Starfinder Playlist
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  1. #11
    Quote Originally Posted by Moon Wizard View Post
    @humby,
    * Button for player auto-load - Added.
    * Shortcut pins - Image link share overlay increased in size.
    * Notification of effect add for hidden creatures or GM only effects - Fixed
    * Speaker on effect adds - Fixed
    Re-tested these with no issues.

    Out of curiosity, are you intending the notifications to be alterable by themes in the future? So D&D / Pathfinder games could have it look like a wooden sign or a scrap of parchment, Traveller / Starfinder games could have it look like a metal sign or computer display and so on?

  2. #12
    Quote Originally Posted by Moon Wizard View Post
    @Mephisto,
    * Block/Dodge attack results - Added icons to support results of "block" or "dodge" for other rulesets to use.
    Thank you so much! Much appreciated!

  3. #13
    Adding an item to a parcel displays a notification about a record being created, so if you have a table that, for example, generates a parcel with "[1d20x] Arrow +1" as a result, you will get 1 - 20 notifications that a new Arrow +1 record has been created.

    Attached Images Attached Images

  4. #14
    @humby,

    Thanks for the heads up. Just pushed a new update to bypass the notifications for items added as sub-records of other records.

    Regards,
    JPG

  5. #15
    Modules don't maintain permissions between game loads.

    When the GM sets a module to be allowed to players, the next time the session loads, those permissions are set back to "disallow'.
    So the GM must reset those permissions EVERY GAME and the players must reload the modules EVERY GAME.

    This has always been a problem, but I had code to work around this bug.
    The current changes now make this impossible to work around.

    This happens in all rulesets and happens only with some modules.
    The GM loading the module seems to affect this default setting.
    Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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  6. #16
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    Quote Originally Posted by Mike Serfass View Post
    Modules don't maintain permissions between game loads.

    When the GM sets a module to be allowed to players, the next time the session loads, those permissions are set back to "disallow'.
    So the GM must reset those permissions EVERY GAME and the players must reload the modules EVERY GAME.

    This has always been a problem, but I had code to work around this bug.
    The current changes now make this impossible to work around.

    This happens in all rulesets and happens only with some modules.
    The GM loading the module seems to affect this default setting.
    As the issue with maintaining shared state between sessions isn't limited to the test version for you, I've moved this discussion to the House of Healing forum here: https://www.fantasygrounds.com/forum...tween-sessions
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  7. #17
    The Next Turn and Round x messages display to the GM but not to players.
    Is that intentional? Shouldn't those messages appear for players as well?
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  8. #18
    Yeah, looks like I'll need to patch that up tomorrow. Still planning to push today for what is currently working.

    Regards,
    JPG

  9. #19
    This version has been pushed Live; all future reports should go in the House of Healing.

    Regards,
    JPG

  10. #20
    @Mike Serfass,

    I've updated the CoreRPG ruleset to send the correct round/turn notifications to player clients as well.

    Regards,
    JPG

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