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  1. #31
    Since the update I now get the following error when attempting to use the side buttons on any Core RPG-based ruleset (older rulesets, like Call of Cthulhu, still work fine):

    Script Error: [string "scripts/data_library.lua"]:53: attempt to call field 'toggleWindow' (a nil value)

  2. #32
    Okay, so how easy is it to add a button to the sidebar now? It used to be just sending a request with a button object to a manager object. Do I now need to edit ruleset code to get a button in the sidebar?
    I never claimed to be sane. Besides, it's more fun this way.

  3. #33
    rob2e's Avatar
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    Awesome! ThanX everyone for all the hard work on the new digs. Will there be an update to the Fantasy Grounds (144 page) Manual for 3.2?
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  4. #34
    The filter fields on the windows are nice, but it would be nice to have a reset button to clear the windows with a lot of different filters.

    I also like the story templates. Any chance to make the template save (and reproduce) the size of the new story window?
    I never claimed to be sane. Besides, it's more fun this way.

  5. #35
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    Quote Originally Posted by rob2e View Post
    Awesome! ThanX everyone for all the hard work on the new digs. Will there be an update to the Fantasy Grounds (144 page) Manual for 3.2?
    As is normally the case, documentation was overlooked during development and I just started working on it today. I think I'm going to have to take it in breaks so I don't pull all my hair out.

  6. #36
    Quote Originally Posted by Danimal66 View Post
    How does one account for Versatile weapons now? Right now we have multiple entries in the actions tab for attacking with one or 2 hands. If the only items showing up are equipped weapons how would one handle this?
    I would create two weapons on your action tab (make sure one has the damage for two hands and one for one hand). Ensure you "equip" "both" weapons in the action tab in preparation mode. (If you don't, when you switch to combat mode the weapon you did not equip will disappear for combat view). Then when you switch to combat mode you will be able to choose either one. Don't create in the inventory tab as if you drag two of the same weapon into the inventory tab it will only populate one on the action tab I believe. Hope this make sense!
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  7. #37
    Trenloe's Avatar
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    Quote Originally Posted by Doswelk View Post
    Sorry just noticed we have to go to the inventory tab and equip them.
    You can also equip weapons in the actions tab when in preparation mode.
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  8. #38
    I can't scroll in the group selection in any of the panes...story, maps, etc. Is anyone else noticing this?

  9. #39
    Danimal66
    The main change is that the toggle (for whether an object is carried or not) has been updated to have 3 states (equipped, carried, not carried). For the 3.5E and 5E rulesets, I also added the automatic adjustment to armor calculations when armor is equipped/unequipped. Also for those rulesets, the equipped state will determine whether a weapon is shown in Combat mode on the Actions tab. Other than those specific implementations, it's just informational. Though, since it's part of the CoreRPG layer, any ruleset can use for additional functionality.

    Litvyak
    The referenced function that is generating an error is part of the standard API for the FG client. Can you try running your updater again to make sure that FantasyGrounds.exe is getting updated?

    Nickademus
    Adding a sidebar button does require Lua script, but now it just involves calling a function and providing a single table with some config details to set up a new button. A lot of the SW extension addons use that capability (Lodges in Rippers, Cyberware in Interface Zero, etc.)

    Are you saying that you are looking for the story template generated story entry windows to have the same dimensions (width and height) as the story template window that is generating them, instead of the default dimensions? Interesting idea. Would have to investigate to see what it would take. Going to wait to get more feedback before we do much more.

    Regards,
    JPG

  10. #40
    Why do some images now not display at their proper size, even after Resize - Original Size? Is there now a minimum width or height that causes FG to ignore the proper image size?
    I never claimed to be sane. Besides, it's more fun this way.

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