Thread: Fantasy Grounds 5E Parser
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September 17th, 2017, 18:35 #371
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Mighty fine undertaking! Wish you all the best, its a bit harder to pick up if you dont already have the background, however if you have some patience its very rewarding.
Bold <b> </b>
Italic <i> </i>
Underline <u> </u>
However I dont think I have really gone too deep into this type of text formatting, for now I think only bold will work.
This is correct, its one trait per line.
PS: I have not been able to make any progress off late since I've real life things to deal with, also I just recently picked up Divinity Original Sin 2 so my time is literally being eaten alive by this wonderful game.Last edited by kp9911; September 17th, 2017 at 18:39.
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September 17th, 2017, 19:12 #372
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September 29th, 2017, 22:09 #373
Hi, folks.
Old-time gamer, new to 5e, FG, and this parsing program.
I got a very simple 5e adventure to learn on, and I've been trying to build it using the methods described for the previous, no-longer-available program. When I try to create the .mod file, I get an error. Unfortunately, the error dialog won't allow me to select the text to copy it. The first part of the error message mentions that '<' is an unexpected token, that it should be ';' at position 345 on line 1.
Any guidance would be most welcome.
I love messing with stuff like this. Was going to play with Par5e, but I apparently came in quite a bit too late.
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October 1st, 2017, 14:28 #374
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Do you have any '&' in your file. These are known to create issues like this.
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October 1st, 2017, 14:40 #375
Maybe the error was because I had a line with --. At least, when I removed that line I was able to successfully parse the file.
I finally found the manual for your program (it wasn't in te archive I initially downloaded), but it doesn't seem to cover the story building part, so I'm using a process of experimenting with buttons combines with looking at the raw XML to try to figure out how it all works.
Thanks for responding.
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October 1st, 2017, 17:14 #376
Not sure what I'm doing wrong here.
I have a picture in the \images folder under the folder where my text files are stored. The path to the folder is defined in Image Files on the Parser page. I'm using this line in my story.txt file to link to the image:
#zal;IMG;*;Image:Map of the Tomb.jpg;Map of the Tomb.jpg
I tried changing the spaces in the filename to underscores, but it didn't make any difference.
And this is the error message I get:
Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules.
If I try to open the map directly from Images & Maps, I get:
Database Error: image: Invalid file (images/Map of the Tomb.jpg)
I created the link by double-clicking the image file with Image Links selected on the left side of the FD5eParser window.
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October 1st, 2017, 18:30 #377
I'm not familiar enough with this package but #zal; is used to link to something in another module. If your image is in the same module as your Story then you should use #zl;
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 1st, 2017, 21:11 #378
Seems like something worth trying.
Okay, tried using just #zl; It is no longer a link when I look at it in FG.
FG_cap01.jpg
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October 1st, 2017, 22:14 #379
Sorry, I'm not familiar enough with this package. If this were par5e then the link should be #zl;image;imagename.jpg;<optional title>. Not sure what else to suggest.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 8th, 2017, 05:52 #380
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There is a weird interaction when using images, in order to get it to work you need to unzip and rezip the .Mod
Currently the path with in the mod is /something when it should be \something
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