"gp" is the default money type.
I am working on something to help out with these issues, but it'll take a while (I'm a busy boy - got to earn a living somehow :) )
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"gp" is the default money type.
I am working on something to help out with these issues, but it'll take a while (I'm a busy boy - got to earn a living somehow :) )
Hi All,
Well, things are progressing well enough with the new 13th Age Ruleset and Modules that I'm actually starting to consider how the Ruleset is going to interact with some of the Extensions available, such as the DOEs. With that in mind I desperately need someone(s) with some graphical experience (probably Photoshop) to do us up some 13th Age-style Menubar/Sidebar Buttons for the DOEs - as I've exclaimed on numerous occasions in the past, my graphic works SUX!
So if you'd like to lend a hand please drop me a PM - I can provide template images for most of the required buttons, but you will have to manipulate then to produce what we require - thanks.
Hey there Dulux-Oz ... was running a session today and noted something that I am curious about.
First off am running everything at the latest LIVE release, so that means FG 3.3.3, DOE-Base 3.0 and Locations 4.6.1 and Sound 4.0.
So I like sharing location pins that i've placed on a map, and thereby the players can then see the now PUBLIC locations.
When they click on a shared/green pin it opens the correct Building object (usually a building as I've NOT noticed with the Town or Location object types), and on the SOUND tab they can see the sound files that I've checked as "GM", to which they can also click and this then spools the sound file to play.
I am wondering if I am doing something wrong with my config or have I found a bug? I assumed that ticking GM meant they couldn't see that item unless i un-ticked it?
In terms of the sound link ... well I first created a module of SFX and I export the 3 sound data items (i.e. AutoSound, ChatSound, MiniBoard). The sound links in question are from any of the various miniboards. Hope that gives you a clear picture of what's happening?
Hi skj,
That may be a bug - let me look into it and see if I can see what's going on - thanks
Hello!
In SW ruleset dragging from charsheet not works anymore. Looks like oDragData.getShortcutData() returns a nil when you dragging from charsheets.
Thanks Atrill, I'll look into it
Here the fix (thank Ikael for suggestions):
Filename: lsInventoryList.lua
Line:27
Quote:
-- fix for SW
if sRuleset == "SavageWorlds" and oDragData.isType("giveitem") then
local aShortcuts = oDragData.getShortcutList()
local rItem = aShortcuts and aShortcuts[2]
sThisDraggedWindowClass = rItem and rItem.class
end
Cool - I'll look into it - thanks
Hi, I've create a "Test town" under Towns, and assigned a Location to it from it's own record (the Test Town record). I then deleted "Test Town" from Towns, and still remained under Locations; when I try to delete that, I get this message:
"Script Error: [string "DOEBase/Scripts/lsMiscFunctions.lua"]:459: attempt to index local 'oChildNode' (a nil value)". I tried searching for a "database" of sorts where I could delete the entry under Locations manually but couldn't. Is there a way to fix it?
Also, I created two additional entries under Locations (a Kingdom and a Barony). If I assign "Kingdom" to "Barony" under the Barony's record (as I did above with "Test Town" example), I noticed that "Barony" does not show up under "Locations" in the Kingdom own record. (Phew, this is somewhat confusing to read!)
It depends upon how the assignments were done (what was dragged where) and whether the individual records were already in existence BEFORE you tried to link them - and no, there s now way to fix it without going into the raw database and "hacking" it :(
I thonk a more details, step-by-step explanation of what occurred may be helpful in determining what has happened.