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		<updated>2026-05-03T17:18:12Z</updated>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Creating_a_module&amp;diff=7473</id>
		<title>Creating a module</title>
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				<updated>2009-11-07T17:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;ArnX: corrected spelling &amp;quot;separate&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To create and modify [[module]]s, select &amp;quot;Manage Modules&amp;quot; from the File menu. This will bring up a list of existing modules, with a &amp;quot;New&amp;quot; button for creating new modules and a &amp;quot;Properties&amp;quot; button for editing the properties of existing modules. You can only edit the properties of the module that's currently open.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Module menu command.png|frame|Select &amp;quot;Manage Modules&amp;quot;]]&lt;br /&gt;
| [[Image:Module manage module window.png|frame|Then click the &amp;quot;New&amp;quot; button to create a new module.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you create a new module the properties window will open. Edit the &amp;quot;Name&amp;quot; field to name the new module, add a unique identifier string to the UID field, and then click &amp;quot;OK&amp;quot;; the other properties can be changed later on once you have some content to set them to.&lt;br /&gt;
&lt;br /&gt;
Currently there is no way to delete a module within the toolset once it's been created.&lt;br /&gt;
&lt;br /&gt;
To select which module you're working with, select the module in the Manage Modules list and click the &amp;quot;Open&amp;quot; button. Only resources that are available to the open module will be visible.&lt;br /&gt;
&lt;br /&gt;
To open a module's object inspector window to modify its properties, open &amp;quot;manage modules&amp;quot;, select the module, and click the &amp;quot;properties&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
A module with no event script will start the player without going through character generation, which will leave the player with an almost unusable character to play with. See [[character generation]] for some simple character generation code you can use.&lt;br /&gt;
&lt;br /&gt;
== Extending the game - Addins vs. Modules ==&lt;br /&gt;
&lt;br /&gt;
Add-ins are meant to extend an existing module or provide resources for (potentially) multiple modules, whereas modules are stand-alone units, which can be extended or draw on additional resources, but don't need to).&lt;br /&gt;
&lt;br /&gt;
Addins can be enabled and disabled. Addins not only extend a module but add onto a module as well. Modules can't interact with other Modules in the game. An Addin that extends a module will always have its core resources loaded when the module is loaded regardless of whether the Addin is disabled. An Addin that adds onto a module will only have it's core resources loaded when it is enabled.&lt;br /&gt;
&lt;br /&gt;
To create an addin that extends another module:&lt;br /&gt;
&lt;br /&gt;
# Open File/Manage Modules&lt;br /&gt;
# Add a new Module&lt;br /&gt;
# Click on the “Hierarchy” button&lt;br /&gt;
# Select the parent module&lt;br /&gt;
&lt;br /&gt;
Remember also to set the Extended Module property.&lt;br /&gt;
&lt;br /&gt;
Core resources:&lt;br /&gt;
&lt;br /&gt;
Any item that the player can use or that a creatures drops for the player, needs to be a core resource. To create a core resource:&lt;br /&gt;
# Right click on properties for the resource in the Palette Window&lt;br /&gt;
# Change Module to: Core Game Resources&lt;br /&gt;
# Change Owner Module to: New Module Name&lt;br /&gt;
Be aware of dependencies between core and non-core resources; especially around scripts.&lt;br /&gt;
&lt;br /&gt;
There will be a separate tlk table created for the Addin in its directories. When the game loads it will combine all the tlk tables across all the addins that it knows about.&lt;br /&gt;
&lt;br /&gt;
[[category:modules]]&lt;/div&gt;</summary>
		<author><name>ArnX</name></author>	</entry>

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