Closed karpana closed 3 years ago
This feels a lot like Issue #360, specifically the last comment, here feats weren't being pulled in properly from Custom Compendia. I'm wondering if a similar fix is needed for "items"?
This relates to #371 i think, as the search for items/entities/etc. is currently not fuzzy but only finds exact matches. I'll take a look, but currently i have no easy solution to fix this.
A perfect match is perfectly fine by me. In fact I had assumed it was, which is why I created an identically named item (by cloning from the proper item in the base compendium) into my own compendium, that matched what was in the stat block.
But it's still not finding the new 'exactly named item's.
So I guess I'm trying to find out, how do I confirm that the custom compendium is even being used?
Ah, thanks for the headsup! This led to me finding a deeper issue in using custom compendia for specific item categories, like armor or weapon. I used to check availability only on the index of the official compendia without having a fallback where only custom compendia could be used for that.
I've implemented that in 3.3.0 (which will be released as soon as the pf1 system is 0.8.x ready)!
with this new 3.3.0 change (which I'm now super excited to play with), what's the order of operations in terms of which compendia are used?
For example, if no custom compendia are used, what is scanned? (I uspect it's all the official compendia) But if I add in one or more custome compendia, what is scanned in that case? (custom + official? or just custom?)
Order of Operations for known equipment types (e.g. weapons, armors, feats) is searching the custom compendia in the order they are entered into the settings (with the left most being searched first) and if nothing can be found there, searching the system compendia.
For unknown types only the custom compendia will be searched.
That's fantastic So I'd only need to bring in the "mismatched named items" (in the absence of a fuzzy search capability), and if it doesn't find it, it will fall back to the system compendia.
Thank you!!
Now I'm looking forward to the 0.8x upgrades... :-)
Hi There, I'm new to Foundry, and new to this tool, but I REALLY like what I'm seeing.
I'm having trouble with importing a Level 1 NPC, partly because of how Herolab Online HLO is 'laying out some of the items'. The specific example in question is the "Studded Leather Armor" (as described in the Foundry VTT (VTT) PF1 armor and shields compendium).
When I manually fix this stat block (before import) to say "Studded Leather Armor", it works fine, properly importing/loading derived attributes such as "Armor Check Penalty". But if I leave it as "Studded Leather" it doesn't work, and things like ACP aren't populated, and thus all the skill modifiers are incorrect.
I don't want to have to hand-bomb dozens of corrections manually to the stat blocks as I build and inport PCs and NPCs, and learned that SBC can support a custom compendium. I thought this would be great, as I could drag the "working item" out of a working compendium (but with the wrong name), into a custom compendium, and fix the name to match HLO, and thus it should be able to find "corrected name versions" of the base items and import them correctly.
So I did the following
world.hlosbcimport
Once this was all done, I tried to reimport the HLO statblock, and what I get in FVTT is a placeholder item, under MIscellaneous that shows:
"Studded Leather" "sbc | As studded leather could not be found in any compendium, a placeholder was generated."
How do I get SBC to use a custom compendiumproperly?
The Stat Block in question is this: