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July 16th, 2012, 16:19 #41Originally Posted by JamesBlackwing
If you're familiar with XML (or want to learn on the fly) you may be able to manually copy the Shop & Town info from the campaign db.xml file into a module - look how story entries etc. are stored in a module xml compared to the db.xml of the campaign and see if you can create a module yourself!Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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July 16th, 2012, 21:27 #42Originally Posted by JamesBlackwingFG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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July 22nd, 2012, 22:21 #43Originally Posted by DrZeuss
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July 23rd, 2012, 08:11 #44Originally Posted by bnason
Code:if ExportManager.registerExportNode then ExportManager.registerExportNode({ name = <db root node>, class = <windowclass>, label = <label>}); end
<db root node> is a string of the database node (under root) to export
<windowclass> is a string defining the name of the window class
<label> is a string defining the label to use for the new entry in the /export window
e.g.
Code:if ExportManager.registerExportNode then ExportManager.registerExportNode({ name = "table", class = "table", label = 'Table"}); end
FG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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July 23rd, 2012, 23:06 #45
- Join Date
- Apr 2008
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- 44
Shop/Town Version 1.6
Okay! So here's 1.6:
I'd like to give a huge thanks to DrZeuss, Griogre, Silveras, and Trenloe for helping me put my thoughts together and get the code needed to complete the features on the to do list. If you feel you contributed and I missed your name, I apologize, you are also awesome.
Changelog:
- Changed naming convention so now you simply replace the old files and they'll overwrite. No more having 15 copies of my silly addon
- Added chat window output so you can see the version # you're using as it loads up in case you forgot to look at the version # in the display window where it is also visible
- Added the ability to export towns & shops. I have only tested this a little, so please do some thorough testing of it yourself and report bugs to me.
Enjoy!
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July 24th, 2012, 01:46 #46
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- Nov 2011
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Happy to see this, and I will give the export some testing just about immediately.
Were you able to resolve the issue you were having with the drag-n-drop in the lists creating new nodes instead of linking to the existing ones?
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July 24th, 2012, 04:24 #47
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Unfortunately I haven't had a lot of time to spend on the addon, so no I wasn't. I have a feeling it'll take me a lot more scripting to get the exact functionality I want out of it. I do apologize for that.
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July 24th, 2012, 05:10 #48
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- Nov 2011
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No need to apologize... I appreciate the efforts and find the extension quite useful "as-is".
The exporting worked nicely for me tonight, no problems at all using the exported module with my main campaign.
A couple of thoughts
- I am not sure how many towns you expect to see listed together. For my own use, I will probably create a module for each city or town, so the town list window will be mostly empty, usually one entry.
- Have you considered a tab for Districts? The new Magnimar supplement breaks each district out separately, allowing each to have different modifiers and lists of places of interest.
- For the shops... had you considered giving them a "type" field ? I noticed that the new Magnimar supplement breaks out the interesting sites in each District by broad categories like "Entertainment" and such. I think you had said you wanted the NPC list to be sortable by either the name or job column? If so, a similar list for sites, sortable by name or type (or, more ambitiously, name/type/district), would be a nice addition.
In any event, the extension is very helpful and effective right now, so thanks for the effort and for sharing.
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July 24th, 2012, 17:44 #49
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- Apr 2008
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Once I figure out the sorting I'll make sure it can sort by each column. I'll look into dividing it into districts. I'm weary of having more subwindows each time, although there could still be a nice way to arrange it.
As for how many towns are listed together. I have some pretty nutty players. The scroll box for tabs allows for added tabs at the bottom, each with labels, and my players are currently jumping between 25 towns in a country roughly the size of France, each tab for me keeps track of a different country. Most of my design for this addon has been to try and stay one step ahead of their crazy brains. The rest is things you all request, so the more data you give me like the districts idea, the better I can make it
As for the shops idea, that was really quickly thrown together. I'm thinking about changing it to a 'businesses' or 'establishments' addon with a 'goods and services' tab for trading items, but I agree, it needs more info in general for taverns, inns, 'companion' type shops (woo! firefly reference) etc. I'll jot some ideas this week.Last edited by bradmcadam; July 24th, 2012 at 17:47.
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July 25th, 2012, 23:35 #50
Dumb question - I have a custom theme that I use, and I've tried modifying the Town/Shop buttons in the theme file like this:
Code:<icon name="button_towns" file="graphics/sidebar/button_towns.png" /> <icon name="button_towns_down" file="graphics/sidebar/button_towns_down.png" /> <icon name="button_shops" file="graphics/sidebar/button_shops.png" /> <icon name="button_shops_down" file="graphics/sidebar/button_shops_down.png" />
Is there some other way that I can call for the icon name to be reskinned from the Town/Shop extensions? I'm assuming that the lines in my theme/extension XML are being called BEFORE the actual town/shop extension, and therefore overridden, or something like that.
Of course - I can always just manually replace the PNGs in the extensions, but that's a PITA
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