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Thread: Table Questions

  1. #11

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    AlphaDecay, can you show us a screen shot of what your xml looks like?

  2. #12
    I can help with this a bit, but most of my experience is with Savage Worlds rather than DnD 5e.

    Code:
    <gear>
    	<description type="string">Adventuring Gear</description>
    	<groups>
    		<r01ammunition>
    			<description type="string">Ammunition</description>
    			<equipment>
    				<id-00066>
    					<link type="windowreference">
    						<class>reference_equipment</class>
    						<recordname>reference.equipmentdata.id-00066</recordname>
    					</link>
    					<name type="string">Arrows (20)</name>
    					<cost type="string">1s</cost>
    					<weight type="number">1</weight>
    				</id-00066>
    				<id-00067>
    					<link type="windowreference">
    						<class>reference_equipment</class>
    						<recordname>reference.equipmentdata.id-00067</recordname>
    					</link>
    					<name type="string">Sling Bullets (20)</name>
    					<cost type="string">4c</cost>
    					<weight type="number">1.5</weight>
    				</id-00067>
    			</equipment>
    		</r01ammunition>
    Inside the code of the XML for modules you can see a XML tag called <class></class>, look for BOLD and Underline above.

    There are a handful of basic window classes:
    • imagewindow,
    • referencetext,
    • referenceindex,
    • item,
    • npc,


    Then each particular rules set will have additional window classes. As an example Savage Worlds has:
    • EDGE, (edges and hinderances)
    • Power,
    • categorisedlist,
    • referencetext_narrow,
    • referencetext_wide.


    DnD and Pathfinder as an example has:
    • Spell
    • Feat
    • reference_equipment
    • reference_adventuringgeartable


    DnD's reference_adventuringgeartable and Savage Worlds categorisedlist, are both specialized windows linked to LUA code. Depending on what you want the table to contain, you should be able to make a window, by simply referencing that windowclass in the XML. HOWEVER, it is probably specialized to reference and use specific items, I haven't looked at 5e recently so couldn't say but there are probably different window classes for different items such as:
    • reference_armortable
    • reference_weapontable
    • reference_magicitemtable
    • reference_spelltable


    Finally, you can create a new windowclass and have it used by a rulesset via an Extension, its been a couple of years but if I remember correctly I put together a Headquarters windowclass for Savage Worlds. Pretty sure someone took it, fixed it up included it into the main rules set. Not to hard if you have some experience with website construction via hand coding and XML experience.

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