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ClockworkG
December 18th, 2010, 21:47
Ok, I'm a complete newb, to both XML and Fantasy Grounds.

But I thought it wouldn't be that hard to just add a few items and edges/hinndrances to the guide to create a new mod for our round of Serenity/Firefly... :confused:

So if anybody could just point me to where I have to add entries in the file so that it will show up and can be used like the rest when the PG is used in game I would appreciate that a lot.

Let's say for example we take the following edge, hindrance and item:

New Edge
Cortex Specter (Background Edge)
Requirements: Novice
Everyone is on file somewhere—except you.
For some reason it’s extremely difficult to get
information about you off the Cortex;
investigation rolls made with you as the subject
suffer a -4 penalty.

New Hindrance
Combat Paralysis (Major)
When bullets start flying, you freeze up.
You are never dealt in to the first round of
combat. You may spend a benny in the first
round to be dealt in normally.

New Item
Firefly-class Transport
Acc/Top Speed: 100/1000; Climb: 50;
Toughness: 18 (4); Crew: 3+12; Cost: 125k
platinum Notes: Space/Atmospheric. 500 tons
cargo.
Short-Range

Where would I have to make entries so they show up in the list in the right place and can be dragged on the sheet?

Sorry if this is a real simple question, but I have to get into a lot of new things for this round (SW, the Serenity universe, CC3 and Cosmographer 3, GMing via FG2...) so my head is probably going to explode if I keep staring at the code for any longer.

Lots of thanks in advance!

phantomwhale
December 18th, 2010, 22:57
Your probably best off creating a new library module with these items in them, rather than retrofitting them into the existing SWEX players guide.

To see how a new module works, take the SWEX player guide (in your "modules" directory), un-zip it (yep, like most FGII files, the .mod files are just zip files) and look at the main xml file inside. You can probably hack this down to just the edges and hindrance parts and figure out how to create a new firefly module from that.

That said, if your overloaded at the moment, I'd suggest you could create the vehicle within your game using the vehicle tab, and have an understanding the the new hindrance and edge with your players outside of the game. This way, you have very little work to do to get up and running.

ClockworkG
December 18th, 2010, 23:44
To see how a new module works, take the SWEX player guide (in your "modules" directory), un-zip it (yep, like most FGII files, the .mod files are just zip files) and look at the main xml file inside. You can probably hack this down to just the edges and hindrance parts and figure out how to create a new firefly module from that.


I broke the .mod down, that was what I was trying to edit.

From what I see, the edges/hindrances have one section with short info (I guess what's displayed on the sheet), one section with more infos and fluff (when you look them up), but still need to be edited into the actual list somehow to show up at all, maybe that stuff needs to be linked together somehow too.

If I would have figured out how to do that it wouldn't be a problem to add them to the PG. In case I got you wrong and there is an easier way to have them as an extra library please let me know, infact I guess it would be even better to have extra books with the additional stuff for all settings instead of changing the PG itself.