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February 27th, 2021, 18:20 #1
- Join Date
- May 2012
- Location
- France
- Posts
- 103
Add a button to the (new) Sidebar
Hello,
I don't get it, trying to figure how to add a new section to the sidebar.
For a CoreRPG_based ruleset, i created a record_guild.xml to populate with specificities. But the button don't show up in the Sidebar.
I looked into 5E ruleset but didn't find out how sheets like Feats, Class, Backgrounds are automaticaly added to the Sidebar.
In last resort, i duplicate the CoreRPG record_vehicule.xml and renamed it to something else, called via the base.xml. No success either.
What am i missing ?
How to make my record_whatever pop up ?
Can someone please help me with that ?
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February 27th, 2021, 23:35 #2
Something like this:
Code:-- -- Please see the license.html file included with this distribution for -- attribution and copyright information. -- aRecords = { ["mc_investigator"] = { bNoCategories = true, sEditMode = "play", aDataMap = { "mc_investigator", "reference.mc_investigator" }, aDisplayIcon = { "button_investigator", "button_investigator_down" }, sListDisplayClass = "masterindexitem_investigator", -- sRecordDisplayClass = "note", }, ["ability"] = { bExport = true, sEditMode = "play", aDataMap = { "ability", "reference.ability" }, aDisplayIcon = { "button_mcability", "button_mcability_down" }, -- sListDisplayClass = "ability", }, ["mc_locations"] = { sEditMode = "play", aDataMap = { "mc_locations", "reference.mc_locations" }, aDisplayIcon = { "button_mc_locations", "button_mc_locations_down" }, sListDisplayClass = "mc_locations", -- sRecordDisplayClass = "note", }, ["pcclass"] = { bExport = true, sEditMode = "play", aDataMap = { "pcclass", "reference.pcclass" }, aDisplayIcon = { "button_pcclass", "button_pcclass_down" }, sRecordDisplayClass = "pcclass", }, ["pcrace"] = { bExport = true, sEditMode = "play", aDataMap = { "pcrace", "reference.pcrace" }, aDisplayIcon = { "button_pcrace", "button_pcrace_down" }, sRecordDisplayClass = "pcrace", }, ["mc_world"] = { bExport = true, sEditMode = "play", aDataMap = { "mc_world", "reference.mc_world" }, aDisplayIcon = { "button_world", "button_world_down" }, sRecordDisplayClass = "mc_world", }, ["mc_organisations"] = { sEditMode = "play", aDataMap = { "mc_organisations", "reference.mc_organisations" }, aDisplayIcon = { "button_mc_organisations", "button_mc_organisations_down" }, sListDisplayClass = "mc_organisations", }, ["cas"] = { bExport = true, sEditMode = "play", aDataMap = { "cas", "reference.cas" }, aDisplayIcon = { "button_cas", "button_cas_down" }, -- sListDisplayClass = "cas", -- sRecordDisplayClass = "note", }, };
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February 28th, 2021, 08:35 #3
The code @damned has posted is from the ruleset data_library code - which sets the sidebar buttons (among other things). For CoreRPG this is scripts\data_library.lua - there are lots of comments at the beginning of that file. Rulesets usually expand on this with a data_library_<ruleset name>.lua file, e.g. data_library_5E.lua.
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February 28th, 2021, 09:00 #4
- Join Date
- May 2012
- Location
- France
- Posts
- 103
Thank you very much, I located thanks to your indications. It seems obvious once someone points it out to you.
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