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April 22nd, 2014, 17:57 #31"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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April 22nd, 2014, 18:07 #32
Where exactly are these errors occurring in the PHB? SF
Aliens.... Go fig?
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April 22nd, 2014, 18:21 #33
While running FG 3.0.4, open the PHB, then open a class or race that has some linked abilities. Click on an ability, and an error message is displayed.
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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April 22nd, 2014, 18:44 #34
It's an easy enough to fix (replacing "ability" with "ref_ability") and I've already "fixed" the PHB, and CKG. Modules previous to this didn't have abilities (remember we pushed for their inclusion), So these should be the only two modules affected, aside from the Crusaders Companion. If you use find and replace on the beginning chunk of the "ability" tag, you also won't change any words called "ability" in the main text. Oh, Cry Havoc and Release the Dogs of War. Cheers, SF
Aliens.... Go fig?
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April 22nd, 2014, 19:12 #35
The fix is simple and I've already done it, but any modules that users have created that link to Abilities will be broken. Not sure what others are seeing, but *all* existing materials referencing the "abilities" window class will break... including all existing campaigns, as far as I can tell. I just tried it on a copy of my current active campaign, and none of the character abilities can be opened from a character sheet. I don't see any way around this other than coding for legacy windowclasses in the FG app.
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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April 22nd, 2014, 22:40 #36
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April 22nd, 2014, 23:03 #37
The issue is totally up to Smiteworks, so discussion seems kind of pointless to me. Also, I'd prefer to keep this thread focused on the Crusader's Companion supplement, as opposed to the merits of backwards compatibility.
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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April 22nd, 2014, 23:30 #38
id be ok with players deleting and re-adding abilities.
is 3.0.4 likely to go live between now and FG Con?
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April 23rd, 2014, 00:00 #39
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This has been changed back, update FG.
No signature needed, please leave parcel on the porch.
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April 23rd, 2014, 00:24 #40
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