Granted, some parts of the code (such as the above file) just get copied and shared for all of the rulesets, but that level of fine detail for what's required makes customization a bit of a pain. If not CampaignRegistry.windowpositions thenĬampaignRegistry.windowpositions = ĬampaignRegistry.windowpositions = pos Local pos = CampaignRegistry.windowpositions Sourcename = window.getDatabaseNode().getNodeName() ![]() ![]() Interface.onWindowClosed = onWindowClosed Interface.onWindowOpened = onWindowOpened Even opening dialogs is handled by Lua scripts in FG: - /scripts/a ![]() You're writing a large portion of the program's behavior as Lua events. The main difficulty with FG rulesets is that it's not just skinning the thing. Doing something similar on Roll20 would be highly unlikely to use Lua. ![]() The Aaron said: Just to clarify, Lua is a programming language, and just the way that Fantasy Grounds is customized.
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