View Full Version : Project: Author
CapitanAndyman
October 2nd, 2019, 00:12
My mistake! Thanks all for the speedy replies! I thought the ruleset was built on CoreRPG.
celestian
November 8th, 2019, 20:57
Here is the "unity" functional test version of Author. I won't post it as official until FGU has been stabilized in development.
This runs and I can export. I've run preliminary testing tho not extensive. If you notice something different from how this runs on FGC be sure to let me know.
(removed attachment)
celestian
November 9th, 2019, 01:06
Here is the "unity" functional test version of Author. I won't post it as official until FGU has been stabilized in development.
This runs and I can export. I've run preliminary testing tho not extensive. If you notice something different from how this runs on FGC be sure to let me know.
I just noticed that the frames do not seem to get added in ref-manuals when exported within FGU. Not sure why yet, I'll report it for FGU/FGC differences but... FYI.
morgurth
November 9th, 2019, 18:07
I'm going to ask a dumb question, but I can't figure out how to center the text like you did for the header ("The Ruins of the Moathouse") in the following image.
30022
So what am I missing?
celestian
November 9th, 2019, 18:21
I'm going to ask a dumb question, but I can't figure out how to center the text like you did for the header ("The Ruins of the Moathouse") in the following image.
30022
So what am I missing?
Early on I had a "header" frame type that I had to remove for other issues. Thats' what allowed it to center. This is what it looks like now w/o that.
https://i.imgur.com/nZRckVr.png
So, it's not you, it's just not possible with the current version.
morgurth
November 9th, 2019, 18:40
Thanks! It was driving me crazy. Is there some tag I can manually add to the client.xml file to do it after module creation?
celestian
November 9th, 2019, 19:09
Thanks! It was driving me crazy. Is there some tag I can manually add to the client.xml file to do it after module creation?
Manually change the blocktype to "header".
celestian
November 9th, 2019, 19:34
I just noticed that the frames do not seem to get added in ref-manuals when exported within FGU. Not sure why yet, I'll report it for FGU/FGC differences but... FYI.
So, ignore this report. It was false ;( Dingus didn't put any text in the story entries so of course the block entry was not getting populated.
morgurth
November 10th, 2019, 00:44
Manually change the blocktype to "header".
If I do that, I get an error. It doesn't like the formattedtext part. What did I do wrong?
Ruleset Error: windowcontrol: Database type mismatch for control (text) in windowclass (referencemanualtextblock)
Script Error: [string "ref/scripts/ref_blocklayoutmanager.lua"]:189: attempt to index local 'ctrl' (a nil value)
<block000>
<align type="string">center</align>
<blocktype type="string">header</blocktype>
<frame type="string">text5</frame>
<text type="formattedtext">
<p>Some random header words here</p>
</text>
</block000>
Mortar
November 10th, 2019, 02:23
You are telling it to use a header blocktype and a text5 frame at the same time. Heade text if I remember correctly is "string" and not "formattedtext."
Ideally, your code should be similar to this:
<block_01>
<blocktype type="string">header</blocktype>
<text type="string">Players Handbook</text>
</block_01>
Next block would be your text or image.
morgurth
November 10th, 2019, 02:41
You are telling it to use a header blocktype and a text5 frame at the same time. Heade text if I remember correctly is "string" and not "formattedtext."
Ideally, your code should be similar to this:
<block_01>
<blocktype type="string">header</blocktype>
<text type="string">Players Handbook</text>
</block_01>
Next block would be your text or image.
Thanks, it was text type "string" that I needed. I can still use frame though!
Torment
November 10th, 2019, 18:35
Thank you so much for this extension. I really appreciate it!
ThatManOmega
December 4th, 2019, 18:57
30622
I downloaded the file from the first page, and this is the result. I don't see an .ext file. Is there a special way to set this up? Please excuse this fail boat rider.
tstory30
December 4th, 2019, 18:59
The file you downloaded IS the .ext
Mortar
December 4th, 2019, 19:08
@ThatManOmega, go back up one directory level to your Downloads folder and take the Author file you downloaded and drop it into your extensions folder.
StoryWeaver
December 19th, 2019, 05:44
I think there might a bug in the Unity (unofficial version) of the extension. When exporting in FGU.
Unless I'm doing something wrong, which is very possible, it's been a few months since I made my last reference manual with the Author. :)
I can't get images to show up on top of story entries in the reference manual. I've tried leaving a newline or two from the image link dragged from the Images (after adding to images from Assets), to the text below.
Only the link appears, but not a rendition of the image as I recall from before.
damned
December 19th, 2019, 05:58
Just checking -
The image will only be embedded in the Reference Manual - the Story entries will still show the link only.
StoryWeaver
December 19th, 2019, 16:28
Sounds like it's working like it should in that case.
If the images are showing up in the reference manual on your end, I must be doing something wrong.
Sorry about that. I'll try to figure out where I've gone wrong.
mattekure
December 20th, 2019, 01:33
One thing to check, dont use any formatting in the link to the image. no Bold, underline, italic, etc.
And dont have two image links right next to each other, make sure two image links are separated by a blank line.
Mortar
January 18th, 2020, 19:52
Celestian so its here, Author throws these errors in FGU:
[1/18/2020 3:49:50 PM] [<color="red">ERROR</color>] icon: Could not find image file (graphics/buttons/button_statpointmode.png) for icon (button_bulk_add). [Author] [extension.xml]
[1/18/2020 3:49:50 PM] [<color="red">ERROR</color>] icon: Could not find image file (graphics/buttons/button_statpointmode_down.png) for icon (button_bulk_add_down). [Author] [extension.xml]
celestian
January 18th, 2020, 23:22
Celestian so its here, Author throws these errors in FGU:
[1/18/2020 3:49:50 PM] [<color="red">ERROR</color>] icon: Could not find image file (graphics/buttons/button_statpointmode.png) for icon (button_bulk_add). [Author] [extension.xml]
[1/18/2020 3:49:50 PM] [<color="red">ERROR</color>] icon: Could not find image file (graphics/buttons/button_statpointmode_down.png) for icon (button_bulk_add_down). [Author] [extension.xml]
What ruleset is that from?
YAKO SOMEDAKY
January 19th, 2020, 01:04
In my case this error came from the numenera
Mortar
January 19th, 2020, 13:24
That error popped in SWADE for me.
YAKO SOMEDAKY
January 19th, 2020, 14:44
Celestian, I may be wrong, but these files that say that in the error message are not images? If so, should these images be in the right extension?
celestian
January 19th, 2020, 19:50
That error popped in SWADE for me.
Okay, I know where the problem is. I'll correct it when I get back home. I must have thought those images were in CoreRPG and they are not.
Mortar
January 19th, 2020, 20:35
SWEL throws the same errors in FGU so its not just Author.
Moon Wizard
January 19th, 2020, 21:05
Those are "local" mode graphics, and FGU does not have a "local" (or Manage Characters) mode. So, they're probably not defined in FGU; and that's why you would only see the error in FGU.
Regards,
JPG
celestian
January 20th, 2020, 18:25
I was planning to wait until FGU was out to release this revision but, it works fine with FGC so I went ahead.
Update 5.02
Updated Command lines now use format: /author [COMMAND] [OPTS]
Updated Lock/Unlocks to lock TreasureParcels itemlist objects.
Added /author stats command to display CR/EXP and Treasure for all encounterstats
Added experimental support for FGU.
Fixed Missing images in non-2e/5e rulesets.
The biggest change for this version is I consolidated all the slash commands under /author. So if you want to lock all records it would be "/author lock all" and to unlock all it would be "/author unlock all".
Here is a view when typing "/author help"
https://i.imgur.com/GB892M3.png
I've added a new command option "/author stats" that will generate exp/treasure/etc stats. It's nothing serious but will give you details that you might find interesting. The stats command is also experimental so you might see it changed (more data) added in the future. Since you cannot copy/paste the data from chat I also output the same data in the console. Use /console and then run the stats command and you can copy/paste it from there.
Here is a sample stats output from Temple of Elemental Evil (for AD&D 2e).
AUTHOR: Encounter Totals
Count: 373
EXP: 962364
AUTHOR: Treasure Coin Totals
GP : 55940
EP : 11136
CP : 31679
PP : 18490
SP : 29538
AUTHOR: Treasure Item Value Totals
CP : 110
GP : 1466859
SP : 221
EP : 2
Here is a sample from a as yet unreleased 5E adventure.
AUTHOR: Encounter Totals
Count: 70
EXP: 267875
Average CR: 7.09
AUTHOR: Treasure Coin Totals
GP : 33787
EP : 5628
CP : 20629
PP : 4503
SP : 35837
AUTHOR: Treasure Item Value Totals
GP : 257009
CP : 5
SP : 8
celestian
March 20th, 2020, 23:38
Update 5.03
Fixed Command for adding tokens to various records was not working w/out force options.
Berwind
March 30th, 2020, 06:07
I'm currently using Author with FGU and everything has been working fine thus far except inline images.
When I export the same campaign files in classic; I can see my inline images just fine, however when I use FGU to export; the images only appear as links.
Also, thanks for working on this awesome extension! This has been a godsend.
celestian
March 30th, 2020, 06:47
I'm currently using Author with FGU and everything has been working fine thus far except inline images.
When I export the same campaign files in classic; I can see my inline images just fine, however when I use FGU to export; the images only appear as links.
Also, thanks for working on this awesome extension! This has been a godsend.
More than likely the formatting changed in the FGU versions of linked images so the matching to find links and convert to an inline image for the ref-manual won't work.
I will work it out tho right now I'm not doing a lot of serious work with FGU on extensions until it is released into production. Various things can and probably will change between now and release and I'd rather update them just once.
4wire
April 6th, 2020, 19:56
@Celestian : Is there a way to modify this extension to make the export command not ignore the <list> </list> content I have done?
celestian
April 7th, 2020, 00:03
@Celestian : Is there a way to modify this extension to make the export command not ignore the <list> </list> content I have done?
Not sure what you mean. Author shouldn't modify the text outside of the ref-manual for inline images that are individually listed.
4wire
April 9th, 2020, 13:19
I mean the export function only looks at specific tags and ignores others. I was hoping we could use an extension to include list tags so that fancy lists can be added to exported modules. I'm still wrapping my head around how FG interacts with lua scripts.
celestian
April 9th, 2020, 15:44
I mean the export function only looks at specific tags and ignores others. I was hoping we could use an extension to include list tags so that fancy lists can be added to exported modules. I'm still wrapping my head around how FG interacts with lua scripts.
I'm still not clear on what you mean "specific tags" and "list of tags". What are these "tags".
4wire
April 9th, 2020, 15:53
The <list></list> tags.
celestian
April 9th, 2020, 15:55
The <list></list> tags.
Unfortunately that's not helping me understand what you mean. "Fancy Lists"? Picture or image might help if that's possible.
Thurnok
April 14th, 2020, 22:50
It sounds like to me @4wire is saying that when he tries to /export, everything exports fine except it does not export anything within formatted text fields of type "list".
In other words, like it is filtering out any "list" formatted text fields, and not exporting those.
celestian
April 14th, 2020, 23:59
It sounds like to me @4wire is saying that when he tries to /export, everything exports fine except it does not export anything within formatted text fields of type "list".
In other words, like it is filtering out any "list" formatted text fields, and not exporting those.
