View Full Version : Shop & Town Extension for 3.5E / Pathfinder / 4E
bradmcadam
May 21st, 2012, 05:36
So I've gotten some great feedback so far on my town conversion for Pathfinder. I took the advice, and cleaned up the code as well as made a 4E conversion as well.
Someone recommended a shop plugin for it, since towns have several shops, so now you can setup shops in both rulesets! You don't need the town.ext plugin to make the shop.ext plugin work, but if you use them together a town file will accept shop drops as a list so it's pretty handy!
Version 1.2 is posted below:
Changelog:
- Added 4th tab for Shoplist in Town
- Changed Main tab for both 3.5E / 4E to be more in line with what the cities require from each ruleset
- Changed icons
- Font sizing & location issues fixed
bradmcadam
May 23rd, 2012, 19:07
Update for Town & Shop version 1.3
Changelog:
Updated sidebar icons; made new sidebar icons for 4E to make them match
Added banner icons on the main windows
Added tab icons to clarify
Updated sorting to auto sort by name for all windows
Changed Shop inventory screen to show base cost and market price (price of the shop)
Changed NPC window to display CR / Level / Role and type (so that alignment is shown)
To Do - for 1.4 -
Update sorting for shop inventory and town NPC tab to sort by different columns
Add bestiary extension that pulls from module files and allows sorting of different columns i.e. level, type
Economy extension is also in the works to plug into town and shops.
Silveras
May 24th, 2012, 14:25
Hi Bradmcadam,
Some feedback testing the extension in v2.9 beta (although I think some or all may apply to 2.8 as well). I tested mosly with v1.2, but I have just now re-confirmed these with 1.3:
General: Love it; very useful. Seems quite stable so far.
Scrolling - There is new scrolling in 2.9 (scrollbars), but neither the scrollbars nor the old scrolling control are appearing in the list windows.
Window Closing - Windows now have a "close" (X) button in the upper right, as well as the radial menu option to close them.
Lock/unlock: Detail windows for NPCs, etc., have a small lock icon in the lower left corner. The detail field content is read-only after initial entry unless that is toggled.
Town form, main tab
When using the Tab key to move from field to field, the Tabbing stops at the "Danger" field.
The "Disadvantages" field Tabs backwards to the "Danger" field (so, when currently on either "Qualities" or "Disadvantages", hitting Tab goes to "Danger").
Town form, NPCs tab
CR/Level column - In the "Notable NPCs by Name" list, this is not getting populated, although I did populate the CR field for each entry.
The "Drop NPC links on this frame to add" message can overlay entries on the list. This may be related to the scrolling.
Thanks very much, i'm finding it very useful, and expect to test it out more later tonight when I get home.
ddavison
May 24th, 2012, 15:00
I'll have to take a look at this later. When it is fully complete, we could possibly throw it into the Store under 3.5E/Pathfinder and/or 4E if you were open to that. It might increase the visibility. We always have the option of including free or paid products in the store and could also link it in to the Update tool we're testing for 2.9.1 and beyond.
In general, I think useful utilities like this could do well in the store as fan-made DLC. The new table functionality in 3.5E and 4E present a lot of opportunity for charts, lookups, random tables, etc. With some scripting support, one could pretty much make interactive components for players to use. How cool would that be to stop by a town and then let each player individually go shopping with a fully automated NPC who runs the store and shares their available wares, orders or agrees to do commissioned work and who deducts money from the Player's sheet to pay for the goods? The whisper feature with a listener that parses the player whisper response could potentially be used to handle the interactions in the chat window without cluttering everyone else's chat windows.
bnason
May 24th, 2012, 19:46
This is very cool :)
bradmcadam
May 25th, 2012, 00:36
Thanks for the awesome feedback! I only wrote this for 2.8 since that's what I'm currently DMing, so a lot of the features that are apparently broken for 2.9, I'm unaware of.
@Silveras:
- Scrolling: I decided to leave it out, since I never use those, but now that I have feedback I'll redesign the windows. On the same note, I'll clean up the boxes so the lists don't overlap on text, bad on my part, I never tested with a list greater than 5.
- Window closing: I'm not sure what's going on with 2.9, in 2.8 I have it setup to close the window with both the 'x' and the radial menu. I'll check on that.
- Main tab: I'll fix with 1.4, hopefully this weekend I'll have a release out.
- CR/Level column may have a different variable I'm not aware of in 2.9 I'll look into that as well
@ddavison:
Once it gets closer to a stable version and works for 2.9 let's talk about getting it on the store page. I'm having a lot of trouble with scripting for the moment, so I'm curious to see if 2.9 will fix any of my issues.
@bnason:
Thanks!
Silveras
May 25th, 2012, 01:32
Thanks for the awesome feedback! I only wrote this for 2.8 since that's what I'm currently DMing, so a lot of the features that are apparently broken for 2.9, I'm unaware of.
@Silveras:
- Scrolling: I decided to leave it out, since I never use those, but now that I have feedback I'll redesign the windows. On the same note, I'll clean up the boxes so the lists don't overlap on text, bad on my part, I never tested with a list greater than 5.
- Window closing: I'm not sure what's going on with 2.9, in 2.8 I have it setup to close the window with both the 'x' and the radial menu. I'll check on that.
- Main tab: I'll fix with 1.4, hopefully this weekend I'll have a release out.
- CR/Level column may have a different variable I'm not aware of in 2.9 I'll look into that as well
Thanks!
Yep, I mentioned the 2.9 stuff to be a heads-up in case some or all was working more consistently in 2.8. Overall, the functionality is mostly solid; I've had no issues other than those mentioned here, in putting in a fairly small town (15 or so NPCs, 5 shops). I have started on a bigger town now, so I will let you know if I find anything else while entering that.
Silveras
May 25th, 2012, 03:14
It looks like the extensions break in the latest 2.9 update. An error dialog pops up with the same message twice:
Ruleset Error: No vertical anchor defined for 'tabs'
Ruleset Error: No vertical anchor defined for 'tabs'
This occurs when opening the City or Shop window or switching between tabs on them. The windows open and are usable.
bnason
May 25th, 2012, 03:29
No close button either (not gamebreaking at all, but just an FYI - have to use the radial to close the town/shop lists).
bradmcadam
May 25th, 2012, 04:00
Real quick, if you could let me know which ruleset you're using when you post errors it would be helpful. I had to code them very differently.
On a side note, is 2.9 going to be released anytime soon? I'll judge how much work I put into that based on it's potential release date.
Silveras
May 25th, 2012, 05:18
@Bradmcadam: Hi, all my testing is with the 3.5 ruleset, the Pathfinder variant.
I don't know the release date for 2.9. It is in beta, so "close" is a reasonable guess, but it could be days or weeks, depending on what people find as issues, I expect.
bradmcadam
May 25th, 2012, 16:05
From what little I understand with 2.9, they're coding 3.5E more in line with 4E, so the 4E extension should be breaking down a lot less. I'll check it out though, thank you!
Dakadin
May 25th, 2012, 18:51
From the little bit I looked at it, they reorganized the directory and file structure so it might just be that the files you are overwriting are in a different location now.
Moon Wizard
May 25th, 2012, 18:56
In v2.9, the tabs just got an overhaul, so any extensions will need to be updated.
My estimate on v2.9 is in the next few weeks, barring any major issues. I'm going to announce the final push on the laboratory forums.
Cheers,
JPG
bradmcadam
June 19th, 2012, 03:08
Update for Town & Shop version 1.4
Changelog:
- Now works with Fantasy Grounds 2.9! Whoo!
- Tabs, scroll bars, window close buttons all updated for 2.9 and should be visible
- Fixed the lists running over the text in the windows
- Fixed tab errors of going to the wrong next/previous box or not moving at all
- Changed windows in 4E to be more in line with 4E style
Future:
- Update sorting for shop inventory and town NPC tab to sort by different columns
- Scripting in 'random' town shops that pulls from the inventories of modules.
As always if there's stuff you want to see in my addons let me know, otherwise, Enjoy!
Zeus
June 19th, 2012, 23:01
bradmcadam - this is a great extension which I plan to use extensively in my games - particularly the shops - very nice.
Given that I have the master assets for the 4E standard skin, I took the liberty of creating new versions of the extensions graphics assets so that they blend identically with the remaining skin elements.
I have attached a ZIP for containing all the new .pngs, should you wish to incorporate them. Note: you will have to amend the following into the towns extension.xml:
<icon name="button_towns" file="button_towns.png" />
<icon name="button_towns_down" file="button_towns_down.png" />
<framedef name="headertowns">
<bitmap file="headertowns.png" />
<middle rect="0,0,128,128" />
</framedef>
You will also have to amend the header frame in the town windowclass to use the new headerstown frame (defined above).
For Shops extension.xml, amend the following:
<icon name="button_shops" file="button_shops.png" />
<icon name="button_shops_down" file="button_shops_down.png" />
bradmcadam
June 20th, 2012, 01:56
Great! I'll add that in to the next update. Thanks so much for making the addon even neater! Any requests while you're here?
This goes out to everyone as well, I've had a request to hide certain features from the players, so I'm working on hiding NPC data or displaying it differently. Is this a hot issue?
Silveras
June 20th, 2012, 02:04
Testing the updated version now. v.2.9, Pathfinder option for 3.5
Appearance looks good. Scrollbars and close buttons appear and work as expected.
Does exporting a module not include the extension data? I made a module for the town that appears in my test campaign. When I activate the module in the main campaign, the Story entries and NPCs appear in the Story and NPC sections, but the Town and Shop entries do not. If I click on a link to a shop entry from the Story entries, a new shop is generated.
I noticed that there were no options to export the Town and Shop data when exporting the module.
bradmcadam
June 20th, 2012, 02:34
I haven't played with exporting and importing yet, so that's probably why it doesn't work. I'm currently trying to get it to link back to the main shop list or npc list when you drag one in, having a bit of an issue but hopefully that may clear up the exporting issue as well.
Trenloe
June 20th, 2012, 02:49
I haven't played with exporting and importing yet, so that's probably why it doesn't work. I'm currently trying to get it to link back to the main shop list or npc list when you drag one in, having a bit of an issue but hopefully that may clear up the exporting issue as well.
You'll need to code this into the export routine as it only supports specific FG SB items - encounters, images, npcs, battles (encounters), items, treasureparcels and tables. See /scripts/manager_export.lua in the 3.5E ruleset for the details of the registerExportNode commands used as standard.
Silveras
June 20th, 2012, 02:56
I see... so it is making a copy instead of linking when you drag-n-drop a shop or NPC entry into the matching tab in the Town list entry, instead of making a link back to the original? I
bradmcadam
June 20th, 2012, 06:19
Basically, yes. I'll update when I solve it.
bradmcadam
June 20th, 2012, 23:21
So I'm trying to get the NPC list to only be links from the main list. Tried using <windowreferencefield> but I'm not even getting an icon unless I add in <class>npc</class> and then I get tons of scripting errors. Any ideas?
<windowclass name="town_npcsmall">
<sizelimits>
<minimum>
<height>10</height>
</minimum>
</sizelimits>
<sheetdata>
<stringu name="name">
<anchored>
<top><anchor>top</anchor><offset>5</offset></top>
<left><anchor>left</anchor><offset>0</offset></left>
<size><width>100</width><height>20</height></size>
</anchored>
<tabtarget next="type" prev="levelrole" />
</stringu>
<stringu name="type">
<anchored>
<top><anchor>top</anchor><offset>5</offset></top>
<left><anchor>left</anchor><offset>102</offset></left>
<right><anchor>right</anchor><offset>-90</offset></right>
</anchored>
<tabtarget next="levelrole" prev="name" />
</stringu>
<stringu name="levelrole">
<anchored>
<top><anchor>top</anchor><offset>5</offset></top>
<right><anchor>right</anchor><offset>-30</offset></right>
<size><width>55</width><height>15</height></size>
</anchored>
<tabtarget next="name" prev="type" />
</stringu>
<!--<windowreferencecontrol>
<bounds>-20,5,20,20</bounds>
<anchored>
<top><anchor>top</anchor><offset>5</offset></top>
<right><anchor>right</anchor><offset>-5</offset></right>
<size><width>20</width><height>20</height></size>
</anchored>
<icon>
<normal>button_openwindow</normal>
<pressed>button_emptytarget</pressed>
</icon>
<class>npc</class>
<allowdrop />
<closetoggle />
<description>
<field>name</field>
</description>
<script>
function onDrag(button, x, y, draginfo)
draginfo.setType("shortcut");
local base = draginfo.createBaseData("shortcut");
base.setShortcutData(getValue());
draginfo.resetType();
return true;
end
</script>
</windowreferencecontrol>-->
<windowreferencefield name="npc_link">
<bounds>-20,5,20,20</bounds>
<icon>
<normal>button_dragtarget</normal>
</icon>
</windowreferencefield>
</sheetdata>
</windowclass>
<windowclass name="town_npcs">
<sheetdata>
<!-- NPC list -->
<stringcontrol>
<anchored>
<top><anchor>top</anchor><offset>5</offset></top>
<left><anchor>left</anchor></left>
<position>insidetop</position>
</anchored>
<center />
<font>sheetlabel</font>
<static>Notable NPCs by Name</static>
</stringcontrol>
<stringcontrol>
<anchored>
<bottom><anchor>bottom</anchor><offset>-10</offset></bottom>
<left><anchor>left</anchor></left>
<position>insidebottom</position>
</anchored>
<center />
<font>chatitalicfont</font>
<static>Drop NPC links on this frame to add</static>
</stringcontrol>
<stringcontrol>
<anchored>
<top><anchor>top</anchor><offset>25</offset></top>
<left><anchor>left</anchor><offset>25</offset></left>
</anchored>
<font>sheetlabelsmall</font>
<static>Name</static>
</stringcontrol>
<stringcontrol>
<anchored>
<top><anchor>top</anchor><offset>25</offset></top>
<left><anchor>left</anchor><offset>130</offset></left>
</anchored>
<font>sheetlabelsmall</font>
<static>Type</static>
</stringcontrol>
<stringcontrol>
<anchored>
<top><anchor>top</anchor><offset>25</offset></top>
<right><anchor>right</anchor><offset>-35</offset></right>
</anchored>
<font>sheetlabelsmall</font>
<static>Level/Role</static>
</stringcontrol>
<windowlist name="npclist">
<anchored>
<top><anchor>top</anchor><offset>40</offset></top>
<left><anchor>left</anchor><offset>5</offset></left>
<bottom><anchor>bottom</anchor><offset>-25</offset></bottom>
<right><anchor>right</anchor><offset>-5</offset></right>
<position>over</position>
</anchored>
<datasource>.npclist</datasource>
<class>town_npcsmall</class>
<acceptdrop>
<class>npc</class>
<field>*</field>
</acceptdrop>
<allowdelete />
<script>
function onSortCompare(w1, w2)
return w1.name.getValue() > w2.name.getValue();
end
</script>
</windowlist>
<scrollbar>
<bounds>-17,40,20,-25</bounds>
<target>npclist</target>
</scrollbar>
</sheetdata>
</windowclass>
bradmcadam
June 23rd, 2012, 23:57
Silveras,
Exporting is on hold for the moment until I can figure out how to access the variable aExport in manager_export.lua from my extension files. I'm releasing another version tonight with some updated features including notes for GMs hidden from the players side if you wish to share the town data. Still running into the problem of the links copying over so I have a minor work-around going.
-Brad
Silveras
June 24th, 2012, 03:36
Silveras,
Exporting is on hold for the moment until I can figure out how to access the variable aExport in manager_export.lua from my extension files. I'm releasing another version tonight with some updated features including notes for GMs hidden from the players side if you wish to share the town data. Still running into the problem of the links copying over so I have a minor work-around going.
-Brad
Thanks for the heads-up!
bradmcadam
June 24th, 2012, 04:10
Version 1.5 is out tonight with some updates.
Changelog:
- Big thanks to DrZeuss for the new icons, headers and sidebars!
- Added GM notes in the bottom of the main tab that only the GM can see so write bad things about your players and share the sheet knowing the joke's on them!
- Hid the NPC link for players so it's only accessible to the GM. All the players get to see is the name and job of the NPC in town
- Changed how the links work. This is still sort of buggy and this is my workaround in place. The links back to npcs or shops link back to the original npc or shop, but you have to drag it on to the link after the npc or shop is created. This means that you have to double drag, but once you do you can change all the info you want inside the npc or shop and it gets saved back to it's original. This also means you can change the name or job of the npc/shop and it won't affect it's link name or job. It was a request to be able to have a town guard be a frost giant in disguise. Remind me not to be in that campaign.
- Links in the shop inventory screen simply create their own items and do not reference back to the original. It seemed like a real hassle to me to have to double drag for such a huge list in a case that really won't matter.
- Various code cleanup, minimizing fixes and other such things you probably won't notice unless you caught it when it was wrong.
bradmcadam
June 25th, 2012, 03:01
Quick note, because of my attempted workaround with the links back with npcs and shops, the addon is nicely broken. I'll do a quick 1.5.1 update to restore functionality back to the way it was where it copied in a new instance of npc or shop so you'll at least have access to the links and they won't disappear every time you close a window.
Torgaard
June 25th, 2012, 15:10
I love this extension, by the way! I started playin' around with it last weekend, and before I knew it; I'd spent hours creating all kinds of shops.
Thank you for your contribution to the community! Very cool, very helpful.
bradmcadam
June 26th, 2012, 01:30
Thanks Torgaard! I really appreciate it. It makes working on this stuff easier and more fun when I know people are making good use of it.
Here's the latest - Version 1.5.1:
Changelog:
- Reverted back to previous <windowreferencecontrol> configuration so links stopped dissapearing. This means they still copy new instances of NPCs and Shops, but at least it's doable.
Silveras
July 9th, 2012, 02:20
Hey Brad, I just wanted to mention one thing.. it looks like by including the version number in the extension name, each version appears as a new extension. That means there's no way to do an "in-place" upgrade by replacing the old version with the new version. As a result, each time there's a new version, you have to disable the old extension and enable the new in the Load Campaign screen.
bradmcadam
July 9th, 2012, 03:12
Yeah, I actually did that on purpose so that you were aware of what version you were using. I can always change it, since it's primarily for my use with debugging.
Zeus
July 9th, 2012, 08:31
brad - hovering your mouse over the extension name in the extension lists window will reveal information including version numbers. So there is no real need to include version numbers in the title of the extension.
Just make sure you populate the version tag in the base root properties of the extension.
Trenloe
July 12th, 2012, 20:15
Yeah, I actually did that on purpose so that you were aware of what version you were using. I can always change it, since it's primarily for my use with debugging.
I don't know if you've done this already - but a few extensions write a message to the chat window on startup - include the version in such a message and GMs will know what they're using! :)
Griogre
July 12th, 2012, 21:40
The Alt Wound Color extension I just wrote for 4E does this. Its a tiny extension with two scrips - one of which is the output message to chat, if you want to see some sample code.
bradmcadam
July 13th, 2012, 03:31
Awesome! I'll look into that. I'd be happy with the mouseover feature, but if what I'm hearing from you guys is that you'ld like the chat window output as well it will be done!
Trenloe
July 13th, 2012, 03:49
Awesome! I'll look into that. I'd be happy with the mouseover feature, but if what I'm hearing from you guys is that you'ld like the chat window output as well it will be done!
One of the advantages of the chat window output is that you can ask someone who is having an issue to post a screenshot of the chat window in startup and you can see the actual version they are running (rather than the version they "think" they are running) - and other running extensions (if they write info to chat).
Dakadin
July 13th, 2012, 07:02
Also with FG 2.9 you can now copy the chat text to the clipboard so you can have them paste it into a message to simplify it.
JamesBlackwing
July 15th, 2012, 18:05
I don't know if its possible, but this would be a nice feature you may want to consider .
i would very much like to be able to drag towns onto images, so that my world map could have little icons for different towns allowing my players to click on them when i provide them with new maps. this way they could discover new towns by looking at maps or perhaps be linked to town maps without having to scroll through lists of towns and villages or other images to find them.
ddavison
July 15th, 2012, 22:09
James, you might try creating a story entry for the town and then have it linked to the town entry. You can link anything to a story entry - map, town, npc, etc. It would also allow you to store other useful information regarding the town as well.
Once you've done this, you can hold down CTRL and drag and drop the story entry to your overland map. This will place a push-pin directly on the map which links back to the story and then to the town. These are hidden on the map until you hold down the CTRL key again.
JamesBlackwing
July 16th, 2012, 15:55
James, you might try creating a story entry for the town and then have it linked to the town entry. You can link anything to a story entry - map, town, npc, etc. It would also allow you to store other useful information regarding the town as well.
Once you've done this, you can hold down CTRL and drag and drop the story entry to your overland map. This will place a push-pin directly on the map which links back to the story and then to the town. These are hidden on the map until you hold down the CTRL key again.
i want aware you could do this that's quite useful,thank you.
another question about something i noticed the other day, when i was exporting a test version of my adventure module found that you cant seem to export town and shop data? i use modules so i can hide away large amounts of unnecessary data, as most of my campaigns are quite long, so is there anyway around this?
Trenloe
July 16th, 2012, 16:19
another question about something i noticed the other day, when i was exporting a test version of my adventure module found that you cant seem to export town and shop data? i use modules so i can hide away large amounts of unnecessary data, as most of my campaigns are quite long, so is there anyway around this?
Exporting has been mentioned earlier in this thread, but development of that has been put on hold (see post #24).
If you're familiar with XML (or want to learn on the fly) you may be able to manually copy the Shop & Town info from the campaign db.xml file into a module - look how story entries etc. are stored in a module xml compared to the db.xml of the campaign and see if you can create a module yourself! :)
Zeus
July 16th, 2012, 21:27
i want aware you could do this that's quite useful,thank you.
another question about something i noticed the other day, when i was exporting a test version of my adventure module found that you cant seem to export town and shop data? i use modules so i can hide away large amounts of unnecessary data, as most of my campaigns are quite long, so is there anyway around this?
Drop a request to bradmcadam who developed the Shop/Town extensions and request that he register the pertinent database nodes with the /export utility. This will then allow you to be able to export Shop/Town Information to modules.
bnason
July 22nd, 2012, 22:21
Drop a request to bradmcadam who developed the Shop/Town extensions and request that he register the pertinent database nodes with the /export utility. This will then allow you to be able to export Shop/Town Information to modules.
How difficult (time to design) is it to do that, Dr.Z?
Zeus
July 23rd, 2012, 08:11
How difficult (time to design) is it to do that, Dr.Z?
Very simple, for 3.5E/4E just add the following in an onInit() function:
if ExportManager.registerExportNode then
ExportManager.registerExportNode({ name = <db root node>, class = <windowclass>, label = <label>});
end
Where:
<db root node> is a string of the database node (under root) to export
<windowclass> is a string defining the name of the window class
<label> is a string defining the label to use for the new entry in the /export window
e.g.
if ExportManager.registerExportNode then
ExportManager.registerExportNode({ name = "table", class = "table", label = 'Table"});
end
would add a Table entry to /export which will export nodes under table (under root) of class table.
bradmcadam
July 23rd, 2012, 23:06
Okay! So here's 1.6:
I'd like to give a huge thanks to DrZeuss, Griogre, Silveras, and Trenloe for helping me put my thoughts together and get the code needed to complete the features on the to do list. If you feel you contributed and I missed your name, I apologize, you are also awesome. :)
Changelog:
- Changed naming convention so now you simply replace the old files and they'll overwrite. No more having 15 copies of my silly addon
- Added chat window output so you can see the version # you're using as it loads up in case you forgot to look at the version # in the display window where it is also visible
- Added the ability to export towns & shops. I have only tested this a little, so please do some thorough testing of it yourself and report bugs to me.
Enjoy!
Silveras
July 24th, 2012, 01:46
Happy to see this, and I will give the export some testing just about immediately.
Were you able to resolve the issue you were having with the drag-n-drop in the lists creating new nodes instead of linking to the existing ones?
bradmcadam
July 24th, 2012, 04:24
Unfortunately I haven't had a lot of time to spend on the addon, so no I wasn't. I have a feeling it'll take me a lot more scripting to get the exact functionality I want out of it. I do apologize for that.
Silveras
July 24th, 2012, 05:10
No need to apologize... I appreciate the efforts and find the extension quite useful "as-is".
The exporting worked nicely for me tonight, no problems at all using the exported module with my main campaign.
A couple of thoughts
- I am not sure how many towns you expect to see listed together. For my own use, I will probably create a module for each city or town, so the town list window will be mostly empty, usually one entry.
- Have you considered a tab for Districts? The new Magnimar supplement breaks each district out separately, allowing each to have different modifiers and lists of places of interest.
- For the shops... had you considered giving them a "type" field ? I noticed that the new Magnimar supplement breaks out the interesting sites in each District by broad categories like "Entertainment" and such. I think you had said you wanted the NPC list to be sortable by either the name or job column? If so, a similar list for sites, sortable by name or type (or, more ambitiously, name/type/district), would be a nice addition.
In any event, the extension is very helpful and effective right now, so thanks for the effort and for sharing.
bradmcadam
July 24th, 2012, 17:44
Once I figure out the sorting I'll make sure it can sort by each column. I'll look into dividing it into districts. I'm weary of having more subwindows each time, although there could still be a nice way to arrange it.
As for how many towns are listed together. I have some pretty nutty players. The scroll box for tabs allows for added tabs at the bottom, each with labels, and my players are currently jumping between 25 towns in a country roughly the size of France, each tab for me keeps track of a different country. Most of my design for this addon has been to try and stay one step ahead of their crazy brains. The rest is things you all request, so the more data you give me like the districts idea, the better I can make it :)
As for the shops idea, that was really quickly thrown together. I'm thinking about changing it to a 'businesses' or 'establishments' addon with a 'goods and services' tab for trading items, but I agree, it needs more info in general for taverns, inns, 'companion' type shops (woo! firefly reference) etc. I'll jot some ideas this week.
bnason
July 25th, 2012, 23:35
Dumb question - I have a custom theme that I use, and I've tried modifying the Town/Shop buttons in the theme file like this:
<icon name="button_towns" file="graphics/sidebar/button_towns.png" />
<icon name="button_towns_down" file="graphics/sidebar/button_towns_down.png" />
<icon name="button_shops" file="graphics/sidebar/button_shops.png" />
<icon name="button_shops_down" file="graphics/sidebar/button_shops_down.png" />
in my graphics_misc.xml. Every other button from the default 3.5e theme that I've reskinned shows up correctly - but this doesn't appear to work with the extension.
Is there some other way that I can call for the icon name to be reskinned from the Town/Shop extensions? I'm assuming that the lines in my theme/extension XML are being called BEFORE the actual town/shop extension, and therefore overridden, or something like that.
Of course - I can always just manually replace the PNGs in the extensions, but that's a PITA :)
bradmcadam
July 25th, 2012, 23:40
bnason - How do you change the icons in 3.5e, is it by editing the ruleset (your graphics_misc.xml file you mentioned) or some other means? If you edit your ruleset directly I'm pretty sure you would have to edit the extensions as well. I'll look into what I can do to have them pull from non-extension resources but I did make it a point to keep them self-contained and independent of the ruleset. Sorry this bug arose as a result.
bnason
July 26th, 2012, 01:01
The way theme extensions work is pretty simple - the base extension.xml calls a set of XML files that redefine the ruleset interface, for example:
<includefile source="graphics/graphics_frames.xml" />
That in turn contains a set of (definitions?) that complement/replace the base ruleset. For example, in the 3.5 ruleset, the default graphics_misc.xml (it's in the 3.5E.pak ruleset in the default Fantasy Grounds II install location - program files, not the appdata directory), you have:
<icon name="button_people" file="graphics/sidebar/button_people.png" />
In the theme extension, it simply overwrites this. The extension file has a similar folder structure (\graphics\graphics_misc.xml), and references the exact same line above. However, it contains a separate folder of graphics that overwrite the 3.5E.pak graphics.
It may not even be possible to do what I'm thinking... essentially, "icon name" for button_towns, etc., is being defined in two extensions simultaneously (or sequentially? I have no idea how extensions are loaded), and naturally, the actual extension file is taking precedence...
EDIT: As I'm writing this, I'm answering my own question. FG2 appears to load extensions alphabetically (I think?) -- so renaming my theme extension to z.blah blah blah loads it after the Town/Shop extensions, and everything works swimmingly now :)
PS - Attached my theme extension if you're curious as to what it looks like. :) (link is below from my dropbox, appears to be too large for the forums).
https://www.dropbox.com/s/oqjxs5gjebn9143/Wood.zip
bradmcadam
July 26th, 2012, 01:05
Oh sweet, glad you answered your own question and got it to work. :)
Very cool extension by the way, I like the wood feel.
bnason
July 26th, 2012, 01:07
I wish I could take credit for it, it's an old theme that I think Dr. Z did, and/or was from FG2 offficially, with some revised sidebar graphics to give it a "Pathfinder" feel. I should actually check with those guys and see if they mind me "re-releasing" it as such :)
Griogre
July 26th, 2012, 19:06
You should probably just add the <loadorder> tag to properties and set it to something like 15 in your skin.
bnason
July 27th, 2012, 04:30
You should probably just add the <loadorder> tag to properties and set it to something like 15 in your skin.
Perfect, that did it - thanks for the tip, didn't know that was an option. Sorry for having derailed the thread, <3 the shop/town extension :)
bnason
July 28th, 2012, 19:42
Brad - quick note, thought you might enjoy some tools I put together to automatically populate town inventories in FG2, using TableSmith.
Planning to automate Towns & NPCs next for XML-friendly output with your extensions.
https://www.fantasygrounds.com/forums/showthread.php?p=128915#post128915
Emrak
February 5th, 2013, 00:00
Hey everyone!
Quick question about this EXT. Besides being a cool way to create Towns and Shops ahead of time (basically GM organizational stuff), are there any other aspects to this EXT that aren't obvious? Such as, do players ever see this info? Is there a way to drag a shop or town onto a region map or something?
Thanks
bradmcadam
February 5th, 2013, 15:30
Emrak,
You kind of have to keep track of towns on maps by yourself at the current moment. My lack of scripting knowledge and my current players not giving a crap about the data has kind of put this ext on hold for me, but it's not dead. As soon as I can get some free time I have some good ideas at a revamp including adding options for the kingmaker rules in there as well. If you have any requests or want to help it might get me off of my butt :)
-Brad
Torgaard
February 5th, 2013, 17:18
Ya, this is extension is cool as hell. I was really diggin' it. Hope you can find some time for it.
brochr
November 25th, 2013, 09:16
Paging Brad - I have sent you a PM about the extension. Just in case you didn't see it, can you message me.
Thanks
Toph
flaviodupim
December 31st, 2013, 21:04
I tried to add this extension on a just started project but I could not. And when I try to use the extension in a new one I get the message below:
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
Script Error: [string "campaign/scripts/campaign_list.lua"]:11: attempt to index field '?' (a nil value)
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
Ruleset Error: window: Control(filter) anchoring to an undefined control (rightanchor) in windowclass (townlist)
I'm using the 1.6 version with the last updated FG (Pathfinder V3.0.1).
Could you please help me?
Trenloe
December 31st, 2013, 21:23
I would imagine this extension (and others developed for FG 2) will need to be updated by the developer (or someone else) to work with FG 3.0.
Nickademus
January 1st, 2014, 01:08
I've been waiting to see if anyone was still working on this that would update it.... *watches from afar*
brochr
January 6th, 2014, 04:33
hi Folks
I had a look at the extension code before the holidays to see if I could make it work with FG 3. The main issue is that the extension does not play nicely with the more standardised template structure in FG3. I have been trying to get my head around how windows are handled and understand the logic, but cannot get windows to appear. If someone has some sample code that can make a blank form appear I can probably take it from there.
I have made a bunch of extensions to this extension in 2.9 which I want to bring into 3.0 once I can get the windowing working. These include affiliations (eg. guilds & clans etc), locations (temples, shops, taverns)..stuff that makes a free flowing campaign a bit easier to manage
All the best
Toph
Trenloe
January 6th, 2014, 09:08
I had a look at the extension code before the holidays to see if I could make it work with FG 3. The main issue is that the extension does not play nicely with the more standardised template structure in FG3. I have been trying to get my head around how windows are handled and understand the logic, but cannot get windows to appear. If someone has some sample code that can make a blank form appear I can probably take it from there.
The main thing to look at is the window classes being used (to see if they are valid) and the frame for the window. For example, the shop extension does not work in 3.0 because the "shoplist" class has a <frame> of "scrollboxfortabs" which does not exist in CoreRPG - use a frame of "campaignlistwithtabs".
Additionally, open the console window to see warnings - type /console in the chat window. This will help to identify items that are not recognised or have changed in FG 3.0.
brochr
January 23rd, 2014, 05:33
Hi Folks
A BIG thank you to Trenloe for doing a quick update for the Shop Database to make in compatible with FG3.0 and to work with the CORERPG engine. I have polished it up a little to make the look and feel closer to FG 3.0
We have tested it with CORERPG, Pathfinder and 3.5E and the same version works for all. It should also work with other rulesets without modification.
I have also updated the Town database in the same way and it should also be compatible with most rulesets.
Apart from the code updates, the file naming is now further simplified as there is no need for different branches for the D&D and Pathfinder rulesets.
With Brad's agreement I will be doing some further work based on these extensions and I am interested in comments on the following developments I have done.
Places Database:
This extends the "shop" idea to cover all kinds of locations - temples, taverns, hideouts, castles etc. My current code has five tabs:
- Main: fields: place type, alignment, deity, clientele, GM notes
- Notes: free form descriptive text
- NPCs: links to NPC & Groups associated with the place
- Story: links to Story entries associated with the place
- Inventory: inventory items available at the place, the prices and links to library item records
Groups Database:
This adds a way to keep track of groups or affiliations in game, like clans, tribes, religious organisations, secret societies etc. It allows you to add NPCs and keep track of their relationship (e.g. member, enemy, friend etc)
My current code has five tabs:
- Main: fields: type, alignment, scale, GM notes
- Notes: free form descriptive text
- NPCs: links to NPC associated with the group and their role
- Story: links to Story entries associated with the group
Please feel free to comment or suggest additional fields. I will release a beta in about a week or so.
I will also update the Town database to link to these databases once any bugs from the conversion have been dealt with.
All the best
Toph
Nickademus
January 23rd, 2014, 14:14
Groups Database:
This adds a way to keep track of groups or affiliations in game, like clans, tribes, religious organisations, secret societies etc. It allows you to add NPCs and keep track of their relationship (e.g. member, enemy, friend etc)
My current code has five tabs:
- Main: fields: type, alignment, scale, GM notes
- Notes: free form descriptive text
- NPCs: links to NPC associated with the group and their role
- Story: links to Story entries associated with the group
Please feel free to comment or suggest additional fields. I will release a beta in about a week or so.
