Dorn wrote:For the importing, from PCGen specifically, the statblock_pathfinder.html character sheet should be what will work for the importer macro.
For the applications that allow customized charsheet output, I'm surprised this hasn't been done before, and maybe taken to the next step.
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What I'm referring to is building an output charsheet that has everything laid out in an easy-to-read format for a MTscript macro, even if it's not very human readable. For example, something like:
Properties{
Craft(Taxidermy)|12|Dex|3|7|2
...
}
Where the numbers represent total ranks, appropriate stat, stat modifier, skill points spent, misc bonus. With that level of detail the macro can verify that the values match what it expects (like "Dex" being the right skill) as a double-check against simple errors.
It also makes processing chunks of the data very easy. Use a regular expression to isolate everything in braces, pulling out the keyword in front of the braces. Now execute a macro called process.Properties() and pass it whatever was inside the braces. This makes it very modular and hence easier to debug, and also makes it easy to extend. The charsheet could include a version number at the top, like "version 1.1.12" and the macro could pass that to the others that it calls, preferably in JSON format like ["1", "1.1", "1.1.12"] to make it easy for each module to pull out what it wants without having to parse it again. Of course, this scheme works best if some rules are made regarding when the version number changes and how...
</rambling>
lmarkus001 wrote:Also, if you hold down SHIFT while mouse-ing around, the statsheets will not pop up. I wish this was reversible so that only by holding down shift would the statsheet pop up, but alas it is what is is.
Hm, that's a good idea. Too late in the process to make that change now though. I implemented like this so that it wouldn't change the UI experience, but I like the idea of the option.