I spoke with him in Discord. He was referring to the lists that show in the library and the headers/filters that are used when someone edits XML directly. This currently isnt an option with Author exports. It creates the generic "list" of all the records.
celestian
April 23rd, 2020, 17:47
Update 5.05
[Fixed] Error with force-set (when not using it) for tokens.
[Update] Various changes to improve compatibility with other extensions. (XML/merge rules)
[Added] Stats command lists NPC count.
[Added] Read Only exclusion option per record.
The "read only" exclusion is for modules that need to be read only but you want to exclude records such as "Tables" from that RO status. If you do not flag a module read only this option will have no effect.
https://i.imgur.com/sLd5iV1.png
4wire
April 23rd, 2020, 18:09
Awesome! Should I finish my current module before updating or is it safe enough to update?
celestian
April 23rd, 2020, 18:28
Awesome! Should I finish my current module before updating or is it safe enough to update?
Always backup your campaign before applying a new extension or FG update.
Other than the new options/fixes Author 5.05 does not change any previous behavior.
4wire
April 23rd, 2020, 19:10
Always backup your campaign before applying a new extension or FG update.
Other than the new options/fixes Author 5.05 does not change any previous behavior.
I do (all in git) but do not always keep a previous version of the ext files, etc. Thanks!
zombielord
April 30th, 2020, 04:09
I am having a bit of a theme problem with a mod file created using this. What is the font that is used for the reference headers? ( In the example image it is the font callout for "Upper Level", I need to change it's color and the related ttf / fgf files.)
celestian
April 30th, 2020, 06:29
I am having a bit of a theme problem with a mod file created using this. What is the font that is used for the reference headers? ( In the example image it is the font callout for "Upper Level", I need to change it's color and the related ttf / fgf files.)
Author doesn't touch fonts, particularly there, that's a reference manual font and dependent on the ruleset/theme.
zombielord
April 30th, 2020, 21:32
I had theme issue with files created with Author, and I was trying to find the specific font referenced so I can add it to a theme so I thought I'd ask here if someone new that specific referenced font.
I did find the specific section referenced though and it is: font name="reference-chapter"
Thank you for your reply.
damned
May 1st, 2020, 08:17
I had theme issue with files created with Author, and I was trying to find the specific font referenced so I can add it to a theme so I thought I'd ask here if someone new that specific referenced font.
I did find the specific section referenced though and it is: font name="reference-chapter"
Thank you for your reply.
These are all managed in either your ruleset or in CoreRPG
Thurnok
May 8th, 2020, 21:23
Can you add some frame type command lines? Having a command line option to affect any/all object records would be beneficial especially if you have many entries you want to change back to a certain frame type (or removing the frame type - aka the empty frame type).
/author emptyframe [all|name] - removes frame type from object records
or to expand on that, perhaps something like...
/author frame-empty [all|name] (or maybe more appropriately: /author frame-default [all|name] )
/author frame-none [all|name]
/author frame-yellow [all|name]
etc...
Unless you can add multiple command line options (I'm unaware of FG's restrictions in this case) so that in effect:
/author frame <frametype> [all|name]
so possible examples would be
/author frame default all
/author frame green 000.001.1
/author frame page 000.002.1,000.002.2,000.002.3
/author frame book 004.001.1-004.001.99
etc.
Anyway, just some thoughts.
:)
Jiminimonka
May 12th, 2020, 21:10
I exported a module without this extension - worked fine. After seeing Rob2e module creation video where he mentioned this I thought I would give it a try. It exports fine and the module is in the FG mod folder. But It doesnt show up in Modules like the standard FG exported module does. Am I missing something?
I did exit FG and restart it, a couple of times, and tried exporting ALL and just the stuff I created etc.
celestian
May 12th, 2020, 21:33
I exported a module without this extension - worked fine. After seeing Rob2e module creation video where he mentioned this I thought I would give it a try. It exports fine and the module is in the FG mod folder. But It doesnt show up in Modules like the standard FG exported module does. Am I missing something?
I did exit FG and restart it, a couple of times, and tried exporting ALL and just the stuff I created etc.
FGU? If so Author is "experimental" there. I have not run extensive tests there simply because the platform is changing to much for me to spend cycles on it right now.
If not FGU, check the name you exported it with (not the filename).
Make sure you are running the same ruleset when trying to load it (exports are set to only show to same ruleset exported from).
To be clear, "/reload" or back to "launcher" is not a restart. You exit FG entirely.
That's my debug tips. More than likely it's there you just are not finding the name you gave it.
Jiminimonka
May 12th, 2020, 22:05
Hi, thanks for your reply.
Its FG Classic - the exported module is in the FG modules directory, it just does not appear in the Modules section on the table. Previous version (non Author) do show up on the table. I have exited the program every time, not just return to launcher.
Ruleset is 5e - Players Handbook, DMG, and MM only, and Gwydions Simple Traps mod.
I will make another export now with a completely random name and report back.
zombielord
May 12th, 2020, 22:11
I know you're not developing for UNITY, but I did find that rulesets created with the Author program have an issue with Images that use the a "&" symbol. It uses the character reference for the file pathway but not the referenced filename (I just renamed my image files). I don't know lua but when I coded for other languages I created a Sanatiz function and sent all text, pathways, and user inputs through it and had it swap out characters. (Probably not needed here as you already change half of the text characters for pathways & display names).
Mortar
May 12th, 2020, 22:11
If you want, send the one you were having issues with to me via PM. I can take a look for you.
Jiminimonka
May 12th, 2020, 22:20
FGU? If so Author is "experimental" there. I have not run extensive tests there simply because the platform is changing to much for me to spend cycles on it right now.
If not FGU, check the name you exported it with (not the filename).
Make sure you are running the same ruleset when trying to load it (exports are set to only show to same ruleset exported from).
To be clear, "/reload" or back to "launcher" is not a restart. You exit FG entirely.
That's my debug tips. More than likely it's there you just are not finding the name you gave it.
Created it with a different name and selected export everything. It works - but the first map (all the others are fine) generates Database Error: image: Invalid file - the filename is missing the & sign - wouldnt think that should be a problem but I can rename the file.
All the story entries etc are fine, but it has left all the numbers. The format I use is 00.00.00 - should I change it to 000.000?
celestian
May 12th, 2020, 22:38
Created it with a different name and selected export everything. It works - but the first map (all the others are fine) generates Database Error: image: Invalid file - the filename is missing the & sign - wouldnt think that should be a problem but I can rename the file.
All the story entries etc are fine, but it has left all the numbers. The format I use is 00.00.00 - should I change it to 000.000?
Story entries will not be altered, reference manual entries will have it removed. If the numbers/etc are removed from the Story record entries the order they appear in as a story would not be persistent.
I wasn't aware of the & in the filename of images issue. I'll review and see if that is something that Author is doing or otherwise.
Jiminimonka
May 12th, 2020, 22:42
Story entries will not be altered, reference manual entries will have it removed. If the numbers/etc are removed from the Story record entries the order they appear in as a story would not be persistent.
I wasn't aware of the & in the filename of images issue. I'll review and see if that is something that Author is doing or otherwise.
File name might be a WINE thing - I renamed it and its fine now.
The Reference manual for the module is completely blank, apart from Reference across the top and a search bar bottom left. I'll come back to this in a few weeks and let you focus on FGU, because thats the one we really need :)
Thanks.
zombielord
May 12th, 2020, 23:10
I had the issue with the "&" symbol in the images filename on a Windows 10 system, (I don't think it's a OS specific issue). It occured with every filename that had it. I just did the lazy fix and renamed "&" to "and" on my files.
I should note that the created module would load just fine in Fantasy Grounds Classic, it would just error in Unity until I renamed the image files.
(Really liking the plugin btw.)
celestian
May 13th, 2020, 00:42
File name might be a WINE thing - I renamed it and its fine now.
The Reference manual for the module is completely blank, apart from Reference across the top and a search bar bottom left. I'll come back to this in a few weeks and let you focus on FGU, because thats the one we really need :)
Thanks.
Sounds like you didn't put story entries into a Story group/category. Check out the first post where it talks about where "chapters" come from.
I had the issue with the "&" symbol in the images filename on a Windows 10 system, (I don't think it's a OS specific issue). It occured with every filename that had it. I just did the lazy fix and renamed "&" to "and" on my files.
I should note that the created module would load just fine in Fantasy Grounds Classic, it would just error in Unity until I renamed the image files.
(Really liking the plugin btw.)
That you might want to report in the Unity/FGU forum. If it works in FGC it is "suppose" to work in FGU (if not we're suppose to letm know so they can get it working).
Does the error come up when you load the reference manual or when you try and open the image (from assets) in FGU? If the latter then thats definitely a problem with FGU and means even a export w/o Author would cause the same.
zombielord
May 13th, 2020, 19:20
That you might want to report in the Unity/FGU forum. If it works in FGC it is "suppose" to work in FGU (if not we're suppose to letm know so they can get it working).
Does the error come up when you load the reference manual or when you try and open the image (from assets) in FGU? If the latter then thats definitely a problem with FGU and means even a export w/o Author would cause the same.[/QUOTE]
The error occurred when the module itself was loading, causing it to fail altogether and not load the module.
For testing purposes I recreated the steps earlier that caused things not to load. I created a file with the & symbol (rose & test.jpg) and added it to the images that are exported with the mod file.
I went ahead and copied the relevant section in the db.xml file as created in Classic
<bitmap>rose & test.jpg</bitmap>
<name type="string">rose & test</name>/CODE]
I was curious and for comparison reasons I then created the module from scratch in Unity and noticed it already converts the & symbol.
[CODE]<bitmap>images/rose & test.jpg</bitmap>
<name>rose & test.jpg</name>
Note: I'm not saying it's a fault of the Author program, just noting that there's an issue. My lazy fix was to just rename the files. A person could also manually update their db file.
Other than that I see 3 fixes:
* Request an Update on Classic to convert & on image import
* Request an Update on Unity to ignore the non converted & symbol like classic
* Update Author to convert & symbols to & on export.
These are 2 ideas on how to add a fix in-house so to speak.
The convert symbols could be done in 3 steps. ( string.gsub(s, pattern, replace) )
* Convert all instances of "&" to "&"
* Convert all instances of "&" to "&"
and lastly now that ALL symbols have been converted to the "&" symbol do one last conversion.
* Convert all instances of "&" to "&"
Note:This depends on the & symbol not being a used operator in the output text... which I think is the case here.
Another option would be to find the location within the string for any instance "&" and then to see what if the next 4 characters = "amp;" or ="#38;" If it didn't meet the criteria then cut the string at that instance, add the necessary text and append the remaining text and continue the character search
[UPDATE] I am going to put in a request on UNITY, the issue is very much an issue on how CLASSIC imports image names and exports the database file. The fix should be implemented at the Fantasy Grounds level.
Mortar
May 13th, 2020, 20:42
The & needs to be encoded in both clients...its an actual entity in XML, so if its not encoded it will throw errors. Either the & or "&# 38;"
The issue is that the Classic client does not adhere strictly to the ISO-8859-1 character set due to a design choice made by the original developers.
Zacchaeus
May 28th, 2020, 09:31
I am assuming that the misalignment as seen in the image below is due to the bold text in the header. Is there any way to prevent this other than removing the bold?
celestian
May 28th, 2020, 16:37
I am assuming that the misalignment as seen in the image below is due to the bold text in the header. Is there any way to prevent this other than removing the bold?
Is that in FGU? I've not seen that behavior in anything and further I don't think the alignment can even be set in a reference-manual like that.
Zacchaeus
May 28th, 2020, 17:47
Is that in FGU? I've not seen that behavior in anything and further I don't think the alignment can even be set in a reference-manual like that.
Yes, sorry. It's FGU. The problem doesn't appear in Classic and doesn't manifest if the module was parsed. Carl's going to have a look at it so it may not have anything too do with Author.
https://www.fantasygrounds.com/forums/showthread.php?58482-Images-and-Text-for-links-doesn-t-seem-to-align-properly
celestian
May 28th, 2020, 17:50
Yes, sorry. It's FGU. The problem doesn't appear in Classic and doesn't manifest if the module was parsed. Carl's going to have a look at it so it may not have anything too do with Author.
https://www.fantasygrounds.com/forums/showthread.php?58482-Images-and-Text-for-links-doesn-t-seem-to-align-properly
I suspected, I've had similar issues elsewhere with alignment/fonts in FGU.
Minty23185Fresh
May 28th, 2020, 17:55
[EDIT] oops, I am really late to the party. Just saw the other posts. Ignore the following.
I wonder. Which line(s) is/are actually messed up? Is it the top line? Or the 2nd and 3rd lines. If it’s the first line maybe it’s a proximity to the paragraph text above. Zacchaeus can you add a blank line above the first line, does that fix it? Can you add another link above the first line? Does that affect the alignments? In my mind from other graphical user interfaces (other projects and implementation languages/settings) that I have designed or worked on, this looks like an “engine” issue to me. As celestian mentions, Unity?
Valyar
June 15th, 2020, 14:25
Best extension ever.
Is there some clever way to mark certain section of the page to be marked as frame, so I don't have to go to the XML and manually create IDs? I see that the extension creates different IDs within a block if there is image for example, but frame is all or nothing so far.
damned
June 15th, 2020, 14:41
Best extension ever.
Is there some clever way to mark certain section of the page to be marked as frame, so I don't have to go to the XML and manually create IDs? I see that the extension creates different IDs within a block if there is image for example, but frame is all or nothing so far.
That decision was made so that no markup was needed to create a reference manual.
Valyar
June 15th, 2020, 14:42
That decision was made so that no markup was needed to create a reference manual.
I.e. I have to go in the XML to have multiple frames within single page? For now it is one global frame for the whole page.
celestian
June 15th, 2020, 15:06
I.e. I have to go in the XML to have multiple frames within single page? For now it is one global frame for the whole page.
You are correct. If/when they ever allow Story entries to be viewed similarly to how refmanuals are so you can just right click and add a frame for a selection block it'll be one frame per Story entry.
Valyar
June 15th, 2020, 15:07
Thought so, thanks for the confirmation. XML-labor pains, here I come. :)
YAKO SOMEDAKY
July 1st, 2020, 16:36
Some doubts:
Can I export portraits?
Do images and links to them have the same name? to appear in References?
AAWGAMES
July 1st, 2020, 21:41
Note: I am using FGU which is not technically supported.
That said, I am getting a BLANK Reference Manual when I export my mod. Everything else is perfect but no luck on the reference manual.
Any advice from those of you utilizing FGU with this extension?
Thank you!
celestian
July 1st, 2020, 21:57
Note: I am using FGU which is not technically supported.
That said, I am getting a BLANK Reference Manual when I export my mod. Everything else is perfect but no luck on the reference manual.
Any advice from those of you utilizing FGU with this extension?
Thank you!
Have you watched the tutorial video (https://www.youtube.com/watch?v=x5J00YBZ8Cc)? Sounds like you didnt put your story entries in a category.
Zacchaeus
July 1st, 2020, 21:58
Note: I am using FGU which is not technically supported.
That said, I am getting a BLANK Reference Manual when I export my mod. Everything else is perfect but no luck on the reference manual.
Any advice from those of you utilizing FGU with this extension?
Thank you!
If you are creating modules for publication then you should be using FGC since exporting it from Unity will mean the module won't work in FGC. If that's not what you are doing then I'll leave it to Celestian to answer. I haven't tested Author in Unity (since I'm unlikely to ever use it there).
AAWGAMES
July 1st, 2020, 22:02
If you are creating modules for publication then you should be using FGC since exporting it from Unity will mean the module won't work in FGC. If that's not what you are doing then I'll leave it to Celestian to answer. I haven't tested Author in Unity (since I'm unlikely to ever use it there).
Hi Zacchaeus, thanks for responding so quickly! I appreciate that.
I am creating these modules for publication in FGU with LOS.
I have abandoned FGC because I use exclusively Mac and 32-bit applications no longer function with MacOS (only 64-bit). I cannot even run a fragile wineskin winery emulation of FGC anymore so everything I personally build will be FGU from here on out. There's no way for me to even run FGC unless I go buy an old computer. That's just the way it is. This doesn't include all my AAW Games releases, just what I personally am building for publication (a new series).
Thank you for your help!
Jonathan
daggerfortysix
July 3rd, 2020, 16:29
Is it possible to JUST make a reference manual (simply an FG replication of a .pdf) and then import that into a campaign to build the rest of the module? I have a campaign I built for SWADE using SWEL that I would like to replicate and then make the pcs, npcs, etc for 5e and then once that is all done, export as a module using Project:Author. I have already been able to strip the SWEL reference manual of Skills, Hindrances, Edges, Weapons, etc so the only the text and images of the reference manual exists. I dread the idea of having to remake the reference manual in Project:Author as it would take a very long time.
Varsuuk
July 3rd, 2020, 17:46
AAWGames,
I was in a similar, yet opposite boat late last year. I had a fully loaded older 2013 MBP that still could run anything I used or played with but it was kind of heavy ;) and pain once my team was switched to current MBPs and I had to lug those (thin) ones around.m in addition.
Then the 32 bit thing was annoying and I kept my MacBook at prior OS because while I played on my desktop I liked to use the laptop for coding and my personal FGC work. Best of both worlds happened when I finally decided to upgrade even if the laptop worked fine. New one is thin (enough) and 16”.
But, While I intended the old one to be for FG work, I tried out Parallels on the new one. Other than a big battery drain if not on the power brick, I saw no difference in performance in either environment when using it. It runs FGC very very well, for at least development and test - no clue beyond that since I always play on my full screen/pc combo.
So that may be an option for you as well.
Ravien999
July 21st, 2020, 06:26
Question: Using FGU to create the modules, It looks like if I do the blocking with the images as described in the video, it doesn't create them as inline images. Am I to assume that's one of the many FGU exclusive bugs at this time?
celestian
July 21st, 2020, 07:09
Question: Using FGU to create the modules, It looks like if I do the blocking with the images as described in the video, it doesn't create them as inline images. Am I to assume that's one of the many FGU exclusive bugs at this time?
Yup, it's a FGU issue right now. The formatting of links or something has changed. Once FGU is past beta or near out of beta I'll go through and correct it.
ssides
July 21st, 2020, 11:53
Is it possible to JUST make a reference manual (simply an FG replication of a .pdf) ...
If you only select reference manual when you're exporting, doesn't FG do just that? (Mind you, because of the way Author works, you will still have to make story entries)
celestian
July 24th, 2020, 19:46
Update 5.06
Added Drag/drop records in master-index (from text) will now include a tag on dropped links.
This will let you drag links from within the records index list (from the TEXT) and it will pre-pend a tag. "Npc: Orc" instead of just Orc. It will do the same for all records.
If you do not wish to have those tags, drag from the "link button" and not the record name text.
https://i.imgur.com/ZQxkXI1.gif
Should be useful when working with content conversion and tagging in story entries. Got tired of having to edit every link I dropped .
Lensman
August 29th, 2020, 00:55
update 4.13:
Added deeper level of nested un/locking for 5E classes (features, specializations/etc).
Added bulk chapter/story entry creation (beta).
Updated "all" keyword to use data library for current ruleset, not static list.
Cleaned up keyword entries added during ref-manual creation.
The bulk chapter/story creation is experimental. FG doesn't like bulk creation of nodes so you have to be cautious on how you use it. I wouldn't recommend creating 10 chapters with 100 story entries in each. 1 chapter with 100 storys might be ok but... use at your own risk. Save your campaign files and back them up. To use it click on the weight icon while in edit mode for Story records.
Hi Celestian:
Like so many others, I want to add my thanks for all the time, effort and hard work you've put into your tools.
That said, I'm running into some confusion specifically with the Bulk entry Creator. If I remember to use it at the start of a project, it works perfectly. the issue i'm running into is if I have a group already selected, and try to use the Bulk Creator Button, the new entries are created in a new group, so far, I have not been able to bulk create entries and have them added to the currently selected group. The entries ARE created, but they are always created as entries in a newly created group.
Would there be a way to create a button selection that forces Author to create entries and put them into whatever group is currently selected in FG?
Any and all help would be appreciated!
celestian
August 29th, 2020, 03:46
The bulk creator is very simple tool to create "groups" to throw stories into by number. You cannot create a group and then bulk create into that group unless it's simply a number and you match that number by using the correct fields in the options menu. What I do is make the chapter/story entries and then I rename the chapter/group to what I wanted it.
Gilidarius
August 30th, 2020, 21:16
Celestian, nice work. Question: I have added everything from my project to the export. When I open the mod in FG, while there is an entry for Reference Manual, the manual is blank. Any known issues?
celestian
August 30th, 2020, 21:29
Celestian, nice work. Question: I have added everything from my project to the export. When I open the mod in FG, while there is an entry for Reference Manual, the manual is blank. Any known issues?
Stories were not put into groups.
Gilidarius
August 30th, 2020, 22:20
Ah, they were uncategorized. Thanks!
celestian
August 30th, 2020, 22:21
Ah, they were uncategorized. Thanks!
It's a pretty common mistake and I think it's mentioned. I'm pretty sure I mentioned it in the instructional post but I've not looked over it in a while.
Lensman
September 19th, 2020, 17:17
Update 5.06
Added Drag/drop records in master-index (from text) will now include a tag on dropped links.
This will let you drag links from within the records index list (from the TEXT) and it will pre-pend a tag. "Npc: Orc" instead of just Orc. It will do the same for all records.
If you do not wish to have those tags, drag from the "link button" and not the record name text.
https://i.imgur.com/ZQxkXI1.gif
Should be useful when working with content conversion and tagging in story entries. Got tired of having to edit every link I dropped .
Any chance this feature could be enhanced to work when linking entries to a story item? I feel that this would be of great help when converting a module into fg, for the same reason you've listed... :D
celestian
September 19th, 2020, 19:36
Any chance this feature could be enhanced to work when linking entries to a story item? I feel that this would be of great help when converting a module into fg, for the same reason you've listed... :D
Not sure what you're asking for that isn't already there. These tags ARE used in Story and anywhere else you drag them if you drag it as indicated above.
i3ullseye
September 28th, 2020, 04:19
Not sure if this has already been asked and/or answered. But when someone is creating an official product, how is the reference manual created? What process or program?
## Please disregard. I found my answer. But I am now wondering if anyone has created an 'offline' editor for this that will do this specific formatting.
shadowstormz
October 23rd, 2020, 04:02
Thank you so much for this extension! You are a LEGEND!
I'm getting the duplicate sub-chapter page just like Valyar did in page 10 of this thread. There was a download link there I think but it seems to be gone now. I tried the download on Page 1 and your latest GitHub build, but to no avail. Any thoughts, Celestian?
THIS IS FANTASTIC, THANK YOU VERY MUCH!!!! (caps intended, I am ecstatic).
Quick question, after I did some testing and compared my work with the D&D 5e Reference manual:
Is there a way to avoid having article with the same name as the sub-chapter? In 5e somehow it is done. I don't want to have duplicates (the highlighted items) as in the attached picture. Can't think of workaround at the moment, had long flights and mind is broken.
celestian
October 23rd, 2020, 15:37
Thank you so much for this extension! You are a LEGEND!
I'm getting the duplicate sub-chapter page just like Valyar did in page 10 of this thread. There was a download link there I think but it seems to be gone now. I tried the download on Page 1 and your latest GitHub build, but to no avail. Any thoughts, Celestian?
I explained here: https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author&p=442816&viewfull=1#post442816
If you make an empty Story right after a chapter that will be used as the sub-chapter w/o a page text. But, otherwise no, there MUST be a sub-chapter entry so it will create one using the Chapter.
shadowstormz
October 24th, 2020, 04:02
Unfortunately that's pretty much what I did and spent a few hours trying different things, like copying your examples in the gifs and the YouTube video with no luck. My guess is that there's a newline in the first blank subchapter story that making it think it's not empty.
I guess I'll just have to live with it. Still love the extension though. Thanks for making it!
celestian
October 24th, 2020, 04:13
Unfortunately that's pretty much what I did and spent a few hours trying different things, like copying your examples in the gifs and the YouTube video with no luck. My guess is that there's a newline in the first blank subchapter story that making it think it's not empty.
I guess I'll just have to live with it. Still love the extension though. Thanks for making it!
Create a new story, don't type or delete anything in the textfield. Set the name and flag it as sub-chapter only and it should work.
StylinLP38
November 2nd, 2020, 23:57
Great extension! Thank you. Is there a link to see what all the "Frame" does? What they look like?
mattekure
November 3rd, 2020, 00:37
Great extension! Thank you. Is there a link to see what all the "Frame" does? What they look like?
From earlier in this thread.
https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author&p=428439&viewfull=1#post428439
StylinLP38
November 4th, 2020, 04:59
Question: How do you make sub chapters? I created Groups, then subchapters, but I want another layer of subchapters as well. Like the example of "7. FAMILY HOMES". That should be right under 6. Gatekeepers Tower on the same level. Then everything under FAMILY HOMES should be a subchapter. ANyway to do this? See the link below.
celestian
November 4th, 2020, 05:47
Question: How do you make sub chapters? I created Groups, then subchapters, but I want another layer of subchapters as well. Like the example of "7. FAMILY HOMES". That should be right under 6. Gatekeepers Tower on the same level. Then everything under FAMILY HOMES should be a subchapter. ANyway to do this? See the link below.
You can't have sub-chapters in sub-chapters. You can have multiple sub-chapters in chapters tho. Use the sub-chapter check box shown in the first post to set a story entry as a subchapter start.
StylinLP38
November 4th, 2020, 05:54
You can't have sub-chapters in sub-chapters. You can have multiple sub-chapters in chapters tho. Use the sub-chapter check box shown in the first post to set a story entry as a subchapter start.
Alright, thank you. Everything looks great except that.
StylinLP38
November 4th, 2020, 06:15
Alright, thank you. Everything looks great except that.
If you can see a way in the picture I uploaded to make this layout better please let me know.
celestian
November 4th, 2020, 16:35
If you can see a way in the picture I uploaded to make this layout better please let me know.
Not sure what you are referring to. You have only sub-chapters in chapters. If you're referring to the indented listing then simply use the underscore option (see first post for details).
Jiminimonka
November 17th, 2020, 12:46
Don't know if this is an Author question or just general FG question but how do you get inline images and text (like the attached image) in the Reference Manual?
4122841229
damned
November 17th, 2020, 12:48
Thats not an inline image its a 2 column display.
You will need to do it in the XML.
Jiminimonka
November 17th, 2020, 12:49
Thanks.
I added second image to my first post. Same thing?
damned
November 17th, 2020, 13:16
same thing
ssides
November 17th, 2020, 14:09
If you can see a way in the picture I uploaded to make this layout better please let me know.
Hi Stylin
You can combine those chat boxes into one chat box with extra line breaks. If you're working in FG Unity, you can do this by using shift+enter to make the line break instead of just enter. In FG Classic, you have to use a less friendly method. What I do is remove the line feeds from the text that will be in the chat box, then add in paragraph markers - ¶ - where I want the line breaks. Then I close FG, load db.xml into np++, and run my macro to find/replace the ¶ symbols with
... this will add two line breaks, so depending on the appearance I'm after I may have to go back and remove one of them.
SLS
celestian
November 17th, 2020, 14:59
Hi Stylin
You can combine those chat boxes into one chat box with extra line breaks. If you're working in FG Unity, you can do this by using shift+enter to make the line break instead of just enter. In FG Classic, you have to use a less friendly method.
SLS
Right now Author does not fully support FGU, specifically inline images in general. The images API has changed dramatically from FGC and still has some functionality that has yet to be developed so that I can make this work in FGU as it does in FGC.
darrenan
December 11th, 2020, 00:14
Just to confirm, there is no way to have a story entry in-between a chapter and a sub-chapter?
celestian
December 11th, 2020, 06:34
Just to confirm, there is no way to have a story entry in-between a chapter and a sub-chapter?
No, each chapter will always have a subchapter, if there is not one it will create one from the first story. This is to ensure sanity in generating the output for the ref-manual.
SailorLovins
December 23rd, 2020, 00:06
I am brand new to using Author and am trying to steer away from using notepadd++ to design my modules. I am a bit confused as to how to design a reference manual using author. I found one brief tutorial video for author but it wasn't enough to help me fully understand this extension. Do any of you know of any guides detailing how to make ref pages? I know how to make chapters and subchapters but am unsure how to organize pages to have pictures and fancy framing. I see there is a "frame" option in the fresh story window that allows me to select a frame type but when I click an option I don't see anything. Is there a way I can preview my work as I go?
El Condoro
December 23rd, 2020, 05:23
I got to page 25 of this thread before I lost patience and jumped to the end!
Firstly, this is an awesome extension - it makes creating a Reference Manual so easy! Great work.
What I am wondering is, can a single group of story entries be exported from a campaign? I can create a full RM easily and it's a thing of beauty. I want to create a player's RM that only incorporates a subset of the full RM - one group in the campaign story entries. Can that be done and how? Cheers.
damned
December 23rd, 2020, 09:11
I am brand new to using Author and am trying to steer away from using notepadd++ to design my modules. I am a bit confused as to how to design a reference manual using author. I found one brief tutorial video for author but it wasn't enough to help me fully understand this extension. Do any of you know of any guides detailing how to make ref pages? I know how to make chapters and subchapters but am unsure how to organize pages to have pictures and fancy framing. I see there is a "frame" option in the fresh story window that allows me to select a frame type but when I click an option I don't see anything. Is there a way I can preview my work as I go?
Export the module and load/unload to preview progress.
Zacchaeus
December 23rd, 2020, 10:56
Basically you create everything in stories and when you export select All and the extension will create the ref manual for you.
You can select a frame for either the whole thing or for each individual page - or no frame at all. You can't select a frame for just a paragraph of text. Only once it is exported will you see the frame and how it looks.
For images it just takes the link from the story entry and adds that image into the page in the ref manual. You don't have any other control (like whether it is left or right etc) so the image will appear in the centre of the page corresponding to the position of the link. Make sure that the link doesn't contain any formatted text and that it is the only link (if you have a series of links then the image won't get added to the page).
Apart from these gotcha's it's a pretty easy tool to use.
Zacchaeus
December 23rd, 2020, 11:03
Drag the story entries you want to export into the export window instead of ticking the story checkbox (I think).
El Condoro
December 23rd, 2020, 11:26
Yeah, I thought about trying that but the group name is the first chapter (category) and that will be missing. If all else fails, I'll open the exported module in a new campaign, copy the story entries across and set the groups, chapters etc and then export that. It'll work - I just wondered if there was already a way to export part of a campaign.
[Edit] Tried it and the dragged individual story entries were exported but not the RM. When I tick on the RM option, ALL of the campaign is exported to it.
celestian
December 23rd, 2020, 20:52
I got to page 25 of this thread before I lost patience and jumped to the end!
Firstly, this is an awesome extension - it makes creating a Reference Manual so easy! Great work.
What I am wondering is, can a single group of story entries be exported from a campaign? I can create a full RM easily and it's a thing of beauty. I want to create a player's RM that only incorporates a subset of the full RM - one group in the campaign story entries. Can that be done and how? Cheers.
If I am reading this right you want to make a Player ref-manual. You certainly can do that but keep in mind that Author exports ALL story entries and builds a ref-man from that. To do what you want you need a campaign that is Player ref-man contents and another for the DM.
I've done this myself for S4 as it contains new spells/etc and players would want to see those. You'll have 2 modules, one you'll flag as Player so they can load that module.
El Condoro
December 23rd, 2020, 21:40
Thanks, that's what I thought. It's not difficult and the output from your extesnsion is great. Thanks again for the work you have put into it. Cheers.
damned
December 23rd, 2020, 21:55
Export the whole thing.
Open the module in a new campaign and drag/copy the player content into your new campaign and Author export it again
SailorLovins
December 23rd, 2020, 22:30
Thank you all for the replies and thank you admin for moving this to the correct forum. I am still unclear as to how to make a "ref page" with multiple framed items and pictures. How does author know that I am trying to make a page with multiple sidebar text blocks? Is it possible to make a block where an image appears to the side of text such as with image text blocks? I try to format my ref manuals to appear as closely similar in appearance as the author's original sourcebook, within reason of course. I absolutely love this extension.
celestian
December 24th, 2020, 00:16
Thank you all for the replies and thank you admin for moving this to the correct forum. I am still unclear as to how to make a "ref page" with multiple framed items and pictures. How does author know that I am trying to make a page with multiple sidebar text blocks? Is it possible to make a block where an image appears to the side of text such as with image text blocks? I try to format my ref manuals to appear as closely similar in appearance as the author's original sourcebook, within reason of course. I absolutely love this extension.
Author only allows one frame per page and side bar text/etc is not supported. Those options are more complex and would require markup language which I'm not keen to add.
In short, outside of some image insertion the text will be limited to how they appear in Story entries.
damned
December 24th, 2020, 00:26
Thank you all for the replies and thank you admin for moving this to the correct forum. I am still unclear as to how to make a "ref page" with multiple framed items and pictures. How does author know that I am trying to make a page with multiple sidebar text blocks? Is it possible to make a block where an image appears to the side of text such as with image text blocks? I try to format my ref manuals to appear as closely similar in appearance as the author's original sourcebook, within reason of course. I absolutely love this extension.
You need to do that by hand.
Xarax
December 31st, 2020, 18:44
Having a couple of problems with author but is probably just user error or some setting I have check off but shouldn't.
First issue is font color in the story button. Main story pages listed in the story button are appearing as white text (hard to read) and subchaptered notes in that same list are bright orange (also very hard to read). If anyone knows how to fix what I messed up, and could explain how I could fix it would be great.
The second issue I am having is that for some reason author seems unable to export certain categories. Stories is one of them, and talents and species archetype is another. (I am currently using this to build a source book for the Genesys Work in progress framework if that helps or matters. Thanks in advance for the help everyone and Happy New Year!
Zacchaeus
December 31st, 2020, 18:51
Usually font issues are because you have several themes loaded.
I don't know the ruleset you are using but Author only works for CORE based rulesets as far as I'm aware.
celestian
December 31st, 2020, 20:42
Having a couple of problems with author but is probably just user error or some setting I have check off but shouldn't.
First issue is font color in the story button. Main story pages listed in the story button are appearing as white text (hard to read) and subchaptered notes in that same list are bright orange (also very hard to read). If anyone knows how to fix what I messed up, and could explain how I could fix it would be great.
The second issue I am having is that for some reason author seems unable to export certain categories. Stories is one of them, and talents and species archetype is another. (I am currently using this to build a source book for the Genesys Work in progress framework if that helps or matters. Thanks in advance for the help everyone and Happy New Year!
There is a dark theme campaign setting that will change the color of those highlights. Outside of that there is no built in feature to deal with any other varied themes.
As Zacc' said, Author will only function properly with CoreRPG based systems.
Xarax
January 1st, 2021, 16:29
The framework I am using is CoreRPG based. I switched to a campaign and the color issue went away. I was at one point able to set up a save that actually worked but now I cannot seem to repeat the process. The Original book I Saved is around 13m. the one it will save now is only 400k. Again thanks for the help.
Waldbaer
January 2nd, 2021, 12:58
Hey everyone!
Did not write for quite a while but I am still following a lot of topics here. I love FGU and the first extension I installed was this one. I know the use of it would be experimental - I tried to do a small module yesterday and recognized that it is not working as expected in some cases. E.g. the pictures seem not to show themselves inline at all although I used the link as I did a lot of time with FG. The frames have been captured fine. I used 5.06 with original 5E ruleset and no other modules or extension activated. I'll try to do again with github version today.
Nevertheless feels to be minor issues to me only - looking forward to use this extension again with FGU!
Best regards,
Waldbaer
damned
January 2nd, 2021, 13:00
All content should still be created in FGC.
Waldbaer
January 2nd, 2021, 13:16
All content should still be created in FGC.
Yes, I know - I just cannot stop myself ;)
celestian
January 2nd, 2021, 19:08
Hey everyone!
Did not write for quite a while but I am still following a lot of topics here. I love FGU and the first extension I installed was this one. I know the use of it would be experimental - I tried to do a small module yesterday and recognized that it is not working as expected in some cases. E.g. the pictures seem not to show themselves inline at all although I used the link as I did a lot of time with FG. The frames have been captured fine. I used 5.06 with original 5E ruleset and no other modules or extension activated. I'll try to do again with github version today.
Yup, it's a feature that I'm waiting for API options to exist to perform the same thing I do in FGC. I have no timeline on when that will happen (waiting on Smiteworks). Another solution might present itself before that happens but that also is not in my field of influence ;)
Waldbaer
January 2nd, 2021, 20:17
understood - thank you for the fast reply. I'll be patient. By the way . it seems that duplicating items (e. g. tried it with some different things from the 5E ruleset) no longer works with author 5.06 activated in FGC. Wonder why this is the case because I could swear that it worked before... :) (see my thread over HERE (https://www.fantasygrounds.com/forums/showthread.php?64850-edit-copy-item-script-error&p=568519&viewfull=1#post568519)).
Xarax
January 2nd, 2021, 23:44
Having a couple of problems with author but is probably just user error or some setting I have check off but shouldn't.
First issue is font color in the story button. Main story pages listed in the story button are appearing as white text (hard to read) and subchaptered notes in that same list are bright orange (also very hard to read). If anyone knows how to fix what I messed up, and could explain how I could fix it would be great.
The second issue I am having is that for some reason author seems unable to export certain categories. Stories is one of them, and talents and species archetype is another. (I am currently using this to build a source book for the Genesys Work in progress framework if that helps or matters. Thanks in advance for the help everyone and Happy New Year!
Update: I found the dark theme setting in options. Thank you @Celestian! That was the problem with the strange colored text. I am still having difficulty exporting. No matter what I do when I try to export the file that does end up getting exported does not add the changes that I have added. The story groups that have been added don't get included. The New story items do not save, and nothing I do can make the stories go from from the regular listing to having the book next to them. Is there a button that I have to press in order to expand search range of the whole story tab, or some setting that I am not clicking? I have tested with/without "read only?" and/or "Player Module" nothing seems to help.
damned
January 2nd, 2021, 23:54
Entries wont magiocally show with a book next to them.
Entries with a book next to them are in a module.
You wont see entries in a module without opening the module.
As to content not exporting... you can only export content created in that campaign.
See Lord Entrails tips on Adventure creation
https://www.fantasygrounds.com/forums/showthread.php?33538-Adventure-Module-Creation-Best-Practices
Xarax
January 3rd, 2021, 00:17
Entries wont magiocally show with a book next to them.
Entries with a book next to them are in a module.
You wont see entries in a module without opening the module.
As to content not exporting... you can only export content created in that campaign.
See Lord Entrails tips on Adventure creation
https://www.fantasygrounds.com/forums/showthread.php?33538-Adventure-Module-Creation-Best-Practices
This is extremely helpful! Thank you @damned
kirklandone
January 7th, 2021, 17:13
Celestian,
I think there is a typo in your Author Extension. I ran the /author lock all command and got the list below. I think the entry "AUTHOR: locked 25 entries for encounter (type: encouter)." should be stories. As I have 25 story entries and 0 encounters at this point in my creation.
42680
celestian
January 7th, 2021, 17:19
Celestian,
I think there is a typo in your Author Extension. I ran the /author lock all command and got the list below. I think the entry "AUTHOR: locked 25 entries for encounter (type: encouter)." should be stories. As I have 25 story entries and 0 encounters at this point in my creation.
42680
The actual node name is "encounter" for stories. Encounter node name is "battle".
Yeah, it's confusing but, it is what it is.
Moon Wizard
January 15th, 2021, 23:13
It's called backward compatibility from many years ago, even before my time. :)
JPG
Papi
January 27th, 2021, 18:45
Sorry to bother you guys but I am converting a DCC module at the moment and the extension works fine apart from not showing me the image I have linked to the story entry. It is quite possible that the answer is here somewhere but I can not seem to find it.43272
celestian
January 27th, 2021, 19:08
Sorry to bother you guys but I am converting a DCC module at the moment and the extension works fine apart from not showing me the image I have linked to the story entry. It is quite possible that the answer is here somewhere but I can not seem to find it.43272
FGU? FGU does not support the same API/data calls that FGC does. I'm currently waiting for those options to be added so that inline imaging will work the same as it does using FGC.
Papi
January 27th, 2021, 19:54
FGU? FGU does not support the same API/data calls that FGC does. I'm currently waiting for those options to be added so that inline imaging will work the same as it does using FGC.
Ok! So I guess it stands to reason to do this in FGC. Your extension is awesome by the way!
Kingfish
February 4th, 2021, 23:11
Ok, all self deprecating humor aside...I can't figure out even where to get the .ext for this. I'm truly striking out on these forums today! I know its gotta be so simple that my 10yo could probably find it first try OR...(i'm hoping) its just not on here as a link right now.
Like I asked on my wedding night...can you just point to what I need to make this work?
Thanks in advance,
K
Minty23185Fresh
February 4th, 2021, 23:18
Ok, all self deprecating humor aside...I can't figure out even where to get the .ext for this. I'm truly striking out on these forums today! I know its gotta be so simple that my 10yo could probably find it first try OR...(i'm hoping) its just not on here as a link right now.
Like I asked on my wedding night...can you just point to what I need to make this work?
Thanks in advance,
K
First post, at the bottom?
Kingfish
February 4th, 2021, 23:29
First post, at the bottom?
Got it!
For some reason my win10 machine, these forums are themeless...it just looks like a base forum and none of the clickable items showup...i got it through my win7 pc.
Minty23185Fresh
February 5th, 2021, 18:33
Got it!
For some reason my win10 machine, these forums are themeless...it just looks like a base forum and none of the clickable items showup...i got it through my win7 pc.
Maybe you’re in “mobile” and/or “archived” mode. The view is drastically different, basically, IMO, unusable, in these modes. For “archive” I know there is a hyperlink at the top of the page that asks if you want “non-archive” mode. In “mobile” mode I believe there is some sort of of hyperlink option at the bottom, maybe at the top too.
I find mobile mode so pathetic, again IMHO, that I view “pc” mode on my iPhone and iPad too.
[EDIT] the “pc” mode I was talking about is at the bottom of the page, a drop down combo box, I use “FGResponsive”
Kingfish
February 5th, 2021, 20:25
Maybe you’re in “mobile” and/or “archived” mode...
BINGO!!!
I don't know how it happened but I finally logged out and back in and BOOM! The world is right again!
Jiminimonka
February 13th, 2021, 15:15
The only way to link to images and not have them show as inline, they have to be stacked. Those links do not have to be multiple images. It could be image link, then a monster entry or item or something else.
Image links are one per line using Author.
You can do what you want if you manually create the reference manual (edit the xml).
I have the image links for maps spaced apart from each other and surround text, but they are not showing inline images, just links. Using Unity, is that the problem?
celestian
February 13th, 2021, 19:32
I have the image links for maps spaced apart from each other and surround text, but they are not showing inline images, just links. Using Unity, is that the problem?
FGU has issues still. See this post (https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author&p=574130&viewfull=1#post574130)and others for full details.
SailorLovins
February 26th, 2021, 21:56
Hey Celestian I am struggling with something. I use Classic to design my modules. In the Story Library I will name the groups that intend to be Ref Manual chapters with 000.000 Chapter One and so on. I have no problem with the reference manual looking how I want it to look by doing this. However, Author is adding on a grouping I am using for Map Pin room descriptions. This I labeled "Eberron - Defense of First Tower" which contains all of the adventure's room descriptions. When I was ready to export the module I clicked the bubble option indicating I wanted all of that category to be included in the export. I intentionally omitted the Story option and just dragged each of that Story Group's objects onto the export tool. Everything turned out how I intended; the story library only contained the room descriptions with the story group labeled how I wanted it, the reference manual had all of its chapters, sub chapters and pages where they were supposed to be. The only unintended issue I have is that author added that "Eberron - Defense of First Tower" group as well as all of the room descriptions (as ref pages) in the final chapter. I hope I am describing this correctly and appreciate anyone's input.
celestian
February 26th, 2021, 22:04
Hey Celestian I am struggling with something. I use Classic to design my modules. In the Story Library I will name the groups that intend to be Ref Manual chapters with 000.000 Chapter One and so on. I have no problem with the reference manual looking how I want it to look by doing this. However, Author is adding on a grouping I am using for Map Pin room descriptions. This I labeled "Eberron - Defense of First Tower" which contains all of the adventure's room descriptions. When I was ready to export the module I clicked the bubble option indicating I wanted all of that category to be included in the export. I intentionally omitted the Story option and just dragged each of that Story Group's objects onto the export tool. Everything turned out how I intended; the story library only contained the room descriptions with the story group labeled how I wanted it, the reference manual had all of its chapters, sub chapters and pages where they were supposed to be. The only unintended issue I have is that author added that "Eberron - Defense of First Tower" group as well as all of the room descriptions (as ref pages) in the final chapter. I hope I am describing this correctly and appreciate anyone's input.
