Thread: DOE: Locations Extension
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March 7th, 2017, 13:38 #661
I hear you Angelistra ... the manuals that Dulux has put together are quite comprehensive and well done, but i think i know where you are coming ... a generic town/city that we could start using and customising, or using. To that end such a generic module doesn't exist.
The way this extension works is that everything is setup so that it can reference each other within the extension. So you create a land/area/zone, then create town/capitals/etc and tie them to that land/zone, then make buildings that are within that town/capital/etc, and finally NPCs that might be within said buildings. It takes time and you could go about creating a WHOLE lot (i.e. a complete world) ... OR ... just create 1 or 2 sample things and leave it at that.
So ultimately decide what you want to make (i.e. a building like an inn called "Troll Droppings"), open the location dialogue, select from the right tab "buildings", right-click and create a new record. Then populate that record as you like. Do you need to tie in a town, or world, or other location ... no, but you can if you like. But my suggestion is that you create objects within each of those right tabs in the locations dialogue, and then inter-link them as you see fit. Within the Inn object i just created i make sure to addin some good details on the main tab like "markup" from the NPC that owns this inn, as well as his "Purchase At %" ... then i start dropping in items from the "Items" dialogue. You'll notice that value of items dropped in to the Inn's inventory will be "Marked Up" with the % that you entered (e.g. the innkeeper markups all his goods by 50% means a healing potion costs 75gp instead of 50gp as per the PHB stats). Dulux's user manuals will describe each variable within these dialogue windows, and give a description. So if you wanna know more about the "Hide from Players" option, then it's described within his user manual.
As for dragging a map ... not sure about that. If I remember correct I can create a building within a town, then drag that building record onto the towns map, and now players can interact with the builiding directly from the players map that you've shared with them. Just as well if you've an overview map, you can drop a pin of the town record on that overview map, and the players can select that ... or perhaps you drop a pin for another map so that from the overview the player can also open a town overview map. So why not drop both pins.
As you get more familiar with the ins and outs of FG, a lot of what i've rushed through in stating here, will become clearer.
For me and from an engineering background i can see/recognise the internal dependencies that Dulux has created with the core FG things like NPC/ITEMS/MAPS/TABLES/etc, and therefore the important part for me was his user manual descriptions for the various "options" that he created within the extension (i.e. like the "Hide from Players" option on the Buildings record's main tab).
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March 7th, 2017, 13:46 #662Adept
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Alright thanks alot guys! really appreciate it!
I'm just one of those people who needs a short guide, open this, make that, open this and you can add that bla bla bla ^^
but lots of hugs <3
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March 7th, 2017, 14:26 #663
You might also try the FG Wiki Entry for the Extension.
The DOE: Locations is a HUGH Extension and is quite detailed in what it can do - so you need to take you time.
The idea behind the Extension is that locations form a hierarchy, and that a lot of locations are defined by the same types of information, even if they may seem (at first glance) to be different. I've distilled all the different location types down into eight types - which you can use as many or as few of as you need. Each of the eight types is accessible via the eight tabs on the main window (which opens up to the Locations type by default - note that's "Locations" with a capital L).
A Location (capital L) is the heart of a fully developed locations system. Locations are things like forests, oceans, islands, countries, kingdoms, etc. A Location can belong to (be a sub-area of) another Location. Towns are the next smallest area down. Use Towns for all groupings of buildings from hamlets through to megatropolises. Towns can belong to Locations and can contain Buildings and also smaller Locations (like parks, bridges, market squares, etc - anything not a Building which could be in a Town).
Buildings are use for - wait for it - buildings. Buildings can belong to Towns or to Locations (eg the lone shepard's hut on a lonely moor). They can also contain Locations themselves for when you need a "smaller" record (eg a villa's courtyard).
Going the other way you have Worlds. Worlds can be planets, moons, suns, etc, and can only contain Locations.
Above Worlds you have Systems (eg the Solar System), and above Systems you have Planes (of Existence). Each of these can contain smaller locations down to Location size. Above Planes you have Cosmos (or Cosmologies) which is basically a container to hold Planes, Systems, Worlds, etc.
Finally, we have Portals. Portals are used in some RPGs to quickly get from one area to another. Examples are doorways to other Planes, Wormholes from one System to another, etc. Portals can be 1-way or 2-way, Single-destination or multi-destination (or even no-destination - love those portals used as 1-way traps).
