Hi!
Valeros, do you plan in including class/paragon features and epic destiny?
Is there any thing left that your parser doesn't do besides these?
Primarch
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Hi!
Valeros, do you plan in including class/paragon features and epic destiny?
Is there any thing left that your parser doesn't do besides these?
Primarch
For items, the price can be altered because the .mod file is using a db.xml file. You will notice other entry types are also editable.
If you do not want that, in the output directory of the parser (not the .mod file) rename the db.xml to common.xml or client.xml and use the FGPEMUtility.exe to convert the directory to a .mod file.
I probably should add an option to the parser to let you pick the kind of xml file you want.
I will look at parsing the features that are not powers from the classes, themes, paragon paths, and epic destinies as time permits. I believe all of the powers for these should already be parsed under Powers.
The parser does not parse "Companions & Familiars" or Races. It does not parse Item Sets. It does not generally parse a second entry in a compendium entry (i.e., a disease listed in an item or an item listed in an alchemical ritual) as the second entry can be parsed under the other category.
Maybe I can offer some coding help, now that my little converter is finished? I mostly use C# or Java, but I am weak with regular expressions (Have a hard time with the more complex expressions)
I just noriced something strange.. When opening a ritual from the ALL rituals or by category sections everything works, in the by level lists all the right rituals are listed, but when I open one its a blank window. I opened up the db.xml file to see if I could find whats causing it.. but all the links seem to be in order... also I think it worked before, I tried rebuilding the module didnt work and I tried building a module with only rituals and had the same problem there.
hello, how can i create mobs from an adventure module without a DDI Subscription? I have a few PDFs from D&D with the monsters in a green box. Thanks.
nalvenin
Let's imagine you wanted to create a module with all the monsters in it from The Slaying Stone, to pick a random adventure.Quote:
Originally Posted by Nalvenin
You're run the New Parser, which takes you to the Compendium. In the Compendium, select Creatures from the Search dropdown.
Then from the Source dropdown, select HS1 The Slaying Stone.
Then search. You'll get a list of 26 creatures. These are all the creatures in The Slaying Stone. Now you add them to the parser, and parse!
Sorry, I meant to say without a DDI subscription. I'm not a DDI Subscriber! Can I access the compendium without subscribing?Quote:
Originally Posted by mattcolville
You cannot.Quote:
Originally Posted by Nalvenin
Quote:
Originally Posted by mattcolville
Ok, so again I ask, how can I create mobs from the green mob boxes in the adventure modules for use in FGII? (without having to type every single stat that is) Thanks in advance.
Sorry, I misunderstood your question. I thought you were asking how to use the Parser without a DDI subscription.
Alas, the only way to do it is by hand. The good news is, if you can copy the text of a monster ability and paste it into a new, blank, NPC entry, FGII will parse the text automatically so you can use it's bonuses to hit and damage and effects.
Hi!Quote:
Originally Posted by valeros
The powers are available as you mention for paragon classes and themes. My two groups find having parsed class/paragon features good to have. I do them using the old parser and made a small book covering all that.
The old parser had these parsed with the classes powers with a heading at the beginning (before listing level powers) called "features". This eliminates the need for looking up features since you can have them on your character sheet (I place them in special abilities or situational in the powers section).
Of course your parser doing it would be MUCH better. :D
Primarch
Ok, so if I copy the green block of text and paste it into a new NPC entry, it will parse the correct info? :) (Crossing fingers)Quote:
Originally Posted by mattcolville
Added Paragon Path features and Epic Destiny features.
Fix for rituals by level not showing ritual.
Fix for traps with same name. For this, you need to download traps again. Will not work with existing file.
For Paragon Paths & Epic Destinies, this adds only the features, not the powers. The powers can be parsed separately under powers. Also, there are a few Paragon Paths or Epic Destinies that do not parse completely (e.g., Grim Blackguard) because powers are part of a particular feature. Paragon Paths & Epic Destinies are done differently than Tenian's parser.
Can you send me info on how I have to update my traps data, for the change to work?
Not exactly. All the stats, you'll have to enter manually. But when you get to the text of a power, its effect, you can copy that and paste it into the right field in the NPC entry, and FG2 will 'understand' it. You'll be able to double click on +7 vs AC for instance, and it will make an attack roll, add seven, and compare it to the selected target's AC.Quote:
Originally Posted by Nalvenin
Added powers to Paragon Paths and Epic Destinies.
This also fixes the few Paragon Paths or Epic Destinies that did not parse completely (e.g., Grim Blackguard).
Hi!Quote:
Originally Posted by valeros
Wow! It seems you get things going faster than I can test them! :D
I'm guessing class features are next?
Back to parsing more books!
