Thread: DOE: Locations Extension
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January 18th, 2016, 01:12 #431
Actually the discoloration is present in the standard package without any changes for CoreRPG, I use the wood theme if there's a slight coloration difference which I don't believe there is.
As for the changes, it I just basically hid the tabs so the underlying data structure is there, just hidden. I'll also mod in to hide the 'portals' tab.
It's more an immersion issue with the players so when they use locations, they aren't presented with an overly long directory to keep things compact.
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January 18th, 2016, 02:26 #432
Dulux-Oz
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February 12th, 2016, 13:31 #433Crusader
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how to use it?
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February 12th, 2016, 13:36 #434
What do you mean?
How do you load it? How to you enter info into it? What do you mean (in detail, please)?
Also, have you read the Manual that has been written for it (the mod file on the first post) - load it like any other Module and the full details are available with a few images as well.
So, get back to us when/if you need to to
CheersDulux-Oz
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February 12th, 2016, 14:24 #435
xinlli, you have to download the files DOELocations.ext, DOELocations_Manual.mod, and DOEBase.ext (links are on page 1 of this thread).
Then, you have to put the .ext files in the "extensions" folder of Fantasy Grounds (generally "C:\Users\*****\AppData\Roaming\Fantasy Grounds\extensions"), and the manual (.mod) in the "modules" folder.
Then enter FG, and create or load an existing campaign. You will have new options for the campaign, so activate both DOE Locations and DOE Base. Inside the campaign, you will have new tabs that you can fill at leisure.
Note! To check what you can do with the Locations extension, activate the module DOE Locations Manual, and read it (really useful).
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February 13th, 2016, 07:41 #436
After the 3.1.6 update, I'm getting some errors whenever I tried to make a new location and type in the title bar:
Script Error: [string "Locations/Scripts/lsLocationsManager.lua"]:750: attempt to index a nil value
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February 13th, 2016, 08:21 #437
I can't reproduce it - which Ruleset, and are you using v1.1 of the DOEBase and v4.1 of the DOELocations?
Dulux-Oz
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February 13th, 2016, 13:26 #438Crusader
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February 13th, 2016, 13:40 #439
OK, so if you want to create a shop then do the following (this is pretty much from the accompanying manual):
Open up the Locations system from the Menubar (also known as the Sidebar) and then select the Building Tab. This will show you a list of buildings. Create a new building (either by the Edit button at the bottom or by right-clicking on the (empty) Building list. Fill out the first page of the building record (as much or as little as you like). You will need a name for the building, whether it sells things (a checkbox) and how much markup to add to the cost of things (check the manual for details on what the other fields do).
Then, on the second page drag Items like swords and armour and supplies from the Items system (you may have to make some) onto the page, and enter in how much of each item the shop has - use "-1" if the shop has an unlimited supply.
Once you've got everything set up the way you want share the building with the players in the normal way.
Players can then open up the shop and drag Items from the Building's Inventory onto their character sheets and the money will be deducted accordingly - or added, if they "sell" items back to the shop (and the shop is set up to "buy" items).
Again, all this is outlined in the manual, but if you have any trouble feel free to ask on this thread.
Have fun
Dulux-Oz
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...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
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February 14th, 2016, 03:19 #440
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