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December 7th, 2019, 17:30 #1
Adding Languages to an existing Campaign
Folks,
For Mongoose Traveller 2 I've added some Language today (for v1.0.3).
But they don't show in my test/already working campaigns.
If I start a new campaign then they show up, that's ok, but I would like to know if I can add them to an already working campaign (for people that are playing their campaigns).
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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December 7th, 2019, 18:12 #2
Look at manager_languages.lua in CoreRPG. The onInit and onDesktopInit functions use the bNewCampaign flag to control whether the <languages> database structure is populated with the GameSystem.languages data.
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December 7th, 2019, 19:04 #3
Yea already seen that, it means I'll have to create a custom function to check the languages exist or not, that would be a better solution all around especially if you have a campaign book that adds a new series of languages (like you do in Traveller).
Anyway this all answers my question, cheers chap.
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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December 7th, 2019, 20:16 #4
Chap,
Checked the code and it classes as a new campaign if the language count is 0. Means no work for the moment, going to check which languages are in MGT2, I'm assuming all the canon languages, so I might add them all in, leaves very little to add in the future.
CheersRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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