perfect
Now the journey begins
Printable View
I have followed the first tutorial and displayed my background but get the watermark With a big ID in a circle
How do I remove this
thanks
Barry
It is a decal and can be changed or turned off in Options.
I KNEW it would pay off to go through the 9 pages and look for someone asking this ;). I too got up to #5 and the adding of the new roll. I see it is already IN MoreCore so I created a similar one. I am just doing it to work through the examples more than YET as a new roll since haven't planned these yet.
I do not want to add it to MoreCore since I will be updating MoreCore whenever you do and not sure how long will need it to be "live" - thankfully, not being an autoupdate, I can safely just STAY on the old one but figure, rather learn how to do it if can.
I'll wait until finish reading this stuff in case you give tips later. But it would be cool to know how to do in your own thing so we don't risk mucking MC or just getting confused what's where until are "done" and can add it in for reals.
FYI - was asked to do a Char Sheet for White Box. But as part of that, figure learn your thang ;)
I ended up copying the files mentioned in your write up on custom rolls in tutorial 5.
I took out everything that I did not have to modify on the xml and put a merge=“join” on em. There was one I believe (can’t check now) I did a replace.
The lua I copied and assume simply ly reregistering it with same key dumped old one for this (it worked so assume not calling the original. I should check hat make sure didn’t scroll by fast as it printed twice. Pretty sure it was only once).
So far so good, it only had minor changes like accounting for nat 20 vs 20 total (and same for 1) I didn’t go through existing rolls to see if any worked since this was meant for learning mainly.
Do you have a repository (or perhaps a git) where you keep the code for these instructional videos?
One of my players wants to learn and I suggested her to start by going through the vids to get a feel for XML and Lua with FG.
Hi Jim Im sorry I dont. If you tell me what video I may have the code I can share with you.
There are several posts particularly in the first few pages that have code up to a point included in them also.
Do you have the final output of that series? She will just have to visually ignore what hasn't been done yet.
Side note: I am thinking of every time I make a change do a video on how I did it. My changes are usually small, but may help someone. The reason I ask is because I build mostly using More Core. So I just wanted to see if you're cool with that.
I would be very happy to see you do that.
I think this is the latest build.
In combat, how does one hide the GM's rolls (as defined on the NPC in the CT Rolls area) from the players in the chat?
MoreCore (I believe) respects the option for Show/Hide GM rolls. But I dont think any rolls work with the tower.
I cant be sure without testing - I always have Show GM Rolls on...
Hm, seems to be something specific to the /edie and /edies rolls.
Here are some examples.
The first 2 rolls use 2 CT Rolls on an NPC, a /myinit roll and a /edies 2d6+4.
Then next roll is a regular old /die 4d6.
The 4th roll is a /edie 7d6.
The last is a /ckill 4d6 roll.
The the right hand chat box starts the GM's desktop, and the left chat is all that is showing from a "local" player's instance of Fantasy Grounds.
Attachment 42855
edie and edies use a variant roll format.
they are older community rolls that we imported with kind permission from their authors
they dont work under the hood the same way as the majority of other MoreCore rolls.
if you are using FGU then /die has some explode options now and there is also a newer MoreCore exploding dice command called /explode
Can you give those a try?
/explode works as expected (doesn't show in the player chat window).
Now I just need to figure out how to make it count successes. Nooooo problem. :)
Thx for the quick help.
Is it a "feature" that on the CT the 'Rolls' and 'Attack' areas won't collapse back down when it's the NPC's turn?
This only seems to happen for the NPC, not the player.
I tried this, and the stats frame that was added is overlaying the attacks frame. Appears the attacks frame size is not happening. Any idea what's happening there?
Here is a screenshot.
Attachment 42862
resize the attacks frame using the script at the top of the record_char_more.xml that looks something like this -
Code:<script>
function onInit()
self.onSizeChanged = resizeFrames;
Debug.chat("onInit!");
end
function resizeFrames(sourceWindow)
local nWidth,nHeight = getSize();
Debug.chat("nWidth,nHeight: ", nWidth,nHeight);
combatframe.setStaticBounds((nWidth/3*2)-15, 45, (nWidth/3)-15, 170)
attackframe.setStaticBounds(15, 0, (nWidth*2/3)-30, 215)
cas2.setStaticBounds((nWidth/3), 215, (nWidth/3)-15, 240)
end
</script>
Question: I am working on a ext to basic fantasy and have it all most done it is based off yours with changes on my end but I can not get the exporter to show classes it does work with out the ext that I have but with the ext load it does not show up. I have tried just using the standard class that comes with morecore but that did not seem to help. Any ideas on how to get it add to the exporter please.
Thanks
ps I am using FG classic and the lastest morecore ruleset
Hi Cyberlinxz
Please PM me a link to your ext and module and Ill have a look.
Unfortunately I have stopped supporting FGC (just not enough time) but Ill see if I can see what the issue is for you.
Damian
Thanks for the quick reply but I found the problem it was in the call name for it
Thanks
Hi all!
I am getting into some dev on a "The Sprawl" extension. I watched through the tutorials and had asked some relatively uneducated questions in another solo thread. I have since read through this thread and reviewed the videos and source files again. I have gotten to a point where I am not sure what I am missing.
What I have done, in order:
- Created a new record for the corporation data in record_entity.xml
- Created a file with the icon definition for the sidebar button I desire ( and the string name for the title of "Corperation" called graphics_sidebar.xml
- Defined the new record and used the LibraryData.overrideRecordTypes(aRecords) method to add it to the sidebar in data_library_tsb.lua
- All 3 of the previous files are defined in extension.xml
The source for all of these file is in Attachment 54895
The good news is I get a new sidebar entry and it opens my record! The bad news is that no matter what I do I get the default icon and an empty title as seen here -> Attachment 54893
I have no log errors and all of the names or elements appear to match so I am not sure why. The button works despite not having a title. The font override in the same graphics_frames.xml has been applied just fine...
Secondarily:
I have not been able to locate how I go about changing the orientation of the text within the parent frame.
As you can see in this Attachment 54894 I have a window with a custom graphic frame for the text entry fields. they all use a template field defined in template_entity.xml that uses <basicft> which is a <simpleft> which is a <formattedtextfield>.
I really want the text to be padded by about 20 to account for the thickness and glow of the frame edges. Offset appears to move the frame around rather than the text.
Thank you in advance for any asstance!
Something like this for the offset
<frame>
<name>windowlist</name>
<offset>12,10,12,10</offset>
</frame>
Something like this
sidebar.xml
note ancestry is the bit you are looking at hereCode:<?xml version="1.0" encoding="iso-8859-1"?>
<root>
<!-- Common ruleset-specific record types -->
<icon name="sidebar_icon_recordtype_ancestry" file="graphics/sidebar/sidebar_icon_A.png" />
<string name="library_recordtype_label_ancestry">Ancestries</string>
</root>
make sure the icon is white
Thanks you! This worked!
I have one remaining issue from a visual standpoint which is my fields are copied from the Worldbuilder and boil down to <formattedtextfield> fields that I am overwriting the config of.
My Template:
Which is modifying basicft from CoreRPG\common\template_common.xml:Code:<template name="ft_column_labeled_entity">
<basicft>
<font>tsb_basic_font_green</font> <!-- (THIS DOES NOT WORK) -->
<frame mergerule="replace" name="tsb_glow_frame" offset="20,20,20,20" />
<anchored>
<top parent="columnanchor" anchor="bottom" relation="relative" offset="7" />
<left offset="105" />
<right offset="-40" />
</anchored>
</basicft>
</template>
Which is modifying stringft from CoreRPG\common\template_common.xml:Code:<template name="basicft">
<simpleft>
<frame mergerule="replace" name="fielddark" offset="7,5,7,5" hidereadonly="true" />
<stateframe>
<keyedit name="fieldfocus" offset="7,5,7,5" />
<hover name="fieldfocus" offset="7,5,7,5" hidereadonly="true" />
<drophilight name="fieldfocus" offset="7,5,7,5" hidereadonly="true" />
</stateframe>
</simpleft>
</template>
I cannot modify the font and cannot find a definition for the <formattedtextfield> to go any further into what the definition for font is inside the tag.Code:<template name="simpleft">
<formattedtextfield>
<script>
function onInit()
registerMenuItem(Interface.getString("button_import_clean_text"), "radial_magicwand", 8);
end
function onMenuSelection(selection, subselection)
if selection == 8 then
setValue(ImportUtilityManager.cleanUpText(getValue()));
end
end
</script>
</formattedtextfield>
</template>
My question is two fold.
- Why does the font assignement in my template no appear to effect the fonts within those fields?
- Is there a better field to be using here? I really just want a field that can have multiple lines text and/or links I have draggeed in from another window. Any editable field that does that is fine with me I am just not sure what fields exist and what they do by default. I am only using this template because that is how Worldbuilder was defined and I used it as a base for my record.
Edit - I have since figured out that this field is, like many others, governed by the "defaultstringcontrol" font definition, however I am still curious how one might overwrite that in a tag for a one-off font for a specific record.
Thanks for the fast reply!
I am not sure what you mean by make sure the icon is white?
To the rest of your reply... as far as I can tell I have this in place in the same manner described.
I have a sidebar definition:
I have a lua file that creates a record that is supposed to use this data:Code:<!-- The Sprawl Basic -->
<icon name="sidebar_icon_recordtype_entity" file="graphics/sidebar/sidebar_icon_treasureparcel_2.png" />
<icon name="button_entity_down" file="graphics/sidebar/sidebar_dock_entry_down.png" />
<string name="library_recordtype_label_entity">Corporations</string>
I am getting the sidebar entry but everything is default (icon and empty title field). As far as I can tell the text and icon definition names match.Code:aRecords = {
-- New record types
["tsb_entity"] = {
-- bExport = true,
-- sEditMode = "gm",
sDisplayText = "library_recordtype_label_entity",
aDataMap = { "tsb_entity", "reference.tsb_entity" },
aDisplayIcon = { "sidebar_icon_recordtype_entity", "buton_entity_down"},
fToggleIndex = toggleCharRecordIndex,
sRecordDisplayClass = "tsb_entity",
},
};
function onInit()
LibraryData.overrideRecordTypes(aRecords);
end
My ext file defines all of the files that are in use and every part of this appears to work other than the icon and text setting. (I also do not get a title on the entity list that pops up when you click the button but I have not looked into why yet but I am hoping it is the same text field I am not getting for the sidebar button)
Code:<base>
<!-- Tabletop settings -->
<includefile source="graphics/graphics_frames.xml" />
<includefile source="graphics/graphics_fonts.xml" />
<includefile source="graphics/graphics_icons.xml" />
<includefile source="graphics/graphics_sidebar.xml" />
<!-- Templates -->
<includefile source="campaign/template_entity.xml" /> -->
<!-- Entity (Corp or Threat) Settings -->
<includefile source="common/record_entity.xml" />
<!-- Strings -->
<includefile source="strings/strings_tsb.xml" />
<!-- Scripts - Sidebar -->
<script name="DesktopManagerTSB" file="scripts/data_library_tsb.lua" />
<!-- <script name="EntityMainTSB" file="campaign/scripts/entity_main_tsb.lua" /> -->
<!-- Scripts - Character Sheet -->
<!-- <script name="CharacterUpdate" file="scripts/manager_dbd.lua" /> -->
</base>
- I never use DesktopManagerTSB but I assume the init() is run when this script is included (the record exists so I assume that is how this works).
- Both icons exist already in morecore or corerpg and exist in each graphics/sidebar folder structure respectively.
- String is explicipy defined so I am not sure how that is not getting to the sidebar unless something in my lua is silently failing.
- I have no console errors or warnings about not finding files so I assume the icons, strings, and source files are being included as expected
I am sure there is a straightforward reason this is happening I am just not seeing it and another set of eyes would be great!
Also, is there an good way to make debug statements to test some of this stuff in the FGU console?