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September 25th, 2018, 03:18 #11Paul Grosse
PCGen BoD
PR Silverback
Autobackup Batch file, Always ALWAYS backup your data. Remember to follow the 3-2-1 rule!
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September 25th, 2018, 17:45 #12
Yeah everything outside of Magic Items from the DMG (And some Adventure Modules)will show identified. You can now also have your NPC's in your encounters show up unidentified, which is nice. Especially if you change their token, it keeps your players that have the MM memorized from being tempted to meta the monsters and their abilities/weaknesses.
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October 20th, 2018, 23:42 #13
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After a no-sleep night, I've found how to "force" objects to be "unidentified"
You need to edit the XML of the module and change the category of the XML node <item> to:
<category name="D&D Dungeon Master's Guide" baseicon="0" decalicon="0">
In this way when you send items to the Party Sheet, something behind force the item to be unidentified.
This worked for me because I'm creating my own module, I don't know if you can do it for an "encrypted" module.
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October 20th, 2018, 23:50 #14
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Why don't you just click the "identified" icon to make it unidentified before you export the module? That's all I do...
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October 20th, 2018, 23:54 #15
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I've created a module for cyberpunk drugs through a script...I've hundreds of items...clicking on all can be frustrating...but in case of few objects that's a nice catch sir!
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October 21st, 2018, 00:09 #16
Supreme Deity
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Or you can add a tag to each item record:
<isidentified type="number">0</isidentified>
This allows you to specify identification state of a module item record explicitly.
Regards,
JPG
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December 1st, 2018, 16:29 #17
Patriarch
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Is there any chance that a default toggle (indentified/unidentified) could be added to the options menu? I'd much rather accidently share something I don't need to keep secret in an unidentified state, than share something that should be secret having forgotten to turn ID off (and yes, I likely will forget, D'oh! )
Cheers, Simon
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December 1st, 2018, 16:54 #18If 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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December 1st, 2018, 17:01 #19
Patriarch
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Hi,
Cheers for replying, it's appreciated, and really I'm not trying to be argumentative, but surely (Don't call me Shirley! ) having an option to toggle default behaviour (identified/unidentified/as per object) is the definition of pleasing everyone?
Out of curiosity what was the reasoning behind removing the previous toggle? It can't be about complexity as we all know working in FG is so rewarding because of it's options and relative complexity?
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December 1st, 2018, 20:34 #20If 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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