Thread: Modules not opening for players
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April 26th, 2007, 04:12 #11
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Originally Posted by nezzir
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April 26th, 2007, 06:43 #12
Yes, for clients to be able to open modules, they must contain player data (client.xml) and be installed locally.
To pass the players data from the host, use the file name common.xml. These modules can be activated by the host, and all clients will get the data. However, they still can't access the data on their own without having the module.
All three types can be mixed within a module if so desired, i.e. a module can contain any combination of the three files client.xml, common.xml and db.xml.Tero Parvinen
Fantasy Grounds Guru
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April 26th, 2007, 08:43 #13
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So for the aforementioned summoned critters module, you could just copy the content from the MM module (don't forget to get all the various XML tags you need) for things you can summon, name it client.xml instead of data.xml, and then the players can use it.
Someone willing to make the effort could also include menus in the module that would organize the monsters by the spell that summons them....
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April 26th, 2007, 11:58 #14
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Originally Posted by Goblin-King
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April 26th, 2007, 12:03 #15
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Originally Posted by Cantstanzya
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