I would suggest structuring this like the group design in the Magic Schools section of Inner Sea Magic. (The structure is for any kind of organization.) This would include Entrance Fee, Entrance Exam skill check, Tuition/Dues, Associated Skills, Semester/Membership Term, and Expulsion fields as well as a bullet list for boons and awards. The skills could even possibly have buttons that would roll the skill for the selected character.
Blackfoot
January 23rd, 2014, 17:16
These look pretty nifty. I am testing them out in my Custom CoreRPG ruleset and they seem to work just fine.. but maybe the graphics are tweaked a little bit... not sure if it's a problem with the extension or with compatibility with my ruleset... I'll do more testing to see.
The scrolling on the first page of the 'Town' extension goes out of the top of the box, the scroll bar gets lost under the tabs at the right, and the spacing on the 'Shops' tab seems to be double spaced.
Also there is no 'close' box on the Town sheet.
Clicking out of a box does not remove the focus.
It would also be nice to pick up the 'lock' code from 3.0 and hide empty fields when locked.
Trenloe
January 23rd, 2014, 17:21
These look pretty nifty. I am testing them out in my Custom CoreRPG ruleset and they seem to work just fine.. but maybe the graphics are tweaked a little bit... not sure if it's a problem with the extension or with compatibility with my ruleset... I'll do more testing to see.
The golden rule for any extension written for CoreRPG, but running in another ruleset layered on top of CoreRPG, where issues are seen is to test it in a purely CoreRPG campaign to see if the issues occur in CoreRPG itself.
Blackfoot
January 23rd, 2014, 17:35
The golden rule for any extension written for CoreRPG, but running in another ruleset layered on top of CoreRPG, where issues are seen is to test it in a purely CoreRPG campaign to see if the issues occur in CoreRPG itself.
My thoughts exactly, and yes, the graphical issues are part of the Town Extension.
The scrollbar is covered by the tabs at the right of the Main Tab.
The Main Tab scrolling position is off and scrolls out of the top of the box.
The 'Shops' and 'NPCs' Tabs are double spacing. Less spacing would be good visually and allow for more Shops and NPCs per town without scrolling.
And there is no 'Close Box' for the Towns.
The focus clearing issue seems to be a problem in 3.0.2.. not related to the extension.
Blackfoot
January 23rd, 2014, 18:22
Also.. the extension's fonts are overwriting ruleset/extension fonts. I realize that you need to include the extra font types because they are not part of CoreRPG... I'm not sure if there is a good solution for this.
Trenloe
January 23rd, 2014, 19:20
Also.. the extension's fonts are overwriting ruleset/extension fonts.
Extensions are always going to have the possibility of overwriting other extensions. Which extensions are you seeing a clash of font names in?
A quick look at the current 3.5e, PFRPG, 4E, Call of Cthulhu and C&C ruleset (all the major commercial rulesets layered on CoreRPG) shows that they don't contain the font names used in the town extension - so there is no clash for these rulesets.
Which rulesets are you seeing a clash of fonts in?
When it comes down to it, the font names used in the town and shop extensions are the direct mapping of the similar fonts in FG 2.9 rulesets, and they use the CoreRPG supplied fonts so they are not actually "overwriting" fonts.
There will always be the chance that such a generic extension as these (and other extensions written for CoreRPG) that there will be a clash somewhere.
Blackfoot
January 23rd, 2014, 19:24
Any theme that does major Font control is going to have an issue with it. I'm not sure that there is a work around.. other than it defining it's own font unique labels for the fonts it wants to replace/add.
Trenloe
January 23rd, 2014, 19:25
So, no specific themes or rulesets? Your comment was just Generic?
Trenloe
January 23rd, 2014, 19:29
Any theme that does major Font control is going to have an issue with it.
I actually disagree with this comment.
Assuming a theme that "does major Font control" is replacing the base .fgf font files to change the actual look of the fonts.
If such a theme uses the same font file names as CoreRPG then extensions like the town and shop extension will use the new theme font files (as long as they are located in the usual place: graphics\fonts) - which is what you would want to keep a universal look/feel with different themes.
Blackfoot
January 23rd, 2014, 19:34
I'm seeing the conflict in my Champions ruleset because I've done a complete font overwrite as part of the theme... hence I can see the generic issues this can cause.
There is no great solution for it, I guess you could put in some sort of check to see if the fonts exist before overwriting them somehow... but simple would be just to call those fonts something else. When I open the window though, half the fonts are going to look like 'Comic Book' fonts and others will look generic... I don't have a great and easy solution.
Trenloe
January 23rd, 2014, 19:56
I'm seeing the conflict in my Champions ruleset because I've done a complete font overwrite as part of the theme... hence I can see the generic issues this can cause.
There is no great solution for it, I guess you could put in some sort of check to see if the fonts exist before overwriting them somehow... but simple would be just to call those fonts something else. When I open the window though, half the fonts are going to look like 'Comic Book' fonts and others will look generic... I don't have a great and easy solution.
These are the font entries in the town extension, they are there to use the 9 point fonts that are supplied with the CoreRPG ruleset:
<font name="sheetnumbersmall">
<fgffile name="graphics/fonts/bold-9.fgf" />
<color value="#000000" />
</font>
<font name="sheetlabelsmall">
<fgffile name="graphics/fonts/regular-9.fgf" />
<color value="#000000" />
</font>
<font name="chatitalicfont">
<fgffile name="graphics/fonts/italic-9.fgf" />
<color value="#261A12" />
</font>
<font name="chatbolditalicfont">
<fgffile name="graphics/fonts/bold-9.fgf" />
<color value="#261A12" />
</font>
As you can see, the font file names are pretty standard.
You'll have an issue with your ruleset whenever any font name uses one of these 9 point fonts. Unless you include fonts that match your theme in your ruleset using these exact font file names.
Looking at Ikael's extensions he usually puts "updated_" in front of most of the things that he does. Perhaps developers for anything that changes should include some label that is unique to their ruleset/extension in front of anything that is not going to be CoreRPG compatible? e.g. you could modify your ruleset so that all of your font changes have "champs_" in front of the names, the town extension could have "towndb_" in front of the non CoreRPG names, the shop extension could have "shopdb_" in front of the non CoreRPG names. So the above font definition for the town extension, for example, might be changed to:
<font name="towndb_sheetnumbersmall">
<fgffile name="graphics/fonts/bold-9.fgf" />
<color value="#000000" />
</font>
<font name="towndb_sheetlabelsmall">
<fgffile name="graphics/fonts/regular-9.fgf" />
<color value="#000000" />
</font>
<font name="towndb_chatitalicfont">
<fgffile name="graphics/fonts/italic-9.fgf" />
<color value="#261A12" />
</font>
<font name="towndb_chatbolditalicfont">
<fgffile name="graphics/fonts/bold-9.fgf" />
<color value="#261A12" />
</font>
Then the references in the windowclass XML definitions can be changed to use these extension specific labels.
In this case, used in conjunctions with the Champions ruleset they will always use whichever font is available in the graphics/fonts directory that matches - so they can be overwritten by a ruleset or theme extension.
Blackfoot
January 23rd, 2014, 20:11
I'm actually a little surprised that the small font definitions aren't included in CoreRPG since the fonts themselves actually are.
