What could you possible be doing that won't use the Locations Extension?
That's unheard of!
That's sacrilege!
That's... that's... I'm speechless!
:p
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Ok you can Quote me and add it to the main post if you like...:p
"I am a FOOL that did not read all of the well thought out and carefully worded documentation for the DOE extensions. Please disregard my posts where i claim there is a bug. IT WAS ALL MY FAULT for NOT reading the IMPORTANT documentation that was lovingly provided for us."
:D
Mate, its cool! I'm just glad you guys are enthusiastic about my work enough to help out and report the bugs - I like it when people like my stuff!
I'm also a born sh!t-stirer - I can't help myself.
Merry Christmas!
Cheers
Hi Dulux, OK, I've had a chance to do some more testing and here's what I've found:
The errors don't occur on a virgin database for me, but they consistently happen on campaigns with a database from the previous release of locations.ext that was updated.
The errors occur in the locations, towns and buildings tabs, which are the only tabs that I had created data in previously, the other tabs don't produce errors. The title block for each of the error producing tabs is the only field that brings up the error condition upon typing the first character.
I exported my campaign as a module and the errors don't occur in a fresh campaign. The question I have is, does this extension work as a module? And, is there a way to change or update the data without re-exporting it? I'm 90% through entering all of greyhawk and really don't want to start over.
Thanks again
OK, is there any chance that you could email me the db.xml file for the campaign ([email protected]).
Cheers
My intention would be to make a module consisting of a small set of shops (buildings) without specified locations. As an illustrative example, I would have a Weapon and Ammunition shop which would contain all of the non-magical weapons and ammunition available in the Players Handbook, with unlimited quantities available, and prices set in capital letters (GP, SP, and CP).
Well, all of the items are from the Player's Handbook, so .. the items are already set to lowercase currency. So, are you saying that it would be easier to set some variable in the 5e ruleset which would make all of this happen automagically, or were you assuming that I was creating all of the items from scratch (in which case, I would of course make them of the appropriate upper case currency).
Since in our 5e PC Inventory tab the currency units are undefined, I suppose an alternative would be to change the adventure module treasure to grant lowercase currency.
Or, maybe we could get the FG people to update the PHB so that all the units would be in uppercase currency. Somehow I doubt that is in the works :)
Yeah, that's basically what I had in mind for part of the Extension and its how I use that part in my games. The difficulty is in the descriptive text that often accompanies Items. In a 3.5E game, for example (and someone can correct me on this if I'm wrong), the mechanics/details of the Item is find and covered under the Open License that WotC release 3.5e under (in other words, what's in the SRD), but the descriptive text found in the sourcebooks is not OK as that is copyrighted. Under the 5e rules I don't think the mechanics can be copied at all, let alone the descriptive text - but someone like Trenloe or the SW boys (Doug, Moon Wizard and Zeus) will know better than I do. If they don't reply here then I'd shoot them a PM asking.
Cheers