If you want to use this on an existing spell casting character you'll have to re-add all of your spells to your Action Tab. Even though the effects are shown as Powers in the imported characters this product creates, when you drag that power to your existing character it will become a spell by default. The only way to change them to abilities/powers is to rename the group from the default of Spells. This will recategorize all the character's current spells on the action tab to Powers. You'll have to re-add actual spells to your Action Tab to make them spells again.
According to the author this is a limitation of the Fantasy Grounds software. Probably not that big a deal when creating new characters since Class and Racial abilities will probably be added before you start adding spells. But if you're trying to add this new coding to an existing spell caster it can be quite a hassle so a heads-up would have been nice. Nothing about this is included in the documentation.
The creator includes no documentation with the downloaded files. What documentation there is can only be accessed if the purchaser already knows how to add a module to Fantasy Grounds and also knows to look in the Story button for that documentation. I think there is an assumption that purchasers of this item will be experienced Fantasy Grounds DMs, not new users or non-DM players. And perhaps the majority are. But how difficult can it be to include a little TXT file with instructions for the few who don't already have this knowledge or know where to find it.
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