Thread: Release v3.2 is live
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November 1st, 2016, 21:20 #31
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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)
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November 1st, 2016, 21:20 #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.
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November 1st, 2016, 21:32 #33
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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November 1st, 2016, 21:35 #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.
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November 1st, 2016, 21:36 #35
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November 1st, 2016, 21:36 #36
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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November 1st, 2016, 21:40 #37Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 1st, 2016, 21:44 #38
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- Jun 2016
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I can't scroll in the group selection in any of the panes...story, maps, etc. Is anyone else noticing this?
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November 1st, 2016, 21:44 #39
Supreme Deity
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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
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November 1st, 2016, 21:46 #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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