BTW, the file data_desktop.lua controls the client/gm for the buttons not linked to the master index. Color, CT, options ... etc.
We really should take this to a different spot in the forum.
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BTW, the file data_desktop.lua controls the client/gm for the buttons not linked to the master index. Color, CT, options ... etc.
We really should take this to a different spot in the forum.
Mortar, its all contained in the .lua files I mentioned above. There is no .xml to edit that I can think of. Remember, forget gm/client its not there anymore, its all about the modes and modifying them to fit your needs.
Based on all this discussion, I'll probably be adding a GM bar vs. player bar vs. PC creation bar, so give me another day or so.
Cheers,
JPG
In my case, all I am trying to do is change the frame that the library window and all the windows from the small side bar buttons use. I am not looking to resize anything. It should as simple as putting the new image in my extension, make sure that the extension XML files point at it as required and load it up...but its not. Every other frame I can switch, except those ones.
Just to see what would happen I put data_desktop_sw.lua and data_library_sw.lua into my theme..same path set up for file structure. In 3.1.7 when I load it I get script errors - which I expected. In 3.2.0 no change to anything else it loads with no errors but has no effect on the frames that I want to change - which I did not expect.
That's why I said I haven't found the correct XML file, either that or there is another set scripts I need to have load first.
edit - should mention this is a Savage Worlds theme.
With the sidebar changes the Savage Worlds GM loses the "Tools" button, this means access to the card deck, bennies and character summaries. How does that content get accessed or is that something an extension needs to rebuild back in?
This isn't a big deal for me, as I backup before every change, but changing from live to test yesterday resulted in a total removal of all saved characters in my campaigns. There was only one (seemingly randomly chosen) that remained with its name and token, but all details were removed. This was not restored / reversed on returning to 3.1.7.
Not a problem for backup savvy folk, but if this is an issue on the version it might be important to tell ya *shrug*
When targeting on the map, if you don't click a token first before ctrl clicking another, an error pops up
https://puu.sh/pUlRm/a5357e4ffc.png
Stumbled across a few bugs, these are not specific to 3.2 (they exist in 3.1.7) and are in the PF ruleset with no extensions running.
1: ATK and AC effects apply to CMD/CMB and should not.. unless you take a 'size' type into account and reverse the bonus/penalty in this case.
2: Critical Damage does some odd stuff when DMG effects are in place.And so forth...
- A 2x critical for a weapon with no DMG effect is fine: [DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [TYPE: bludgeoning (1d6+6=7)] [TYPE: bludgeoning,critical (1d6+6=9)]
- A 2x critical for a weapon with a DMG:3 effect doesn't look quite right damage SHOULD be +9 normal/+9 critical.. comes out as +12 normal/+6 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +6] [TYPE: bludgeoning (1d6+12=17)] [TYPE: bludgeoning,critical (1d6+6=8)]- A 3x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+18 critical but the result comes out as +15 normal/+12 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +9] [TYPE: bludgeoning (1d6+15=21)] [TYPE: bludgeoning,critical (2d6+12=24)]- A 4x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+27 critical but the result comes out as +18 normal/+18 critical:
[DAMAGE (M)] Scythe [CRITICAL] [EFFECTS +12] [TYPE: piercing, slashing (2d4+18=24)] [TYPE: piercing, slashing,critical (6d4+18=31)]
3: Also.. negative AC 'types' disable those effects... I'm not sure if this is a 'bug' or a design choice... but allowing them would add functionality.. since negative effects aren't necessarily penalties, they can just be reductions. Negative armor would reduce the 'armor' type bonus and be unique from 'dodge' type bonuses.
OK, been travelling and otherwise heads down on some data rewrites for CnC, here are some responses:
damned
1) I'll respond to your e-mail about any questions you have on the library/sidebar registration. We can post any tidbits here.
2) I'm adding a "gm" mode to the library/sidebar system, in addition to the current "play" and "create" modes.
Dulux-oz
1) The problem with the scaling down to the small button size is that several rulesets use text on the button graphics which becomes very hard to read below 75% (which is the threshold that the current sidebar code uses).
viresanimi
1) When I load up M&M ruleset, I don't see any category controls, so I'll need to investigate.
Mortar
1) To replace the library frame and small button frames, you have to look at what the windowclass is using for those. Then, you'll need to define the new frame asset definitions (i.e. framedef tags) for each frame you want to replace.
(Library frame = "utilitybox3", CT = "ctbox", Chase Tracker = "chasebox", Party Sheet = "partysheet", Calendar = "calendar", GM Tools = "handbox", Color (User and Desktop) = "utilitybox2", Modifiers/Effects = "utilitybox3", Options = "utilitybox")
Also, if you change the relative blank space on the edge of the frames, you may need to redefine the "close_*", "help_*" and "resize_*" templates to match.
2) Thanks for the report on the missing tools in SW. I'll patch in next beta push.
spite
1) I'm not sure why characters would be affected at all, since that data isn't touched in the update. Are you talking about viewing characters in Manage Characters mode that you played before, or about viewing characters as a GM in an existing campaign?
2) I'm not seeing any errors when I control click on a target without selecting a token first. Are you running any extensions? Which ruleset are you using?
Blackfoot
1) From the Pathfinder Core Rulebook on pg. 199 under Performing a Combat Maneuver, second paragraph, there is a line that says: "Add any bonuses you currently
have on attack rolls due to spells, feats, and other effects."
2) I'll have a patch in the next beta push.
3) Penalties are untyped in PFRPG and 3.5E, so doing anything else would potentially create issues. Is there a particular scenario you are trying to recreate?
Regards,
JPG
Thanks,
JPG
The issue here has more to do with ATK/AC bonuses adding the reverse effect when it comes to size. I explained it thoroughly in the PF Effects Thread Post #181...
This one is explained in the same thread.. post #182.
Updates
- [CoreRPG+] GM mode option added to library sidebar presets, and Play mode option has reduced number of sidebar buttons.
- [CoC] Top 15 world languages and unknown language option added to new campaigns.
- [CnC] Updated all DLC data to appear in campaign lists.
- [PFRPG/3.5E] Extra damage modifier from DMG effect when performing critical damage roll not correctly classified as critical damage. Fixed.
- [PFRPG] Negative modifiers being ignored for standard AC bonus types (armor, shield, natural, etc.). Fixed.
- [SW] Missing Chase Tracker and GM Tools buttons. Fixed.
JPG
For the targeting bug, easiest way I can reproduce it is getting any gridded map, adding monsters to the combat tracker, then tokens from tracker to map. Don't click any tokens on the map, set the turn tracker on one of the creatures and then ctrl click one of the other tokens on the map. This is recreated on a new campaign with no extensions using 5E ruleset.
If token you want to make the target action is clicked first, it works no issue, but if "unclicked" it errors for me and all players who attempt the same thing
CoreRPG: If I create a new category, rename it and NOT press return, before pressing the red close button, I get the following error:
Script Error: [string "list_category"]:1: attempt to index field 'idelete' (a nil value)
If I remember to press return, it does not happen.
As for M&M, this is what I do to make all content disappear: I log in and see that all the categories in stories are gone. Everything is in one folder, and the old tab icons are gone. This is obviously not what I want, so I noticed that If I right click on the bar, I can create a new tab. If I do that, there will now be two tab icons like there used to be, but both of them are now completely empty.
I hope my rambling non coding explanation can help with the investigation. Keep up the good work. As always these updates offers things, that I never thought I wanted and when presented with these options I am totally like: "Yes. I need this"!
Vires Animi
Buttons are working great now MW. Now when I open a second instance of SW (no extensions loaded, fresh campaign) I get the following error on character selection: Script Error: [string "desktop/scripts/characterlist.lua"]: 86 attempt to call field "renderMinittrackerTools" [a nil value].
