Parser updated to help create smaller modules. The only input accepted is the original text files left behind by the original parser. (Fantasy Grounds ".mod" files will not work.)
Requires .NET Core 3.1 (x86, not x64)
Output can be a single module or multiple modules, created all at once, broken down by the entry source (i.e., "Published in") or by hard-coded pre-defined categories. The module(s) must be manually moved to the Fantasy Grounds "module" folder.
All output is filtered by the Sources and Entry Types selected. Also, for some options of multiple modules, only certain entry types will be included. (For example, the option to create multiple modules for Powers by Class will only include Powers in the output modules even if other entry types are selected.)
When creating multiple modules "By Source", the Dungeon magazines are combined into one module by default. The same for Dragon magazines. There is an option to not combine magazines and have each magazine as its own module.
When creating multiple modules, custom module thumbnails can be used for each module. Simply replace the appropriate thumbnail(s) under the appropriate sub-directory of the "thumbnails" directory. (For example, for a custom thumbnail for the Monster Vault book, replace the "Monster Vault.png" file under the "thumbnails/by source" directory. Or for the thumbnail for Wizard powers, replace the "Wizard.png" file under the "thumbnails/powers by class" directory.) The name must be character for character the same as the existing file. (There is an option to override this behavior and use the same thumbnail for all modules created.)
When creating multiple modules, the names of the modules will be named by combining the Prefix and Suffix entered in the tool to the hard-coded name. The hard-coded name will be the same as the thumbnail name. For example, if you put "4E" for the prefix and "Powers" for the suffix and select Powers by Class, you will get modules named "4E Wizard Powers", "4E Rogue Powers", etc. (A space character is automatically added after the prefix and at the start of the suffix otherwise the above example would result in modules named "4EWizardPowers", "4ERoguePowers", etc.)