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damned
October 27th, 2012, 15:02
Hi gurus!

Using a Beta version of Castles&Crusades ruleset under current 2.9.2 Fantasy Grounds im finding lots of issues with Inventory/equipment. It seems you have to define a whole lot of extra stuff about each item... is it weapn, armour, container etc, how much does it cost, weigh, EV, AC onueses, damaged, range, type of weapon, how much can it hold etc...

There is a Castellans Arms and Armour module that doesnt load anything useful anymore and i wonder if it is because all or some of the required (for 2.9.2) tags are not present. An example item:

<Banded_Mail>
<link type="windowreference">
<class>referencearmor</class>
<recordname>armsnarmordescription.Banded_Mail@Arms and Armor</recordname>
</link>
<name type="string">Banded Mail</name>
<cost type="string">250 gp</cost>
<ac type="string">+6</ac>
<weight type="string">40 lbs.</weight>
<ev type="number">4</ev>
</Banded_Mail>

How do i find out what to add to these items? Eg this item is probably missing (at the least) something that says its armour.
When trying to see a list of armour (or any other items in this module) I get the following error:
Could not open sheet with data from unloaded module 'Arms and Armor'

Any pointers, suggestions, help?

Damian

Moon Wizard
October 27th, 2012, 20:51
There are no special tags required for v2.9.2, and everything should be backward compatible with v2.9.1.

The type (armor, weapon, etc.) is something specific to 3.5E and 4E that specifies whether to hide/show certain fields in the item windows, but will only be required in another ruleset if they implemented something similar.

The error message seems to indicate that the module is not loaded, since that message only appears when trying to open a windowclass using a data node that points to an unloaded module.

Regards,
JPG

damned
October 28th, 2012, 03:16
hi Moon_Wizard - thanks for your response.
i can open some of the links in this module - so it is definitely loaded. i cannot however open any links that point to the arms, armour etc - only credits, additional images. the links that work have far less tags/content in them.
i am using (live play-testing) a new version of the Castles&Crusades ruleset that DrV is working on. he has some previously unreleased extensions developed by Sorceror and he has been working on a new ruleset that incorporates these extensions into the base. some of the new features are drag and drop equipment.
the new ruleset is definitely giving me the additional equipment option fields.
is there a sample of the tags/layout that i can lookout? would it be as simple as opening the 3.5e and 4e modules?
would this info all be enterred manually? do you create a macro to insert tags and then just add data values? do you copy and paste a whole blank set of tags and just enter data values? other suggestions?

Griogre
October 28th, 2012, 06:52
damned, if that is a module that was modified its likely either the links were copied from another module or you changed the name of the module and not the links. Look at the address of the part of the link that starts at: @. From the the error message it looks like its @Arms and Armor. Then double check that is the *internal* name of the module. Note: the *internal* module name has nothing to do with the file name. You can also have some strange behavior if the internal name isn't unique though normally they should just merge depending on the root version.

damned
October 28th, 2012, 09:04
Thanks Griorge,
Looking further (and learning slowly) I think that it is not even getting to a problem with the equipment list format/tags. I think it is failing to open the link to the list of all the armour/swords/weapons/etc...

On Opening I get:


[] Credits
[] Introduction
[] Body Armor
[] Shields, Helms and Headgear
...several more...
[] Additional Graphics
[] OGL


Credits, Introduction, Additional Graphics and OGL all open. These are largely text only pages except that Additional Graphics is a list of a dozen clickable image.

All the useful ones in between dont load...

So looking at the Code for Credits I see:



<a_credits>
<librarylink type="windowreference">
<class>referencetextwide</class>
<recordname>..</recordname>
</librarylink>
<name type="string">Credits</name>
<text type="formattedtext">
<p><b>CASTELLAN'S GUIDE TO THE Arms and Armor OF THE EARLY MEDIEVAL PERIOD</b></p>
<p><b>AUTHOR:</b> MICHAEL STEWART</p>
<p><b>EDITOR:</b> CORY M. CASERTA</p>
...removed a bunch more <p> tags </p>...
<p></p>
</text>
</a_credits>


when I look at Additional Graphics I get something similar with the addition of link class info:



<m_Additional_Graphics>
<librarylink type="windowreference">
<class>referencetextwide</class>
<recordname>..</recordname>
</librarylink>
<name type="string">Additional Graphics</name>
<text type="formattedtext">
<p></p>
<p>Due to the nature and limitations of the Fantasy Grounds II format, several graphics could not be presented in the body of the text, as they were in the original work. They are therefore presented here in this appendix.</p>
<p></p>
<p><link class="imagewindow" recordname="refimage.FrontCover"><b> Castellan's Guide Front Cover</b></link></p>
<p><link class="imagewindow" recordname="refimage.MasterSmith"><b> The Master Smith</b></link></p>

...removed a bunch more <p> tags </p>...
<p></p>
</text>
</m_Additional_Graphics>


So these are working examples.

All the non working ones are of a common format:



<e_armor>
<librarylink type="windowreference">
<class>reference_armortablelist</class>
<recordname>armorlist@Arms and Armor</recordname>
</librarylink>
<name type="string">Body Armor</name>
</e_armor>


so scrolling down to where the armor detail resides (which is after the [] OGL stuff has finished) it begins like this:



<armorlist>
<description type="string">Armor</description>
<groups>
<section001>
<description type="string">Body Armor</description>
<armor>
<Banded_Mail>
<link type="windowreference">
<class>referencearmor</class>
<recordname>armsnarmordescription.Banded_Mail@Arms and Armor</recordname>
</link>
<name type="string">Banded Mail</name>
<cost type="string">250 gp</cost>
<ac type="string">+6</ac>
<weight type="string">40 lbs.</weight>
<ev type="number">4</ev>
</Banded_Mail>


and ends after all the other armour with:



</section001>
</groups>
<footer type="formattedtext">
<p><b>* Special, See Item Description</b></p>
</footer>
</armorlist>


So.... any hints on what I need to do to connect the Armour Descriptions with the Armour Link in the main (1st) menu?

Thanks
Damian

Trenloe
October 28th, 2012, 13:33
Is the module name actually "Arms and Armor"? This is the name tag in the actual XML.

damned
October 28th, 2012, 13:42
Ok... so I have this one working now...

I did lots of changes and I think I have narrowed them down to this:



<e_armor>
<librarylink type="windowreference">
<class>reference_armortablelist</class>
<recordname>armorlist</recordname>
</librarylink>
<name type="string">Body Armor</name>
</e_armor>


I removed @Arms and Armor here:

<recordname>armorlist@Arms and Armor</recordname>
Now I might have mucked this up when I was editing the definition.xml to get it to show up at all in the Module Activation window...

Then I was also getting some errors for EV so I changed one of the values (either from armorlist or armordescription) from string to number or vice-versa...



<Banded_Mail>
<link type="windowreference">
<class>referencearmor</class>
<recordname>armsnarmordescription.Banded_Mail</recordname>
</link>
<name type="string">Banded Mail</name>
<cost type="string">250 gp</cost>
<ac type="string">+6</ac>
<weight type="string">40 lbs.</weight>
<ev type="string">4</ev>
</Banded_Mail>




<Banded_Mail>
<name type="string">Banded Mail</name>
<ac type="number">6</ac>
<isidentified type="number">1</isidentified>
<itemtype type="string">armor</itemtype>
<armortype type="string">part</armortype>
<value type="string">250</value>
<ev type="number">4</ev>
<weightlbs type="number">40</weightlbs>
<description type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>70%</td></tr>
<tr><td>AVAILABILITY:</td><td> 70%</td></tr>
<tr><td>OPTIONAL:</td><td> +1 AC versus thrusting attacks.</td></tr>
</table>
<p></p>
</description>
<identified type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>70%</td></tr>
<tr><td>AVAILABILITY:</td><td> 70%</td></tr>
<tr><td>OPTIONAL:</td><td> +1 AC versus thrusting attacks.</td></tr>
</table>
<p><link class="imagewindow" recordname="refimage.Banded_Mail"><b>Image: Banded Mail</b></link></p>
<p>The armor known as Banded Mail was commonly used in Medieval Europe at the end of the 12th century, but actually predates the Dark Ages in that a version of the armor was occasionally worn by Roman soldiers in the late Empire. Known then as "Lorica Segmentata", this armor was usually limited to the torso and made of horizontal bronze or iron plates riveted to a soft leather or canvas backing. They covered the torso and slightly overlapped so that when removed it could collapse upon itself to a set of shorter plates as one went higher upon the torso.</p>
</identified>
</Banded_Mail>


now it seems to be working on all counts for GM and for Players...
but I cant work out why no one else was having issues...

damned
October 28th, 2012, 13:46
on the same theme... there was also a d20 spell list created/compiled by DrV.
the module contained a db.xml so I renamed that client.xml and now players can see/use this? would that be correct?

damned
October 28th, 2012, 13:54
Is the module name actually "Arms and Armor"? This is the name tag in the actual XML.

Ahhh you posted while I was busy typing away!
I think you might have been onto something there - I *may* have renamed it in teh definition.xml at some point early on in this process but before I edited the definition.xml it wouldnt even show up in the Module Activation window...

So confused...

Griogre
October 28th, 2012, 17:48
damned, it would still appear the problem is the internal module name is not "Arms and Armor". You have done *everything* but show us that. Its the name element about the 5th line down. IE on this fragment from the C&C PH module I have, its the element in red.



<?xml version="1.0" encoding="iso-8859-1"?>
<root version="2.0">
<library static="true">
<cncrules static="true">
<name type="string">Players Handbook</name>
<categoryname type="string">Castles &amp; Crusades</categoryname>
<entries>
...
</entries>
</cncrules>
</library>



All the @addesses need to be to that and the name in the definition file must match it *exactly* or it won't work. You shouldn't take them out on your links. Doing that just means it uses it will use whatever the current name in the module is which doesn't seem so bad until you realize that it will match stuff out of any module that has an old root version that has the same name. I'd start over and check the name.

damned
October 28th, 2012, 21:46
<?xml version="1.0" encoding="iso-8859-1"?>
<root version="2.07">
<author>Troll Lord Games</author>
<name>Arms and Armour</name>
<ruleset>Castles_and_Crusades</ruleset>
</root>


i went back to the original source that DrV gave me and it looks like this but wont appear in module activation:



<?xml version="1.0" encoding="iso-8859-1"?>
<root>
<name>Arms and Armor</name>
<author>Troll Lord Games</author>
<ruleset>Castles and Crusades</ruleset>
</root>

Griogre
October 28th, 2012, 22:58
Note the difference between the British and American spelling of Armor ie Armour vs. Armor. Next make sure the definition file has exactly the same spelling as the name element in the client or db file. Also move any other version of the module file out of Data App modules. Also in that XML snip you don't have a library node. The Name node goes in the library node.

damned
October 28th, 2012, 23:15
Ha! I did that so many times and still missed that spelling of Armour again...

Is there a reason that you know why this tag works

<root version="2.07">
and the simple

<root>
does not?

And your second point is referring to this line?

<library>
<cncarmsnarmorcontents static="true">
<name type="string">Arms and Armor</name>
<categoryname type="string">Castles &amp; Crusades</categoryname>

And lastly - exactly where shoudl these .mods reside?
Only in the \modules directory?
Do clients/players also need the file in their \modules directory?

I will go back tonight and start again with the original file and work thru step by step with this added knowlege...

thanks Griogre

Trenloe
October 28th, 2012, 23:21
And lastly - exactly where shoudl these .mods reside?
Only in the \modules directory?
Do clients/players also need the file in their \modules directory?
They should only be in the <app data folder>\modules directory. Don't keep old versions in there (just in case) as you may end up with old modules still open and the <name> tag within the XML being the same which will result in them combining.
Players will only need to install a copy in their modules directory if it is a client.xml module. common.xml will be downloaded from the GM and cached and db.xml is GM only.

damned
October 29th, 2012, 10:37
Ok - so new testing underway.
Brand new computer with new install of FGII.
Only difference is this computer is 64bit.

I have copied the new ruleset into \rulesets
I have copied an unmodified version of the Arms and Armor guide into \modules
CnC_3.0b1_Castlellans_Guide_Arms_and_Armor.mod

I launch a new campaign selecting the new ruleset and I go to Modules Activation and the Arms and Armor guide (by any name) is not there.

Eventually I found that after changing the line in bold:


<?xml version="1.0" encoding="iso-8859-1"?>
<root>
<name>Arms and Armor</name>
<author>Troll Lord Games</author>
<ruleset>Castles and Crusades</ruleset>
</root>


to the following:

<ruleset>Castles_and_Crusades</ruleset>

It now shows in Module Activation!!!!!

So I can now see it as GM and as a player. The <root> trail I think was laid by a herring...

So now either as player or GM the first time I click on any of the equipment lists I get the following error popup in the debug window:

Ruleset Error: Database type mismatch for 'ev'
Ruleset Error: Database type mismatch for 'ev'
...
Ruleset Error: Database type mismatch for 'ev'

Looking at the equipmernt list the number of error lines matches the number of items. In addition in the list view the EV value is not listed but in the description it is. When I drag items into the character sheet (woohoo DrV) the EV populates. So...

In client.xml I located all of these descriptions:


<Breastplate_Steel>
<link type="windowreference">
<class>referencearmor</class>
<recordname>armsnarmordescription.Breastplate_Steel@Arms and Armor</recordname>
</link>
<name type="string">Breastplate, Steel</name>
<cost type="string">300 gp</cost>
<ac type="string">+5</ac>
<weight type="string">30 lbs.</weight>
<ev type="number">3</ev>
</Breastplate_Steel>


and replaced with:

<ev type="string">3</ev>

but leaving the actual item description as number:


<Breastplate_Steel>
<name type="string">Breastplate, Steel</name>
<ac type="number">5</ac>
<isidentified type="number">1</isidentified>
<itemtype type="string">armor</itemtype>
<armortype type="string">part</armortype>
<value type="string">300</value>
<ev type="number">3</ev>
<weightlbs type="number">30</weightlbs>
<description type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>50%</td></tr>
<tr><td>AVAILABILITY:</td><td> 35%</td></tr>
<tr><td>OPTIONAL:</td><td>Similar to bronze Breastplate, but more durable and so avoids the AC reduction via blows.</td></tr>
</table>
<p></p>
</description>
<identified type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>50%</td></tr>
<tr><td>AVAILABILITY:</td><td> 35%</td></tr>
<tr><td>OPTIONAL:</td><td>Similar to bronze Breastplate, but more durable and so avoids the AC reduction via blows.</td></tr>
</table>
<p><link class="imagewindow" recordname="refimage.Breastplate_Steel"><b>Image: Breastplate, Steel</b></link></p>
<p>As with the bronze breastplate, this rigid armor provided greater protection to the vital areas of its wearer. However, being made of steel it granted greater protection (and additional +1 to AC) and was more durable in combat.</p>
<p></p>
</identified>
</Breastplate_Steel>

I now get the tables working and the descriptions working. And as I have left the @Arms and Armor references that I deleted in earlier attempts all links to images also work.

So... have I done all this just for my setup or can anyone else verify any of this?

regards
Damian

damned
October 29th, 2012, 10:38
Oh so cruel....

Images load for GM but players just get:

Runtime Error: Unable to create window with invalid data source 'image' - 'refimage.Banded_Mail@Arms and Armor'

So strange because Im actually on the same computer connecting to localhost so Im referencing the SAME mod file....

Gnashes teeth...

Trenloe
October 29th, 2012, 10:57
Oh so cruel....

Images load for GM but players just get:

Runtime Error: Unable to create window with invalid data source 'image' - 'refimage.Banded_Mail@Arms and Armor'

So strange because Im actually on the same computer connecting to localhost so Im referencing the SAME mod file....

Gnashes teeth...
So, these are actually images (pictures or maps) in the "maps and images" list?

If so, I'm not sure what's been done with the ruleset, but these don't usually appear in the player's list unless they have already been shared by the GM. This was functionality that came into FG in rulesets after the current C&C ruleset - so, I'm guessing that the code DrV is working with is not quite there yet??

Or, are you not talking about images?

damned
October 29th, 2012, 11:38
Arms and Armour
-> Swords and Axes
-> Scimitar
Has all stats and a bit of a description and history of weapon including strengths and weaknesses and a link to an Image. DM clicks on it and a nice little black and white scimitar opens in a new window.
For players - after making the changes above - they get all but the image (they get the link) whereas the GM gets it all...
DrVenture is updating the ruleset, incorporating the extensiosn Sorceror had completed and those that were in Beta...

Griogre
October 29th, 2012, 20:09
Trenloe, player modules can have images they just have to be put in the module by hand and most library modules were built by hand until the parsers came along.

Damned, I watch your struggles with great sympathy since I, and everyone in the d20 era of FG went down that road. I think some fast background might help you since the C&C ruleset and libraries were originally build by DA and DA was a very small group and, early on, we all used the *exact* same data patterns in our libraries and rulesets.

First, though, C&C was different from most rulesets in that the player library modules were client modules and sold separately. I am *assuming* your Arms and Armor module is also a client module.

Second, I hate to tell you this but we are going to have to talk root node here. At DA we found a bug in FG. The problem was the link addresses were being ignored. IE:


<Section00Credits>
<librarylink type="windowreference">
<class>sw_referencetextwide</class>
reference.credits@50F Player Guide
</librarylink>
<name type="string">Credits/Legal</name>
</Section00Credits>

was treated exactly like it was:


<Section00Credits>
<librarylink type="windowreference">
<class>sw_referencetextwide</class>
reference.credits
</librarylink>
<name type="string">Credits/Legal</name>
</Section00Credits>

This was for *all* links in any library module open - except db files don't combine with common or clients files - ever. The original owners didn't do nearly so many updates as the current owners, so it was quite a while later before they patched the bug. But when they were working on fixing it they found that so many modules had started taking advantage of this "bug" it had become a "feature." The "feature" being you could merge selected parts of open library modules if you set it up right.

The original owners had a dilemma, if they just fixed the bug it would break those library modules that had used it as a "feature" and yet it was really a bug that impacted all open library modules. Fortunately for them it was a bug that only affected developers so their solution was... the root node version. Library modules with no version or a version number of less than a certain amount would continue to have the "feature" and those with a higher version number would have the bug fix.

FYI, the new owners have continued the idea behind root node versions so if you are building a new library module you should generally use the latest root node version with I think is 2.9 right now. Whew, that was long.

So... 1) The original C&C modules just like all early library modules released by DA prior to the discovery of that address link bug will merge with any library module that doesn't have a high version root node. 2) Since all early DA library modules used the *same* data structure the odds of merging are very high... and since you seemed to have copied that data structure in your new module - this applies to you too. 3) We knew all this at DA so we build any follow on modules in such a way as to deliberately avoid any problem with merging. The good news for you is you don't need to do any of that work around you just need to use the current root version number.

That all explained, its my belief you have at least two currently somewhat complementary/contradictory problems. You have a merge "feature" problem that is masking that you have at least some bad link addresses. And its possible your image links aren't build right (its a two stage process unlike that of an adventure module). Basically when you fix your merge address feature/problem you links don't work which seems like you're going backwards but until you make sure you aren't using the merging "feature" you are never going be sure its not a problem with your links.

To troubleshoot to see if you have a have a straight merge problem, move all other C&C modules out of the FG data apps module folder. Then start FG and see if the links still work. If they do that would mean the link data is inside the current module. If they don't then you were pulling the info from another C&C module. Next up the root version to 2.9 and see if the links still work. If they don't that means your link addresses are broken in the @modulename part and probably don't match the internal library module name. Once you get any link address problems fixed if you still are having problems with getting links to pop an image we can go over the two stages of how to build an image link in a library module. I didn't mean to write a book, hope that helps.

damned
October 29th, 2012, 22:23
Wow!
Thanks for taking the time to explain all that.

So -
If I dont put a root version then any client.xml without a root version can potentially reference content or links in any other loaded client.xml without specifying the module?
And the same goes for common.xml to common.xml and db.xml to db.xml?

If i enter a root version of 2.?? or higher this behaviour stops.

On my test machine with only a demo license my module works 100% now for DM. For Player (connecting on localhost) all the links are working except for the images in the following:
Arms and Armor (ok)
> Body Armor (or any other equipment list) (ok)
> Coat of Plates (or any other item) (ok)
> in the description is a link Image: Coat of Plates and this only works for GM.

