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October 26th, 2021, 00:38 #41
- Join Date
- Dec 2019
- Posts
- 7
Are there any plans to write scripts for the other sections of the compendium as well? I'd really like to be able to get backgrounds, classes, items, and races on FG.
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November 6th, 2021, 09:25 #42
There's no support for Classes or Races in the Fantasy Grounds D&D 4e ruleset. To have such features, you'd need to create an extension that's builds upon the CoreRPG ruleset, which would be no small feat. This is also apparent in the official 13th Age ruleset, which builds upon the 4e ruleset - no classes or races for it either. It would be possible to create them under a custom Story group and then export them into a custom module that your players can use. I wouldn't know though, how feasible it would be to export the compendium content into a auto-created story module.
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November 13th, 2021, 01:13 #43
- Join Date
- Apr 2019
- Posts
- 4
Updated Power.py script to run successfully
Hi,
I downloaded the compendium today and ran the module generator. It failed while parsing the ddiPowers.sql file. Opening up the Python script and debugging it I found that there are 3 entries in the ddiPowers.sql file that do not confirm to the expected format for action type in the Python script. The script expects to find the action type either at contents[length -2] or contents[length - 4] for either record 1 or 2 of the parsed_html array. These entries cause the Python script to fail:
Orbmaster's Prismatic Sphere: When parsed the action type for this power is found at parsed_html[2].contents[length - 7]
Fighter Combat Challenge: When parsed the action type for this power is found at parsed_html[1].contents[length - 7]
Arcane Defiling: When parsed the action type for this power is found at parsed_html[2].contents[length - 3]
I have added a hack to the Powers.py script to get it to work. It's not pretty but it will work for now. I might look at making it better if I get time.
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January 17th, 2022, 03:44 #44
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- Jan 2022
- Posts
- 2
Am I missing something with the rezipping->renaming process? I end up with a .MOD file that looks like it should work... but Fantasy Grounds won't recognize it like it will the .MOD that was first generated by the script? I've got both the original generated .mod and my attempt to fix and repack it sitting side by side in the modules folder, but Fantasy Grounds will only read the script-generated version.
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January 17th, 2022, 05:32 #45
Welcome Chicken Champ
When you zip up
1. Zip the contents and NOT the parent folder
2. Use standard ZIP compression only - no ARJ or 7Z formats and only use default zip switches
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January 17th, 2022, 06:52 #46
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- Jan 2022
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- 2
Thanks! I actually had success doing an end run around this, by removing some spaces in the Portable Compendium's ddiMonster.sql itself, before using it as a source. Then the .mod generates without unwanted spaces in the first place, without needing to be unzipped, rezipped, and renamed.
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February 24th, 2022, 15:38 #47
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February 24th, 2022, 21:48 #48
Sharing of copyright info is not permitted.
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March 7th, 2022, 03:06 #49
- Join Date
- Apr 2009
- Posts
- 24
Hey everyone, i have a quick question. I have the compendium and the parser. I ran them and the NPCs came out great, but the Feats & Powers came up blank. All the cards are there, but there is no details in their descriptions at all. Am I missing something, is this a common error?
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March 11th, 2022, 00:45 #50
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- Jan 2021
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- 7
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