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DragonBetween
August 2nd, 2020, 17:11
As I am working on my own Campaign and I am writing things so I don't have to rewrite them ex: like trap triggers and trap effects. But how do I remove these from one campaign to put into another so I don't have to rewrite them again in a new campaign. When I made them I did it under the story tab. but then I though there has to be a way to make a module because there is lots of them out there. Can we create our own module? So that the things we write could be transfer across all of our campaigns. Or is there a way we can move parts of one campaign to another like what is in our story tab or templets or tables?

Zacchaeus
August 2nd, 2020, 17:41
Yes. Type /export in chat and press return. Fill out the dialog; select what you want to export (either by category or dragging specific things into the dialog) and press export. See 'Exporting to a module' here for full details https://www.fantasygrounds.com/forums/showthread.php?42440-Tutorial-Video-Series

LordEntrails
August 2nd, 2020, 18:52
Also see the link in my signature for some best practices. It will help you avoid common issues.

Griogre
August 2nd, 2020, 19:41
Also, if you press the library button at the bottom of the library window is an "Export" button that has the same effect as typing /export

Trenloe
August 2nd, 2020, 19:43
In the FG Wiki: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/950555/Using+the+Library+and+Activating+Modules#Module-Export

Ampersandrew
August 3rd, 2020, 21:06
If you're using a game based on Core RPG, I can recommend the author extension. It lets you do reference manuals with very little extra work.