Player gets: Runtime Error: Unable to create window with invalid data source 'image' - 'refimage.Coat_of_Plates@Arms and Armor'

could it be a sharing violation being that both sessions are accessing same physical file? i need to move this tested module onto my live environment and connect a host.

damned
October 29th, 2012, 23:17
Ok - tested with 2 other computers - its not a local sharing issue.
I will re-read your email and testing suggestions and give it another go.
Thanks for your help.

Trenloe
October 29th, 2012, 23:23
On my test machine with only a demo license my module works 100% now for DM. For Player (connecting on localhost) all the links are working except for the images in the following:
Arms and Armor (ok)
> Body Armor (or any other equipment list) (ok)
> Coat of Plates (or any other item) (ok)
> in the description is a link Image: Coat of Plates and this only works for GM.

Player gets: Runtime Error: Unable to create window with invalid data source 'image' - 'refimage.Coat_of_Plates@Arms and Armor'
To confirm, are *any* images working in this module?

If some image links are working and some aren't, then please provide examples of the XML - especially the <refimage> sections of the XML where the actual location of the file is specified.

damned
October 29th, 2012, 23:38
Ok - yes - all images work for GM.
The following images work for players.

This is a seperate list that basically just contains a series of image links - no equipment/weapons/armor.


<m_Additional_Graphics>
<librarylink type="windowreference">
<class>referencetextwide</class>
<recordname>..</recordname>
</librarylink>
<name type="string">Additional Graphics</name>
<text type="formattedtext">
<p></p>
<p>Due to the nature and limitations of the Fantasy Grounds II format, several graphics could not be presented in the body of the text, as they were in the original work. They are therefore presented here in this appendix.</p>
<p></p>
<p><link class="imagewindow" recordname="refimage.FrontCover"><b> Castellan's Guide Front Cover</b></link></p>
<p><link class="imagewindow" recordname="refimage.MasterSmith"><b> The Master Smith</b></link></p>
<p><link class="imagewindow" recordname="refimage.The_Castellan"><b> The Castellan</b></link></p>
<p><link class="imagewindow" recordname="refimage.Mounted_Knight"><b> A Knight on Horseback</b></link></p>
<p><link class="imagewindow" recordname="refimage.Pikemen"><b> Pikemen on the March</b></link></p>
<p><link class="imagewindow" recordname="refimage.Knight"><b> A knight and his arming squire</b></link></p>
<p><link class="imagewindow" recordname="refimage.Wardog"><b> A wardog in armor</b></link></p>
<p><link class="imagewindow" recordname="refimage.The_Sword"><b> The diagram of a Sword</b></link></p>
<p><link class="imagewindow" recordname="refimage.Knights_Battle"><b> Two knights battle</b></link></p>
<p><link class="imagewindow" recordname="refimage.The_Axe"><b> The diagram of an Axe</b></link></p>
<p><link class="imagewindow" recordname="refimage.Warrior_Girl_with_Spear"><b> A warrior girl with Spear</b></link></p>
<p></p>
<p></p>
</text>
</m_Additional_Graphics>

and then down in the <refimages> section:



<FrontCover>
<image type="image">
<bitmap>refimages/FrontCover.jpg</bitmap>
</image>
</FrontCover>

<MasterSmith>
<image type="image">
<bitmap>refimages/MasterSmith.jpg</bitmap>
</image>
</MasterSmith>

<The_Castellan>
<image type="image">
<bitmap>refimages/The_Castellan.jpg</bitmap>
</image>
</The_Castellan>

<Mounted_Knight>
<image type="image">
<bitmap>refimages/Mounted_Knight.jpg</bitmap>
</image>
</Mounted_Knight>

<Pikemen>
<image type="image">
<bitmap>refimages/Pikemen.jpg</bitmap>
</image>
</Pikemen>

<Knight>
<image type="image">
<bitmap>refimages/Knight.jpg</bitmap>
</image>
</Knight>

<Wardog>
<image type="image">
<bitmap>refimages/Wardog.jpg</bitmap>
</image>
</Wardog>

<The_Sword>
<image type="image">
<bitmap>refimages/The_Sword.jpg</bitmap>
</image>
</The_Sword>

