Thread: Class and Archetype Module
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February 17th, 2020, 09:26 #21
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February 24th, 2020, 16:45 #22
You know, in my mad push to get this beast done, I realized I never put in the prestige classes. Would that be something anyone would be interested in having added to this module? It would mean adding about 120ish more classes to this beast. Or should I put it in a different module?
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February 24th, 2020, 18:21 #23
Ooh, tough call... I think in this one though. If you had broken this out then it would make sense, but I thia case since everything se is I one module, I would keep it all in one.
Thanks again!
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February 24th, 2020, 18:23 #24
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March 8th, 2020, 03:31 #25
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This throws errors in unity - the issue is the use of & within the license file - the solution is to either remove all the instances of & (there are 8 of them) or replace them with the html for &. (&
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March 15th, 2020, 21:48 #26
Yeah.. could not find the 8th &, only ended up removing 7 of them. Uploaded the Unity compliant file.
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March 16th, 2020, 10:28 #27
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Thanks.
Last edited by Morquendel; March 16th, 2020 at 10:44. Reason: .
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March 24th, 2020, 03:20 #28
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Excellent work on this, thank you!
I have a question though. You say it's better to access them via sidebar shields. Which I have discovered, yes, it does take a very long time to do anything with it via the Library. My question is how do I add the Class and Special Ability shields to the sidebar? I'm a n00b to FG, and all I'm finding is people discussing how to code in new ones. I'm hoping it's a bit easier than that?
Edit: Nevermind, found it! (Now to see if I can figure out how to add Bomb Special Ability to the Alchemist....)Last edited by Kamicosmos; March 24th, 2020 at 03:57.
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March 24th, 2020, 03:49 #29
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April 4th, 2020, 20:12 #30
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Thank you very much!
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