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  1. #1

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    367

    Overriding default skill names and base skill levels?

    Hi,

    I'm trying to create an extension that overrides the default skills and replaces then with the ones for Dark Ages. In the previous (6E) ruleset we had extensions that had the skills. A quote from that one:

    Code:
    <root version="2.0">
      <properties>
        <name>Dark Ages</name>
        <version>1</version>
        
        <author>Chaosium</author>
        <description>Skill and other data for the Dark Ages.</description>
    
        <exclusiongroup>CoCEra</exclusiongroup>
        
        <ruleset>
          <name>CallOfCthulhu</name>
          <minrelease>1</minrelease>
        </ruleset>
      </properties>
    
      <base>
        <script name="erainit">
    I tried to change the ruleset to 'CallOfCthulhu7E' and see if it loaded. it didn't. It complained about 'erainit'. probably because there are no 'erainit' script that I can override. Unfortunately we cannot study the code anymore so I have no way of knowing what script I should override. I'm hoping that some one on this form may be able to share that info.

    /Peter

  2. #2

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    367
    Well, I discovered that you can load a module called "Eras" and there you have the option of adding a new era and setting up the skills and their base values. Problem solved.
    /Peter

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