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  1. #1

    Beta Release v3.3.7

    FG v3.3.7 is now in beta testing. The plan is to push the new version in about 3-4 weeks.

    As always, we're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.

    Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

    Key Things
    1) Always backup your campaign data before running the test version.
    2) If the GM is running on test then all of the players will also be running on test.
    3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

    Thanks,
    JPG

  2. #2
    Updates List (Updated 12/11)

    • Improved TTF load times. (Thanks to Simpe.)
    • Hot keys with links will toggle windows (open, bring to front, close)
    • [CoreRPG+] Added buttons to send image window between standard window, background panel and full panel modes.
    • [CoreRPG+] All character selection windows sort by name.
    • [CoreRPG+] Player character selection window sorts owned characters before unowned characters.
    • [CoreRPG+] Character selection window name filter added.
    • [CoreRPG+] Campaign currencies can be edited in the campaign options.
    • [CoreRPG+] Separate options for GM vs. Player view of token health and effects.
    • [CoreRPG+] Ring bell on whisper per client option added.
    • [CoreRPG+] Wiki guide button added to image window.
    • [CoreRPG+] Select/Deselect all buttons added to module export window.
    • [CoreRPG+] Records duplicated by dropping links on campaign list will now be given a (Copy) suffix.
    • [CoreRPG+] Chained table rolls will be handled depth-first sequentially.
    • [CoreRPG+] Author search added to Module Activation window.
    • [CoreRPG+] Export button moved from Module Activation to Library.
    • [5E] Adventurers League log sheet updated to support Season 8. (Thanks to keytrose.)
    • [3.5E] Class feature data added to Basic Rules SRD module.
    • [CnC] Added NPC list views (by Letter/HD/Type) and list filters (HD/Type).
    • Player grid display changed to be drawn before mask.
    • Player image loading delayed until image window opened.
    • [CoreRPG+] When record unshared from master campaign list, unshare menu item not removed. Fixed.
    • [CoreRPG+] Encounter placement token fields could be overriden, even though they are temporary fields. Fixed.
    • [CoreRPG+] Recursion console warning when clicking ID button in NPC record opened from combat tracker. Fixed.
    • [CoreRPG+] Identified name shown for unidentified items when using auto-sell button in party sheet. Fixed.
    • [CoreRPG+] Item assignment and auto-completion in party sheet did not handle case sensitivity correctly. Fixed.
    • [CoreRPG+] Duplicating record by dropping link in campaign list no longer resets campaign list filter.
    • [CoreRPG+] Removed [RESULT] tag from table output to chat window and output to story body text.
    • [CoreRPG+] Script error when dropping token on PC portrait field. Fixed.
    • [CoreRPG+] Unidentified items in modules loaded into Manage Characters mode will now be fully accessible in the campaign lists.
    • [CoreRPG+] Unidentified items from the campaign list added to a PC while in Manage Characters mode will be identified.
    • [CoreRPG+] GM-only chat message icon updated to crossed out eye icon.
    • [CoreRPG+] Sidebar buttons can be dragged onto hot key bar.
    • [5E] When adding changeling race, secondary ability selection not being offered. Fixed.
    • [5E] Automatic PC concentration rolls and results from taking damage will be visible to players, even if GM roll display turned off.
    • [5E] Creatures with regeneration that must be disabled by a damage type will now regenerate, even if at 0 hit points, until regeneration disabled and at zero hit points.
    • [4E] When placed after IFT conditional, CA and Invisible effects ignored for calculating combat advantage. Fixed.
    • [4E] Skill challenge encounter fields not distinguishable when editing. Added frames for easier editing.
    • [4E] Vulnerability and resistance will cancel each other before being applied, per rules clarification.
    • [PFRPG/3.5E] PC spell/ability damage actions marked as non-spell damage will use DMG/DMGTYPE effects.
    • [PFRPG/3.5E] Dodge bonus effects not ignored when other effect caused loss of Dexterity bonuses. Fixed.
    • [PFRPG/3.5E] Immunity effect change: For basic damage type immunity, only applied if immune to all basic damage types; for attribute damage type immunity (critical, precision, lawful, etc.), always applied.
    • [THEME] Simple gray/brown theme upper right window buttons overlapped each other. Fixed.
    • [DEV] subwindow: Add getValue/setValue functions.
    • [DEV] User: ringBell function without parameters now rings bell locally on host or player.
    • [DEV] windowinstance/windowcontrol: Added onFirstLayout event (if defined in script).
    • [DEV] windowinstance: Add setEnabled function (panel windows only).
    • [DEV] windowinstance: In createControl function, added third parameter to specify data source path.
    • [DEV] windowreferencecontrol: When dragging, tooltip will be used as description text, if no other description text defined.
    • [DEV][CoreRPG+] Generalized progress bar template added (used to be statusbar template specific to certain rulesets).
    • [DEV][CoreRPG+] Alignright tag added to button_stringcycler template.
    • [DEV] When exporting multiple image nodes using same image source file using Module.export, multiple copies of same image file are exported. Fixed.
    • [DEV] Top-level database nodes can no longer be shared by dragging shortcut onto chat window.
    • [DEV] Panel order not maintained when using merge attribute. Fixed.
    Last edited by Moon Wizard; December 12th, 2018 at 00:23.