<Knights_Battle>
<image type="image">
<bitmap>refimages/Knights_Battle.jpg</bitmap>
</image>
</Knights_Battle>

<The_Axe>
<image type="image">
<bitmap>refimages/The_Axe.jpg</bitmap>
</image>
</The_Axe>

<Warrior_Girl_with_Spear>
<image type="image">
<bitmap>refimages/Warrior_Girl_with_Spear.jpg</bitmap>
</image>
</Warrior_Girl_with_Spear>


the ones that are not working are the image links embedded in the item description:



<Coat_of_Plates>
<name type="string">Coat of Plates</name>
<ac type="number">5</ac>
<isidentified type="number">1</isidentified>
<itemtype type="string">armor</itemtype>
<armortype type="string">part</armortype>
<value type="string">100</value>
<ev type="number">4</ev>
<weightlbs type="number">45</weightlbs>
<description type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>60%</td></tr>
<tr><td>AVAILABILITY:</td><td> 90%</td></tr>
<tr><td>OPTIONAL:</td><td>+1 AC versus Mass weapons.</td></tr>
</table>
<p></p>
</description>
<identified type="formattedtext">
<table>
<tr><td>% COVERAGE:</td><td>60%</td></tr>
<tr><td>AVAILABILITY:</td><td> 90%</td></tr>
<tr><td>OPTIONAL:</td><td>+1 AC versus Mass weapons.</td></tr>
</table>
<p><link class="imagewindow" recordname="refimage.Coat_of_Plates"><b>Image: Coat of Plates</b></link></p>
<p>This armored surcoat reflects another attempt to unify metal and leather for greater protection while retaining flexibility. The Coat of Plates was constructed in a manner similar to Ring Mail armor. Unlike Ring Mail, the leather or heavy canvas coat was covered with metal plates sewn into pockets or riveted onto its surface to provide greater protection to the wearer. These plates were not terribly flexible and therefore some gaps between the metal plates were unavoidable.</p>
</identified>
</Coat_of_Plates>

<Coat_of_Plates>
<image type="image">
<bitmap>refimages/Coat_of_Plates.jpg</bitmap>
</image>
</Coat_of_Plates>


I have tried with the simple <root> declarion and with 2.07 and 2.9 and same symptons.

Griogre
October 30th, 2012, 04:11
Is that second <Coat_of_Plates> with the bitmap element inside the refimage node? Are the actual images jpg files and are they in the refimages folder of the module?

damned
October 30th, 2012, 04:13
Yes to first point and yes to second.
The GM can open them fine.
The Player cannot. But they can access everything else in this module.

Trenloe
October 30th, 2012, 04:24
Yes to first point and yes to second.
The GM can open them fine.
The Player cannot. But they can access everything else in this module.
I'd suggest putting your "<link class="imagewindow" recordname="refimage.Coat_of_Plates"><b>Image: Coat of Plates</b></link>" link in various different places within the module to see if the link is the issue with players being unable to view it or the location of the link.

Put it in the freeform Additional Graphics text entry you have earlier with all of the other links that works.
Put it in the <description> section of the item (leave it in <identified> as well).

This might help to identify if it is the link itself or a specific location of the link.

damned
October 30th, 2012, 08:00
Ok!
Many people have assisted me on this including Dakadin who spent close on an hour with me viewing the errors on my screen.

Several things:
1. I still had a .pak file :( Dr-Venture – you were correct in the association with Castles_and_Crusades vs Castles and Crusades
2. After re-reading Dr_Ventures instructions I still think I followed them to end up with the \rulesets\ruleset folder structure – and this led the new Ruleset to show up as ruleset in my FG screen when starting the campaign… This was easily rectified with Dakadins help and I now have a \rulesets\Castles and Crusades folder like the rest of you.
3. Dakadin has pointed out that that in base.xml the <root> should probably be: <root> as version is the FGII version that this ruleset is compatible with and release is the Ruleset version – I will leave that up to you Craig :)
4. Ultimately I think the only thing I have changed (other than using up a LOT of other peoples time) is fixing the EV error in the Arms and Armor guide. I have sent Dr_Venture for checking and to include in the next release. (Dakadin – it does work with 2.9 set…).

Thanks to all of you!