Thread: Fantasy Grounds 5E Parser
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May 22nd, 2016, 01:05 #31
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June 5th, 2016, 18:47 #32
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The parser that goes along with this tool has been added!
Please note it is still in its early stages, so you can expect errors here and there, if you have the time please report those errors here as a reply to this forum post.
I would strongly advice backing up your module files + input text files before using the parsing part of the application.
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June 8th, 2016, 09:50 #33
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Updated with some essential bug fixes, application is now available for download again.
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June 13th, 2016, 14:08 #34
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September 23rd, 2016, 00:43 #35
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Anything new on this front? I'm looking to go from purchased module to homebrewed and this tool will make it a lot easier on me.
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September 23rd, 2016, 10:18 #36
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September 23rd, 2016, 14:32 #37
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Just wondering if development was ongoing. The roadmap was interesting with the class and the tooltip.
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September 24th, 2016, 07:00 #38
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Unfortunately since I have a new job + role, this took a back seat, heck I've not even been able to actually play D&D for a while now :c
But I will eventually get back to it, I was somewhere at the class parser if I remember correctly If ever there is an update it would be in this forum post.
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September 26th, 2016, 22:51 #39
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October 2nd, 2016, 10:57 #40
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I've realized that since people are still interested in using a parser like this, I really ought to continue what I started.
I think I can devote an hour or so at least every other day to it, however I think I need to revamp the entire way classes are parsed since its really difficult and time consuming to use the same template as what the almighty Zeus uses.
So then this project would technically come out into 2 parts, namely a user interface to create a custom template much like the #input file required for par5e and then the actual program or process of converting that text into usable functions within the game.
So people who are following this thread look back here maybe next month for a full fledged class parser.
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