
Could you possibly (pwetty pweez?) edit your post and include samples using "source" and "displayclass" too? I have a decent idea what you mean there, but I'd rather see explicit examples instead of trial and error guessing on my part.
And for reference_groupedlist your example there was an equipment list. Is that it's purpose or can I use it to accomplish this (see attached screenshot) to replace all the reference_colindex markup or is that not the intention of _groupedlist?
https://www.fantasygrounds.com/forum...1&d=1501950393
So I've been playing with these and one thing I noticed on the group list is I don't see a "shortcut" link to the item from the group list, should I?
https://i.imgur.com/cal5xtY.png
Something with the grouplist seems to be a bit off on the sorting by name?
https://i.imgur.com/OLmLZwG.png
Updates (from Ikael)
- [SW] Combatants can be targeted without need to assign their tokens on map
- [SW] Minor combat tracker layout and functionality updates
- [SW] Fixes to SW Deluxe GM Guide module
- [SW] Fixes to SW Deluxe Player Guide module
- [SW] Skill was not detected if it had hyphen in its name. Fixed.
- [SW] Force against Parry feature did not work. Fixed.
JPG
@celestian,
The grouped list only sorts groups currently, and the group order can be defined and falls back to alphabetical. The items don't sort at all currently. It outputs the records in the order they are defined in the data sources. This allows armor tables to be defined in the order they are printed. Based on this example, I'm thinking I need to add sort ordering options (by name by default; but allow options like sort by ascending AC, then by name, for the armor listing.)
Regards,
JPG
I don't know if this is just me but... the player version of the items list.... I tweaked it and had it only list the "identified" items in those lists.
Just copied the same button template and added _player (button_item_weapons_player, button_item_armor_player) and then added this to the filter for weapon and armor.
It should only filter for that if the ID flag is enabled.Code:if OptionsManager.isOption("MIID", "on") then
table.insert(rList.aFilters, { sDBField = "isidentified", vFilterValue = 1 });
end
Probably could just check for User.isHost instead of 2 templates.
Not sure if this useful but I thought I'd throw it out there. My players would just see a lot of "Gold Ring" for magic rings or "Wand" or "Unidentified items" for non-IDd items.
Also, the grouplists from the npc/items have the shortcuts (unlike the ref manual with a <source>).
Hmm, good point. I'll look at adding that to the built in lists.
Cheers,
JPG
Question, didn't the "eye" for hidden/shown used to be clickable in the combat tracker on effects?
https://i.imgur.com/zGFFSJl.png
This is not specific to 3.3.2 btw.
Maybe I'm thinking of something else but it sure would be useful if the eye wasn't behind the number there so I could toggle the effect hidden or not.
That field is the turn order the effect decrements on, IIRC. To make an effect hidden from the players, change the visibility to GM, like your first line has ("IMMUNE: acid").
It's not an eye; it's two arrows, each a half circle.
Eyeglasses can be washed, you know... :-D
It's essentially a shadow version of the "advance round" button on the lower right.
Edit: Forgot to show working hot keys in live version. The second jpeg file is misnamed, but is the live version of the game.
For some reason, running 3.3.2 cuts off the bottom of my screen. While running a game in it, I cannot see my hotkeys. I have been unsuccessful in resizing the window, and /scaleui has done very little except at ludicrous resolutions, at which point the top of the hot keys are barely visible. Thank you for your time. Attachment 20097 Attachment 20098
@thatxygirl: I had the same thing, but only when opening an existing campaign. If I recall, I solved it by going into the campaign folder (while FG is not running!) and deleting windowstate.xml which will force FG to use the default window position settings the next time you open that campaign.
Thank you so much! But thius issue is still occurring for new campaigns, and you fix is unfortunately not working.
@thatxygirl,
Are you running a multi-monitor setup? If so, are you maximizing on your primary display according to Windows or on one of your other screens?
I have seen some anomalies when maximizing on a secondary display like what you are seeing, but it isn't something that the Windows programming interface has allowed me to address. So, it will be a known issue for v3.3.2.
Regards,
JPG
I am running it on a laptop, no multi-monitor setup.
SavageWorlds ruleset related updates
- [SW] Manual roll support added
- [SW] When "Auto-apply Range modifiers" option is enabled, ranged attacks against adjacent foe use Parry instead of 4
- [SW] Improvements to vehicle support in combat tracker
- [SW] Host can exchange Bennies between PCs, CT entries and GM Bennies
- [SW] Combat tracker layout updates
- [SW] Bennies, cards and numbers can be dropped anywhere on combat tracker to apply them
4e ruleset.
Combat tracker effects that utilise two damage types (such as fire, cold) don't count as the second damage type when applied on the combat tracker effects.