  3. #3
    Developer File Modification Notes (Updated 12/15)

    CoreRPG
    • Global Scripts: CampaignDataManager, CharacterListManager, ChatManager, CombatManager, DesktopManager, DiceTowerManager, ImageManager, ItemManager, LibraryData, NPCManager, OptionsCore, PartyLootManager, TableManager, TokenManager
    • Specific Scripts: campaign/scripts/campaign_button_new.lua, campaign/scripts/char_invlist.lua, campaign/scripts/charselect_client_list.lua, campaign/scripts/imagewindow.lua, campaign/scripts/masterindex_window.lua, campaign/scripts/parcel.lua, common/scripts/button_stringcycler.lua, ct/scripts/ct_active.lua, desktop/scripts/characterlist.lua, ps/scripts/ps_carriedby.lua, ps/scripts/ps_inv.lua, ref/scripts/ref_simplelist.lua, utility/scripts/moduleselection.lua
    • Window Classes: charselect_client, charselect_host, charselect_import, charselect_local, export, imagewindow, library, moduleselection, options, reference_list
    • Panels: chat, modifierstack
    • Strings: option_label_TASG, option_label_TFAC, option_label_TNAM, option_label_TNPCE, option_label_TNPCH, option_label_TPCE, option_label_TPCH
    • Templates: anchor_record_image_header_right, button_clientct_active, button_library_sidebar, button_modules_export (renamed), button_modules_filter_open, button_modules_permission_allow, close, desktop_dockitem, desktop_stackitem, filter_modules_name, help, list_export_records, modulepermissioncontrol, portrait_char


    3.5E
    • Global Scripts: ActionDamage, ActorManager2, CharManager, DataCommon, LibraryData35E, SpellManager
    • Specific Scripts: campaign/scripts/char_invlist.lua, ps/scripts/ps_mainitem.lua
    • Window Classes: ps_mainitem
    • Templates: statusbar (Removed)


    4E
    • Global Scripts: ActionDamage
    • Specific Scripts: campaign/scripts/char_invlist.lua, ps/scripts/ps_main.lua, ps/scripts/ps_mainitem.lua
    • Window Classes: battle_skillchallengelistitem, ps_mainitem
    • Templates: statusbar (Removed)


    5E
    • Global Scripts: ActionSave, CharManager, EffectManager5E, PartyManager2
    • Specific Scripts: campaign/scripts/char_invlist.lua, ps/scripts/ps_main.lua, ps/scripts/ps_mainitem.lua (Removed)
    • Window Classes: adventure_main, ps_mainitem
    • Templates: statusbar (Removed)


    PFRPG
    • Global Scripts: DataCommon


    Castles and Crusades
    • Global Scripts: LibraryDataCnC
    • Specific Scripts: ps/scripts/ps_mainitem.lua
    • Window Classes: ps_mainitem
    • Templates: statusbar (Removed)


    d20 Modern
    • Global Scripts: ActorManager2
    • Specific Scripts: ps/scripts/ps_mainitem.lua
    • Window Classes: ps_mainitem
    • Templates: statusbar (Removed)
    Last edited by Moon Wizard; December 15th, 2018 at 23:55.

