DICE PACKS BUNDLE
Page 29 of 38 First ... 192728293031 ... Last
  1. #281
    V 1.45 - Bug - was not doing case insensitive search for keyword "Required Attunement" in rarity text. If someone put this in a sheet in lower case it would not recognize it required attunement. Fixed.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  2. #282
    V 1.46- Feature - added support for PC power/effect name matching to first check for a <match name>_RACE_<race name> or <match name>_CLASS_<class name> match before defaulting to a <match name> check. This allows for resolving <match name>s that are the same but have different meanings depending on where they are defined (in race data or class data). Got to love WOTC non unique naming. This was done largely to support some conflicts in the new MotM player module.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  3. #283
    V 1.47 - Bug - was not removing _RACE_ or _CLASS_ actions when ability that generated them was removed. Fixed.

    Likely Aridhro is only one who would encounter this in new functionality added in delivery of V 1.46 and this fix
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #284
    V 1.48 - FGU Change - FGU changed how they parse NPC powername which this code also does, so updated to do it the same way.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  5. #285
    If you have a template defined it will use that name if you have no exact name match. Though it goes with out saying, if you copy an item created by a template - it will still have FGU's template info defined in it even if you rename it. Had to figure out why someone had an item show up with a completely different spell/effect - was because it was getting the template one as it should when it can't find the exact one. And as they had copied a template item - renamed it - and used it for something completely different than what the template data that it was created from - it came up with a "seemingly" totally unrelated spell/effect. In reality, it did just what they told it to. Don't copy a template create item and expect it to magically forget what template it was created from - data is data - if its in your copy of XML data - it will still be respected. Now as not many ever even create template based items - and even fewer copy them and turn them into something completely unrelated to the original (which still has that data) - this does not happen often. If it does though - its doing what you told it to do. Even if you didn't realize you were telling it to do that.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #286
    V 1.49 - Feature - A new option "Display NPC Powers" defaulted to "off" will allow an NPC sheet and the NPC CT actions line link to display additional matched power's data as formatted text. This means that if the "Translate NPC Powers" options is "on" (power name matching is in play which builds the NPC CT action lines) and the "Display NPC Powers" is set to "All Powers" then the NPC sheet and the NPC CT action line links will show the formatted text of the matched power under the normal FGU displayed data (might have minor duplication at times), if set to "Spells Only" then NPC sheet will only have the spells translated but CT action line links will still have all translated (better timing), and if set to "CT only" then NPC sheet will display no matched NPC power data but the CT will still display everything (best timing short of turning option off). If the "Display First Link" is "on" then it will also expand the first link's description per normal behavior of that option in other places. If "Display NPC powers" or "Translate NPC Powers" is "off" then just normal FGU displays will be shown in NPC sheet and CT action line links.

    And as nobody reads the .txt file updates as they should - these were added to caveats section:

    If you load any module involved in the search list - it will no longer be alphabetical as it adds that module to end of global search list somewhere in FGU engine. If you are not using module priorities to force the order to be what you want and depend on the alphanumeric ordering (as designed by Aridhro's module naming) then you have to restart FGU to get it recreated that way. What you will see is that powers with non unique names get the wrong power if it was dependent on order of modules to get the right matching one.

    Using the "Display NPC Powers" can result in entries that are duplicated (if a link where DB has link in text form) and also if the resulting matching power does not somehow turn out to be the same description. This can indicate a power name match that for some reason has a different worded definition for the power vs the text stored with an NPC main page. Or it could indicate that the powers defined in the CT action lines are not all described in the original NPC main page text. This can be because a power changed at some point after the NPC was placed in the CT (for MtoM module defintions as they figure out the powers at time of NPC placement in CT). It can also indicate you have some name conflict that is matching the wrong thing and defining your NPC CT action lines with different abilities - you would need to figure out which was correct (NPC description or the power it matched too). If you are showing all the expanded data the top entry in the NPC Power sheet listing is the CT NPC DB description stored with it and the bottom entry is the power description extracted from Spell listing that matched.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  7. #287
    Further note: the ct_power_detail windowclass had to be completely replaced in order to get formatted text to work in this. I will still be looking to see if I can get around having to do this as it would wipe out any other extensions changes to this.


    (postedit) Managed to rewrite it in a less conflicting way after all - but will wait till next release (unless someone complains) to drop it. For sure TEST has a ton of updates that will be required anyway.
    Last edited by SilentRuin; June 14th, 2022 at 18:41.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  8. #288
    V 1.50 - Bug - "Display First Link" option can cause duplicated text which is avoidable when using "Translate NPC Powers" options. Fixed.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #289
    V 1.51 - Bug - The NPC CT action line link was displaying both the original basic string data and the formatted version of it - will now determine (if it can) if those are similar enough to only display the formatted text version.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  10. #290
    Bug - made sure targeting only targets map tokens that are in combat tracker list.

    For now just don't click on any module priority shown on client. This will be fixed in the next major update to EE when FGU updates what is currently in test.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
FG Spreadshirt Swag

Log in

Log in