Thread: NPC Engineer
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May 1st, 2018, 15:43 #201
Would it be possible to add a custom string for speed to account for creatures that have multiple sets of speed depending on form? like the fidele angel in the Tome of Beasts that has the speed listed as: 40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form)
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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May 2nd, 2018, 19:41 #202
Hmmm.
I'm not sure how I'd make the program distinguish between '+0' and 'off', but as there's an explicit need I'll need to find a way. Harrrumph!
Not without a lot of work. I'd need to add another set of controls, and the extra variables would affect a lot of the input/output systems. I also don't know how I'd tell FG about this. So at the moment, I'm sorry to say, this isn't something I'll be trying to add.
In general, I am marking exams at the moment, and won't be able to give any time to NPC Engineer for the next ~2 weeks. I'll get back on to it at that point.
StephEngineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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May 2nd, 2018, 22:05 #203For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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May 5th, 2018, 12:51 #204
Good day!
I've got a stat block that has innate spellcasting in it that isn't being output correctly...any way I can get you to look at it to see why it's failing? Once it hits the Innate Spellcasting block in the import text function, everything after that stops outputting correctly.
Thanks,
GunbunnyFuFuLast edited by GunbunnyFuFu; May 5th, 2018 at 12:53.
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Timezone: Eastern Standard Time (EDT) United States; GMT -4 hours
Game in Progress: AD&D 2e - Against the Zhentarim
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May 5th, 2018, 14:12 #205
Hiya!
Can you join the Discord channel and post the text for the NPC in the #npcproblems channel?
Have you got the latest version downloaded? I made some changes to how the information was picked up in that area in the last version.
I'll have a look at it when I can and get back to you.
It'll be something simple and easily fixed!
MaasqEngineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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May 5th, 2018, 14:25 #206
Posted! Thanks!!
Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
Timezone: Eastern Standard Time (EDT) United States; GMT -4 hours
Game in Progress: AD&D 2e - Against the Zhentarim
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May 8th, 2018, 00:28 #207
- Join Date
- Mar 2017
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Fantasy Grounds is giving me a "spell lookup failure" for NPCs built with NPC Engineer. Has anyone else had this problem?
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May 8th, 2018, 00:50 #208
Do you have the spell in a loaded/open module? i.e. if it's trying to lookup a spell from ToA, you have to have ToA loaded or you will get a spell lookup failure.
If that's not it, please post screen shots and provide as much detail as possible so we can reproduce.
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May 8th, 2018, 02:01 #209
- Join Date
- Mar 2017
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See below for screenshot of the error message. I am not using the official spell/phb modules from FG- my spells all exist in a "player master reference" module that I built myself. In the image, I have a NPC open, with the error message in the chat box, and my spell list open to show that I do have the spells loaded when the NPC was opened.
Spell lookup error.jpg
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May 8th, 2018, 17:22 #210
Hiya. NPC Engineer doesn't do anything fancy with the spell lists - it is just comma separated plain text. Fantasy Grounds looks up each one in an open spell source (as far as I am aware).
For the sake of narrowing things down... close your own grimoire, and open the player's handbook (or srd). Now reload the NPCE module and see if the spells are picked up.
MaasqEngineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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