Thread: PF2CreatureParser Extension
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March 9th, 2020, 18:59 #61
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I think Foxit Reader copied the action icons correctly, Adobe Reader did not.
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March 9th, 2020, 19:33 #62
I used Adobe Reader to copy from both Bestiary and GMG, and there is definitely a difference. When copying with Foxit do the action icons get copied the same from both books, or is there a difference?
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March 9th, 2020, 21:22 #63
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Just double-checked: Adobe Reader does not recognize [one-action] in the ones I tested, Foxit recognizes some. Bodyguard/Mage for Hire did not work, Fence and Assassin for example worked.
Suffice it to say, there seems to be some weird formating issues going on on Paizo's end...
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March 10th, 2020, 03:28 #64
Ive also found cut/pasting sometimes puts in funny little invisible control characters, if it gets confused. Ive had a couple of stat blocks where they wont parse no matter what. I drop them in notepad++ (Not Notepad! Notepad++) Remove all the double spaces and funny characters and BINGO!
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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March 10th, 2020, 18:04 #65
When I copy and parse (haha), I copy everything into notepad first. Then find the beginning of a line, backspace, hit Enter to start a new line, etc etc.
I copy everything up until I get to the first action icon. Then I just manually type in [[A]], then copy and paste the stuff after. It takes a couple of minutes, but it's not a huge deal.
I save all the stat blocks. So if I need to open one up and insert it into a certain campaign, it's right there to use. Since I don't know how to put monsters in the program that will pop up in every campaign's menu.
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March 10th, 2020, 21:35 #66
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March 10th, 2020, 21:54 #67Just for the hell of it I tried it in FGU, the button labels are blank. I suspect it because you used FGF fonts. Apparently FGU wont support them (which is why the Action symbols dont work either I believe). Other than that it seemed to work
EDIT: The control I'm using (button_text_large) uses this font:
Code:<font name="button-white-large"> <fgffile name="graphics/fonts/regular-11.fgf" /> <ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="14" /> <color value="#FFFFFF" /> <shadow offset="1,1" color="#000000" /> </font>
Last edited by darrenan; March 10th, 2020 at 22:09.
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March 10th, 2020, 23:42 #68
You would have to ask Trenloe but I believe he hasn't done the TTF version yet with the symbols. I suspect perhaps NotoSans-Regular.ttf doesn't exist in the graphics/font folder for PF2? But I haven't looked at the code really so couldn't be sure
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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March 10th, 2020, 23:58 #69
PF2 doesn't explicitly delete that font. Since PF2 is layered on top of CoreRPG the font should still be there. Maybe I should just create my own button template using a different font...
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March 11th, 2020, 00:38 #70
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