Thread: NPC Engineer update
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November 5th, 2017, 22:14 #1
NPC Engineer update
Hi folks. I have updated NPC Engineer; the main thing is the Rich Text editor for inputting descriptions. It makes a big difference to adding data, I believe. It may still be a little buggy - please test it and let me know what breaks it. Link to main thread and the download in my sig.
Thank you!
Maasq
Latest update (5/11/17):
Fixed: Parse module now correctly saves db.xml for 'DM only' modules, and common.xml for player-accessible ones.
Fixed: Loading a new NPC now correctly clears all of the previous NPC's data.
NEW: A new text input module has replaced the clunky old pop-up window for the 'Description' tab. Formatting can be applied on the fly, and will automatically apply to pasted text. This will have some issues for NPCs saved as *.NPC - please check any such files carefully and resave them. Files added to the Project are unaffected, but you may wish to update them anyway.
NEW: The 'weapon attack' action now has a dropdown menu where you can select a weapon and the rest of the boxes will fill automatically. this requires that you edit the 'weapons.json' file in a text editor to put in any weapons you want available. I have included 3 Gaelic weapons as examples - a bow (bogha-saighde), a sword (claidheamh) and a knife (cuinnsear). I cannot distribute the PHB material, so adding it falls to the user. I will add a GUI to NPC Engineer to simplify adding of information at a future point.
NEW: A new parse log has been added. It is identical to the old parse log, but it decided to get in on the Rich Text action by adding some colour.Engineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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