Sunday, 16 September 2018

New version changes




v0.4.44

Engineer Suite
UPDATED: I changed the 'Parse Log' window quite radically. It is no longer a log - mainly because I never managed to implement an XML checker. That is far harder than it looks :)  Anyway, the window is still called a parse log for now, but really it just updates the progress. Bonus: it compiles a module far faster now. Bonus 2: The reason I changed it was that I was seeing some strange (but non-critical) behaviour. That is gone now. I hope you all like it.

NPC Engineer
NEW: A checkbox on the 'Innate Casting' tab allows you to mark the casting as Psionics. No other changes are necessary to introduce psionic casters to FG (thankfully!).
NEW: There is a menu option to add custom languages to the interface. It works exactly the same as weapons, traits etc in that it saves to an external json file. This was part of the overhaul of Languages (see below).
NEW: There is a 'Validate' button under the RTF window on the 'description' tab. At the moment this just displays the XML, but it will build up into an XML checker over the next few releases. For now, though, it allows you to have a look for errors in the description code before committing the NPC to a module.
UPDATED: The 'Languages' interface on the 'Skills' tab has been radically reworked. It should still operate flawlessly with save files - let me know of any issues. The tickboxes are gone, replaced with 4 multiselect boxes. Click to select, click again to deselect. A dropdown box for the special language options replaces the 8 radio buttons. The biggest impact on users is the ability to add custom languages to suit your campaign. I have added two from Frog God Games' NPCs as an example. The other knock-on effect is that it gives me GUI space to expand the skills section, something I have had multiple requests for over the years.
UPDATED: Languages sort alphabetically in the statblock.
UPDATED: Autosaving NPCs is now an option. It is on by default to ensure consistency of naming of NPC and graphics. You may switch it off to cause a 'Save NPC as..." box to pop up. This will point at your selected NPC save path and have the NPC name as the suggested name.
UPDATED: Range increased on 'Senses' by request.
UPDATED: Weapon damage bonuses are suppressed if they are zero ('1d8' rather than '1d8 + 0')
UPDATED: Removed mention of 'JSON' in menu options.
UPDATED: Added 'half-orc' and 'dragonborn' to the drop down list of tags for NPCs.
FIXED: Parentheses at the end of some fields were disappearing - weapon names, for instance. I've added a check for the parentheses. If anyone needs other non-alphanumeric character specifically excluded in this way, let me know.
FIXED: (I think) Issues with adding asterisks to spells.
FIXED: NPCs with numbers in their name will now properly add to a project in Fantasy Grounds.
FIXED: NPCs with an ampersand in their name will now have that ampersand appear in Fantasy Grounds.

Spell Engineer
UPDATED: Removed mention of 'JSON' in menu options.
UPDATED: Added 'CTRL-M' keyboard to edit the spells file.

Equipment Engineer



v0.4.40

Engineer Suite
FIXED: A bug in the updater was fixed.

NPC Engineer
FIXED: Parentheses at the end of some fields were disappearing - weapon names, for instance. I've added a check for the parentheses. If anyone needs other non-alphanumeric character specifically excluded in this way, let me know.

FIXED: (I think) Issues with adding asterisks to spells.

v0.4.38

Engineer Suite
FIXED: A bug in the updater was fixed.

NPC Engineer
NEW: Support for accented characters added to the RTF box. At last you can have Faerûn recognised in your flowing descriptions! This has been tested with exactly 2 characters... 'û' and 'ë'. I will be interested to hear feedback on this and apologise if I broke anything :)
UPDATED: The import filter for Lair Actions was made a bit more robust.
UPDATED: The RTF box was tweaked again. I think I've improved it. Let me know if I broke anything for you.
FIXED: A bug was preventing a new Action added to the Actions.json showing up until the next launch. Fixed.
FIXED: A bug was inserting a blank line into dropdown lists when Actions or Traits were added to their respective json files. This no longer happens.
FIXED: If you selected 'Other Language Text' for languages, although this saved and parsed into FG modules correctly, it never loaded back in to NPC Engineer. This also affected imports. I added code for this, and now it works like it should.

Spell Engineer

Equipment Engineer
NEW: GUI Added.


v0.4.26

Engineer Suite
UPDATED: The 'About Engineer Suite' help box is no longer empty. You can check your version number!
FIXED: A bug was making the loading of projects not be consistent throughout the Suite. All components were given a lecture on the importance of a consistent approach and told to buck up their ideas.
FIXED: Each component will now display the number of items correctly, rather than possibly just showing NPC numbers everywhere. This was a visible result of the sloppiness referenced above.

