Thread: XML reference
-
August 25th, 2021, 03:04 #11
That worked and was setup properly. If you place it in your modules folder with the steps described above, it should be able to be opened.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
-
August 25th, 2021, 18:46 #12
- Join Date
- Jul 2020
- Posts
- 34
Ok, fumbling my way around here, finally figured out that the module's name in the activation window comes from the definition.xml, not the db.xml. I was ignoring my "placeholder" module name because I THOUGHT I had given my new one its own module name and I ignored the placeholder name. Sigh.
Thanks for putting up with me Dominic. I think I've got my export/import working.
Just curious, does the import button on the NPC tab have any documentation/implementation? I'd much rather be able to directly import my NPCs than go through the process of creating a module for each one.
-
August 25th, 2021, 19:14 #13
No documentation. I would do an export of the NPC and see what the xml looks like. I believe it follows the same setup as a character sheet, but best to look and see.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
-
August 25th, 2021, 19:16 #14
- Join Date
- Jul 2020
- Posts
- 34
That's the real rub... I can't figure out how to export just an NPC. Only through a module...
-
August 25th, 2021, 20:15 #15
open an NPC record that isn't from a module (must be local to campaign), right click it, click export
or use this one exported from the community bestiary 5 module, although not all fields are included as some where blank in fg (although the field names are the same as what you have now -- just the nesting is likely different)
Code:<root version="4.1" dataversion="20210708" release="1.1|3.5E:17.1|CoreRPG:4.1"> <npc> actual npc info goes in here </npc> </root>
Last edited by bmos; August 25th, 2021 at 20:34.
bmos' extensions
he/them
-
August 27th, 2021, 20:30 #16
- Join Date
- Jul 2020
- Posts
- 34
Thank you @bmos! That was exactly what I needed to know to get it working perfectly. Now I can generate the NPCs in my excel program, then transfer it into FGU. I'll spend a while tackling formatting to make sure I get this perfect, then maybe turn my eye toward doing the same thing for characters!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks