Thread: Test Release v3.2.0
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July 6th, 2016, 18:12 #121High Patriarch
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BTW, the file data_desktop.lua controls the client/gm for the buttons not linked to the master index. Color, CT, options ... etc.
We really should take this to a different spot in the forum.
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July 6th, 2016, 19:09 #122
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July 6th, 2016, 21:42 #123High Patriarch
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Mortar, its all contained in the .lua files I mentioned above. There is no .xml to edit that I can think of. Remember, forget gm/client its not there anymore, its all about the modes and modifying them to fit your needs.
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July 6th, 2016, 22:10 #124SmiteWorks
Supreme Deity
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Based on all this discussion, I'll probably be adding a GM bar vs. player bar vs. PC creation bar, so give me another day or so.
Cheers,
JPG
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July 6th, 2016, 22:10 #125
In my case, all I am trying to do is change the frame that the library window and all the windows from the small side bar buttons use. I am not looking to resize anything. It should as simple as putting the new image in my extension, make sure that the extension XML files point at it as required and load it up...but its not. Every other frame I can switch, except those ones.
Just to see what would happen I put data_desktop_sw.lua and data_library_sw.lua into my theme..same path set up for file structure. In 3.1.7 when I load it I get script errors - which I expected. In 3.2.0 no change to anything else it loads with no errors but has no effect on the frames that I want to change - which I did not expect.
That's why I said I haven't found the correct XML file, either that or there is another set scripts I need to have load first.
edit - should mention this is a Savage Worlds theme.Ultimate License Holder
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July 7th, 2016, 05:14 #126
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July 7th, 2016, 21:34 #127
With the sidebar changes the Savage Worlds GM loses the "Tools" button, this means access to the card deck, bennies and character summaries. How does that content get accessed or is that something an extension needs to rebuild back in?
Ultimate License Holder
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July 7th, 2016, 22:37 #128
This isn't a big deal for me, as I backup before every change, but changing from live to test yesterday resulted in a total removal of all saved characters in my campaigns. There was only one (seemingly randomly chosen) that remained with its name and token, but all details were removed. This was not restored / reversed on returning to 3.1.7.
Not a problem for backup savvy folk, but if this is an issue on the version it might be important to tell ya *shrug*Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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July 8th, 2016, 07:52 #129
When targeting on the map, if you don't click a token first before ctrl clicking another, an error pops up
https://puu.sh/pUlRm/a5357e4ffc.pngOngoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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July 8th, 2016, 14:50 #130
Stumbled across a few bugs, these are not specific to 3.2 (they exist in 3.1.7) and are in the PF ruleset with no extensions running.
1: ATK and AC effects apply to CMD/CMB and should not.. unless you take a 'size' type into account and reverse the bonus/penalty in this case.
2: Critical Damage does some odd stuff when DMG effects are in place.- A 2x critical for a weapon with no DMG effect is fine: [DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [TYPE: bludgeoning (1d6+6=7)] [TYPE: bludgeoning,critical (1d6+6=9)]
- A 2x critical for a weapon with a DMG:3 effect doesn't look quite right damage SHOULD be +9 normal/+9 critical.. comes out as +12 normal/+6 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +6] [TYPE: bludgeoning (1d6+12=17)] [TYPE: bludgeoning,critical (1d6+6=8)] - A 3x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+18 critical but the result comes out as +15 normal/+12 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +9] [TYPE: bludgeoning (1d6+15=21)] [TYPE: bludgeoning,critical (2d6+12=24)] - A 4x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+27 critical but the result comes out as +18 normal/+18 critical:
[DAMAGE (M)] Scythe [CRITICAL] [EFFECTS +12] [TYPE: piercing, slashing (2d4+18=24)] [TYPE: piercing, slashing,critical (6d4+18=31)]
3: Also.. negative AC 'types' disable those effects... I'm not sure if this is a 'bug' or a design choice... but allowing them would add functionality.. since negative effects aren't necessarily penalties, they can just be reductions. Negative armor would reduce the 'armor' type bonus and be unique from 'dodge' type bonuses.Standard License Operator - You must have a License to play in my games.
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