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  1. #161
    Trenloe's Avatar
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    Quote Originally Posted by damned View Post
    For what you are doing I would add that (I havent tried this for this extension) to a module data file an load that file separately into my campaign.
    Yeah, weretygr, the best way is to use a module. Messing with the base campaign db.xml might give you too many other issues if you aren't careful. Enter some sample data in this extension and then export a module with just the data you're interested in present (dulux has very cleverly added module exporting for the data from this extension). Then open up the resulting module, look at the format of the data in db.xml and see if you can auto create this outside of FG.
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  2. #162
    Quote Originally Posted by Trenloe View Post
    Enter some sample data in this extension and then export a module with just the data you're interested in present (dulux has very cleverly added module exporting for the data from this extension). Then open up the resulting module, look at the format of the data in db.xml and see if you can auto create this outside of FG.
    Please be aware, however, that the new version of the Extension (v3) uses a slightly different DB structure. I've written a patch to convert the v2 Data Structure to the (to be released) v3 Data Structure, but it does mean that existing Location Modules will need to be opened under v2, then updated to v3, then re-exported to a new Module. Full step-by-step instructions will be provided in the v3 Manual, but I thought I'd better give people a heads-up here since we are talking about playing around with the "innards" of the Extension & its Data Structure.

    Sorry guys, this needs to be done to allow for smoother operations and can't really be avoided. No data will be lost in the update/patch process, but I haven't yet figured out a way to use non-updated v2 Modules with the new v3.

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
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    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

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    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  3. #163
    When can we expect to see V3? I for one am anxiously waiting.

  4. #164
    Quote Originally Posted by bobbylain View Post
    When can we expect to see V3? I for one am anxiously waiting.
    It depends upon work and how much free time I can pry loose - I keep getting pulled away onto other things.

    As such, I am reluctant to give an ETA at this time because I don't know what else is going to delay me. Suffice it to say that I'm working on it whenever I can, along with other, related Extensions, etc.

    I do believe, however, that it'll be well worth the wait (then again, that could just be my ego talking, too)

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  5. #165

  6. #166
    Quote Originally Posted by Nylanfs View Post
    I believe the correct answer is Soon(TM)
    Hey Nylanfs:

    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  7. #167

  8. #168
    Not sure if I did something wrong or not, but I tried to access a shop inventory from a Building in a module during my game last night. I could not interact with any of the fields of the items in the shop. But I could drag new items in the shop and interact with their fields. This was true both when the shop was locked and unlocked.

    Is the building entry getting set to static during the export somehow?
    I never claimed to be sane. Besides, it's more fun this way.

  9. #169
    Quote Originally Posted by Nickademus View Post
    Not sure if I did something wrong or not, but I tried to access a shop inventory from a Building in a module during my game last night. I could not interact with any of the fields of the items in the shop. But I could drag new items in the shop and interact with their fields. This was true both when the shop was locked and unlocked.

    Is the building entry getting set to static during the export somehow?
    Yes, I think in the current version it does.

    For what its worth, one of the things I'm working on in the new version is... "better" module handling, especially around the inventory sub-system. As I believe I've said in the past, the whole inventory sub-system is one I've never been happy with, considering it was never the focus of the extension and was just sort of "stuck on". But I'm spending a whole lot of time and effort in getting the whole inventory, npc and organizations sub-sections working better in the new version.

    Thanks for letting me know what happened.

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  10. #170
    So any idea how I can use the inventories I have made now? There is not static tag in the <shop> section. I can't see anything that would prevent a mouse click in the module's db file. Does the class you are using for the UI have mouse events?
    I never claimed to be sane. Besides, it's more fun this way.

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