On a side note: This item is defined incorrectly in the Town file... it should be bolditalic-9.fgf
<font name="chatbolditalicfont">
<fgffile name="graphics/fonts/bold-9.fgf" />
<color value="#261A12" />
</font>
Trenloe
January 23rd, 2014, 20:23
I'm actually a little surprised that the small font definitions aren't included in CoreRPG since the fonts themselves actually are.
Me too.
Silveras
January 24th, 2014, 16:42
I would suggest structuring this like the group design in the Magic Schools section of Inner Sea Magic. (The structure is for any kind of organization.) This would include Entrance Fee, Entrance Exam skill check, Tuition/Dues, Associated Skills, Semester/Membership Term, and Expulsion fields as well as a bullet list for boons and awards. The skills could even possibly have buttons that would roll the skill for the selected character.
That's pretty specific to Pathfinder, and may not be useful in keeping the extension usable across multiple rule sets.
On the other hand, if a Pathfinder-specific extension is desired, I'd probably advocate for something like the NPC sheets, where choosing the type (NPC or Trap/Haunt) makes specific combinations of fields available. The schools are an adjunct to the Factions of the Faction Guide, and the fields are different.
Affiliations in 3.5 were different enough that I am not sure one extension could serve both Affiliations and Factions without having several unused fields depending upon whether you were using Affiliations or Factions. A few fields would be generic enough to be common, of course.
Blackfoot
January 24th, 2014, 18:42
It looks like the scrollbar problem in Town.ext wants something like this.
<scrollbar_list>
<scrollbar>
<anchored to="list" position="right" offset="-5,-5" />
<target>list</target>
</scrollbar>
</scrollbar_list>You might not even need the <scrollbar_list> part... I'm not sure what this does for you.
EDIT: That wasn't quite right.. but I've fixed the problems with the extension. I'll post it up in a bit.
Blackfoot
January 25th, 2014, 05:41
Updated the Town.ext to deal with some minor glitches.
Trenloe
January 25th, 2014, 12:48
I really think that if the developer of an extension is still active that updates should be fed back through them for them to update the extension.
I'm not taking anything away from your debugging and work to present an updated extension Blackfoot, but it could get confusing very quickly if different people are releasing different versions of the same extension.
Might I suggest that if anyone finds fixes to issues with an extension that they PM the extension developer with the info so that they can combine the fixes into the most recent version of the extension.
Blackfoot
January 25th, 2014, 15:46
I actually fixed a ton of stuff in the extension... a lot of little number changes to move the graphics into proper positions and things like that. I also added a 'close button'. A good bit of general simplification of the anchoring code.
Trenloe
January 25th, 2014, 19:09
I actually fixed a ton of stuff in the extension... a lot of little number changes to move the graphics into proper positions and things like that. I also added a 'close button'. A good bit of general simplification of the anchoring code.
That's great work. :-)
Fixing lots of stuff is even more reason to communicate what you have done to the main developer and allow them to incorporate the changes into any future version. They may already be working on the next release...
The last thing we want is confusion over who is developing this extension or which version to use.
Also, I see it as a courtesy to the developer to let them maintain their own code... If you weren't aware bradmcadam has passed development and maintenance of his code onto brochr.
Blackfoot
January 25th, 2014, 20:25
I actually hadn't intended to fix it at all, just find the solution for the scrollbar problem.. but while I was in there I just kept finding little broken things and it snowballed.
Unfortunately the details of what exactly I fixed and where.. well.. umm.. yeah.. that's not exactly clear. I did 'mostly' fix the font issue too by replacing most the fonts with other fonts that are found in CoreRPG.
Bidmaron
February 15th, 2014, 14:39
So who is actually maintaining this now? It's great work from everyone involved!
lokiare
February 15th, 2014, 15:28
Yes, great work. Unfortunately the shop extension doesn't seem to work well with the 4E rule set. When I drag and drop something from one of the books in the library, the price and description isn't transfered over to the shop.
Trenloe
February 15th, 2014, 15:56
So who is actually maintaining this now? It's great work from everyone involved!
brochr is now maintaining these extensions, with permission from the original developer bradmcadam.
lokiare
March 6th, 2014, 20:14
Yes, great work. Unfortunately the shop extension doesn't seem to work well with the 4E rule set. When I drag and drop something from one of the books in the library, the price and description isn't transfered over to the shop.
Ok, first you have to drag and drop the base item over to the open item window, then back to the shop and it seems to work fine after that. Is there any automation where it removes the gold value from inventory when you buy the item? I seem to remember one of my players doing that, but can't seem to get it to work.
kane280484
May 13th, 2014, 20:10
Great job, but as I can see, there's no way to export shops to a module?
Ikael
May 13th, 2014, 22:38
Hi Folks
A BIG thank you to Trenloe for doing a quick update for the Shop Database to make in compatible with FG3.0 and to work with the CORERPG engine. I have polished it up a little to make the look and feel closer to FG 3.0
We have tested it with CORERPG, Pathfinder and 3.5E and the same version works for all. It should also work with other rulesets without modification.
I have also updated the Town database in the same way and it should also be compatible with most rulesets.
Apart from the code updates, the file naming is now further simplified as there is no need for different branches for the D&D and Pathfinder rulesets.
With Brad's agreement I will be doing some further work based on these extensions and I am interested in comments on the following developments I have done.
Places Database:
This extends the "shop" idea to cover all kinds of locations - temples, taverns, hideouts, castles etc. My current code has five tabs:
- Main: fields: place type, alignment, deity, clientele, GM notes
- Notes: free form descriptive text
- NPCs: links to NPC & Groups associated with the place
- Story: links to Story entries associated with the place
- Inventory: inventory items available at the place, the prices and links to library item records
Groups Database:
This adds a way to keep track of groups or affiliations in game, like clans, tribes, religious organisations, secret societies etc. It allows you to add NPCs and keep track of their relationship (e.g. member, enemy, friend etc)
My current code has five tabs:
- Main: fields: type, alignment, scale, GM notes
- Notes: free form descriptive text
- NPCs: links to NPC associated with the group and their role
- Story: links to Story entries associated with the group
Please feel free to comment or suggest additional fields. I will release a beta in about a week or so.
I will also update the Town database to link to these databases once any bugs from the conversion have been dealt with.
All the best
Toph
Great work indeed! Thou I find small bug which break Town extension in my unofficial SW4 ruleset:
extension_start.lua line 9: DesktopManager.registerDockShortcut is invoked with 7 parameters, however CoreRPG supports only 6 and actually last two ("tab_npcs", "tab_shops") doesn't seem to do nothing. I suspect old code base in these cases, no?
Why does it get broken in my ruleset and not in CoreRPG, because in my ruleset 7th parameter is optional number and when bypassing string instead it doesn't like it.
dulux-oz
May 14th, 2014, 04:03
Hi Guys,
Not trying to steal anyone's thunder or anything, but are you aware I released an Extension for the CoreRPG called Locations which includes all of the Towns and Shops Extension stuff, plus has a bunch of other stuff in it as well - and its fully backwards compatible with the old Towns and Shops Extensions?
