Thread: Power Up
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October 10th, 2022, 22:05 #11
Nice, I will remove the other ext and just use this one, I like the added tools
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February 19th, 2023, 21:36 #12
Version Update: 1.6
Updated DB calls for how SW wants them with the incoming update
Added Luacheck for automated code analysis for errors/warning
Code Formatting
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August 20th, 2023, 18:43 #13
Version Update: 1.7
Feature: Import/Export campaign options
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November 24th, 2023, 18:24 #14
Heya,
I'm looking at the options for loading here - but they don't match the options you have listed in the first post.
I have
Chat: Post new extension versions on load
Modules: Client force load GM player modules
Modules: Client only load GM player modules
Not sure what the difference is for the Module load options, or which they refer to in the first post. Could you clarify, please?
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November 26th, 2023, 17:46 #15
Client force load GM player modules - This is going to force load on the client all the modules that are marked green (loadable) by the client. You are going to want to be careful turning this on so they aren't loading a bunch of stuff you really don't intend, but you may find it useful in pick up games or one shots, especially if you have new FG users.
Client only load GM player modules - Restricts what the client can load to only what the GM sets as green (loadable). This prevents modules that the player themselves own or have in their modules folder from being loadable by the player. Useful for preventing players from bringing in character options and the like that the GM hasn't approved into the game.
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December 12th, 2023, 21:18 #16
Version Update: 1.8
Added option to default all modules to not player loadable
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