Also the player character selection window does not have a close button (but can't remember for sure if it did before or not)
Updates
- Missing empty category for category controls. Fixed.
- Lists not updating when category changed via category control. Fixed.
- [SW] Player character selection window has been updated to match host character selection window theme.
- [CoreRPG+] Script error when using CTRL-click to target after first placing tokens on the map. Fixed.
- [5E/PFRPG/3.5E/CnC] Random NPC hit point option could return zero or negative hit points. Fixed.
- [5E] Preparation and cast buttons on left side of PC Actions tab for spell/ability entries missing. Fixed.
- [SW] Help button missing in host character selection window. Fixed.
- [SW] Script error when switching between characters. Fixed.
JPG
Wow! Moon Wizard is back with a vengeance :)
Updates
- Adjust manual roll cancel button graphic.
- [5E] Default cone angle adjusted to match angle defined in 5E rules.
- [DEV] imagesettings.defaultconeangle tag and imagecontrol.pointertype.cone.angle tag added. Supported values are 30,45,60,90,120,180,5E.
Regards,
JPG
The Actions tab doesn't seem to be categorising correctly. The example was set up in 3.0.7 and I changed the 2 Fighter Features after opening in 3.2.0 but they appear along with Feat, and there is no heading. (5E ruleset)
Attachment 14695
Edit: Confusingly, I have another PC set up exactly the same way that is displaying correctly. The only difference is that the one on the left is in the CT and the other isn't.
Attachment 14696Attachment 14696
Someone else has mentioned it, but the Items display seems to interact with all open modules, which makes it practically unworkable. If the modules are closed (DD PHB Deluxe, DD SRD Magical Items) first the Items dialog box opens quickly and can be worked with.
Edit: The NPC box does, too (DD MM Monster Manual and any other NPC modules) but in my tests this hasn't caused any performance issues.
Being picky here and it's not a big deal but, although the new 5E cone is great but it's not quite right. In the image you can see the length of the sides is actually 45 ft. but the cone is showing 50 ft. which is the distance from the origin to the arc of the cone. The triangle formed is therefore not quite an equilateral one, as per the 5E rules.
Attachment 14697
Being a little pickier again - its not quite the 5e cone but not for the reason you say... if you measure the distance from bottom left end of the cone to the top left end of the cone it is narrower than it is long.... is the 5e cone meant to be a triangle rather than a cone?
A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. So it can't be an equilateral triangle; unless I've forgotten everything about Higher Maths. Which is certainly possible given the length of time since I sat that particular exam.
If the cone is 15' measured from the point of origin to it's end then the sides will measure 17' - I believe.
The language is a bit cumbersome, in my opinion, but if the width = the length then it must form an equilateral triangle with an arc. Actually, if we look at the cone drawn on p. 204 of the PHB and imagine it side-on (2D), it would look like an equiateral triangle without an arc at all.
Attachment 14698
No, its not an equilateral triangle (although its about as close as you can come to drawing one without a protractor or a compass).
An equilateral triangle is one where all three sides are the same length (say, 2 inches) and all three (interior) angels are 60 degrees. If you draw a line from an apex to the middle of the opposite side (known as bisecting the angle) you end up with a triangle with angles of 30, 60 and 90 degrees, and sides of 2 inches (the base or hypotenuse), 1 inch (the shortest side, half the old triangle's side) and the new side which is the line that we bisected the angle with. This new line is NOT 2 inches long (its (the square root of 3) inches long) and so the triangle described as having its width at a given point along its length is equal to that point’s distance from the point of origin is NOT an equilateral triangle.
For the record, the angle at the origin or apex of such a triangle can be worked out via the following formula: twice the inverse tan of (opposite length/adjacent length) = 53.13 degrees (approx)
With working: opposite length = 1 inch, adjacent length = 2 inches.
