is there a way to change the module from one type to another without reparsing. I decided I want three more modules to be for the players and wondered if I have to reparse them or if there is a way to just make then common now
Printable View
is there a way to change the module from one type to another without reparsing. I decided I want three more modules to be for the players and wondered if I have to reparse them or if there is a way to just make then common now
Quote:
Originally Posted by malfeous
Good question was wondering that as well, also what would be the best ways of loading the modules locally so that I can update my characters through the "Character manger" to display all modules so i can "drop" in the attributes,feats,racials , and other equipment so i can create characters as backups in the "Just in case i get vaporized moment"
Unless you deleted it you should still have the original Campaign you used to enter the information into the interface in the first place. If you have deleted it... I'm not sure if there is a way. I suspect not. At least not easily.
Modules can be changed between three accessibility-types by renaming the core data file:
- db.xml is used for GM-only modules
- common.xml is used for GM-hosted player modules (the player doesn't need to have the module installed)
- client.xml is used for locally-available (including visibility in the character manager)
This doesn't switch the content between the library and the various books, it just changes the general availability. To switch between library and the various books is possible, but demands a more lengthy answer.
Foen
Common modules typically perform poorly once you get over 1M worth of them. They require lengthy transfer to the client (especially if you happen to update them). This transfer further delays token/map transfers.
Client modules perform much better as you can send them out in an email, leave up a FTP server, etc.
Common modules are essential, however, for commercial rulesets because they contain copyright material which should not be emailed/ftp'ed to players and should only be available when connected.
That said, commercial rulesets may also contain the same content as both a common.xml file and a client.xml file in the same module, so that anyone who has purchased the module can see it in the Manage Characters screen (common.xml does not display in Manage Characters, even if the module is properly installed locally).
I've a couple questions too. I scanned some monsters from my MM2 to put them on FGII using the parser. I did one to test and it worked fine. I created a module called MM2, and it has only one mob right now. I want to add the other 3. Is there a way to do that? Better yet, is there a way to parse a lot of stuff in just one .txt file?
Tnks a bunch!
almeidafreak, the 4EParser works very much like a batch processor. Each input file is designed to hold multiple entries as opposed to just one.
For NPCs/monsters, simply list each stat block one after the other in the input file. Separate each stat block by one empty line so the Parser doesn't get confused as to where an entry starts and finishes and you should be good to go.
Also, if you get yourself a D&D Insider account, you can use the Parser's scrape feature to automatically download and create the NPC/monsters file for you. You just point the Parser at the MM or MM2 rulebooks, click scrape and go make a cup of tea. By the time your done drinking your nice cuppa, the NPC/monsters should have been downloaded into the scraped file.
This gets more andmore awesome. But my main question is: after I've done, say, 10 mobs, can I add more to the same module?
EDIT: Hm, and somehow putting the mobs one after the other is making the Parser think that the 2nd one is the 1st one's equipment! LOL! Am I doing anything wrong here? Here's what I put down on the .txt file (i'm using notepad ++):
Bugbear Bloodghost Hunter Level 8 Skirmisher
Medium natural humanoid XP 350
Initiative +9 Senses Perception +6; low light vision
HP 85; Bloodied 42
AC 22; Fortitude 21, Reflex 20, Will 19
Speed 7
m Greataxe (standard; at·will) • Weapon ZZX
+13 vs. AC; 1 d12 + 5 damage (crit 1d12 + 17)
m Slayer's Assault (standard; encounter) • Weapon ZZX
The bloodghost hunter moves 7 squares before the
attack and does not provoke opportunity attacks by
moving; +15 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
Effect: The bloodghost hunter shifts 3 squares after the
attack.
X Blur of Movement (move; recharge [5, 6]) ZZX
The bloodghost hunter shifts 3 squares.
X Shadow Ghost (minor; encounter) ZZX
If the bloodghost hunter has cover or concealment, it can make a Stealth check with a +2 bonus to become hidden.
X Predatory Eye (minor; encounter) ZZX
The hunter deals 1 d6 extra damage against the next
target granting combat advantage to it.
Alignment Evil Languages Common
Skills Acrobatics +12, Athletics +12, Intimidate +6, Stealth
+14
Str 16 (+7) Dex 17 (+7) Wis 14 (+6)
Con 13 (+5) Int 10(+4) Cha 11 (+4)
Equipment hide armor, greataxe
Bugbear Skinner level 7 Skirmisher
Medium natural humanoid XP 100
Initiative +9 Senses Perception +4; low-light vision
HP 80; Bloodied 40; see also bloodied shift
AC 21; Fortitude 18, Reflex 20, Will 18
Speed 6; see also bloodied shift, horrifying mockery
m Sickle (standard; at-wlll) • Weapon ZZX
+12 vs. AC; IdB + 7 damage.
m Mocking Rend (standard; requires combat advantage against the
target; requires a sickle; recharge when an enemy within line
of sight becomes bloodied) ZZX
The bugbear skinner makes two sickle attacks against the same
target. If both attacks hit, the target takes ongoing 5 damage
(save ends) and is dazed until the end of the bugbear sklnner's
next turn.
X Horrifying Mockery (minor; recharges when an enemy within
line of sight is bloodied) • Fear ZZX
Close burst 3; targets one enemy in the burst; +10 vs. Will: the
bugbear skinner pushes the target 1 square and the bugbear
skinner shifts 3 squares.
X Bloodied Shift (free; when the bugbear skinner is hit by an attack
while bloodied; at-will) ZZX
The bugbear skinner shifts 1 square.
X Combat Advantage ZZX
If a bugbear skinner hits a creature granting combat advantage
to it with a melee attack and that creature is not already taking
ongoing damage, then the creature takes ongoing 5 damage
(save ends).
X Predatory Eye (minor; encounter) ZZX
A bugbear skinner deals 1d6 extra damage on the next attack
it makes against a creature granting combat advantage to it. It
must apply this bonus before the end of its next turn.
Alignment Evil languages Common Goblin
Skills Athletics +10. Intimidate +11. Stealth +12
Str 14 (+5) Dex 19{+7) Wls I 2(+4)
Con 16 (+6) lnt 10(+3) Cha 16(+6)
Equipment leather armor, 2 sickles
If you keep a copy of the source files for your module then adding more entries to an existing module is simply achieved by adding the additional entries to your source files and re-parsing.
As for your problem with more than one entry, on the first line of the 2nd monster (Bugbear Skinner) try changing the word 'level' to 'Level'.
The Parser is very particular over the format of each entry. Read the ParserDocument.txt which should provide you the syntax you need.