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  1. #201
    I used a mix of sources, ultimately looking through the ruleset code. I'm not sure what you are referring to with 'tokens, push pins & Reference Manual Entries'. Push pins are image modifications. Tokens appear in a number of places. Neither have to do with the xml for assets such as classes and feats. What exactly are you looking for an example of?
    I never claimed to be sane. Besides, it's more fun this way.

  2. #202
    The 3 sections mentioned above are grey areas for me, I'm basically trying to build those templates and when run in the code iterate over them and assign entries, which is why I was wanting to know how you devised your own.

    So far all I have to work with is Par5e (whichever sections are functional) and the 5e rule set code, these are favorable enough, I just wanted to know if I had missed some published instances of templates anywhere.
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  3. #203
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    Quote Originally Posted by kp9911 View Post
    I just wanted to know if I had missed some published instances of templates anywhere.

    Reference manual info here: https://www.fantasygrounds.com/wiki/...erence_Manuals
    Data structure info here: https://www.fantasygrounds.com/wiki/...Best_Practices
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  4. #204
    Quote Originally Posted by kp9911 View Post
    Does this include tokens, push pins & Reference Manual Entries? The reason I ask is because I there are a couple of templates that I am missing myself.
    Push pins are easy, SUPER easy....just add a copy of the map into your CAMPAIGN folder, grid it (if you want) and put your pins it..type /save...open your CAMPAIGN db...go to the image you are working on and cut out the data you want and paste it into your MODULES db where it belongs...pins will be <shortcuts> and grid will be <gridsize> and other stuff here is an example of it copied from the MODULE db
    Code:
    <id-00002>
    				<image type="image">
    					<bitmap>images/fort.jpg</bitmap>
    					<gridsize>32</gridsize>
    					<gridoffset>0,0</gridoffset>
    					<gridsnap>on</gridsnap>
    					<shortcuts>
    						<shortcut>
    							<x>536</x>
    							<y>634</y>
    							<class>note</class>
    							<recordname>reference.note.id-00001</recordname>
    						</shortcut>
    					</shortcuts>
    				</image>
    				<isidentified type="number">1</isidentified>
    				<locked type="number">1</locked>
    				<name type="string">Map:The Fort</name>
    				<nonid_name type="string">Map: The Fort</nonid_name>
    			</id-00002>
    Notice it says "reference.no.id-00001" you need to copy your note into a <note> on your MODULE also (or whatever type of pin it is)

    EDIT: This can even be done on embedded images in the RefMan, just they wont be interactive, meeaning you can see pins but cant click on them..I used this as a feature in this image, its a weakpoint in the wall, i want the GM to know its there but not the players, and it doesnt need to be on the usable map because like i said, it just signifies a weak point
    Last edited by Wookiee420; May 20th, 2017 at 17:10.
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  5. #205
    Quote Originally Posted by kp9911 View Post
    The 3 sections mentioned above are grey areas for me,
    Have you tried looking at this? I think I touch on some of those in there. Everything is commented with instructions.
    I never claimed to be sane. Besides, it's more fun this way.

  6. #206
    Thanks for all the assistance guys!
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  7. #207
    New update, well not exactly new. Honestly didn't know there was a new article since its name is almost identical to the previous one...
    I never claimed to be sane. Besides, it's more fun this way.

  8. #208
    Now Mystic and Artificer are on the DM's Guild do you think you will continue to include them in this module?

  9. #209
    The classes are still playtest material. I will continue to offer both older obsolete versions of the class (as I do with all the UA content) and the newest playtest version.
    I never claimed to be sane. Besides, it's more fun this way.

  10. #210
    Just have to say: you rock... Seriously, this is a beautiful thing here...

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