Thanks for your reply.
Now i have a new problem : When i set a new frame for a character sheet, it does not change dynamically for the host and the client, i must close the sheets and open it for see the new one... any idea ?
Thanks
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Thanks for your reply.
Now i have a new problem : When i set a new frame for a character sheet, it does not change dynamically for the host and the client, i must close the sheets and open it for see the new one... any idea ?
Thanks
If you use a value in the database to control which frame to use write a <databasenode>.onUpdate function that triggers on all clients when this database value is changed and use code in the function to change the frame.
thanks but i do not understand all, how can i do that ? Do you have an exemple ?
See campaign\record_npc.xml in CoreRPG, the "npc" windowclass has the following script section:
onInit uses the DB.addHandler function to define the onUpdate event handler that runs the onLockChanged function when the node specified (sNode..".locked") changes.Code:<script>
function onInit()
local sNode = getDatabaseNode().getNodeName();
DB.addHandler(sNode .. ".locked", "onUpdate", onLockChanged);
onLockChanged();
end
function onClose()
local sNode = getDatabaseNode().getNodeName();
DB.removeHandler(sNode .. ".locked", "onUpdate", onLockChanged);
end
function onLockChanged()
if header.subwindow then
header.subwindow.update();
end
if main.subwindow then
main.subwindow.update();
end
local bReadOnly = WindowManager.getReadOnlyState(getDatabaseNode());
notes.setReadOnly(bReadOnly);
end
</script>
See also the "Handler Functions" section here: https://www.fantasygrounds.com/modguide/scripting.xcp Note that the line "node.onUpdate = sourceUpdate;" in this should be "node.onUpdate = onSourceUpdate;"
thanks, it's work
Hello, my second extension is in progress. For now, we can change character sheet between werewolf and vampire. I am on mage V20 now, and after NPC sheet. See my signature to download it.
EDIT : i have updated VtDA and VtM on my dropbox for now.
Hello, i have a problem for change npc sheet frame, see my code :
description is a subwindow and it does not go to the if for call onInstanceCreated() function.Quote:
function onMenuSelection(selection, subselection, subsubselection)
if selection == 1 then
window.getDatabaseNode().getChild("race").setValue ("vampire_npc");
if window.description then
window.description.onInstanceCreated();
window.combat.onInstanceCreated();
window.other.onInstanceCreated();
window.other3.onInstanceCreated();
window.other4.onInstanceCreated();
window.other5.onInstanceCreated();
end
end
end
Problem solved :
Code:local wnd = Interface.findWindow("npc",window.getDatabaseNode());
if wnd then
wnd.description.onInstanceCreated();
wnd.combat.onInstanceCreated();
wnd.other.onInstanceCreated();
wnd.other3.onInstanceCreated();
wnd.other4.onInstanceCreated();
wnd.other5.onInstanceCreated();
end
Extension "Crossover.ext" updated : NPC werewolf sheet OK.
By right clicking on "more" button, we can change PC & NPC sheets between Mage 20th, Vampire 20th, Werewolf 20th.
EDIT : Any bug ?
good work earthworm3!
thanks for your reply, i will post it after "mortal" sheet added.
EDIT : i have not modified PC & NPC sheet "page 3" for now. For Werewolf V20th, i need to buy the books and for Mage 20th the books is only for backers on kickstarter...
Great work indeed! Having a single ruleset to play all the classic WoD games is sweet!
A few things. Everything seems to be running just fine in version 3.0.3. but the ruleset generates errors in the test version (3.0.4), when you click some of the buttons:
Script Error: [string "campaign/scripts/campaign_list.lua"]:15: attempt to call field 'setVisibility' (a nil value)
If this pops up the ruleset suddenly get very slow indeed. I thought this might be useful to know, so it doesn't come as a surprise when 3.0.4 goes live.
A personal request: Can the ruleset include all the graphical elements, just like the old version. I have a thing for making skins for my games and now that many of them are not present anymore, that is not possible. Not exactly needed, but would just be nice to have.
Keep up the good work!
Vires Animi
Yes i can include all graphics in the VtM ruleset. i will try it today.
The file campaign_list.lua is include in CoreRPG ruleset, not my ruleset, so it's maybe an error on the new version.
I may not create mortal sheet because we can use vampire sheet or mage sheet...
Maybe Moonwizard can shed light on the issue. Coding is way beyond me, but I do try to report issues, so they can be fixed.
Incidently the timing of the cross over extension is spot on. My players and I have this weird circle were we generally play Vampire in the winter and other stuff in the summer. Back in the day that was usually Werewolf and they have been asking me, if there would be a Werewolf ruleset also. I am sure they will be very happy when I can tell them, that Werewolf is on!
*thumbs up*
Vires Animi
Thanks, i have added all crossover graphical elements to the ruleset, you can redownload it.
Hmm... I don't see it. And I might have not have explained myself very well. It is the graphical elements from the CoreRPG that I would like to change. As in the scrollboxes and combat tracker stuff. Basically everything. I can't help myself. I like to redo everything! *Grins*
Just add your file (with same name and directory) to VtM.pak. It will replace the original graphical elements.
Yep. It does indeed! Thank you very much!
Vires Animi
Or you could write your own extension that replaces the graphics. This will be a better way to go as you don't need to update the VtM.pak file each time a new release comes out. Look at the wood theme in the \extensions folder as an example of an extension that changes the base graphics.
What is this strange error plz ?
Script Warning: setValue: Recursive node event or call terminated (combattracker.list.id-00002.bruised1)
Thanks, i have fixed this problem.
I would love this for CoreRPG. Between the formatted notes and being able to just make a skin for it, would be awesome. Although I just hate the small background in Core, I feel there is more to work with here.Quote:
Or you could write your own extension that replaces the graphics. This will be a better way to go as you don't need to update the VtM.pak file each time a new release comes out. Look at the wood theme in the \extensions folder as an example of an extension that changes the base graphics.
That said. Being able to make skins for werewolf and mage... could be very cool too! It could also be a good way to share what I've made with others.
Vires Animi
Hello, i have updated VtM.pak (for FG 3.0.4) on my dropbox. If there are not bugs, how can i send it on libray like i have try in the past ? (sorry forget how)
Updated wiki to point to top of thread, so just update link in first post.
https://www.fantasygrounds.com/wiki/...The_Masquerade
Cheers,
JPG
I've run into a bug.
When I move dice to the taskbar at the bottom (the 1-12 buttons), I get this when I try to use the button:
Script Error: [string "scripts/manager_actions.lua"]:389: attempt to index global 'UtilityManager' (a nil value)
Vires Animi
The UtilityManager global script is being called, but is not defined in your ruleset. It was added in the latest CoreRPG release, is configured in base.xml and is located at scripts/manager_actions.lua.
Regards,
JPG
Well... I am running the version that is downloadable. I just did it once more to be sure. I still get the error, after the update.
Okies.
1. I download the ruleset from the first post in this thread.
2. I delete the old ruleset from the ruleset folder and then replace it with the new one.
3. I start Fantasy Grounds
4. I load my campaign with no extentions loaded.
5. Dice are dragged and dropped into the bar at the bottom. Error occurs on use: Script Error: [string "scripts/manager_actions.lua"]:389: attempt to index global 'UtilityManager' (a nil value)
6. Made a new fresh campaign with no extentions loaded, to make sure error it is not just in the old campaign. Error persists.
7. Tried another test campaign in 3.5e, to make sure it is not a general problem. No errors.
Vires Animi
Edit: Version displayed when I load the VtM ruleset: CoreRPG v3.0.3
That sounds like it is the issue, it should display 3.0.4.
Start up a new CoreRPG only campaign and see what version it displays - it should show 3.0.4.
If it doesn't show 3.0.4 remove CoreRPG.pak from the rulesets folder (and if there is a CoreRPG folder remove that too) and then run an FG update to download the latest CoreRPG ruleset.
I've removed the CoreRPG ruleset twice and run the update. I've even started up a CoreRPG test campaign. When I load it up it says that CoreRPG is version 3.0.3. (That is when I've loaded into the new campaign. Only place I can see the version number).
I am quite mystified to be honest.
Vires Animi
Have you entered your FG User Name and password in the "Update" section on the FG settings screen?
Try running FG as Administrator (right-click on the FG icon and select "Run As Administrator") before you do an update.
Yes. I keep my login / password updated. And did it every time I wanted to update FG. And my FG / FGupdater both run as administrator. No change.
CoreRPG still displays as v3.0.3.
I should note that I have no errors with the CoreRPG on its own regarding the taskbar / function keys. It is still only VtM ruleset that generates this error.
Vires Animi
Do you have "live" selected in settings before you do an update?
I am a moron. I freely admit it. It's official.
Of course FG updated correctly. But I had forgotten, that I had an unzipped copy of CoreRPG in my rulesetfolder, since I was using stuff from it to make my WoD themes.... and I'd forgotten to delete it again. But that does not get updated by FG of course. And yes. That solved the problem with the taskbar.
Mea Maxima Culpa
Vires Animi
Are there any Werewolf Rulesets or character sheets?