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December 4th, 2015, 01:08 #21
Dulux-Oz
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...And it was Delicious!
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December 4th, 2015, 02:32 #22Private 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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December 4th, 2015, 04:20 #23
I found a problem and can't figure it out, or just maybe the way I'm using it....not sure. But I don't think it should do this.
If you have more that 1 Module active that uses your windowclass it shows both module's information.
Sample Mod 1 only Active. (Shows Only information in Sample Mod 1)
Sample Mod 2 only Active. (Shows Only information in Sample Mod 2)
But with
Sample Mod 1 Active
Sample Mod 2 Active
Opening Sample Mod 1 (Information from both Sample Mod 1 and Sample Mod 2 show)
Opening Sample Mod 2 (Information from both Sample Mod 1 and Sample Mod 2 show)
But After I sent this to RtFallen I remembered that something else was acting the same way. So not sure if it its the extension or the ruleset causing it.
Last week I was working with equipment tables. And if I had my mod generate a weapons table that had a mix of information in my mod and pulling information from the default ruleset mod (3.5E-basicrules.mod) then all my weapon Groups would double up. So to fix it I had to just have all the information in my mod and not use the ruleset mod.
Thank you
RJCLast edited by Samarex; December 4th, 2015 at 04:24.
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December 10th, 2015, 06:45 #24
Check the merge ID of the modules - if it's the same, then the module data will be merged together. See "Merge ID" here: https://www.fantasygrounds.com/wiki/...#Module_Export
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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August 11th, 2016, 01:20 #25
::NECRO::
So, I wasn't around when this extension was written. However, since I've noticed most (all?) of the WotC 5E items have Reference Manuals I've been curious how to code those. I notice CoreRPG does load in a ref_manual.xml which appears to have a lot (all?) of what this extension did/does but no actual documentation. Anyone willing to pony up the non-extension XML?
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