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.
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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.
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.
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! :)Quote:
Originally Posted by bradmcadam
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.
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).Quote:
Originally Posted by bradmcadam
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.
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.
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.Quote:
Originally Posted by ddavison
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?