NPC Engineer
NEW: Buttons on the button bar allows you to 'Open Next NPC' & 'Open Previous NPC'. This gives a quick way to cycle through all the NPCs in a project if you need to check or add something. Note that this will only work if (a) you are using Engineer Suite as the parser, (b) you have a project loaded, and (c) the current NPC is in the project - all conditions that will usually be met, but worth mentioning for edge cases.
UPDATED: The 'HP' pop-up dialogue now allows the HP bonus to go up to +800.
FIXED: A small bug in the import of Innate Spellcasting was spotted and corrected.
FIXED: If you overrode the calculated passive Perception, this was being ignored on reloading the NPC. This has been fixed, and passive Perception should always show as the value previously set when you load the NPC.

Spell Engineer
NEW: Buttons on the button bar allows you to 'Open Next Spell' & 'Open Previous Spell'. This gives a quick way to cycle through all the spells in a project if you need to check or add something. Note that this will only work if (a) you are using Engineer Suite as the parser, (b) you have a project loaded, and (c) the current spell is in the project - all conditions that will usually be met, but worth mentioning for edge cases.
FIXED: The final caster in the source list wasn't parsing. Fixed. Reparse to correct this; no other action needed.

Equipment Engineer
Code was added to give the item cycling above, but there's still nothing meaningful to see here. Sorry!



v0.4.19

Engineer Suite
NEW: Added an option in 'Settings' to set the tooltip timeout to a custom value to allow more time for reading them if desired.

NPC Engineer
No changes

Spell Engineer
NEW: The spell count for the current project is displayed in brackets in the status bar, mirroring NPCE behaviour.
NEW: The 'Add to Project' button changes to 'Update Project' if the current spell name is already in the project, mirroring NPCE behaviour.
UPDATED: The 'edit' button in the 'manage spells.json' dialogue now works as expected - ie. it reloads a spell from the json file to be edited anew.
FIXED: A rogue comma was appearing at the end of the source list. Removed.

Equipment Engineer
Still not usable!



v0.4.15


Engineer Suite

NEW: Initial interface designed and implemented - this is an overall control for all the modules in Engineer Suite.
NEW: Menu system added.
NEW: You can specify to boot into a chosen module on launch, bypassing the Engineer Suite GUI. This speeds up your workflow if you know, for example, you only need to get to NPC Engineer in your next session. This option is in the Options dialogue (see what I did there?) and can be cleared to allow you to boot to the Engineer Suite GUI again. Currently only NPC, Spell and Equipment Engineer will take any notice of this setting.
UPDATED: Options window is multi-tabbed and can be accessed from any module of Engineer Suite.

UPDATED: Check for newer version now runs on the launch of Engineer Suite.
FIXED: You can now jump between windows with impunity (I think!) but for best data integrity and memory management it is best to close a module to get back to the Engineer Suite interface before launching the next module.
FIXED: Options now carry over correctly between modules.

NPC Engineer

NEW: Roll20 Compendium import filter added.
UPDATED: Minor tweaks to enable Suite version.
FIXED: Slight issues with the Roll20 Compendium fixed.

Spell Engineer

NEW: You can check an option to have the spell you are working on reload at launch.
UPDATED: Minor tweaks to enable Suite version.
UPDATED: Spell text layout changed slightly to be no longer indented.
FIXED: Imported paragraphs are spaced properly.

Equipment Engineer

NEW: Basic structure and menu implemented. GUI started, but still looks suspiciously like Spell Engineer. DO NOT USE YET!


2 comments:

  1. When will equipment engineer be available?

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  2. Hi Bill
    I'm not sure at all. I'd like it to be soon, but it comes down to how much time I have free to program. I have the GUI programmed and that is often the worst part of it. If I can get to the point of being able to load & save any work people do by the weekend, I will release it for people to play with. It'll be a staged release thereafter, with parsing and importing added when I overcome each hurdle.
    I'll post a new version of Engineer Suite as soon as there's anything usable about Equipment Engineer. I intend doing some developer blog items about my progress as well, and I have been publishing some 'work in progress' videos on the patreon site (https://www.patreon.com/engineersuite). So keep your eyes peeled!

    Maasq

    ReplyDelete