-
June 1st, 2014, 05:21 #11
-
June 1st, 2014, 05:33 #12
There you go! By the way - if you loop back with a test client, you will see that the confirmations of changing the mood (green check marks), etc. are only on the GM screen.
FG Wish List - https://fgapp.idea.informer.com/
License: Ultimate [Unlicensed/Free Trial FG users can play in my games]
-
June 1st, 2014, 08:13 #13
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,557
Well done, sir. Can't wait to see what you get yourself up to as you become more familiar.
Cheers,
JPG
-
June 1st, 2014, 14:06 #14
Thx, MW! Did you see my comments regarding 5 requests for changes to Interface.setLighting()?
Also, per earlier discussion in this thread, is there a way to supersede existing slash commands or will they just conflict? --- edit -- never mind - it looks like I can just replace it without any conflict.Last edited by HoloGnome; June 1st, 2014 at 17:44.
FG Wish List - https://fgapp.idea.informer.com/
License: Ultimate [Unlicensed/Free Trial FG users can play in my games]
-
June 1st, 2014, 15:37 #15
MoodLighting.ext updated to 0.9.1 - see initial post in this thread.
FG Wish List - https://fgapp.idea.informer.com/
License: Ultimate [Unlicensed/Free Trial FG users can play in my games]
-
June 1st, 2014, 22:28 #16
MoodLighting.ext updated to 0.9.2 - see intial post in this thread. Major change is that it now supports PORTAL lighting with 11 modes.
FG Wish List - https://fgapp.idea.informer.com/
License: Ultimate [Unlicensed/Free Trial FG users can play in my games]
-
June 1st, 2014, 22:57 #17
This is great extension! Definitely going to use this in my game. Btw is there reason this extension is dependent on specific rulesets such as 4E, PF etc? I think this can be more generic (ie no ruleset-tag in extension.xml) Also I would love to see possibility to select premade lightning moods in windowmode, maybe something similar to existing lightning mood selection, but containing all the additional ones ~ because I am not savvy using slashcommands, it's too nerdy for my taste, haha.
"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
-
June 1st, 2014, 23:37 #18
re: rulest - no idea - just assumed I had to do that as part of the xml template. I will check further.
re: window - that's the plan, but just starting out (only a week old) - not quite there yet -- but the commands are easy - just /ml + either portal & color or the setting and the /ml help shows all the commands.
Glad you like it! Thx for the feedback!
Does it work with Savage Worlds? Don't think I included that one.Last edited by HoloGnome; June 1st, 2014 at 23:41.
FG Wish List - https://fgapp.idea.informer.com/
License: Ultimate [Unlicensed/Free Trial FG users can play in my games]
-
June 2nd, 2014, 01:46 #19
it works fine for me in Castles&Crusades - I havent peeked under the hood so i just assumed it was either CoreRPG or Any in the Ruleset tag...
-
June 2nd, 2014, 01:47 #20
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,557
If you leave off the "properties.ruleset" tags in the extension.xml file, it will show up for every ruleset.
Regards,
JPG
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks