Commit f3ea87df authored by Andrew's avatar Andrew

Push documentation changes for 0.3.0

parent 98447b33
Version 0.3.0, 2019-05-29
*************************
.. raw:: html
:file: notes-0.3.0.html
......@@ -24,3 +24,4 @@ This page contains an archive of published update notes dating back to late stag
notes-0.2.8
notes-0.2.9
notes-0.2.10
notes-0.3.0
Available API Hooks
*******************
Initialization and Setup
========================
`init`
`canvasInit`
`ready`
Entities
========
For each Entity type the following hooks are available.
`preCreate<Entity>`
`create<Entity>`
`preUpdate<Entity>`
`update<Entity>`
`preDelete<Entity>`
`delete<Entity>`
Placeable Objects
=================
For each PlaceableObject type the following hooks are available
`preCreate<Object>`
`create<Object>`
`preUpdate<Object>`
`update<Object>`
`preDelete<Object>`
`delete<Object>`
......@@ -3,19 +3,22 @@
Hosting and Connectivity Guide
******************************
In Foundry Virtual Tabletop, a game session has one **host** and several **clients**. In order to enjoy a multi-player gaming experience the clients must be able to connect to the host which is running the tabletop software.
In Foundry Virtual Tabletop, a game session has one **host** and several **clients**. In order to enjoy a multi-player
gaming experience the clients must be able to connect to the host which is running the tabletop software.
------
Hosting Modes
=============
There are two main hosting modes. The following section attempts to help you understand which hosting mode may be the best choice for you.
There are two main hosting modes. The following section attempts to help you understand which hosting mode may be the
best choice for you.
Self-Hosted
-----------
In a self-hosted setting, the application runs on your own computer and creates a local web server which allows other players to connect directly to your computer. The self-hosted mode is most similar to the setup of Fantasy Grounds, Maptool, or GM Forge.
In a self-hosted setting, the application runs on your own computer and creates a local web server which allows other
players to connect directly to your computer. The self-hosted mode is most similar to the setup of Fantasy Grounds, Maptool, or GM Forge.
**Advantages**
......@@ -33,7 +36,9 @@ In a self-hosted setting, the application runs on your own computer and creates
Dedicated
---------
In a dedicated hosting setting, the application runs on a persistent web server using node.js and all players (including the GM) connect to the game session. The dedicated hosting mode is most similar to the experience of Roll20 or Astral.
In a dedicated hosting setting, the application runs on a persistent web server using node.js and all players
(including the GM) connect to the game session. The dedicated hosting mode is most similar to the experience of
Roll20 or Astral Tabletop.
**Advantages**
......@@ -153,7 +158,7 @@ Start the Server
----------------
Once you have extracted the Foundry VTT software and installed Node.js you can start the server by calling the main
process script: ``node main.js``.
process script: ``node resources/app/main.js``.
**Additional Command-Line Options**
......@@ -169,15 +174,21 @@ Where Do I Put My Content?
==========================
Once your server is up and running the first step is to create a new World. Once you have a world created, you will
want to start making static content like maps, tokens, audio files, and more available to be used in your world. Your
world data is stored in the ``public/worlds/<your-world>`` directory. Feel free to use any directory structure you
want within the ``public`` folder for organizing your content either for a single world or to be shared across
multiple worlds.
want to start making static content like maps, tokens, audio files, and more available to be used in your world.
The base application data is located in the ``<foundryvtt>/resources/app`` directory. Static content which is able to
be served to other players who connect to your game is located in the ``public`` folder within this directory. Within
the public folder you will find subfolders for ``worlds``, and ``modules`` where you will place most of your user
created content.
Specifically, the data for your world is stored in the directory ``<foundryvtt>/resources/app/public/worlds/<your-world>``.
Feel free to use any directory structure you want within your world and module folders for organizing your content,
but please avoid renaming or deleting pre-existing folders as that may break certain assumptions of the application.
When referencing file locations within the VTT - all paths are relative to the ``public`` folder which is your content
root. For example; suppose you create the following file::
public/worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg
<foundryvtt>/resources/app/public/worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg
When using that map as the source for a new Scene - you should reference the file location as::
......
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