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View Full Version : Exporting MCC Content as Module to DCC - Category Mismatch - Solution?



cookesp
August 14th, 2024, 14:26
I have a question about importing MCC "Programs" (i.e. spells) into DCC as Spells by exporting the content as a Module of MCC content into DCC. Programs (MCC) and Spells (DCC) are the same thing but when I export Programs from MCC as a module into DCC they do not show up because there is no "Programs" section/category in DCC. Is there a way to accomplish this? I have a gonzo DCC campaign going and would love to incorporate this MCC material without a great manual effort.

Moon Wizard
August 14th, 2024, 15:42
It would require building an extension to register the "program" data type like what the MCC ruleset does.

Regards,
JPG

cookesp
August 14th, 2024, 17:31
Thanks. Now need to find someone who knows how to do that...but I think I know a guy.

leozelig
August 19th, 2024, 12:59
Correct, the MCC ruleset is largely backwards-compatible with DCC, but not the other way around.

You're gonna need this in the data library file:


aRecordOverrides = { -- New record types
["mutation"] = {
bExport = true,
aDataMap = { "mutation", "reference.mutationdata" },
sRecordDisplayClass = "power",
sSidebarCategory = "create",
aCustomFilters = {
["Source"] = { sField = "source" },
["Type"] = { sField = "mutationtype" };
},
},
["program"] = {
bExport = true,
aDataMap = { "program", "reference.programdata", "reference.spelldata" },
sRecordDisplayClass = "power",
sSidebarCategory = "create",
aCustomFilters = {
["Source"] = { sField = "source", fGetValue = getProgramSourceValue },
["Level"] = { sField = "level", sType = "number" };
},
},
};

I included mutations in there as well in case you want that. I prefer to leave this out of the DCC ruleset as crossover games are intended to run on the MCC ruleset. If you run into problems with creating an extension, feel free to message me here or post on the Fantasy Grounds Discord server.

cookesp
August 19th, 2024, 13:31
This is amazing! Thank you so much. I will give this to my friend who is a programmer and understands it better. With permission, I may have him reach out to you as you suggest if he has questions. Thank you again!


Correct, the MCC ruleset is largely backwards-compatible with DCC, but not the other way around.

You're gonna need this in the data library file:


aRecordOverrides = { -- New record types
["mutation"] = {
bExport = true,
aDataMap = { "mutation", "reference.mutationdata" },
sRecordDisplayClass = "power",
sSidebarCategory = "create",
aCustomFilters = {
["Source"] = { sField = "source" },
["Type"] = { sField = "mutationtype" };
},
},
["program"] = {
bExport = true,
aDataMap = { "program", "reference.programdata", "reference.spelldata" },
sRecordDisplayClass = "power",
sSidebarCategory = "create",
aCustomFilters = {
["Source"] = { sField = "source", fGetValue = getProgramSourceValue },
["Level"] = { sField = "level", sType = "number" };
},
},
};

I included mutations in there as well in case you want that. I prefer to leave this out of the DCC ruleset as crossover games are intended to run on the MCC ruleset. If you run into problems with creating an extension, feel free to message me here or post on the Fantasy Grounds Discord server.