Thread: Test Release v3.1.5
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November 20th, 2015, 19:32 #1
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Test Release v3.1.5
Please see the sticky thread on public testing if you want to be involved. The Test mode slot (available via the FG Settings dialog) contain this version right now.
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.
NOTE: This will be a fast turnaround release of about 2 weeks in order to support the launch of the 5E Dungeon Master's Guide on FG.
Thanks,
JPGLast edited by Moon Wizard; November 20th, 2015 at 19:35.
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November 20th, 2015, 19:32 #2
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Updates
- [5E] Item updates to support DMG release.
- [5E] Item forge added to allow magic item templates to be combined or applied to basic items.
- [5E] Wizards theme button text changed to black for better contrast.
- [5E] Wizards theme modifier stack layout adjusted for better visibility.
- [5E] Adjusted window sizes for module data records to match window sizes for campaign data records.
- [5E] Chat message for hit points gained when gaining a level was incorrect. Fixed.
- [5E] Header of campaign quests window using incorrect header graphic when using Wizards theme. Fixed.
- [5E] Base AC field not displaying correctly in module armor records. Fixed.
- [5E] Drawing anomaly when resizing detail record windows to minimum size in Wizards theme. Fixed.
- [CnC] Fighter BtH in level table was incorrect. Fixed.
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November 20th, 2015, 19:32 #3
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Developer Notes (i.e. Files Changed)
5E Files (XML)
- base.xml
- campaign - record_ability.xml, record_encounter.xml, record_item.xml, record_npc.xml, record_power.xml, template_campaign.xml
- desktop - desktop_classes.xml
- graphics - graphics_icons.xml
- ref - ref_background.xml, ref_class.xml, ref_equipment.xml, ref_feat.xml, ref_magicitem.xml, ref_npc.xml, ref_race.xml, ref_skill.xml, ref_spell.xml
- strings - strings_5e.xml
5E Scripts
- Global - CharManager, PowerManager
- capaign/scripts - item_main.lua
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November 20th, 2015, 23:21 #4
OK, if I play with this a bit, what are the requirements to create a magic item template? Such as
+1
Fire/frost Damage
AC bonuses
I got an idea or 2 but don't want to mess things up any more than normalNo matter where you go, there you are !!
Ultimate License
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November 20th, 2015, 23:58 #5
Moon, does the 5E Ruleset now treat Items the same way that Savage Worlds does? ie separte records for Armour, Weapons, Vehicles, different types of Magic Items, etc?
Dulux-Oz
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November 21st, 2015, 00:05 #6
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The forge assumes the entries are entered the same as they are in the DMG. I've attached an image with examples from the DMG.
Templates are on the left, and finished items are on the right.
Regards,
JPG
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November 21st, 2015, 00:08 #7
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All item records are treated the same under the covers.
However, there are 7 display classes for the items in the 5E ruleset: item, reference_weapon, reference_armor, reference_equipment, reference_magicitem, reference_mountsandotheranimals, reference_waterbornevehicles
Technically, only the "item" class is necessary, but the others are identified separately in the data modules. They are maintained for backward compatibility.
Regards,
JPG
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November 21st, 2015, 00:13 #8
OK, that makes perfect sense - but is the new Chain Mail Armour +1 recorded as an standard "Item" record or as a new "Armour" record ie what is the "type" of the record? Are there now new record "types" (I'm talking about at the DB-Root-Node-level)?
Dulux-Oz
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November 21st, 2015, 00:15 #9
You answered my question while I was typing my clarification
Thanks MoonDulux-Oz
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...And it was Delicious!
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November 21st, 2015, 00:59 #10
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Just to be sure, the items built by the forge are saved in the campaign items folder, which are all opened and dragged using the "item" window class.
Cheers,
JPG
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