Thread: Module Creation Outlining
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May 18th, 2018, 17:38 #11Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 19th, 2018, 01:51 #12
- Join Date
- Mar 2017
- Posts
- 233
I'm converting a trilogy of modules and am learning best practices from a handful of the developers on this site. What they've outlined are the strategies I follow.
However, I have three suggestions to add:
1. It may prove more efficient over time to learn a program like Autohotkey to use when working in Notepad++, especially when creating NPCs within a given ruleset. Over the past year, I've learned some Autohotkey basics. Now, all the nonmagical weapons from -10 to +10 Strength and proficiency bonus combinations are coded. Type "Longsword +2 +2," (The pluses stand for Str. and Prof.) and the complete data appear for the weapon. I've also scripted skills, many magic items, and some NPC templates, so they appear after typing a hotstring. The Autohotkey script has progressed. I created the first draft of thirty-four NPCs in FRE2 in 8.13 hours. That’s fewer than 15 minutes an NPC.
2. Study Jason Hibdon’s tutorials. Jason walks through the process of building adventures and reference manuals for FG. Even if his videos are becoming dated because Zeus’s parser is no longer available or supported, the videos still emphasize valid processes and provide clear instructions. Jason’s steps are much like the ones described in previous posts.
3. Tired of doing something? Do something else. I made over 130 NPCs and wearied of doing the second edit of them. So, I edited the magic item descriptions, read the second and third modules and made a list of all relevant NPCs, items, etc., even made some maps for the modules using a recently released mapping utility. When there’s a lot to do on a project, pick something else to do. In a big project, a new activity offers a refreshing change of pace.Last edited by L. R. Ballard; May 19th, 2018 at 02:15. Reason: Changed "scripter" to "script."
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May 20th, 2018, 04:58 #13
Hey folks, is this wiki still correct based on today's paradigms?
https://www.fantasygrounds.com/wiki/...Best_Practices
Any path changes?
Also, what does it mean when it says things like ~"used in ruleset 5e but not recommended for new rulesets" - for example: reference.classdata (Classes) - Where would this be recommended to go in the database for a new ruleset?
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May 20th, 2018, 19:59 #14
Yes, that is still valid; I reference it all the time when building DLC for a new ruleset, or one I haven't worked on in awhile.
5E is an odd beast. You'll notice all its datapaths add *data such as reference.classdata, .featdata, .spelldata, and so forth, where pretty much every other ruleset would use reference.classes, .feats, .spells, etc.
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May 21st, 2018, 01:48 #15
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