Thread: Importing Information
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December 7th, 2004, 15:49 #1
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Importing Information
I am curious how information is imported into the system.
If I have a map from a module, how does it get drawn?
If I have an illustration from a PDF or JPEG file, how do I use it with your software?
Can characters be imported via stat-block?
Can I modify monsters on the fly?
If a character uses a custom spell or non-SRD ability, how does the software handle it? I don't really want to type in every rule book expansion that I have.
Let's say a group of vampire spawn is being attacked by a cold-ball (variant fireball), how does it get implemented? Damage has to be rolled, affected spawn have to make saves, cold resistance has to be applied. How is this facilitated?
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December 7th, 2004, 16:00 #2
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Very good questions - as a potential customer, I'll be looking forward to hearing the answers.
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December 7th, 2004, 16:37 #3
Re: Importing Information
Hello and thank you for your interest.
Originally Posted by Cheiromancer
As for how you add images, each campaign you create has a folder dedicated to this. You can drop image files there even as a session is underway, and get instant access to them. No need to do anything else except select it from the list of images. Later, you can sort images into categories and rename them in the list for easier access.
You can also use features such as gradual revealing of images, pointers and drawings on any bitmap image on a separate layer. A bigger image can be transferred to the players in the background if you know beforehand that you're going to need it in a few minutes.
Originally Posted by Cheiromancer
Originally Posted by Cheiromancer
Originally Posted by Cheiromancer
Now, if you want to include these new spells in the reference spellbook for all characters to see, you do need to make a modification to the default ruleset. However, it has been split into sections to help with just this kind of data only modifications, and you'd basically have to define a data file with the spells, and a line to include it in the set. All mods are automatically downloaded by the clients when they connect to your game, so that will be all that's necessary.
Originally Posted by Cheiromancer
I'd be happy to elaborate if I missed a point you'd like to know more about.Tero Parvinen
Fantasy Grounds Guru
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December 7th, 2004, 16:49 #4
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Another question about importing - will you be adding open info from other D20 sources in the future?
Say, if you wanted to later buy the open content from a Green Ronin book, would that be possible?
What if you wanted to type up all the open info and add it yourself? Is that possible?
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December 7th, 2004, 20:45 #5Originally Posted by Ashy
Originally Posted by Ashy
Originally Posted by Ashy
Code:<node name="magicmissile"> <stringvalue name="name" value="Magic Missile" /> <stringvalue name="school" value="Evocation [Force]" /> <stringvalue name="level" value="Sor/Wiz 1" /> <stringvalue name="components" value="V, S" /> <stringvalue name="castingtime" value="1 standard action" /> <stringvalue name="range" value="Medium (100 ft. + 10 ft./level)" /> <stringvalue name="effect" value="Up to five creatures, no two of which can be more than 15 ft. apart" /> <stringvalue name="duration" value="Instantaneous" /> <stringvalue name="save" value="None" /> <stringvalue name="sr" value="Yes" /> <formattedtext name="description"> <p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.</p> <p>The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.</p> <p>For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.</p> </formattedtext> </node>
I want to point out that this only applies to any additional ruleset data. A GM wanting to run a standard d20 set can modify e.g. monsters using just the application interface.
Any more technical, and this thread should be cut and moved to The WorkshopTero Parvinen
Fantasy Grounds Guru
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December 7th, 2004, 21:59 #6
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Originally Posted by Goblin-King
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