1 divided by 2 = 0.5
inverse tan of 0.5 = 26.565 (approx)
twice this result = 53.13 (approx)
See, being a Mathematician comes in handy sometimes :)
I was fine until you got to inverse of tan :)
I though the inverse of tan was 'pallid', like us Scotsman this summer :)
I thought you Scotsmen shriveled up in the sun, like vampires?! (And that's why you guys make such good Whiskey - it keeps you "hydrated".)
We do indeed shrivel in the sun, but a little bit isn't too harmful. And since we are being pedantic Whiskey is from the States; we produce the superior Whisky :)
So, if I understand correctly, the length is the bisecting line (that forms a right angle with the width)? The arc is more for aesthetics rather than what a cone looks like in 2D.
Attachment 14699
Almost - the curve on the wide part of the cone is what makes it a cone as opposed to a triangle (although we should really call it a "segment" as a "cone" is a 3D object whereas a segment can be thought of as the 2D representation or projection of a 3D cone), but the maths is still the same - and yes, its the bisecting line that sits perpendicular to the width that is the "line of measure" - that's how they drawn on paper and that's how the software draws them as well. i did a whole lot around the pointers a few years back, culminating in the Pointers Toolkit (on the FG Wiki).
Does that help?
I did eventually get an equilateral triangle working for my Champions Ruleset.. (thanks to a good bit of help from dulux-oz). It looks more like this:
I'm not sure what the rules for 5e are... but if this is 'right' .. the angle for the cone in the 5e screenshots seems tighter than 60 degrees.
@dulux-oz: Yes, that helps. Thank you. So what we are looking at on a FG map is a cone segment, which presents as a triangle in 2D, much like Blackfoot's image above. The curve gives the impression of a cone, which is a 3D object/shape.
PS. Sorry that this discussion seems to have taken a few posts from the original purpose (Test release 3.0.2). Does it need to be separated into another thread?
The Cones for PF have never been right either.
Specifically the 20' Circle and the 30' Cone are incorrect.
From the PF PRD Core Rulebook Magic Section:
https://paizo.com/pathfinderRPG/prd/...SpellAreas.jpg
Attached is how FG does it:
5E Cone
Well, if we're being all technical, it's technically a "sector". (i.e. the area inside a circle and between two lines starting at the center of a circle radiating out). Also, as dulux-oz pointed out, it should technically be an isosceles triangle with the angle at the origin of approximately 53.13 degrees. (i.e. width of cone equals distance from origin)
As I avoided in the patch notes, this is not exactly what is defined in the 5E rules, since it is showing a sector not a triangle. However, it was the closest I could get with the current engine on short notice. Also, the side benefit of this approach is that the default cone using the quick pointer (i.e. both mouse buttons) uses this version of the cone.
To Blackfoot's post above, I saw the same thing with regards to the areas of effect for Pathfinder. The application of whether a "square" falls into a circular or cone area of effect was not applied consistently, but instead was defined as something aesthetically pleasing and easier to picture for an average person winging it at the table. I believe that the FG engine determines grid shading for pointers by whether the center point of a grid square is encompassed via the pointer region.
Items (El Condoro)
If you have many modules open, it can take a second or two for the campaign lists to open the first time each session (especially items). This was a concern of mine during development, but we decided to move forward anyway since the benefits outweighed the negatives. Once it is opened the first time during a session, it will continue to open quickly for the remainder of the session.
Actions Tab (El Condoro)
I'll need to look at your report further to see if I can recreate an issue on my side. I may have questions.
Regards,
JPG
Updates
- [5E] Crawling claw damage roll not working. Fixed. (by applying both damage types)
- [5E] Script error on PC Actions tab when opening or adding abilities or changing group names. Fixed.
- [SW] Some pregenerated characters couldn't be dragged to be added to the character list. Fixed.
JPG