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?