Thread: NPC Engineer
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November 12th, 2017, 17:42 #41
Mr.Aljabry never got back to me; has anyone else found his issue?
I tried opening the module on FG but it gives me an error 237 reading end tag
Having added an editable json file for weapons, are there any other areas of NPC creation that'd benefit from the same thing? Are enough traits / actions / reactions shared among NPCs to make this useful in those areas, for example?
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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November 12th, 2017, 21:00 #42
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November 13th, 2017, 04:13 #43
I agree, this is really great Maasq! I have done my Bestiary for a custom game in about 1/4 of the time to do this long-handed within FG>! FGC is waiting to hear more about this amazing software tool!
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November 13th, 2017, 04:14 #44FGA Founder
FGU teacher and student!
Ultimate License Holder
Discord Alias: Laerun#6969
https://www.fantasygroundsacademy.com
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November 13th, 2017, 04:18 #45FGA Founder
FGU teacher and student!
Ultimate License Holder
Discord Alias: Laerun#6969
https://www.fantasygroundsacademy.com
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November 13th, 2017, 08:39 #46
What do you mean by "for a small background area?"
It shouldn't be a lot of work to add a storage object for a list of traits; there are things to be overcome but that's ok!
I'm thinking you might be meaning something else though.
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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November 13th, 2017, 15:16 #47
You are correct, just a small header and space for it. Technically, this can already be achieved in your nice new text formatting description area! I am confused what the weapon JSon file was for?
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November 13th, 2017, 15:26 #48
There's a whole tab for 'traits' already. Each has a header and a space for the traits text. You shouldn't be putting them in the Description tab as that would put them onto the 'other' tab in FG itself.
In the actions tab, you can add weapon actions. Let's say shortsword. Rather than add all the info for shortsword for each new NPC, you can add it once in the weapons.json file then just select it from a dropdown.
There are 4 Gaelic weapons in there already - add one as a weapon action to see what I mean.
MaasqLast edited by Maasq; November 13th, 2017 at 15:58.
Engineer 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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November 13th, 2017, 17:31 #49
Sometimes, if an action is a longer entry and due to source formatting, the action will be split into two or three sections. Not sure if You can do anything about this, but it happens about 1/3 of the time for me. Easy enough to edit and fix though, now that you have included this edit feature.
FGA Founder
FGU teacher and student!
Ultimate License Holder
Discord Alias: Laerun#6969
https://www.fantasygroundsacademy.com
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November 13th, 2017, 17:34 #50
I'll try to catch you on Discord later and you can show me a source that does this. I'll nail it down somehow!
Engineer 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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