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  1. #11

    Join Date
    Apr 2009
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    Fullerton, CA.
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    632
    I am wondering if anyone else has this issue. When I load the DarkHeresy-TablesMods.mod it loads fine, looks correct on the GM side, but on the player side the text labels for each of the modifiers has its left anchor shifted and they end up even with the plus/minus button so the players can't read the first 3-4 characters of text for the modifiers. Not a huge issue, but it is such a great feature I'd like my players to use it more.

  2. #12
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
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    34,718
    Quote Originally Posted by Paul Pratt View Post
    I am wondering if anyone else has this issue.
    Yep, I see that issue on the player side too.
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  3. #13
    This was an issue in the CoreRPG ruleset in v3.0, prior to the v3.0.2 patch. I'm guessing that the W40K Dark Heresy ruleset borrowed that code from the CoreRPG ruleset.

    Regards,
    JPG

  4. #14
    Yes. I had borrowed the utilities_modifers.xml page to be able to attach a hyperlink to a modifier (to give an explanation as to what the modifier meant). Now that I know the issue, I will make the fix (I actually looked into it last night but couldn't get it to cooperate).

    Better yet, it would be a great added functionality for the Core ruleset to have the ability to attach a hyperlink to the modifiers (in which I will just delete my copied utilities_modifiers.xml out of the Dark Heresy ruleset and let it use the core's functionality).

    JPG, if you plan on adding links to modifiers in a near future update, I will delete the borrowed page and update accordingly. Otherwise, I will borrow the updated modifiers page and just add the link element as I did previously.

    Thanks,

    Danny
    Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E

    Timezone: US Eastern Time
    Ultimate License Holder

  5. #15
    I don't have plans to add links to modifiers in the near term. Too many things queued up right now.

    You could implement the modifier changes as a "merge" on the windowclass, instead of a full replacement too.

    Cheers,
    JPG

  6. #16
    Okay, thanks. I understand. I just didn't want to go one direction if it was being changed at the master level. I will experiment with the merge and reload the fix to this thread so it can be moved to the proper library area by someone with the proper rights.
    Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E

    Timezone: US Eastern Time
    Ultimate License Holder

  7. #17
    Updated .pak file on this thread (first post). Fixed the modifiers not displaying for players.
    Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E

    Timezone: US Eastern Time
    Ultimate License Holder

  8. #18
    Excellent stuff! Thanks. Are you planning to add d100 dice and drag and drop capabilities?

  9. #19
    d100 dice and drag and drop are already in the ruleset. The d100 can be accessed by right-clicking on the d10 and selecting "%" Please look under Armory for the updated version and PDF instructions.

    There is no library file for the drag and drop as that would violate copyrights. You can create your own and use it within the ruleset, however.
    Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E

    Timezone: US Eastern Time
    Ultimate License Holder

  10. #20
    Sorry I was unclear. I meant a drag characteristoc/skill/whatever and automatically roll the dice on release, like in many other rulesets. That would be awesome.

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