[SW] Inventory tab - Items can only be dragged from the sidebar buttons to the "mundane items" tab regardless of the actual class of the item.
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[SW] Inventory tab - Items can only be dragged from the sidebar buttons to the "mundane items" tab regardless of the actual class of the item.
Paul Pratt,
I'm unable to recreate the script error in 3.5E. Are you running any extensions? They may be replacing the PartyManager2 script, which is being updated as part of this release.
Mortar,
Yeah, the SW migration of all the DLC was like climbing a mountain. It didn't seem like a big task at the beginning, but it just kept looming larger as I worked on it.
I'm not as familiar with the SW character sheet, but I'll see what I can do to fix that issue and pass back to phantomwhale.
Thanks,
JPG
Updates
- [CoreRPG+] Map centering option is now a per-user option.
- [5E] NPC lair actions added to CT entry.
- Client running out of memory when opening modules with lots of records that opened without issue on v3.1.7. Fixed.
- Category controls not displaying correct categories for a given window list. Fixed.
- [CoreRPG+] Targets being forgotten when using the manual roll option and pressing the Roll Anyway button. Fixed.
- [DEV] DB - Removed return value from setValue function.
- [DEV] windowinstance - Added getControls function.
JPG
[5E] NPC lair actions added to CT entry.
I had no clue what that was and wanted to investigate it. And if I as far as I can see it a bunch of actions on a given npc. However, when I threw a couple of dragons from the Monster's Manual into the CT, the links for the lair actions were there and were working fine. However, the descriptions of said links on the npc sheet itself, were missing.
I don't know how else do describe, how I created this issue. Just added a couple of dragons and some text was missing.
Anyhoo... pretty cool thing to add!
Vires Animi
P.S: The latest update did indeed fix the issues I had with missing tabs, windows, what-ever-the-technical-term-is! Sweet!
I think what I was seeing last night intended activity, just unexpected by me. I was expecting the usual character seection screen to be full of pregens They appear under the "Archetypes" button for the player after the GM shares them.
Agreed, although the Lair Actions section is now shown on the CT the actual actions themselves are not showing; only a link to said action. Therefore no possible/damage/save etc effects are showing up. I can confirm that the NPCs in the (revised) Tome of Beasts have the same problem.
Mortar,
The pregens were moved to their own record area, since it made the character selection a closer match to CoreRPG, and pregens are usually only selected initially.
spite,
I'm not seeing the issue with the Draconic language. (see pics) Do you get the same issue in a new campaign?
Thanks,
JPG
Updates
- [5E] Lair actions were not being parsed when NPC added to CT. Fixed.
- [SW] Armor and weapon links dragged from master items list not pointing to right record type (i.e. armor, weapon). Fixed.
JPG
Totally got it, and like it. Just wasn't expecting what I saw. Once I clued into how things were set up I realized I needed to add the pregen select syntax back in if the GM wants to share directly from the module instead of from the masterlist
Definitely let me know, especially if you can recreate.
JPG
Do we have a (tentative) ETA for release yet?
See this post and the next one: https://www.fantasygrounds.com/forum...l=1#post290187
Moon,
No extensions running fresh campaign, I still got the same error. I unpackaged the 3.5.pak and in the script PartyManger2 the function is awardXPToPC and in the ps_xp.xml the script is calling for PartyManager2.awardXPtoPC
Once I changed them to match, no error.
[SW] When dropping a weapon from the sidebar menu to a character sheet, the cs doesn't recognize the weapon type (ranged, melee or throwing).
I am not sure I am looking forward to this patch much. It is introducing bugs and jumbling up themes but it isn't introducing much for the savage worlds ruleset. Does the savage worlds ruleset have to be updated? Its rock solid as it is.
It messes with my Champions ruleset in a big way as well. I've stopped development until this thing releases as I need to see what the ramifications are before I do any more work on it. While I can see a need to change the functionality of the 'tabs' on the sidebar windows, this solution is going to require nearly across the board small graphic changes. Seems like every ruleset and theme will require at least 'some' tweaking.
Please know somebody if new version (Release v3.2.0) will have new Fantasy Grounds User Manual too. Or stays ver. 3.17?
Because I want print this manual for self and if new one will came, then is for me better wait. :o
Thank you. Sorry I write here but can't find appropriate thread for this kind of question.
For the record, I had to do some pretty major re-writes on all the DOE's as well - it took me a while to un-learn and then re-learn some of the basic architecture around windows and how they operate to get the DOE's working properly.
Still, they're all done now (and I kept the old v3.1.7 versions in archive just in case) :)
Skellan,
The changes don't change the majority of the way SW works, just the campaign lists in the sidebar. All the extension issues are mainly just new graphics that are needed, and the reports I've got so far are just interactions with the links from the new campaign lists. The benefit is that the sidebar is customizable, and PC creation mode and campaign lists have been added. Additionally, the DLC modules have been updated so that everything propagates into these new lists.
I have a request to all the SW DLC developers to hopefully address everything before the release.
Cheers,
JPG
Skellan, have you checked out this video yet? Eric gives a pretty decent overview.
Don't have access to my desktop pc right now, but this is what my WWR theme looks like with ALL the buttons turned on - 13.3" screen @1920x1080.
Yeah, it eats up a lot of screen space on this smaller screen, but the side bar can be customized to your tastes and needs. You can still do pretty much everything (that I have found so far) the "old" way, but you'll soon learn that this master record list that they have moved to is a step in the right direction.
