Thread: 5E Monster Creator Application
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May 28th, 2017, 07:02 #21
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Its my pass time really, and keeps me up to date with the basics on a somewhat daily basis . I have not forgot the XSLT thing as well, however that will be difficult to implement right now because of all the new stuff I have incorporated in. It will defiantly come in some time later though.
Funny you mention this, I had a plan to auto generate PC sheets @ in game with this tool, it was something that I would get done after the basic framework is up and thats coming along just fine. The DM modules are all pretty big modules, so this is going to take a while before I can get some concrete stuff coded out.
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May 28th, 2017, 17:48 #22
My autohotkey statblock parsing is coming on well, btw. I will update it to be able to parse one of the outputs from DnD Monster Maker - the Reddit one, as it looks the simplest to identify.
It works just now; just need to test it with several different inputs and make adjustments for them.Engineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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May 28th, 2017, 18:23 #23
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Got it. Thus far, my project has focused on building the framework rather than actually making the NPCs. For example, yesterday I spent five hours making an Excel spreadsheet that calculates monster CR based on the table on page 274 of the DMG.
One advantage to coding a utility for FG rather than just posting one on the internet is that the FG resource can use all the stats from 5e as long as the tool gets uploaded to DMs Guild.
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May 28th, 2017, 18:33 #24
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The script you're working on may be able to work in tandem with Xorn's scripts from his Fantasy Grounds parse tutorials. I spent an evening or two last week mining from one of his YouTube videos the Autohotkey scripts he uses when parsing library references and adventure modules.
Xorn's scripts may be worth salvaging. The segment on Xorn's Autohotkey scripts starts at 1:19:
https://www.youtube.com/watch?v=I_-013SMvcc
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May 30th, 2017, 22:59 #25
The AutoHotKey script is (like all programming projects) growing arms and legs. I thought I'd start a separate thread about it
Engineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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May 30th, 2017, 23:35 #26
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June 12th, 2017, 02:44 #27
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June 12th, 2017, 02:45 #28
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Any luck making contact with the Genius? I messaged him two days ago but got no reply. Some of his calculations on spell save DC appear to be incorrect, and it would be preferable for those to get fixed on his end rather than through the AutoHotkey script that Maasq is working on--brilliantly I might add!
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June 12th, 2017, 20:54 #29
Heheh thank you.
I have had no luck with chatting to him recently. He answered a couple of queries I had a few months ago when I first found it, but nothing since unfortunately.
I'll be working towards something like his final program, with FG output and copy-paste input. If I could figure out how to do the statblocks I'd do them too. Work for the future
I need to figure out how he structured his *.mm save files so I can read/write them directly.Engineer Suite
Import, build or edit NPCs/spells/equipment and then parse them directly into a Fantasy Grounds module.
Download the latest version from the website.
Support me by becoming a patron on Patreon.
Chat directly about issues or suggest features on the Discord channel.
Post issues on the issue tracker on Github.
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June 12th, 2017, 21:13 #30
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- Mar 2017
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