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January 26th, 2025, 18:42 #1
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Feedback Thread - 2025-02 Ruleset Updates
This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.
Regards,
JPG
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January 26th, 2025, 19:36 #2
I'd like to know the vital reason for renaming or repositioning this to break extensions and what it is we do now about it if its not simply changed back?
[1/26/2025 1:23:54 PM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:737: attempt to index field 'actions' (a nil value)
A simple search of existing rulesets shows plenty of things referencing this. Seems it could have been preserved.
In my case Polymorphism on PCs (not NPCs) will go belly up when it tries to check all the relevant tabs...
--Debug.console(" PC ");
-- PC sheet has seven tabs we need to reset the way they were without sub_polymorphism
-- this window is required - let it blow up if not present
window["main"].setAnchor("top", "overview", "bottom", "relative", 0);
if window["skills"] then
window["skills"].setAnchor("top", "overview", "bottom", "relative", 0);
end
if window["abilities"] then
window["abilities"].setAnchor("top", "overview", "bottom", "relative", 0);
end
if window["inventory"] then
window["inventory"].setAnchor("top", "overview", "bottom", "relative", 0);
end
if window["notes"] then
window["notes"].setAnchor("top", "overview", "bottom", "relative", 0);
end
if window["logs"] then
window["logs"].setAnchor("top", "overview", "bottom", "relative", 0);
end
-- this window is required - let it blow up if not present
window["actions"].setAnchor("top", "overview", "bottom", "relative", 0); KABOOM!!!!!!!!!!!
endFree(Forums/Forge) Extension(FGU 5E):
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January 26th, 2025, 19:42 #3
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Why do you need to reanchor every tab?
As part of this whole standardization push for all rulesets, the tabs are now dynamically generated. If you want a subwindow in between the header and the tabbed area for some reason, there's a much easier way to do that now.
This kind of update was done for all included/store rulesets, and CoreRPG/5E were the last ones as noted in previous notes.
Even in the script code you posted, the script checks for the existence of some tabs but not others; why not make it consistent and apply to all?
Regards,
JPGLast edited by Moon Wizard; January 26th, 2025 at 19:48.
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January 26th, 2025, 19:52 #4
Because that was the ONLY way to accomplish that previously. Some things required it inserted in screen some don't - and of course dropdowns are useless when they overlap (or were) another area after they expand past the one they are in so they have to have special coding added to keep them from triggering the wrong things. Since forever.
If there is a much easier way to insert a sub window with drop down fields that expand past its borders into particular tabs and remove them when required - then I'm unaware of it.
Why did I do it? The same reason I wrote any of my extensions - because FGU standard 5E did not provide the required functionality. And I had to work around and use giant hobnailed boots through the code to get it to work properly.
Typically, because the code had been done in such an inflexible (assumed it could only be done one way) manner that overriding something simple was not possible.
Now, have I tracked what all the rewrites have been breaking in me over the last year to make things "easier"? I have not. If you have an easy way to replace what I had to do before - great - lead on. But if your saying you have it - but have no idea "why" I had to do what I did - meaning you don't understand the limits I had to break through to get what I needed done - then its probably still the same and I'll still have to "break it" to make it work. I'd rather not figure that out again - as it typically takes about 10 hours of my time every time a TEST has dropped in last year and half - and every time I'm told...
That was it. All done you should be safe.
I'm never safe.
Anyway, if you had some great reason this could not be preserved and I have to change - I guess I have to change. If, however, you simply broke it because you couldn't imagine any reason anyone would need it - I'd request you supply something that does not require me to "refigure out how to do what I have done for years" all over again.
I'm also curious, as "actions" is used for more than tabs I assume (based on simple search of code base and seeing it all over rulesets and some of my other extensions), what I (and anyone else) needs to do now.Free(Forums/Forge) Extension(FGU 5E):
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January 26th, 2025, 20:03 #5
Also, is there a hardish date I can know when my extensions will implode?
I know you guys like to hedge on the date something gets out of TEST but it makes it harder on us if we need to plan time to go in after things in TEST are stabilized to THEN check what has happened. Call it a grace time of two weeks after you are done with your TEST fixes.Free(Forums/Forge) Extension(FGU 5E):
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January 26th, 2025, 20:08 #6
Oh and if you really want to know what my extension is doing and why pindercarl has that code since the last TEST issues (none that broke me but had multiple map issues that only showed up duplicatable with extensions). I believe he ran the project I gave him with all the extensions I use to find some of those things and should still have that project/modules/extensions someplace. Gist being, it WAS necessary to do what I did when I first wrote polymorphism. Is it still? No idea.
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January 26th, 2025, 20:22 #7
Here is a simple search I did on rulesets and my extensions for the word "actions" in double quotes. I'm sure you guys do this sort of thing for your rulesets also in order to go in and fix all of them if this keyword is for tabs. No idea if all these are to do with tab window name removal/move/whatever - but I stopped checking at the first blowup bringing up a charsheet in 5e gave me with my extensions. One of the big problems is trying to figure out how to fix things after name changes because of the heavy reuse of the exact same names.
Last edited by SilentRuin; January 26th, 2025 at 20:25.
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January 26th, 2025, 20:30 #8
I noticed we are no longer picking up damage types on damage rolls on core rpg based rulesets. I also checked 5E and it is same thing.
https://forge.fantasygrounds.com/shop/items/199/view
Old School Essentials Ruleset
https://www.dmsguild.com/product/352...eon-Builder-5E
5e Random Dungeon Generator!
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January 27th, 2025, 00:02 #9
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@bayne7400,
Just pushed a fix that should address that. It's working again for 5E and was a CoreRPG layer change; so assume that should fix for others as well.
JPG
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January 27th, 2025, 03:33 #10
Look, you said it was easy to replace the window["main"] etc. for tab window names in the way you are doing it now.
So, how do I do this easy thing? If your going to change basic window access to tabs you need to explain how I can now use my anchor code based manipulations on them.
Have at it. I'll do what it is you say is easy, I just hope its as easy as window["name of tab"]...Free(Forums/Forge) Extension(FGU 5E):
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