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  1. #1

    Par5E?

    Good eve!
    In the process of trying to work with Par5E for Fantasy Grounds..I'm using the CoreRPG version. Will that allow me to make C & C library modules? if so, what do I need to adjust so the module shows up? I've created a sample reference library mod using it, and I see the .mod in the proper folder, but it's not showing up in a C&C ruleset campaign. Is it even possible to make a library module this way?

    Thanks,

    GB
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  2. #2
    damned's Avatar
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    You cant make classes and items but you can make story Content.
    There are some gotchas. Par5e for CoreRPG outputs a module with CoreRPG tags - modules do not work the same way as Extensions - it must be for the actual ruleset you are using - so you will need to update extension.xml firstly with the correct <ruleset> for Castles and Crusades.
    Additionally there is a bug in the CoreRPG output and you will need to do a find replace on your db.xml

    Par5e for CoreRPG outputs
    <text type="string">
    while Fantasy Grounds is expecting
    <text type="formattedtext">
    and so the module loads but no content is displayed....

  3. #3
    Trenloe's Avatar
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    Quote Originally Posted by damned View Post
    so you will need to update extension.xml firstly with the correct <ruleset> for Castles and Crusades.
    definition.xml for a module.
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  4. #4
    Damned,

    Thanks! I'm attempting to add additional secondary skills so that I can drag them and drop them in, and they'd populate the sheet. Same with advantages that are listed in CK Guide and a couple of other sources.

    GB
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  5. #5
    damned's Avatar
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    I dont think Par5e will do that for you...
    You are going to have to have todo this by hand...

    Code:
    			<ranger_conceal>
    				<value type="string">Conceal</value>
    				<attribute type="string">dexterity</attribute>
    				<description type="string">Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot conceal themselves and move silently at the same time until they reach 5th level. At this level and beyond, a ranger can attempt both but must make a successful conceal and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate.\n\nRangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability. While the observer averts its attention, the character can attempt to get to a hiding place of some kind. The attribute check, however, is at a -10 penalty because the character has to move quickly to the hiding place.\n\nThis ability cannot be used if armors other than those allowed are worn.</description>
    			</ranger_conceal>

  6. #6
    Thanks!
    I certainly don't mind doing it by hand. Does this go into the par5E module that was created?
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  7. #7

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    I just went through this last week for an Interface Zero adventure conversion. Honestly, just my opinion, if you're not using 5E then for my two cents PAR5E is just about useless for anything other than the campaign Story text. And just for that, I could hand-code the XML in about the same time it took me to get the text ordered and marked up for PAR5E. And even if it works, you may have to go in and manually edit the code it outputs because there are glitches such as the text element @damned mentioned above, and it gets a lot of things wrong like certain window classes, etc. Even selecting the Pathfinder option in PAR5E it outputs the incorrect ruleset name so you'll never see the module unless you edit the XML.

  8. #8
    This is my first foray with Par5E. Currently, my C&C players have picked advantages, secondary skills, and such out of a document (PDF) that I downloaded. Currently, I just create a new skill on their character sheet, and copy/paste the text in. It works, though having drag and drop from a module that I created would be easier in the long run, plus it gets me some practice at doing such things, for when I expand equipment, I can create a module for that and have that same drag-n-drop functionality. It doesn't look like it's going to happen, from what I'm understanding.
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  9. #9
    You might want to contact Andraax and ask him about how he does some of the stuff for C&C.

    I play in two of his games and he has added some content for drag/drop ease. Not sure if he has made modules or just done it with in FG, but he should be able to help you along in the process.
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  10. #10
    Thank you very much!! I'll reach out to him!

    GB
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