I had no idea...must have glitched. Never seen it before. Thanks!
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I had no idea...must have glitched. Never seen it before. Thanks!
New version available!
Changelog:
- Improved Module Checker features
- You can check any type of module (not only ones with library entries)
- Check modules from Module Activation screen by right clicking on any module entry and select "Check Module"
- Module Checker will detect and report issues in NPC attack & power information. Use this feature to detect NPC issues in your modules to bring them up-to-date with all the new features
- New module slash commands
- /modules activate -- To activate all of your modules
- /modules deactivate -- To decativate all of your modules
- /modules check -- To run module checker against all activated modules. The report is written into your clipboard memory; after check is run paste the output to your favorite text editor
This new update provides bugfixes and provides new option: "Desktop: Content Importer Tools"
When the new option is enabled, new toolset appears to desktop. The toolset can be used to convert any record into content importer markup by dragging and dropping record's link into one of the tool section.
New version available!
Changelog:
- Content Importer Desktop Tools: New tool available to generate content importer markup from any drag-and-drop source. Enable the tool from Options view by setting "Desktop: Content Importer Tools" option to "On"
- Thereafter you can drag-and-drop any shortcut link into one of the three possible converters: Link, Record, Refmanual Block.
- Link converter will create link markup from dropped shortcut
- Record converter will create record markup from dropped shortcut
- Refmanual Block converter will create reference manual block layout markup from dropped shortcut. By holding down CTLR and/or ALT you can alter the output
- There is also "Preview" button which will create reference manual preview from markup in your clipboard memory
- New content importer markup attributes: appendBefore (<=), appendAfter (>=) and delete (^=)
- @@<=text::"""New Header""" markup would add "New Header" text to start of existing text databasenode value
- @@>=text::"""New Footer""" markup would add "New Footer" text to end of existing text databasenode value
- @@<=parry::#1 markup would increase parry by one
- @@^=text markup would delete text named databasenode
- Module Checker improvements: New options provided to define scope of module checker for both Links and Data
- Support to check Gear data
- Support to check deprecated nodenames
Hi,
after a long time playing 5e i am returning to savage worlds and am trying to prepare a shadowrun conversion (inspired by some stuff found on the net) run into some annoyances.
1. Is it possible to have Edges indent and sort below their prerequisites like in the official modules?
2. was the option for npc/bestiary lists removed ? It is missing from the drop-down list when adding new stuff to a book
this extensions is still one of the best things for fg :D. Maybe someday there will be some way for dynamic templating this and adding it to the corerpg package :P
Edges go in the Edges box, Hindrances go in the Hindrances box. Easy peasy. Not sure why you'd want them elsewhere? FG is a database, the data has to go to specific places.
Until the recent updates, everything went into "Special" and we had to click each one to figure out if it was an Edge, Hindrance, Special Ability, or what.
For number one I mean stuff like Rich and filthy rich or Attractive and Very Attractive, where the more advanced version of the edge appears below its prerequisite lesser version (and not where it would appear based on node name or edge name if listed alphabetically) and is slightly indented. Attachment 21748
Changelog:
- Improved module exporting
- Improvements to Module Checker
Thank you so much for this. This has been huge help in making modules
Hope the To Do Help stuff gets done soon.