Page 3 of 3

Posted: Sun Oct 07, 2007 9:54 pm
by Frozen-Solid
OH! Son of a female-canine-in-heat... XML means a br should be a br slash. I'm dumb.

Posted: Sun Oct 07, 2007 10:04 pm
by Frozen-Solid
Okay... it's fixed and the import totally works now. That is AWESOME. Thanks Phergus!!

Beta version 3.1.0.59 uploaded.

Posted: Sun Oct 07, 2007 10:06 pm
by Hawke
Frozen-Solid wrote:Yeah that's really awesome. I'm just now getting into the more advanced features of MapTool and I keep loving it more and more. My players are getting kinda annoyed by my constantly forcing they upgrade though, heh.
You could always suggest they use the Developer Web Start from the main page at http://rptools.net/dist/webstart.php/ma ... pment.jnlp it'll always make sure they're running the latest. Downside is when it's a day old update and you aren't comfortable to use the newest.

Posted: Sun Oct 07, 2007 10:08 pm
by Frozen-Solid
They just don't like updating in general. We DO use the webstart, but having to download the latest version every week is a pain.

Plus, for reasons like b15/b16 being so buggy, we tend to just prefer to pick a stable build with the features we want and run with it for a while until there's a major update or new feature we want to use.

Posted: Sun Oct 07, 2007 10:09 pm
by Hawke
Frozen-Solid wrote:They just don't like updating in general.
Next time they say that, just say "Well, I don't feel like updating your XP then." ;-)

Posted: Sun Oct 07, 2007 10:12 pm
by Frozen-Solid
Haha. I would... but upsetting the girlfriend isn't a good idea lol

Anyways... Huzzah for export/import to be working. I look forward to seeing what Trevor does with an automatic import function to make this even better.

Posted: Tue Jan 29, 2008 11:10 pm
by Darigaaz
Is this project still alive?
BTW, when you export to txt it skips some of the skills (all between escape artist and use rope, those included).

Posted: Tue Jan 29, 2008 11:13 pm
by Frozen-Solid
Yeah it's still alive. I just got a full time job recently so I've got little time to code it. I'm trying to hold off until macro importing is enabled by default without the work arounds to clean up the code. I also need to be able to sort the macros somehow, because the sheer number it exports it does makes it imposssible to deal with in maptool.

weights

Posted: Mon Feb 11, 2008 5:16 pm
by kat2cute
This is a very nice automated character sheet. I can't wait till it is useable inside Maptool. However, one change that would make it even better would be an automatic weight calculation function (and a modified inventory slot accordingly). Is this possible?

Re: weights

Posted: Mon Feb 11, 2008 8:00 pm
by Frozen-Solid
kat2cute wrote:This is a very nice automated character sheet. I can't wait till it is useable inside Maptool. However, one change that would make it even better would be an automatic weight calculation function (and a modified inventory slot accordingly). Is this possible?
Several people have suggested this in the past, but technically, yes this is possible. However, there are a few problems I have with the idea that I've been working around in my head. The main problem is that I personally dislike the default setup for the equipment box because it has a very limited number of lines and at higher levels it is very easy to fill that up. By using a generic memo box for equipment it makes it very flexible for anyone to fill out however they see fit, plus has unlimited space to hold text. I really prefer those to features of the current setup, compared to limiting the available space and allowing weight.

I have some ideas to possibly still do it, without limiting the available space, I don't have a lot of time available to code it anymore. Full time work + overtime sucks. (Or in the case of this weekend... protesting Scientology)

Hopefully I'll have some weekends that aren't so crazy coming up soon that I can get back to coding and finish this up :[