So that's all the record (ie location) types in the Extension. In addition to these, which can all be linked together (as explained above) they can be linked to anywhere else in FG that can accept a link - commonly on Maps as Pins and in Story Entries. Also, a lot of the FG record types (like stories, NPCs, Items, etc) can be linked to the Extension records in the appropriate places and lists - note that that's the appropriate place or list: if you try to drop a map onto the NPC list or vice-versa it won't work - maps on the Map List, NPCs on the NPCs List (the tabs on the right-hand-side of each record-type).
Finally, other DOEs (that's Dulux-Oz Extensions) can also be linked in to the DOE: Locations entries and vice versa - things like Organisations from the DOE: Organisations, Sounds from the DOE: Sound and Weather Records from the DOE: Weather.
So, the easiest way to use the DOE: Locations is to create all the different record types you think you'd need and THEN link them all together - and you can always start small and then grow bigger as you need. For example: the PCs start in a village and have to investigate a ruined keep not far away. Create the village (a Town) and some of the important buildings (the Inn, the General Store) plus some NPCs to populate the place. Create an area (a Location) to put the village in and then create a Building for the ruined keep (if you want) plus anything else you want. Once the adventure is over you can create some more Locations (maybe a forest or a mountain) and maybe a bigger Location to hold everything (like a barony), plus another Town or two and maybe some more Building for your existing village.
This is all explained in the Manuals and on the Wiki Pages, but because the DOEs in general and the DOE: Location in particular is so complex (not complicated, but complex) there is a bit to read - but once you get the hang of using one of the DOEs the others tend to all work the same way, making learning them and using them easier.
I hope this explanation has helped, and if you've got any more questions just ask - there's a lot of people using the DOEs (so SmiteWorks tells me) so there's lots of people to help answer any questions you may have.
CheersLast edited by dulux-oz; March 7th, 2017 at 14:44.
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March 7th, 2017, 14:28 #664
Oh, and as for a pricelist - this is explained in the section on Buildings (shops) in the manual, but the short answer is just create some Items in the FG Items section and then drag them to the shop's (Building's) inventory - you can then delete them from the Item system if you want, because Items dragged to Buildings make a copy of the original Item in the Building record.
CheersLast edited by dulux-oz; March 7th, 2017 at 14:46.
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March 12th, 2017, 22:44 #665Crusader
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I keep getting this error every time I try and open up a World link from inside a Star System Planets page.
Additionally, if the world in question's page is not currently open, the Part Of dialogue box is cleared, and the Orbit Distance changes to a 89.63038 when measuring by Millions of Miles or 4 if set to Inner Hex(sometimes the number disappears, but reappears when moved or clicked on, so the number is still technically filled in).Runtime Error: desktop: Unable to create window with invalid class (World : MJB_Locations.World.id-00002)
Runtime Error: desktop: Unable to create window with invalid class (World : MJB_Locations.World.id-00002)
This problem persists even in a fresh campaign.
I have DOE: Base, DOE: Locations, DOE: Organizations, and DOE:Sound Extensions installed, all at latest versions. FG version: 3.2.3
Edit: Forgot to mention, 5e Campaign
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March 13th, 2017, 19:23 #666Templar
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I just started using this, mainly for the shop feature. I seem to have found a bug. I am using the 5e ruleset buying from a shop works flawlessly but when trying to sell back to shop no popup window appears, the item is added to the shop list but not removed from the characters inventory and no money is added to the character. There is no error message in the console when this happens. [EDIT] found the issue its actually not important it happens only when you are the host. Great work on the plugin extensions!
Last edited by meathome; March 13th, 2017 at 22:32.
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March 14th, 2017, 02:20 #667
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March 14th, 2017, 20:52 #668Crusader
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Also, about my post (#666). Further experimentation has shown some other odd, but possibly incidental behaviors. It turns out the Orbit Distance field goes blank when scrolling down over it, and the number re-appears when scrolling back up it, suggesting that there is a blank line below the number that can't be deleted (I've tried). Also, the calculation for the planet's current hex apparently isn't working, and I can't get the current angle to move any more than 10-20 degrees from the starting point, probably because it jumps back to it's starting position on the first of every month. On the plus side, the script errors have finally stopped (no idea why).
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March 15th, 2017, 03:56 #669
Question:
Setting up a shop, is there a way to make it so this shop sells and buys at 0 coins?Brice AKA BoringMadman
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March 15th, 2017, 04:39 #670
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