Assuming I understand the issue...The only way to keep story entries out of the ref-manual is to not put them in a group.
SailorLovins
February 26th, 2021, 22:15
That is what I figured but I wanted to ask to make sure. Luckily its simply enough to delete the portion out of the xml file and keep the story inputs. Thanks man I appreciate the quick reply.
filipstamate
March 1st, 2021, 15:57
Hi,
Does this extension work with the demo of FGC? I keep getting "Module export failed".
Works fine in the demo of FGU, however I can't get the images to show up.
Also, the demo of FGC doesn't seem to save created campaigns like the demo of FGU does. Is that correct, or am doing something wrong?
In that case, the demo couldn't really be used for development anyway, but I'm mostly interested if the "Module export failed" thing happens because it's the demo.
Thank you.
Alyksandrei
March 8th, 2021, 18:26
Demo Classic doesn't save campaigns and doesn't export. This hobbling of the free version is deliberate and, while annoying, shouldn't be entirely unexpected. Demo Unity is much better for utility, but I don't think Author works 100% yet - some features don't work properly because the APIs aren't available, or something like that.
jhathawaytn
March 9th, 2021, 15:26
Hi celestian,
I know this was asked in the past, but I'm wondering if anything has changed since. What's the status of adding custom frames? Ruleset specific only?
Thanks for this wonderful extension.
celestian
March 9th, 2021, 15:58
Hi celestian,
I know this was asked in the past, but I'm wondering if anything has changed since. What's the status of adding custom frames? Ruleset specific only?
Thanks for this wonderful extension.
Whatever frames are within the ruleset can be used. They would only work in that ruleset.
Elawyn
March 15th, 2021, 11:20
I am using FGU too and waiting for the inline images option in the reference manual as well. That would be the cherry on the cream. I use this wonderful extension anyway for structuring my story entries for the players, so they can read in first place alle the rules in the used bookstyle way. Thank you very much for this fine piece of work.
celestian
March 15th, 2021, 15:17
I am using FGU too and waiting for the inline images option in the reference manual as well. That would be the cherry on the cream. I use this wonderful extension anyway for structuring my story entries for the players, so they can read in first place alle the rules in the used bookstyle way. Thank you very much for this fine piece of work.
I've no control over that particular piece (API). Right now the focus of the FG dev folks seems to be the lighting/vision additions.
Elawyn
March 15th, 2021, 20:17
Np. I am old, but Not too old to wait some time for that fine improvement ;) if you will coding it of course.
liammozz
April 20th, 2021, 19:05
im using the number system 000.001 and 000.001.1 which is working fine but if i try 000.000.1.1 it stops showing up in the refrence. am i doing something wrong?
celestian
April 20th, 2021, 19:42
im using the number system 000.001 and 000.001.1 which is working fine but if i try 000.000.1.1 it stops showing up in the refrence. am i doing something wrong?
No clue. The match code is "^([%d%p]+)(.*)".
liammozz
April 20th, 2021, 23:38
No clue. The match code is "^([%d%p]+)(.*)".
i have no clue what that means sorry
darrenan
April 20th, 2021, 23:45
I don't suppose there's a space at the start? That would cause that match expression to fail.
darrenan
April 20th, 2021, 23:52
I don't suppose there's a space at the start? That would cause that match expression to fail.
celestian
April 20th, 2021, 23:54
i have no clue what that means sorry
It should match any number and punctuation that starts the name of the story until it's not a number or punctuation.
The suggestion you have a leading space could be the issue. All I can say is it should work with what you described.
liammozz
April 21st, 2021, 21:21
i have no clue what that means sorry
i figured it out i forgot to put the story elements into a group. rookie mistake
liammozz
April 21st, 2021, 21:33
It should match any number and punctuation that starts the name of the story until it's not a number or punctuation.
The suggestion you have a leading space could be the issue. All I can say is it should work with what you described.
i forgot to add the story elements to the groups. rookie mistake.
do i have to do anything special to make images show up in the refrence because they are just clickable links
celestian
April 21st, 2021, 21:37
i forgot to add the story elements to the groups. rookie mistake.
do i have to do anything special to make images show up in the refrence because they are just clickable links
First post has the details.
Inline images are now supported with a few caveats.
The drag/dropped image link in the Story must be by itself. If you want a list of images you'll need to list them as individual, not stacked.
The descriptive text for the link must not contain <>'s. This also means you cannot apply bold/underline/italic options.
liammozz
April 21st, 2021, 22:04
First post has the details.
45956
i cant for the life of me figure out what im doing wrong
celestian
April 21st, 2021, 23:29
Update 5.10
Updates for FGU inline image support
For inline images to work in FGU, they must be "local" to the campaign you are working on. You cannot link a image that is in another module and expect it to show inline.
Please test this and let me know what it works with and what it doesn't. This is still experimental, in my local testing it works for my specific tests... it might not for you.
Bonkon
April 26th, 2021, 19:25
Good Day Celestian :)
I have version 5.10 and created a fresh campaign with only Author running. After filling in Story entries I did an /export and selected Reference Manual and Story (I did try selecting all as well).
It shows a successful export.
When I open the MOD it shows Reference Manual and Story. When clicking on the Reference Manual it is blank. When clicking on the Story it shows my entries.
Obviously I am missing something because I used to use this awesome extension in FGC during the covid shutdowns and it worked perfectly. Thanks for all you do :)
celestian
April 26th, 2021, 19:33
Good Day Celestian :)
I have version 5.10 and created a fresh campaign with only Author running. After filling in Story entries I did an /export and selected Reference Manual and Story (I did try selecting all as well).
It shows a successful export.
When I open the MOD it shows Reference Manual and Story. When clicking on the Reference Manual it is blank. When clicking on the Story it shows my entries.
Obviously I am missing something because I used to use this awesome extension in FGC during the covid shutdowns and it worked perfectly. Thanks for all you do :)
Story entries need to be in a group/category. You can see the details on the first post.
Bonkon
April 26th, 2021, 19:59
Good Day Celestian :)
Thanks for the fast response. I just had that thought and went into FGU to test it and verified this exact thing and was coming back to update! :)
dbachen
May 9th, 2021, 21:37
Hi Celestian,
I found a possible bug that you might be able to fix in regards to the character encoding.
Here's an example:
Nøkken
This encodes properly everywhere in the reference manual except for the image caption, which double encodes the ampersand.
[ Properly encoded ]
<link class="npc" recordname="reference.npcdata.id-00044"><b>NPC: </b>Nøkken</link>
[ Improperly encoded ]
<caption type="string">Image: N&#248;kken</caption>
You're probably looking for the & and replacing it with & but that should only be done if the next character is not # (e.g. &#), since that's already encoded.
Not sure the extension code is doing the encoding or if its happening automatically as part of the export function - which you wouldn't have control over.
I wound just doing a find on replace = &# -> &# in the db.xml and I fixed it myself for this project but wanted to let you know.
I also have a question about the captions.
Sometimes the caption doesn't show up in the ref and it's just the image.. Other times I get the "Image: <imagename>" caption underneath. On one my exports, some had it, some didn't. Is this part of the "still in development" and maybe that's why its inconsistent, or might there be another reason.
celestian
May 9th, 2021, 22:56
Hi Celestian,
I found a possible bug that you might be able to fix in regards to the character encoding.
Here's an example:
Nøkken
This encodes properly everywhere in the reference manual except for the image caption, which double encodes the ampersand.
[ Properly encoded ]
<link class="npc" recordname="reference.npcdata.id-00044"><b>NPC: </b>Nøkken</link>
[ Improperly encoded ]
<caption type="string">Image: Nøkken</caption>
You're probably looking for the & and replacing it with & but that should only be done if the next character is not # (e.g. &#), since that's already encoded.
Not sure the extension code is doing the encoding or if its happening automatically as part of the export function - which you wouldn't have control over.
I wound just doing a find on replace = &# -> &# in the db.xml and I fixed it myself for this project but wanted to let you know.
I also have a question about the captions.
Sometimes the caption doesn't show up in the ref and it's just the image.. Other times I get the "Image: <imagename>" caption underneath. On one my exports, some had it, some didn't. Is this part of the "still in development" and maybe that's why its inconsistent, or might there be another reason.
Author doesn't manage the encoding for text. Thats part of the FG API. So when you add text to a story the API decides what goes in the actual data node. I read the data node.
dbachen
May 9th, 2021, 23:14
just seemed weird that it only happened when exporting the <caption> node to the XML and it did it correctly everywhere else.
In the story entry, there would be a single link with text, e.g. * Image: somepicture. So when you call the API, are you getting back 2 things? the path to the link + the text that is displayed along with it? Would this be something that their API is doing with the double encoding and I should pass along to them?
Boskipiard
May 11th, 2021, 14:28
Hi Celestian,
I got a weird issue with author 5.10 (and 5.06) on FG (but not on FGU). When trying to create a copy of an item it shows me an error attached below and doesn't allow to create a copy. Any module loaded gives the same error and result; PHB, DMG, SRD, even my own creations, apart from the items I created for the campaign I'm working on and not loaded as a module. Restarting my campaign without Author fixes it. Restarting again with Author on brings the issue back.
Script Error: [string "campaign/scripts/masterindexitem_name_autho..."]:99: bad argument #1 to 'pairs' (table expected, got nil)
celestian
May 11th, 2021, 15:30
Hi Celestian,
I got a weird issue with author 5.10 (and 5.06) on FG (but not on FGU). When trying to create a copy of an item it shows me an error attached below and doesn't allow to create a copy. Any module loaded gives the same error and result; PHB, DMG, SRD, even my own creations, apart from the items I created for the campaign I'm working on and not loaded as a module. Restarting my campaign without Author fixes it. Restarting again with Author on brings the issue back.
What ruleset? I tested in various and copying a item (arrow in my case) to local copy works fine for me without errors.
Boskipiard
May 11th, 2021, 15:32
5e ruleset. I have asked few people to try to replicate that and nobody could. At the moment my only clues as to what is happening are the error message, which doesn't tell me much, and that it disappears when Author is not loaded.
sevrick
May 22nd, 2021, 00:46
Is there a way to reference a link in the reference manual. For Example if I wanted to and a link in the middle of the book that references another story entry. It would be helpful for those time in the book it says "See page X". that appears in a later chapter.
celestian
May 22nd, 2021, 04:50
Is there a way to reference a link in the reference manual. For Example if I wanted to and a link in the middle of the book that references another story entry. It would be helpful for those time in the book it says "See page X". that appears in a later chapter.
If you export the story entries it should work fine. If you mean a self referencing ref-manual link, thats a bit tricky.
celestian
May 22nd, 2021, 04:51
5e ruleset. I have asked few people to try to replicate that and nobody could. At the moment my only clues as to what is happening are the error message, which doesn't tell me much, and that it disappears when Author is not loaded.
More than likely there is a extension conflict with something else then. As I am unable to replicate it with current FG and 5e with only Author.
sevrick
May 22nd, 2021, 16:29
If you export the story entries it should work fine. If you mean a self referencing ref-manual link, thats a bit tricky.
Yeah I didn't want have to export the story entries but rely on the reference library.
celestian
May 22nd, 2021, 21:28
Yeah I didn't want have to export the story entries but rely on the reference library.