Those people that spit out themes like mad are going to have the most work to do...that's a lot of graphics to update.
edit- forgot the screen cap.
Yeah, on my laptop having two columns open eats up a lot of screen real estate. I could possibly adjust the text display size in Windows first but then I have a hard time reading anything on my desktop. Baker's Dozen problem there. :)
Sure wish I knew some of these people who make nice graphics though...
Thanks JPG. I didn't mean to sound overly negative, I think it will be really useful for Pathfinder etc. where you have big lists of items and npc's and lots of character creation stuff. My concern is that savage worlds is rules light in terms of item lists etc (They tend to be short lists) and I am not sure that the benefit of these extra features is worth the costs in time of having to update all the DLC (and my lovely themes hehe). If there's a choice, I'd prefer that the sw ruleset was left alone. If not, I'll just get on with it :)
I think very few of the in use DLC required a huge over-haul. JPG can chime in with a bit more info on that, as I am pretty sure he has already updated most of the DLC (if not all)
You can also select, not just the category as mentioned in Eric's video, but specific products you want visible in the sidebar buttons. The equipment lists in the two Winter Eternal books is 104 items combined - and some of that is repetition of what's in the SW rule book, or a slight setting specific variation.
For the normal user, all this update does is slightly change the way they are used to doing things, and makes some information easier to find.
Besides, Savage Worlds is a CoreRPG ruleset. When CoreRPG gets updated, that part of Savage Worlds gets updated right along with it. Which is a good thing. I'm hoping I can be either a positive influence or enough of a pain in the posterior to get Savage Worlds even more CoreRPG-compliant so that afterwards the ruleset dev can just worry about SW-specific stuff and let CoreRPG handle everything else. Which is not what we have right now.
I've noted that when I swap between the GM and Play tabs, certain library items that I've de-selected (Parcels, Quests, Tables), get re-selected when I go back to the GM tab.
Two thing I noticed tonight, both in SW.
1. The "shortcuts" asset doesn't cover the whole sidebar, freshly checked for updates in vanilla. It does resize as I select/deselect sidebar buttons, but still doesn't cover the whole sidebar. Could be a result of my small physical screen size and resolution.
Attachment 15422
2. When a player joins a game and opens his "Archetypes" button, he sees all of the pregens from HIS loaded modules, not necessarily what the GM wants him to see. If the GM shares one of his archetypes/pregens it will appear on the player's list. This was found on one computer with two instances of FG open, each had different open modules. I can grab a screenie i you need one for this.
#1 is due to a "shortcuts" definition
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop.png" />
<left rect="0,0,50,400" />
<middle rect="50,0,148,400" />
<right rect="198,0,2,400" />
</framedef>
Are these two player instances running at the same time while connected to the same GM? If so, don't do this as they will be trying to access (read and write) to the same campaign cache files. At best you might get some weird behaviour, at worst you'll end up with corrupt player caches and even FG crashes.
That framedef is actually OK - the middle rectangle will be tiled to fit the total space required - between the left and right rectangle, as per: https://www.fantasygrounds.com/refdoc/framedef.xcp That's how frames work (if the correct left, right and middle is defined).
The issue here is that in the Savage Worlds ruleset there is just a left rect defined, so there is no horizontal tiling - just a maximum width of 200:
Code:<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<left rect="0,0,200,512" />
</framedef>
What he said! Ninja'd by the Trenloe!
Two instances open on a single computer, 1 as the GM and the other as player. Its why I mentioned elsewhere I need to test this with someone to make sure, but I though I would post it here just in case
As the graphic is exactly the same throughout (i.e. there are no special borders) then just changing the left to middle will fix it, as the middle will be tiled and sized to fit, whereas left is not - it's a fixed width left edge:
Code:<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<middle rect="0,0,200,512" />
</framedef>
Hehehe i Know mine works - I was just posting out what part was failing/needed :)
So on the advice of Mask_of_Winter I installed the test version on my PC. I'm in the process of working on my commoners games. I dragged an image from my downloads folder into my "Image and Maps" folder and I'm getting an error and the map isnt showing up in the list at all.
"Script Error: [string "campaign/scripts/masterindex_window.lua"]:393: createWindow: Invalid parameter 1"
Shows up everytime i change group.
Also not sure if its been mentioned before... but my characters were created with the LIVE version and in the TEST version when i click on any characters race LINK button in the character sheet.. it opens a window with the RACE as the header but NO TEXT appears in the window... happens with ALL races buttons. Races were dragged and dropped right out core rules
Ok, so I have been messing about with the test version. I was wrong, I can see the filtering being useful, especially for writing adventures etc. Being able to create groups is a lot better than having info on tabs. Thanks for your hard work on this Moon Wizard
A bug I found is that creatures from the the Hellfrost bestiary give this error message when they are dragged to the combat tracker and their attack is clicked.
Script Error: [string "scripts/manager_skill.lua"]:80: attempt to index local 'sSkill' (a nil value)
Also, the filtering isn't recognising the Hellfrost Bestiary as a group withing the NPC tab.
The Deadlands noir, Deadlands Reloaded and Hellfrost rulesets have graphical errors - I presume that this is a known issue. (The graphics bug also affects the character selection window - it seems to return to the default one rather than the dlc one.)
We now have a 'quest' sidebar button but there is not a quest tab on the party sheet.
Also the Wildcard filter might be better as yes/no rather than 0 or 1