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  1. #1

    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 ?

  2. #2
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
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    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", 
    	},
    };

  3. #3
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    33,402
    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.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  4. #4
    Thank you very much, I located thanks to your indications. It seems obvious once someone points it out to you.

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