First, export your existing content campaign. Make sure your include "Story Reference" in exported data.
Then you load that module in your content campaign, load the story entry you want to create links in and link them to the Story Reference entry. To list the Story reference entries you need to view them from the Library->Module Name->Story Reference.
Once you've linked to those you export again and the new module will contain valid links. The reason is those Story reference entries will maintain the same IDs for the most part unless you start deleting/adding newones/etc.
Story Reference entries do not show up in the Story list. It's hidden, specifically for this purpose. I use the same method on the 2E PHB.
sevrick
May 23rd, 2021, 00:36
First, export your existing content campaign. Make sure your include "Story Reference" in exported data.
Then you load that module in your content campaign, load the story entry you want to create links in and link them to the Story Reference entry. To list the Story reference entries you need to view them from the Library->Module Name->Story Reference.
Once you've linked to those you export again and the new module will contain valid links. The reason is those Story reference entries will maintain the same IDs for the most part unless you start deleting/adding newones/etc.
Story Reference entries do not show up in the Story list. It's hidden, specifically for this purpose. I use the same method on the 2E PHB.
Ok that works thx. It's a little convoluted but whatever gets it done.
sevrick
May 23rd, 2021, 02:33
Woh major issue with latest update. It's deleting my images after exporting my module. Right out of the campaign folder. I had the folder open to see if it was indeed happening after exporting.
celestian
May 23rd, 2021, 03:30
Ok that works thx. It's a little convoluted but whatever gets it done.
As I said, it's a bit tricky.
sevrick
May 23rd, 2021, 06:06
Do you know why my images are being deleted after exporting a module?
bayne7400
May 23rd, 2021, 16:57
Its has to be something unique to your setup. I have exported several modules today out of FGC with no issues. I checked after I saw this thread.
sevrick
May 23rd, 2021, 22:32
Whatever was causing it seems to have stopped now.
lordcygnus
May 25th, 2021, 22:11
I know this will be kind of a stupid question, but, how do I use the contents in https://github.com/CelestianGC/fg-author-ext and make them an ext file, I've tried to just .rar the content and then change the extension to .ext, but it doesn't seem to work that way, can someone please help? =)
celestian
May 25th, 2021, 22:18
I know this will be kind of a stupid question, but, how do I use the contents in https://github.com/CelestianGC/fg-author-ext and make them an ext file, I've tried to just .rar the content and then change the extension to .ext, but it doesn't seem to work that way, can someone please help? =)
Use the extension download link on the first post in the thread here. Github is not for users, it's for devs.
Drogo210
June 15th, 2021, 09:05
In FGU if I export reference manuals, Images are shown as links in RM and not as images...any idea?
celestian
June 15th, 2021, 15:19
In FGU if I export reference manuals, Images are shown as links in RM and not as images...any idea?
Make sure you're using the latest version and check out the specifics (https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author&p=595521&viewfull=1#post595521). It also still requires you to follow the previous requirements of inline images in the first post.
Drogo210
June 15th, 2021, 16:52
Make sure you're using the latest version and check out the specifics (https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author&p=595521&viewfull=1#post595521). It also still requires you to follow the previous requirements of inline images in the first post.
It does not work.
Can this help?
<id-00001>
<align type="string">center</align>
<blocktype type="string">signletext</blocktype>
<text type="formattedtext">
<linklist>
<link class="imagewindow" recordname="image.id-00003">
<b>Art: </b>Cover</link>
</linklist>
<id-00003>
<image type="image">
<color>#66FFFFFF</color>
<layers>
<layer>
<name>Cover.jpg</name>
<id>0</id>
<parentid>-1</parentid>
<type>image</type>
<bitmap>images/Cover.jpg</bitmap>
</layer>
</layers>
</image>
celestian
June 15th, 2021, 17:59
Works for me.
https://i.imgur.com/smgXIbX.png
https://i.imgur.com/bMb8nyJ.png
Valyar
June 15th, 2021, 18:02
In FGU if I export reference manuals, Images are shown as links in RM and not as images...any idea?
Make sure you are not having URL list. the Image to be exported must be alone.
celestian
June 15th, 2021, 18:39
Make sure you are not having URL list. the Image to be exported must be alone.
I am also not sure if you can have inline maps as it did in FGC. I've not tested. I have ONLY tested images. The system has dramatically changed from FGC to FGU. I had not planned to work on updating to FGU as there are options that I was hoping would be part of FGU itself ... but it's not out yet.
In anycase, testing with a local image it seems to work at this time for me.
Drogo210
June 15th, 2021, 18:44
Fixed.
By mistake, I clicked sub-chap instead of the lock, ad since it was the first page probably it was trying to say..."How can it be a sub-chapter if it's the first-page IDIOT!".
Did not check if you can have images in the sub-chapter but probably yes.
Thanks
dbachen
June 15th, 2021, 20:56
It does not work.
Can this help?
<id-00001>
<align type="string">center</align>
<blocktype type="string">signletext</blocktype>
<text type="formattedtext">
<linklist>
<link class="imagewindow" recordname="image.id-00003">
<b>Art: </b>Cover</link>
</linklist>
<id-00003>
<image type="image">
<color>#66FFFFFF</color>
<layers>
<layer>
<name>Cover.jpg</name>
<id>0</id>
<parentid>-1</parentid>
<type>image</type>
<bitmap>images/Cover.jpg</bitmap>
</layer>
</layers>
</image>
Looking your XML, I can see where have bold around the label. That is specifically called out as something you can't do. It has to be unformatted. Then, if you wish, you can go back into module's XML. after it is created and add your html for the bold tags back into it.
Patou
July 28th, 2021, 03:10
Hi Celestian,
I messed around with this ext. this evening and it seems I must be doing something wrong? I'm doing everything as per your description but when i load my test mod the Reference Manual is there but there's nothing in it??? It's not very big yet since i'm only testing48433
Thank you
damned
July 28th, 2021, 03:54
From post #1
Create story entries in each group/category how you wish them to appear in each chapter.
Patou
July 28th, 2021, 04:17
From post #1
Create story entries in each group/category how you wish them to appear in each chapter.
Hi Damned, ... yup i've done exactly that and they don't show in the Reference Manual.
damned
July 28th, 2021, 04:19
screenshot of Stories in your campaign please
dbachen
July 28th, 2021, 12:59
Hi Damned, ... yup i've done exactly that and they don't show in the Reference Manual.
And you're making sure when you export it, you're selecting the checkbox for reference manual to be created correct?
Mortar
July 28th, 2021, 18:07
Patou looking at your test mod you posted check to make sure you did this step on export.
Patou
July 29th, 2021, 16:44
screenshot of Stories in your campaign please
48464
Sorry for the delay... vacation and kids.. ;)
Patou
July 29th, 2021, 16:45
Patou looking at your test mod you posted check to make sure you did this step on export.
What is the step you are referring to? Just making sure I follow..
Patou
July 29th, 2021, 16:58
48466
Do I have to have all categories filled (NPC made for my NPC's, images, tokens, encounters, etc.) in order for Author to work? As shown above I only made a few story entries and sub-categories to see if it was working.
Trenloe
July 29th, 2021, 17:20
48464
Sorry for the delay... vacation and kids.. ;)
Click the group drop down - what Group are these story records in?
It doesn’t look like you have any groups setup - this is what damned was referring to.
See the video in post #1 starting at 1:50.
Patou
July 29th, 2021, 17:54
Click the group drop down - what Group are these story records in?
It doesn’t look like you have any groups setup - this is what damned was referring to.
See the video in post #1 starting at 1:50.
Ahhhhh.. I see the light! Yes.. my bad.. i did not do that. Thanks guys!!! Greatly appreciated!
:)
Drogo210
August 26th, 2021, 10:10
Hi,
I have noticed that sublinks (Traits) of Races are not locked when using the /author lock all (FGU)
Xorn
September 8th, 2021, 17:37
So, with 46 pages to this post I'm just going to ask here hoping it isn't covered before. I made a full copy of the BECMI Rules Cyclopedia, but when I export it the Classes does not get created. Looking closely at the Export window, there is no option to select Classes for export. Is this an issue with MoreCore, or with Author?
EDIT: I think I found my answer on my own. A new MoreCore campaign has Classes in the export window. The Old School Essentials extension seems to get rid of it. I'll dig through that extension for an update.
Though if anyone knows offhand what part of the OSE Extension would block Classes from showing in the Export window I'm not picky where I get the answer.
celestian
September 8th, 2021, 17:47
Hi,
I have noticed that sublinks (Traits) of Races are not locked when using the /author lock all (FGU)
I tested in 2E and it works. What ruleset? Keep in mind that it's built around 2E/5E for locking. Other systems might/might not work due to structure of their data.
So, with 46 pages to this post I'm just going to ask here hoping it isn't covered before. I made a full copy of the BECMI Rules Cyclopedia, but when I export it the Classes does not get created. Looking closely at the Export window, there is no option to select Classes for export. Is this an issue with MoreCore, or with Author?
I don't use MoreCore so can't say for certain... but that data is populated by the ruleset/extensions. If the record type doesn't exist then it won't show. I don't see a record_classes.xml in the campaign code section of MoreCore tho.
damned
September 8th, 2021, 23:54
So, with 46 pages to this post I'm just going to ask here hoping it isn't covered before. I made a full copy of the BECMI Rules Cyclopedia, but when I export it the Classes does not get created. Looking closely at the Export window, there is no option to select Classes for export. Is this an issue with MoreCore, or with Author?
I don't use MoreCore so can't say for certain... but that data is populated by the ruleset/extensions. If the record type doesn't exist then it won't show. I don't see a record_classes.xml in the campaign code section of MoreCore tho.
You missed the obvious answer.
The issue is with the OSE extension.
It seems the OSE Dev is no longer maintaining it - i did a couple of fixes last month to it.
If you repost there I will try and make some time to look at it in lieu of the developer.
Fear Grounds
September 20th, 2021, 15:37
Fantasy Grounds Classic Ultimate(updated fully)
DnD 5E ruleset(updated fully)
Author 5.10 as only extension
I no longer get a reference document exported even though everything is set up following the outline in the original post.
I do however still get reference documents for modules exported from the VTM ruleset.
Thoughts, or suggestions welcome.
celestian
September 20th, 2021, 15:41
Fantasy Grounds Classic Ultimate(updated fully)
DnD 5E ruleset(updated fully)
Author 5.10 as only extension
I no longer get a reference document exported even though everything is set up following the outline in the original post.
I do however still get reference documents for modules exported from the VTM ruleset.
Thoughts, or suggestions welcome.
Create story entries in each group/category how you wish them to appear in each chapter. If no story entries are in a group/category it will not create a ref-man.
Fear Grounds
September 20th, 2021, 16:11
Found the problem!
When I first exported the module the stories where not broken up into their respective groups. Every time I exported my updated work, the data transfered over as should be, but the reference manual would not populate.
Deleted the original module, and exported a new module with the updated information. This creates the ref doc with no issues.
kmccorkle
September 25th, 2021, 02:18
Does this work on Macs?
damned
September 25th, 2021, 02:26
It runs entirely within Fantasy Grounds. If you are running FG on that Mac then yes.
kmccorkle
September 25th, 2021, 02:31
Thanks for the response. I am unable to download because I can't run the .ext file. Wondering if I am being dense. LOL
damned
September 25th, 2021, 02:38
Subscribe to it on the Forge and it will download automatically.