Links are:
https://www.fantasygrounds.com/forums/showthread.php?20794-Locations-(inc-Shops-amp-Towns)-Databse-Extension
or
https://www.fantasygrounds.com/forums/showthread.php?20320-FG-3-0-CoreRPG-Extensions
Cheers
Ikael
May 14th, 2014, 05:40
Yes, I am aware of it and I like it very much! However it's already compatible with my SW4 ruleset and I am looking for CoreRPG exts which have some compatible issues and mentioning them for awareness/fix purposes :)
Hi Guys,
Not trying to steal anyone's thunder or anything, but are you aware I released an Extension for the CoreRPG called Locations which includes all of the Towns and Shops Extension stuff, plus has a bunch of other stuff in it as well - and its fully backwards compatible with the old Towns and Shops Extensions?
Links are:
https://www.fantasygrounds.com/forums/showthread.php?20794-Locations-(inc-Shops-amp-Towns)-Databse-Extension
or
https://www.fantasygrounds.com/forums/showthread.php?20320-FG-3-0-CoreRPG-Extensions
Cheers
dulux-oz
May 14th, 2014, 06:22
Yes, I am aware of it and I like it very much! However it's already compatible with my SW4 ruleset and I am looking for CoreRPG exts which have some compatible issues and mentioning them for awareness/fix purposes :)
Ahh, I misunderstood the intent - sorry.
I am curious, however, as to why the Shops and Towns Extensions are still being used, considering that the Locations Extension (in effect) supersedes them - I suppose its similar to the question why would people still use FG v2.9.4 when FG v3.0.3 is available? The only reason I could come up with was that people weren't aware of the Locations Extension.
Having said that, people are, or course, free to use whichever Extensions, Rulesets, Modules, etc that the like - I was just trying to be helpful :)
Cheers
kane280484
May 14th, 2014, 09:56
I wasn't aware of this extension. And I am able to export shops data now, thanks!
dulux-oz
May 14th, 2014, 10:24
I wasn't aware of this extension. And I am able to export shops data now, thanks!
You're welcome.
Cheers
swest
October 21st, 2014, 08:10
Please don't hammer me (too hard) for reviving a 5-month old thread (although its content still appears completely relevant).
I am just starting to explore some of the extensions that we have (my explorations are currently limited to PFRPG, and specifically the ROTRL campaign - my first Pathfinder campaign, as well as my first FG campaign). Tenian's Language Chat extension was my first encounter, and after watching the video, I look forward to making use of it.
Anyway, discovering the availability of the topic of this thread, i.e. 'Shops and Towns' (and now 'Locations'), has me immediately wondering whether any well-known entities (and, given my previous statement, I'm sure you can anticipate where I am going with this) like Sandpoint are represented in a 'module' for inclusion in an existing campaign? (I hope that question makes sense.)
damned
October 21st, 2014, 08:20
@swest - firstly you should *consider* using this instead due to its greater scope - https://www.fantasygrounds.com/forums/showthread.php?20794-Locations-(inc-Shops-amp-Towns)-Databse-Extension
but to answer your question - probably not. we cant share copyright protected info without express permission...
swest
October 21st, 2014, 09:23
Agreed (regarding 'Locations'), I only figured that out after I had finished this posting, and I didn't want to double-post the same question over on that thread (although, perhaps I should).
w.r.t. the copyright issue, I assume that we would operate under the same generous dispensation that is in place for other modules, to wit: I am using another GM's Rise of the Runelords module, because I was able to provide a sales receipt showing that I owned the Anniversary Edition of ROTRL...
Even if someone only had a partially complete Sandpoint module, it would be useful, as it would give me a starting point, with familiar data, that I might even be able to expand upon, and contribute back into the community.
Thanks for the response.
- s.west
damned
October 21st, 2014, 12:00
We have been given permission to share Pathfinder Society material only. The Anniversary Edition falls in that category.
See this link - in particular post #24.
https://www.fantasygrounds.com/forums/showthread.php?20244-Private-sharing-of-PFS-scenario-data-available-modules/page3
So I think you might be out of luck...
swest
October 21st, 2014, 16:57
I'm confused. The Anniversary Edition was what I was asking about.
Why did you say, "So I think you might be out of luck..." ?
- s.west
damned
October 21st, 2014, 23:47
Sorry - is Sandpoint standalone material or is it part of that module?
swest
October 22nd, 2014, 00:00
Oh, well that's probably another question... and I'm probably not experienced enough with Pathfinder to answer it with any authority.
I believe that Sandpoint came about originally as part of the original Rise of the Runelords publication, but since then I think that it has achieved an independent identity within Paizo's 'world'...
I'm not even sure that sentence answers the question :confused:. I get confused pretty easily when trying to discriminate between some of these competing copyright questions.
- s.west
Trenloe
October 22nd, 2014, 00:23
I think this is a very grey area. The agreement with Paizo is for sharing Fantasy Grounds campaigns with GMs you can prove that they've purchased a Paizo scenario/module/Adventure Path product that is for Pathfinder Society play. Entering Sandpoint into this extension and then distributing the data could be viewed by Paizo as not being part of the original agreement as this extension is community produced (not part of the core product that the agreement is for) and is storing the town specific information in a completely different format. It can be argued either way: that this is within the spirit of the very loose original agreement or that this is really quite a different way of storing data to the original agreement.
In the end the agreement was to allow GMs to privately share Fantasy Grounds campaign data for PFS sanctioned adventure content as long as the person receiving the FG data could prove that they own the original product. This doesn't cover public distribution or something similar (which I know no one is suggesting). Just be prepared to withdraw/stop sharing if Paizo get wind and don't like it.
swest
October 22nd, 2014, 00:51
Thanks, trenloe, for adding to this discussion.
Of course, I don't have any intention of posing this question to Paizo myself (the last thing we want is a to have a bunch of FG dweebs, like me :) inundating them with frivolous requests and losing what we have already), however I'm wondering if there is such an avenue available, for, say, the 'authorized FG representative' to ask?
Or maybe we could start a thread with requests of this sort, and sort them by value, and every 6 months or so, ask for the top one on the list... Just a thought.
Anyway, thanks again for the clarification.
damned
October 22nd, 2014, 01:02
Hey! there are no dweebs here! are there? errr... maybe...
:)
Trenloe
October 22nd, 2014, 01:40
Of course, I don't have any intention of posing this question to Paizo myself (the last thing we want is a to have a bunch of FG dweebs, like me :) inundating them with frivolous requests and losing what we have already), however I'm wondering if there is such an avenue available, for, say, the 'authorized FG representative' to ask?
Ask in the original thread, or PM wvpolarbear - he was the one who told us about the agreement and is a PFS VL for the online community.
dulux-oz
September 11th, 2015, 03:23
Having spoken with brochr (the member currently maintaining this extension) about the ongoing maintenance of this extension and about the superseding Locations (https://www.fantasygrounds.com/forums/showthread.php?20794-Locations-(inc-Shops-amp-Towns)-Databse-Extension&p=171967&viewfull=1#post171967) extension it was agreed to close this thread and concentration effort into that extension instead of continuing to develop this one.
If anyone feels that this is the wrong decision please PM me and we'll sort something out.
Cheers
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