Its in the Icons Directory and subdirectories. The definition is in the XLocationsIcons.xml file
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Its in the Icons Directory and subdirectories. The definition is in the XLocationsIcons.xml file
No no, all of an Extension's resources and code is zipped up in the .ext file - what you need to do is unzip (I use PKZip for all my zipping needs) the Locations.ext file and then you should find everything you need - but please follow the License and standard copyright on the code and images you'll find inside the .ext file.
I'm finally to a point where I think this extension will help me and my players out. I'm just going to use it for shopping, right now. I wanted to see if anyone had anything setup already for what I am looking to do. I want to load up sample shops for the different settlement sizes. for example: a Village Shop, Small Town Shop, Large Town Shop, Small City Shop, Large City shop, etc. So when my players roll into a new town they can buy/sell what they need, within limits. I thought I would ask just in case someone else already has this. I am using the Pathfinder game system.
Looks to be a great extension. Thx for all the hard work Dulux-Oz.
EDIT:
Here is something I put together. I've never used this extension before so hopefully I did this correctly. It is just a generic shop per city size with a random load-out of items.
Hi Everyone,
With the impending release of FGv3.2 I have been working furiously on getting all the DOEs (new and old) working with the new way of doing things. As such, I need to get some new icons for the Sidebar, etc. If anyone with any sort of artistic talent could have a look at the list of what I need (below) and what I need in the other DOE Threads and produce some appropriate graphics for me and for your fellow Community Members I'm sure we'll all appreciate it. If you get in touch I can supply some of the "base" graphics (for those icons that use that "style" of graphic).
What we need for the DOE Locations Extension is:
- A Large Sidebar Button for the d20 Modern Ruleset in both "Up" and "Down" versions
- A Large Sidebar Button for the 5E WotC Theme in both "Up" and "Down" versions
Thanks
Creating a new location I am seeing the script error : [string "wcLocation"]:1: attempt to index a nil value. This appears twice on creating a location.
Attachment 14874
Interestingly this appears to be related to the Physical Feature/Political Entity tick boxes at the bottom of the location page.
The message pops up when I click on where the check box appears to be.
Attachment 14873
I am working with a brand new campaign using the following plugins.
Attachment 14875
Drop the Locations Database - don't load it (in fact, delete it from you PC). That's the old version of the DOE: Locations v4.2 Extension, and is almost certainly conflicting with the new one
I have tried that, and I still get the error. I deleted old location file, and created a new campaign using first the Fate System it was OK. However when loading the Savage Worlds 4.2.5 file which i just purchased today I get the errors as stated before. The old version of the Location DB didn't cause errors with savage worlds so I suspect that there may be something out of sync between those two versions. It appears to be the toggle as stated before which is generating the error.
Below is all of the files and versions I am loading.
Attachment 14876
First off, let me say this looks genius and I am really looking forward to using it, unfortunately I am getting the same error.
New campaign with the following Load:
*Savage Worlds Deluxe v4.2.5
*CoreRPG ruleset 3.1.7
*DOE Base Extension v1.2
*DOE Locations Extension v4.2
I get the error after
1) Opening the Locations page
2) Rt Click New Item
3) Clicking the link
FYI I get a Similar index warning when I try to access a new weather item:
Ruleset Warning: Could not find template (tSubwindowFooterLengthListSounds) in windowclass (wcWeather)
Ruleset Warning: bitmapwidget: Logical icon (WeatherManager.sITabSound) does not exist
Script Error: [string "wcWeather"]:1: attempt to index global 'swSounds' (a nil value)
Looks like there's something in SWv4.2.5 that broke something - let me see what I can find
I searched through the thread and oddly didn't find anything, but is there any way to get the inventory screen markup percentages to round numbers? I tried to sell a suit of armor for 420 gp and then it ended up being 381.8181818181818 gp or something on the characters inventory. Selling it back left him with 789.6364646464 gp, which is of course unusable. Not asking it to automatically figure out change, just put 382 instead of 381.8181818.
That rounding error is one that I've been struggling with. The problem is with the precision that the lua scripting code uses for all its mathematical operations (ie its inbuilt to the engine0. The question in automatically having a rounding function is "round it to what?" Sure, we could round to the nearest 0.01 for decimal systems, but if you're using 240 pennies to the pound, or even 20 silver to the gold or 5 gold to the platinum - well, they've all got different rounding values.
So I'm still trying to work out how to go about it - and yes, it is tied up with figuring out change :)
So, for the moment, round it manually (and I'd round it in the favor of the shopkeeper, obviously) - I'll try to get something sorted to do it automatically (when I figure out what needs to be done exactly).
Sounds like a plan! Pretty cool so far. Thanks!
What about just truncating? I know it's not perfect, but unlike today's world, would have they really been doing something like, "I'll give you 30% of list price, so that 281 gold, 4 silver and 3 copper."
Now, in a non-fantasy setting... my logic is bogus, but....
Maybe an option for number of decimal places? Or, how about you just write a sub-routine to read the GMs mind?
There's a quote I;ve heard a lot lately (must be some TV commercial), but it goes back to my early days of engineering "Perfect is the enemy of good enough."
Yeah, but what do I use as the "rounding factor" - that was the point of mentioning the different currencies in my previous post.
And as far as reading the GM's mind... My God, Mr Bigglesworth, they're on to us! Quick! To the secret volcano lair! Curse you, Lord E, I'll get you next time!
You're right that their is no good rounding factor, or even number of decimal places. That's why I would take a cheaters way out and just truncate the numbers (drop all decimal places).
p.s. have you notices I put Nair in Mr. Bigglesworth's shampoo?
Oh, I see you have...
https://animalia-life.com/data_image...phynx-cat1.jpg
Yeah, that's a loop - you really probably shouldn't be creating those - it'll only effect Exporting / Copying With Links, so if you're NEVER going to do that then a loop won't cause too much trouble, but sooner or later you WILL w3ant to do that and you'll forget you've got the loop and things will go... not very well!
So it's best to not have loops
Cheers
Dulux-Oz did you ever find out how the new Savage Worlds build broke your Locations code?
Greetings kuthulu,
I am poking around in your DOELocations_PFD_Generic_Shops.mod.
If I open one of the inventory items, e.g. the '+1 Halberd, Flaming' from "7. Large city Shop", I see, below the Properties, a link next to 'Flaming'. If I click on that link, I see, over in the Chat window:
Could not open sheet with data from unloaded module. (PFRPG Magic Item Tables)
Can you comment on that, please? I don't know of a 'PFRPG Magic Item Tables' module...
Thanks,
- s.west
"Pathfinder Magic Items generator" here: https://www.fantasygrounds.com/forum...l=1#post120187
Well, I did have it installed in the modules subdirectory, after all. I just didn't have it opened, D'oh!
But I needed to get the updated version anyway...
Ok, all is well now.
Thanks, again.
(sorry, crossing posts)
Yes, I understand that, completely. I just missed it when I looked for it before. I don't know how... I mean, it says, "PFRPG Magic Item Tables' right there, big as you please... sigh.Quote:
Originally Posted by Trenloe
Not really sure where to put this, sorry if it's in the wrong place. MODERATOR: Moved this post to the thread on this specific extension. The best place to ask questions about in extension is the thread for the extension! :)
I recently downloaded all of the Location/Organization/Weather extension stuff, and am pretty impressed with it. I made an attempt at setting up a shop, and it seems to work, a player was able to purchase a set of chain mail armor from the shop's inventory by dragging it out, and it automatically deducted 55gp from his char sheet. My question is, I was under the impression when a player did that, it would whisper the DM (me) that he/she had done it, so as to notify for tracking cash and whatnot. Not that I don't trust my players, it's just that it's so easy in FG's current incarnation to accidentally change/delete stuff as a player, so I like to try to keep tabs on my players' money totals. Is anyone familiar enough with this extension to tell me what I've done wrong such that it's not notifying me when players buy/sell things in my shops?
@Seananigans
Actually, I can't remember if it notifies the GM or not - its not a bad idea though. I'll have a look-see and work out if that functionality is in there or not, and put it in if it isn't
Glad you like things
Cheers
Hi Everybody,
I've decided to make the raw files that make up this and the other DOEs available via Bitbucket and Git. So if you're a fellow dev, know how to drive a Git-client (btw I prefer GitKracken) and would like to contribute and/or help beta-test the DOE Updates before they go live then feel free to contribute via Git and Bitbucket.
Please see the first post in this Thread for details.
Note that all working versions of the Dulux-Oz Extensions will be released in the first Post of their relevant Thread as per normal.
Cheers
Ruleset Error: window: Control (Personalities) anchoring to uncalculated control (Locations) in windowclass (wcMenubar)
Ruleset Error: window: Control (Personalities) anchoring to uncalculated control (Locations) in windowclass (wcMenubar)
My GM runs this mod, along with the default theme. I run my FG at 175% because I am visually impaired.
First, I get this error, then the layout produced is a triple wide set of icons along the right hand side, overlapping some of them, making the combat tracker and other icons unclickable.
I set my GUI to 100% (normal). The display is still funky, the set of icons at the top right are triple wide, the set of shields down the right side are double wide, but no overlap. No one else in my game sees this. I am at maximized screen too, of course.
I assume my GM has the latest version.
Can this bug be fixed?
First time its been reported Victor - can you post a couple of screen shots so I can see what you're seeing, please.
Could you also please confirm with your GM the version numbers of FG, the Ruleset, and any Extensions that are loaded - thanks.
We both have the latest version of FG, and we are running Pathfiner. Here is a copy of the chat window log showing the extensions, and a screenshot. Thanks.
OK, I've never seen that happen before - but to put your mind at rest the code that handles that has been radically re-written for FGv3.2 because the underlying code in the CoreRPG changed, so the problem should disappear when FGv3.2 and the new version of the DOEs are released - or at least if it happens again the issue will be with the CoreRPG code :)
Hope that helps
BTW, how does your group like the functionality that the DOEs bring? I'll assume you find them useful?
Cheers
Speaking from the GM side after playing with the Organisations etc side of DOE a while in FG I have stopped using Realm Works and looking to keeping everything in Fantasy Grounds.
Hello again, just checking in on the Savage Worlds Issue.