On the FG screen when you select your campaign also select the Author extension.
johniba
September 26th, 2021, 01:53
I am investigating some possible conflict with Author and two rulesets I develop: Genesys and Star Wars FFG, but the code for Author is in the vault and as such, cannot be opened.
I wonder if the author of the author (heh) could let me know which (if at all) are the xml and lua files from CoreRPG that are being replaced or merged?
That would help a lot in my investigation.
Thanks
superteddy57
September 26th, 2021, 02:30
I am investigating some possible conflict with Author and two rulesets I develop: Genesys and Star Wars FFG, but the code for Author is in the vault and as such, cannot be opened.
I wonder if the author of the author (heh) could let me know which (if at all) are the xml and lua files from CoreRPG that are being replaced or merged?
That would help a lot in my investigation.
Thanks
It might be best to report what errors you are experiencing and why you think there is conflict. I can't speak for sharing the product, but providing more information could lead to a speedier resolution.
johniba
September 26th, 2021, 08:26
It might be best to report what errors you are experiencing and why you think there is conflict. I can't speak for sharing the product, but providing more information could lead to a speedier resolution.
The main issue is probably with both my ruleset and author replacing a script that executes the actual export:
utility/scripts/export.lua
I had to add a few lines to a function in that script.
I will probably either have to instruct people not to use author when they need to use the export feature from my rulesets, and reactivate author when they want to do use its features,
or I will have to implement a different window to handle the backup/restore of some data nodes, separate from the export utility.
viresanimi
September 26th, 2021, 12:34
I will probably either have to instruct people not to use author
I sure as hell hope this isn't the case. I cannot describe the amount of work I've put into my Star War module - TWICE, since Damned wouldn't fix the old one - and if I can't use author with it.... That would just be depressing to say the least.
johniba
September 26th, 2021, 14:31
I sure as hell hope this isn't the case. I cannot describe the amount of work I've put into my Star War module - TWICE, since Damned wouldn't fix the old one - and if I can't use author with it.... That would just be depressing to say the least.
Oh dont worry, I think I expressed poorly.
This is what I mean:
You can perfectly use Author with StarWarsFFG and Genesys.
The issue will happen in case you want to use the feature I created in the Export utility that allows you to generate a library that will not contain information from the description fields in all different records (just like the libraries sevrick shares).
If you look at the /export in both Gen/SW rulesets, you will notice I added an option to check on/off exporting description fields.
The way FG works with exporting, there is no easy way to do it, so what I had to do is:
When it starts exporting, it will:
1 - use the new backup feature from the ruleset and backup all descriptions from the campaign
2 - remove all descriptions
3 - export the module
4 - restore all backed up descriptions
So I had to customize the export script from Core, to do steps 1,2 and 4
It seems author also modifies the same script, and when it is enabled, it means that my customization on the script is not executed
Maybe another way for me to work on the ruleset would be to move steps 1,2 and 4 to the Backup Descriptions database window itself, and not touching the export utility script/window
So if people decided they wanted to export data from all records (talents, skills, etca) without descriptions, they would:
- go the BackupDescriptions window, and choose a new button maybe called "Backup and remove descriptions"
- use /export and export their data + author if they want
- go to BackupDescriptions window, and restore descriptions
It should work fine, I only need to make sure there is no way for people to get confused and misuse this and end up losing their descriptions
Dont worry... there is always a way :)
kmccorkle
September 26th, 2021, 17:05
Subscribe to it on the Forge and it will download automatically.
On the FG screen when you select your campaign also select the Author extension.
Thank you Mr. Damned. It worked just as you advised.
Be well
viresanimi
September 26th, 2021, 19:01
Dont worry... there is always a way
Ok. I clearly didn't understand that correctly. Thank you! Author is a great great tool and I love using it. Like your rulesets!
hawkwind
September 29th, 2021, 17:00
used this extension for the first time in months and it doesnt import images to the Reference manual like it used to just a link
Im going to try the old pre forge version
celestian
September 29th, 2021, 17:11
used this extension for the first time in months and it doesnt import images to the Reference manual like it used to just a link
Im going to try the old pre forge version
It does use inline images in FGU as long as you use the correct methods described in the first post.
hawkwind
September 29th, 2021, 17:51
i had a look at the first post and I am not sure how its changed since classic with regard to images.
you can see from the screen shot how my story entry looks and what the reference manual looks like after export, What am I doing wrong?
Fear Grounds
September 29th, 2021, 17:59
i had a look at the first post and I am not sure how its changed since classic with regard to images.
you can see from the screen shot how my story entry looks and what the reference manual looks like after export, What am I doing wrong?
Looking at your story window in the example:
You need an empty line before and after the image link, if you want it to show as an image(not a link) in the reference manual.
celestian
September 29th, 2021, 18:06
i had a look at the first post and I am not sure how its changed since classic with regard to images.
you can see from the screen shot how my story entry looks and what the reference manual looks like after export, What am I doing wrong?
Can't say for sure but if the images are not "local" (you're linking from another module) they wont show either. I can say that I've used it just recently to create a new product for the store and it shows images inline.
I no longer test/use FGC so if you're using that (it looks like you are) I am not excluding a FGC specific issue. In FGU:
https://i.imgur.com/H5gyqLG.png
hawkwind
September 29th, 2021, 18:12
I have sorted it
it was my fault, I subscribed via the forge to version 5.10 however i still had 5.05 in my extension folder. FGU loaded 5.05 hence my problem. I deleted 5.05 and reexported and the Extension worked fine
celestian
October 13th, 2021, 06:02
Update 5.11
* Fixed - Blank sub-chapter page will not be exported to ref-manual as page, only sub-chapter navigation
(will push out through forge once it's approved)
jharp
October 13th, 2021, 06:41
Is 2-column supported in some way? Markers maybe?
celestian
October 13th, 2021, 16:11
Is 2-column supported in some way? Markers maybe?
The only way to do something like that is adding a markup language which I really am not wanting to do. If/when they let us have inline images in story entries with UI to manage that, it would easily allow it.
spoofer
October 27th, 2021, 19:54
Help please!
I am trying to create a reference manual. I followed the instructions but I seem to have done something wrong.
49693
When I open up the reference manual that I created, it is empty. Other parts seem to be working just fine.
49694
:cry:
darrenan
October 27th, 2021, 20:00
The issue might be that you haven't defined a category from which the chapters will be built. At the top of the "Story" window, expand the section that currently contains "Uncategorized", click the '+' button, then click the brown button and edit the new category name so that it also is prepended with a number and contains the desired chapter name. For example: "001 Chapter 1: My Stuff". Each category you create in this way will become a top-level chapter in the generated module.
Move all of your story entries into that category. Then try exporting again and see if that gets things working.
Also try completely shutting down FG and restarting, and then reloading the generated module. I think there are certain operations that aren't picked up unless you do that. Most of the time though, it's sufficient to just unload/load the created module to see changes you made.
damned
October 27th, 2021, 20:40
The issue might be that you haven't defined a category from which the chapters will be built. At the top of the "Story" window, expand the section that currently contains "Uncategorized", click the '+' button, then click the brown button and edit the new category name so that it also is prepended with a number and contains the desired chapter name. For example: "001 Chapter 1: My Stuff". Each category you create in this way will become a top-level chapter in the generated module.
Move all of your story entries into that category. Then try exporting again and see if that gets things working.
^^ this
spoofer
October 27th, 2021, 21:20
The issue might be that you haven't defined a category from which the chapters will be built. At the top of the "Story" window, expand the section that currently contains "Uncategorized", click the '+' button, then click the brown button and edit the new category name so that it also is prepended with a number and contains the desired chapter name. For example: "001 Chapter 1: My Stuff". Each category you create in this way will become a top-level chapter in the generated module.
Move all of your story entries into that category. Then try exporting again and see if that gets things working.
That worked. Thanks!!!
celestian
November 12th, 2021, 02:42
I've placed a version on the Test channel that should work with the Core update that is there. Please let me know if you run into problems.
Right now it functions as before. At some point I'll make changes in functionality once the CoreRPG "Builder" tool is iterated upon with features I still need Author for now.
celestian
November 12th, 2021, 23:12
This is what I'm working on for the Core update that is coming "soon". The Core update includes the new Builder. This great feature lets you edit your ref-manual directly. The only issue is... well you have to put the same data in a Story entry still if you're working with Adventures/etc. So, using previously created methods tweaked for this new system you can use Author to import your Story entries into the Builder.
Using this new method it allows me to not have to deal with hacking export processes. All of the other /slash commands for author still function.
Once you have your story entries into the Builder you can modify it there... however, further imports will overwrite those changes. So, get your data into Story form FIRST before you do this. If you do not want to overwrite your changes you'll need to edit the entries in the Builder to match.
This tool will work with previously created Author campaigns to update them to the new Builder reference manual using the new Core update.
Keep in mind this is testing and how this works could change.
https://i.imgur.com/4yHqAB4.gif
hawkwind
November 12th, 2021, 23:24
The Lost City..nice
celestian
November 13th, 2021, 23:31
Version 2
https://i.imgur.com/fHtA8OL.gif
Myrdin Potter
November 14th, 2021, 00:12
You continue to amaze me.
JohnD
November 14th, 2021, 01:07
Oh that's sharp.
johniba
November 14th, 2021, 13:29
This is awsome celestian
GunnarGreybeard
November 14th, 2021, 16:04
I can't believe I have been missing out on this tool. Since it works with CoreRPG and layered rulesets, would that include D&D 5e??
celestian
November 14th, 2021, 18:22
I can't believe I have been missing out on this tool. Since it works with CoreRPG and layered rulesets, would that include D&D 5e??
Yes it should work with any CoreRPG layered ruleset.
Just keep in mind once the new Core update comes out "soonish" that Author will change (as shown above). With the current version it's entirely Story based and Author manages the export. With the Core update coming they've added a "Builder" that will let you construct a ref-manual and even do layout with inline images. Since you need to have Story entries in the new Core for adventures still Author put those Story entries into Builder for you formatting it in the same way it does currently but exporting is handled by CoreRPG (not Author).
celestian
November 16th, 2021, 15:51
This version is now on the Test channel for people to experiment with.
https://i.imgur.com/fHtA8OL.gif
kronovan
November 24th, 2021, 20:06
My apologies if this has been covered before, but with 50 pages for this topic I just don't have the time to read through them all.
Anyhow...I'm using FGU and I'm having problems linking images in a story. The link gets successfully exported with the reference, but when I open any particular chapter, subchapter or page containing an image link, it only ever opens a blank image with the text <<New Image>> being displayed in the top left of the image frame. For the images I'm linking, I previously copied the graphic file for each to my \campaignname\Images folder and created an image record for them via Assets > Images. I've tried including images when I perform my export, but that makes things worse as a duplicate of the image is then created which displays with a red question mark. Not checking Images when I export, just results in the image displaying as a blank and <<New Image>> in the frame. I've tried ensuring the image link in the story is set to be shared to players (link icon recolored as green), but that doesn't make a difference. I've tried setting my module export to "Player Module" and "Read Only", but that doesn't make a difference either.
Otherwise, I have tables linked in some of stories and they get linked just fine. Anyone have any ideas how to remedy this?
[Edit] I'm using the Author v5.11 extension and Core RPG v2021-07-06.
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