Thread: converting word modules
-
February 19th, 2005, 16:54 #1
converting word modules
hi guys
i have created a tool for converting word modules into db.xml
more info here
https://forums.fantasygrounds.com/viewtopic.php?t=346
Chris
-
February 19th, 2005, 17:21 #2
This tool is so useful.
Thank U so much for this tool. This is gonna save me some serious time,
and it works fine.
-
February 19th, 2005, 18:46 #3
Would it be possible to integrate the "tabs feature" of the story section in this tool?
-
February 19th, 2005, 18:59 #4
what do you mean by the tabs section ?
-
February 19th, 2005, 19:05 #5
Where U can sort the information in different groups (also possible with images and npc´s/monsters). The small coloured flags below the text. I am on another computer atm. (without FG) so I maybe Im wrong, but I am quiet sure the story section has the flags to sort the storyline, like the maps section has.
Is it possible to integrate other stuff like links and the like in the tool?
-
February 19th, 2005, 19:20 #6
i will have a look and see about the tabs (never noticed them before)
I basically wrote it so i could take an OCR module into work, highlight box text & room descriptions and then easily make them into FG format
the bells and whisles like links etc can be added by hand once the main import is done
i might add some features, but i knocked it together in about 2 hours this morning. maybe next week when its slow at work i can look at some other stuff
chris
-
February 21st, 2005, 14:56 #7
well i had a look at the tab function
it sets a new definition on your login name i.e
Code:<categorydef holder="Chris" definition="0,2:1,4:2,6:" />
the example above generates a red, green and blue Tab
colours are
0 red
1 green
2 blue
3 yellow
4 purple
there are eight icons
as it uses your name i cant see an easy way to add this to the macro
you could hand code it into the xml (it goes in the 3rd line of the db file)
to assign individual nodes to a tab you can edit the xml to achieve that too
normally the node looks like this
Code:<node name="00001"> <stringvalue name="name" value="Swamp" />
Code:<node name="00002" category="1"> <stringvalue name="name" value="Forest" />
chris
-
February 21st, 2005, 16:10 #8
Thank you Tarrasque. Ill test it and report back. I am a complete noob, when it comes to XML, but I guess I have to modify the xml sheet in a html editor. Should be doable.
-
February 21st, 2005, 19:22 #9
your only about a week behind me on xml
msd (i think) recommended a xml editor called ALTOVA xml spy
go on their homepage and download the home version (its free)
then have a look at the db.xml files in your campaign folder to get an idea whats happening
use FG to make a few trial campaigns..then look at the db.xml file
it seems fairly easy once you get the hang of it
chris
-
February 21st, 2005, 22:26 #10
Yes, thank U again Chris
Everything works as explained. The tool is fantastic and the XML editing easy (when guided so nicely). I got everything set up as U explained and it works fine. Module creation is getting a really nice affair this way.
Will be nice when the list of illegal characters is finished, thats the only drawback (I had quiet a few).
Looking at the XML-files I begin to understand a few things. Might even try to "mod" a little, Im beginning to get the taste for it
I know I repeat myself, but this is THE mod so far
*delves back into module creation*
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks