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February 19th, 2018, 00:43 #1
Spell Engineer - now with full parsing
Spell Engineer
A windows program designed to facilitate the process of getting spells into Fantasy Grounds.
This has been merged with The Engineer Suite; thread here.
Cheers
MaasqLast edited by Maasq; September 19th, 2018 at 23:45.
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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February 19th, 2018, 04:57 #2
You awesome sum-b****!!!
Looks good so far bud! Like you said, maybe add a way to add in-spell description tables. Maybe a "Source" box also to allow for class specific spells?
Also, will it be able to import text like NPC engineer does?
These things and I'd be off to the races adding a couple hundred spells!
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February 19th, 2018, 18:20 #3
Yep. NPC Engineer could use them too, and they share the code module. I'll put it at the end of the development cycle though.
I'm not sure what you mean by "source" - just the classes and archetypes that can use the spell? If so, that is coming. I'm still wrestling with exactly how I want that laid out. If not, can you explain?
Oh yes. That'll be my hallmark in all of these modules. It is what makes them usable.
Glad you like it so far!
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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February 20th, 2018, 04:54 #4
Ya bud, the "source" I meant was just a drop down box where you can enter the class or archetype that can use the spell. Like here...
ScreenHunter_05 Feb. 19 23.52.jpg
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February 20th, 2018, 10:28 #5
Note, I've stickied this alongside NPC Engineer in the stickies at the top.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 20th, 2018, 18:24 #6Engineer 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.
-
February 20th, 2018, 18:25 #7Engineer 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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February 26th, 2018, 01:03 #8
Hi folks
Updated Spell Engineer ready to download and test.
New/Load/Save Spell are active, allowing you to save anything you create (with the extension *.spl - I am allowed my little peccadilloes!)
Hotkeys are active, allowing pasting into the various edit boxes with pdf-based extra linefeeds stripped, and other common errors caught and crushed. The 'ctrl-J' function is there too, but probably won't be needed.
You can select who gets to cast your spell via a pop-up. Let me know if you think anything should be added here. Support for custom lists to facilitate homebrew will be available in a future update.
New graphics in the main viewport change depending on the spell type. This is pure eye candy and has no effect on the FG spell
Enjoy, folks. The updated zip is in the first post.
Spell Engineer 1.jpgEngineer 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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February 27th, 2018, 13:39 #9
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March 13th, 2018, 23:08 #10
Now with full parsing!
Hi folks
A new version of Spell Engineer has been released. Get an installer at the website - https://www.masq.net - or a zip file on the first post in this thread. As the title says - the main update is the addition of full parsing. You can add spells to a loaded project and when you hit 'create module' everything associated with that project will parse - spells, NPCs, images and tokens. You can also manage projects from within Spell Engineer.
Changelog:
v0.2.5
NEW: Spells can now be parsed into your Fantasy Grounds module!
NEW: Project management can be handled from within Spell Engineer.
NEW: Engineer Suite options can now be handled from within Spell Engineer.
UPDATED: The 'Cast By' window has had some changes to its text to match up with the fields used by FG. This will mean saved spells will need tweaked.
UPDATED: A bug in the code of the 'Cast By' window meant reloaded items were having all classes/archetypes set. This has been fixed, but saved characters will need their classes redone (sorry). A 'Clear All' button has been added to help with this.
Assuming no issues rear their heads, I'll move on to the import function later in the week. Computer willing, that is... it took 3 attempts to start tonight, which is worrying.
Let me know what you think, or come chat to me on Discord
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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