Hard to explain, but an example is a Power that deals 5 fire, cold damage. If set up in powers will trigger correctly on vulnerabilities on monsters that have a vuln to one or either or both.
If an EFFECT however, grants a dmg bonus like DMG: 1d8 fire, cold. The vulnerability/resist will only trigger for the fire aspect of it, and not work with the cold.
Hope that makes sense. Works as intended when it's set up on the powers tab with two damage types, but doesn't work when bonus damage with two types is put onto a character/NPC on the tracker.
SavageWorlds ruleset related updates
- [Feature] New option: Auto-apply Ganging Up modifiers
- [Bug] Dropping dice on CT entry should only roll against the given target. Fixed
@thatxygirl,
Apologies for the delayed responses. I was on vacation last week, and preparing for Gencon this week.
I think we are going to need to figure out what is unique about your configuration, which would cause FG to think that your desktop screen is bigger than the display. I'm using specific Window calls in the code to access the desired maximized window size. (SystemParametersInfo (primary) and GetMonitorInfo (secondary), for those more technical reading.) So, I'm thinking that Windows is returning a "working area" for the monitor that is incorrect. From my personal laptop and from the other report on this thread, it appears to be working on laptops in general, so probably something specific.
Some questions to help dig further.
* What resolution is your Windows desktop set to? (Right click on desktop, and select Display Settings.)
* Any idea what your monitor maximum resolution is for your laptop? Should be maximum resolution available in the Display Settings.
* Is your Windows task bar set to auto-hide? (i.e. slides down when not used.)
* Is your Windows task bar on the bottom, side or top?
* Can you try right-clicking on FG shortcut, selecting Properties, and try some of the compatibility tab options. (Compatibility Mode or Override DPI scaling behavior or Disable fullscreen optimizations)
* Anything else that you can think of that would be unique to your laptop? (i.e. third party desktop manager, ...)
Thanks,
JPG
@spite,
The 4E effects were never set up to handle multiple damage types. Only a single damage type per effect.
I have a patch for the next beta update that I think will add this support, but I'll need to ask you to test it out for me. ;)
Regards,
JPG
Just pushed a bunch of 5E data updates.
- Player’s Handbook (Only – no amendments required elsewhere)
- Dungeon Master’s Guide
- Storm Kings Thunder
- Out of the Abyss
- Volos Guide to Monsters (main module only)
- Lost Mines of Phandelver
- TYP – White Plume Mountain
Cheers,
JPG
As an FYI (or is that FMI - For My Information) - I don't recall seeing anywhere a formal statement on the FG Versioning Policy (in other words, I missed it :) ). So to clear things up (in my own mind, at least):
- Does SmiteWorks use the Semantic Versioning Standard (or a variant thereof) or a different Standard?
- If a different Standard is being used (including an In-House Standard) would it be possible to get the URL to the relevant information, please?
The reason I ask is that I'm trying to avoid my own (self-inflicted) version of "Dependency Hell" (with the DOE's, DOR's and DOM's = DOx's) and it would be nice to coordinate (or at least be aware of) which Standard FG is using.
For the record I'll be moving towards (at least at this stage) the Semantic Versioning Standard for all future releases of the DOx's. :)
Cheers
We don't do anything so formal. Here's the gist. This isn't completely specific, and varies with marketing and functionality pushes.
MAJOR version = Complete client rewrite, major data/API changes
MINOR version = Large functionality changes, network data format changes
PATCH version = Small functionality changes, bug fixes
Data patches are typically bundled with the next version, whatever it may be.
Cheers,
JPG
Thanks for the clarification, Moon :)
On a different (sub-)topic: I've just installed FG-Demo on a new VM (for testing purposes) and everytime I do an update and/or a Mode change the FGUpdater asks for my Forum Login Details. I understand and can see why, but in this case I don't want to attach my Forum account to this test-instance because there is no need for this test-instance to download all my purchases, etc, as its never going to be the host but will always be connecting as a client to the real host (which does have all the purchases, etc).
So my question is this: is it possible to put something in (say, a checkbox, for example) to tell the FGUpdater to ignore that part of the update routine?
Cheers
There's no way to avoid the login dialog on the updater, just hit Esc or the dialog close button to skip.
Regards,
JPG
Updates
- [5E/PFRPG/3.5E] Armor and weapons grouped lists will only show identified items to players.
- [5E] Map modules added for DMG and VGM.
- [4E] Support for multiple damage types in a DMG effect added.
- [PFRPG] Grippli added as a standard 5E language.
- [DEV][CoreRPG+] Added header block type to reference manual.
- [DEV][CoreRPG+] sortorder, sortdesc and displaysign options added to grouped list columns.
- [DEV][CoreRPG+] Tooltips in grouped lists were not displaying. Fixed.
JPG