I can't try it right now but I've tried it before and it worked. It would create NPCs in the Critters section by default.
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I can't try it right now but I've tried it before and it worked. It would create NPCs in the Critters section by default.
Thank you very much, Ikael! I'll try it tonight. Is the importer to fill in the Weapons section (clickable weapons damage) and make the Special Abilities (Edges, Hindrances) connect to their reference entries? It's something I noticed didn't work so I'd have to redo that manuable (all of Doswelk's HOE characters have that feature, so I guess I have to do it as well).
The tool will fill up weapon sections partially ie. it will fill up damage, range, rof (if it's able to understand these matters). This will grant clickable damages. The tool will write special abilities into list and their description into main tab-page, but won't setup references to modules since the source does not provide any real link, just free form text. There is possibility to enhance tool to try to match certain keyword to create the link, but I feel that would be way too flunky anyways. If you have created NPC you can manually setup links yourself. If I remember right you will need to hold ALT down and drop link to NPC abilities to link it instead of creating new one.
Wouldn't it be "relatively" easy to compare an ability vs. the set names of Edges and Hindrances from SWEX and automatically insert those as linked special abilities? That is a limited set (and more work for you :( )...
I'd assume that these edges are the ones that come up the most often anyway...
Like I meantioned it's possible, but it wouldn't that accurate since there is no limitation how ability names are written there. Everything is free-text so there is chance of error and thus I prefer not to do it. IMO it's far worse that tool creates something that might not be correct and that it would not do it at all. Specially that there might be many special abilities per entry.
Hm. Version 0.9 build2 is 20kb lighter than the previous one. Is that intended? Looks like the name generator is not in it.
With vanilla SWEX loaded, I had to use the command line. Attacks are filled nicely.
Didn't have that much time after all last night, due to rolling badly on the random encounter roll (maxed out on the number of marauding kids).
I'll have ample time to test it this weekend.
The export worked nicely, but i haven't figured out how to import stat blocks into sections (for example npcs or critters).
To reiterate:
In order to make publication-worthy stat blocks,
- I copy the textblock into my Notepad++, remove extraneous ':', then CTRL-C.
- In FG I use /makenpc
- I clean up the NPC (draw in edges and hindrances from the SWEX player guide, make sure weapons and damage work right and all special abilities show up on the first age).
- I use /makenpc-clean
- I use /makenpc-module
Did I forget anything?
Just a little Monday morning update: I used this all-weekend (sounds like much, but I was busy with other things, too, like trying to keep my empire in Endless Space to cave in against those evil Cravers - every 5 turns I would do another entry for AFO ;-)). Copy the NPC into Notepad, look for "evil" colons, copying into FG, /makenpc, draw the Edges and Hindrances into the Special section, done.
Ikael - I can't tell you how much of a time saver this extension is. It's HUGE! Thank you!
Minor update to NPC Maker (v0.9 build 4). This update enhanced attack info parsing, granting better support for different formating. In addition Special Abilities are converted into local links, where their full description can be opened from the link in the list. Full attack's description is written into weapon's details as well.