  4. #4
    Quote Originally Posted by Moon Wizard View Post
    Updates List
    [DEV] When exporting multiple image nodes using same image source file using Module.export, multiple copies of same image file are exported. Fixed.
    Thanks for this very much. One tiny ask related to exporting.

    Can you do one additional thing for while you're at it? Add a name for the stringcontrol that is the label "A" in the export selection window? I can't merge/replace it with my own version of the "A" that allows you to select ALL of the items at once. Right now I just position a A ontop of that A but if they use funky fonts it shows.

    It's in <windowclass name="export" /> Around here in utility/utility_export.xml

    Code:
    <stringcontrol>
    	<anchored to="list" position="aboveleft" offset="0,3" width="20" />
    	<font>sheetlabel</font>
    	<lineoffset default="on">-1</lineoffset>
    	<static textres="export_label_listall" />
    	<center />
    </stringcontrol>
    This is just a quality of life thing in Author that allows the host to click on the A and it selects/deselects all the records to export.
    ---
    Coding the Official AD&D Ruleset
    My Twitch Channel for AD&D and FG related streams (See schedule for live days)
    My YouTube for FG related Tutorials and AD&D Actual Plays

  5. #5
    Zacchaeus's Avatar
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    Nice Moon.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea to the wish list http://fg2app.idea.informer.com/

  6. #6
    LordEntrails's Avatar
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    Nice. Lots of good stuff, sound like the image mask/grid issue might now be resolved?

    One concern;

    • [5E] Creatures with regeneration that must be disabled by a damage type will now regenerate, even if at 0 hit points, until regeneration disabled and at zero hit points.

    Some 5E creatures have regeneration that states they only regenerate if they have 1 or more hitpoints (i.e. Vampire), but others only if regen is suppressed and they are at 0 HP (i.e. the troll). So regen has two use cases/types that need to be handled.

    Current Projects: Ultimate Undermountain (NYDUM)
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets
    DMsGuild Content: Balance Disturbed (Adventure), Dungeon Room Descriptions
    FG Product Reviews: Virtual Scribe Reviews

  7. #7
    Updates

    • [CoreRPG+] Select/Deselect all buttons added to module export window.


    JPG

  8. #8
    LordEntrails,

    That's exactly why the change was made. If a creature with regeneration that must be disabled by a specific damage type, the effect must be disabled (i.e. SKIP) or it will continue to regenerate even at zero hit points. Any regeneration that is not disabled by a specific damage type will stop working at zero hit points.

    Regards,
    JPG

  9. #9
    Quote Originally Posted by Moon Wizard View Post
    Updates

    • [CoreRPG+] Select/Deselect all buttons added to module export window.


    JPG
    A gentleman and a scholar. Thanks, even better
    ---
    Coding the Official AD&D Ruleset
    My Twitch Channel for AD&D and FG related streams (See schedule for live days)
    My YouTube for FG related Tutorials and AD&D Actual Plays

  10. #10
    LordEntrails's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    LordEntrails,

    That's exactly why the change was made. If a creature with regeneration that must be disabled by a specific damage type, the effect must be disabled (i.e. SKIP) or it will continue to regenerate even at zero hit points. Any regeneration that is not disabled by a specific damage type will stop working at zero hit points.

    Regards,
    JPG
    Ok, great. Wasn't sure you got the two use cases.

    Also, thanks for the select all with module export. Really appreciate that one

    Current Projects: Ultimate Undermountain (NYDUM)
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets
    DMsGuild Content: Balance Disturbed (Adventure), Dungeon Room Descriptions
    FG Product Reviews: Virtual Scribe Reviews

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