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  1. #121

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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.

  2. #122
    Mortar's Avatar
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    Quote Originally Posted by damned View Post
    But anything thats written in an XML can be overwritten...

    Code:
      LibraryManager.setDefaultSidebarState("play", "charsheet,story,image,npc,battle,item,table,note,cas");
    Sets the default sidebar buttons for the GM to Characters, Story, Images, NPCs, Encounters, Items, Tables, Notes and Rolls.
    Havent as yet found where to set it for the Client connection.
    The hard part I am having, is finding the correct XML file to overwrite.
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  3. #123

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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.

  4. #124
    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

  5. #125
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    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.
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  6. #126
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    Quote Originally Posted by Moon Wizard View Post
    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.
    Thanks Moon Wizard.

  7. #127
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    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?
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  8. #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*

  9. #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.png

  10. #130
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    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)]
    And so forth...
    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.
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