Thread: List of Modules
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March 6th, 2013, 07:43 #61Give me a few days, I'll release some developer documentation. At a high level the main app operates a standard loop. The Library (when initialised) registers the data types its supports as well as the key subroutines to handle the parsing action. When a parse action is initiated, the main app loops; each time operating on one of the registered data types, the main app provides a support library for opening/closing/reading and writing files and calling the registered Library handlers for:
Originally Posted by morgurth
- Parsing the data into internal data structures - I used HASH tables for 5E
- Generating lists of data - for FGII's window lists
- Writing the data out in module XML
- Writing the modules's definition (again in XML)
If you take a look at the PAR5Ednd5elib.pm and/or the PAR5Etemplatelib.pm in the subfolder PAR5E, you can get an idea of how it works. Each library exports 3 public routines: initLibrary(), registerDataItems() and registerCustomActions() which perform the initial registration of data and routines.
PAR5E uses abstracted subroutine references to call the custom action routines like parseData, generateReferenceList, copyImages, copyTokens, writeData, writeDefinition, writeReferenceLibrary. Each of these routines is either passed a string to parse or an XML writer object to work on.
Last edited by Zeus; March 6th, 2013 at 07:51.
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March 8th, 2013, 00:23 #62
Cool. I look forward to reading it and seeing what I can do.
With the part of PAR5E used for the Story mode, it sounds like that is ruleset independent?
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March 9th, 2013, 01:13 #63Yes, pretty much. Same for Encounters (Combats), Treasure Parcels, Tables (Rollable).
Originally Posted by morgurth
It wouldn't take much to convert the other data classes, just some examples of the stat blocks, some tweaks to the regex and output XML.FG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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March 16th, 2013, 13:13 #64Crusader
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Hi,
I'm a new user on Fantasy ground and I try to load .mod of this topic because I need all pathfinder rules for my kingmaker campaign. I try to use tutorial video and the help on the site but nothing work. Someone can help me?
Edit : i find ... sorry for this postLast edited by ekmule; March 16th, 2013 at 13:43.
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March 16th, 2013, 14:27 #65Did you work out all your questions?
Originally Posted by ekmule
.mod files are module files that get loaded into fantasy grounds from your FantasyGrounds/modules folder... then you go to the Library within FG and open click the 'Module Activation' button... you'll be able to activate your Pathfinder modules in the window that opens.Standard License Operator - You must have a License to play in my games.
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March 16th, 2013, 14:57 #66Crusader
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Thx for your reply.
I have questions but i wait because i want to search alone and if i really don't find then i will say "Help" here
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April 15th, 2013, 05:21 #67
Are there any modules that replicate the spells/skills/feats/options in the "Complete..." series of 3.5 expansion books?
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April 15th, 2013, 05:30 #68Nope, because these aren't part of the OGL. The title page of these books usually contains something like this:
Originally Posted by JohnD
Originally Posted by Complete Divine
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April 15th, 2013, 05:57 #69
Ah... I thought not... bummer dude.
Still, nothing to say I can create these on my own when the campaign calls for it. Thanks!"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
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RIP Canada, February 21, 2022
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April 17th, 2013, 05:19 #70
Are there actually any modules besides the core 3 for DnD 3.5?
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