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October 26th, 2024, 06:10 #11
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- Mar 2020
- Posts
- 57
The feats should work now with the "Self-Contained Data" option is checked, which it is by default. I still want to figure out the module-issue (because I like the way the feats are formatted in the module) so I'm keeping both methods available now as separate options while I figure it out. Maybe there is more than one floating around, but at least it's not needed anymore.
Known missing fields (I discovered while doing a bit more testing myself) include senses, paragon path, and epic destiny. Would also love to add background and themes, but there doesn't seem to be good space in the 4e FG character sheet to add them to? Anyone know if there is?Last edited by SieferSeesSomething; October 26th, 2024 at 06:28.
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October 26th, 2024, 06:32 #12
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October 30th, 2024, 05:03 #13
The broken links thing may well be my fault as the author of the Module Maker app - I released a new version in June with extensive changes to the xml tag structure for consistency, but it would have broken existing or generated links (from memory it was mostly using lower instead of camel case, and alphabetising all the structures).
In terms of where to put Race / Class / Themes / etc. info, the only place I found that really works is the 'Special Abilities' section on the Abilities tab as it can hold links that point to the PC Options entry. You can also put things like Fey Origin and Trance in there that aren't really Feats or Powers that you might want to reference in play.
Also kudos on getting this done - I started looking at building something to do this when I finished the Module Maker but gave up pretty quickly.Discord: skelekon#6366
Reddit: skelek0n
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October 30th, 2024, 07:04 #14
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- Mar 2020
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- 57
Oh, yup. That would definitely explain it. I'm not exactly sure whether Falco or I are using a later version, but I haven't updated my own copy of the module in forever after I last ran your Module Maker (it's been working fine so haven't seen a reason to). So since it's probably me I'll make sure to grab the latest version and match my code with it. That new knowledge helps a lot, so I appreciate it!
That means a lot coming from the maker of the Module Maker app. You're the reason I and others can play 4e on Fantasy Grounds without taking forever to input everything, so I'm glad to hear you've still been maintaining that, too. Thanks so much!
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Today, 00:33 #15
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- Mar 2020
- Posts
- 57
Made a few updates.
- Updated the site to work with skelekon's latest Portable Compendium Module Maker app (v2.0). It should correctly link feat data to the nicely formatted feats from 2.0 of the Module Maker app now, if you have that option checked.
- Also put the version in the site, so that you can tell what version of the Module Maker this is supposed to work with in case this ever happens again in the future.
- Should also now insert class features
- Fixed an issue where it wasn't inserting armor and weapon proficiency names correctly. Also cleaned up the way they're named to not include the name "armor proficiency" or "weapon proficiency" (it's a little redundant since they already have their own sections).
Next up is racial features probably. Realized that wasn't done at the same time I realized I forgot to make it import class features.
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Today, 00:35 #16
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- Mar 2020
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- 57
I also discovered that if you drag a power from the list of powers over into your power tab, it will add some automation actions automatically. I'm sure that's in all the rulesets now, but I had no idea lol. Will probably be a long time until I figure out how to do that, so if anyone uses this in the future, just keep that in mind that if you have the module; or if you create powers in the list of powers first and then add it from there to your character, it adds some actions without you having to do it manually. Obviously will take longer doing that one at a time, but can possibly save time in the long-run, so that's a cool feature to know about.
The other alternative if you want to keep the imported powers without replacing all your powers with ones from the power list, is to just open the powers description up and double-click or click and drag the appropriate text without using the action buttons. To explain for anyone stumbling or lurking in this thread who is somehow unfamiliar with Fantasy Grounds, text like "Attack vs AC" or "4[W] acid damage" or "mark the enemy" will highlight if you mouse over them and do their appropriate actions if clicked or dragged to the appropriate target. I like the buttons because they save me a click of having to open up the power description, but it's up to you. If you're importing a higher level character with tons of powers, I could see that getting tedious, too, and just using the text in the descriptions.Last edited by SieferSeesSomething; Today at 00:37.
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