Primarch
Are the paragon paths & epic destinies OK? I like this way better. You can copy the entry for the path to the character sheet and also copy each individual feature/power to the character sheet as desired. No need to lookup each part individually.
Probably Character Themes are next to get the theme features. Looks very similar to Paragon Paths and Epic Destinies, so hopefully fairly easy.
And fixing the "Augment" issue with powers. And would also like to handle power entries that have secondary powers differently instead of combining into one entry.
Added Character Themes
Added option for database type (db.xml, client.xml, common.xml)
Hi!Quote:
Originally Posted by valeros
Valeros, the paragon and epic destinies are great. Being able to select one and have all features right there to port over as links is a great feature and very easy to use!
I also like that you used the same format for the character themes, since my group will be picking some out and this eases the process considerably.
I assume this is the format you will use on the last two big categories remaining, such as Class (which will have the class features) and race (which includes racial features)?
If you tackle these two the same format you used for paragon paths and themes would be great.
By my count only Classes and Race remain to add to your parser (Also companions, but this one is not as used as perhaps Classes and Race.
Great work Valeros!
Primarch
Added Classes and Races.
Changed backgrounds to be like feats (so they can be added to a character sheet.)
Fixed "Augment" keyword issue with powers.
Fixed flavor text on Themes, Paragon Paths, and Epic Destinies.
Note: three different approaches taken for Themes vs. Races vs. Classes
1) Themes, Paragon Paths, and Epic Destines: Parsed out features as links with no feature text in main entry.
2) Races: Parsed out features with links and left feature text in main entry.
3) Classes: Did not parse out features but left feature text in main entry.
(In all cases, the powers are broken out as links with no power text in the main entry.)
Here was my thinking:
At first (Themes, Paragon Paths, and Epic Destines) were broken out with features working like feats/powers because that was requested and was how Tenian's parser did it.
Then as I parsed Races into features, I realized most features were very short. Since the text of the feature was very short, it was more painful to open the parsed feature power than to just see the feature text in the entry. But since I had already parsed, I left the parsed feature powers in the entry, but also left the feature text in the entry.
As I parsed Classes, since the Class power containing all the text (and powers) about the class in contained in the entry, and thus is available for easy perusal, why break about the features as feature powers? It does not seem to add any additional value. Previously with Tenian's there was not an overall entry containing all the info about a class (to my knowledge anyway) so you needed each power and feature separately. This way you do not.
Added "easy" buttons for making a Player's module or a Dungeon Master's module
Hi!
Kudos to you sir! With these last additions, I doubt I will ever use the old parser again!
I have reduced the contents of the compendium to about 6 books using your parser. My players not only love it, but loading times are significantly reduced using a few books compared to the nearly 20 I had open at one time.
Pure efficiency!
Primarch
Hello, what is the format of a file for the parser to recognize it? IE: npc.xml
The parser only accepts files created by the parser when you download entries.
When you dowload Compendium entries, it leaves a file name "<module name> <number of entries> Entries <date>.txt". (For example, "Monsters 5170 Entries 2013_0421.txt") That file has the downloaded entries. You can select multiple of these files if you want.
It accepts these files so that you do not have to download again from the website when you want to combine entries in different ways or if the parser changes to fix a bug or add an enhancement.
Thank you for the clarification. :)Quote:
Originally Posted by valeros
I remember using the old parser and remembering how clunky it was. This new one looks really nice and easy to use.
Perhaps you fine gents can help steer me in what I'm doing wrong. Unfortunately, mine seems to crash every time I get so far into a scan. I'm on Win 8 pro, 64 bit.
1. I click "Add Dungeon Master Entries"
2. It gathers the entries. Takes a minute or two. This is a screenshot of the final result:
https://img.photobucket.com/albums/v662/Ivno/Part1.jpg
3. So far so good. I enter my email, and password of DDI, click "Download and Parse Selected Entries" and we're off.
4. It seems to scrape quite a few files, probably for about half an hour to an hour and then it always crashes. The program freezes and I get a, "Parser has stopped working." error.
I've tried using just 1 browser, 5 browsers, and ten browsers. Not really sure where the issue lies or what steps I should take from here on. I'm going to try and run it again and if it errors up I'll take another screenshot of what happens. Cheers. : )
1) Keep the data file that is produced. It should be named something close to "4E Dungeon Master's Guide 6530 Entries 2013_0521.txt"
2) I would bet that the issue is something about Windows 8 or IE 10. The HTML pulled from the compendium probably does not look the same as when using WIndows 7 or IE 9 or earlier. The parser is really picky about the HTML because I wanted to be sure I parsed everything because the entries are very inconsistent. If you are willing, please email me ([email protected]) the file mentioned above and I will see if it is an issue with the HTML being different. If so, I may be able to adjust the parser to handle depending on how different it is. But if you have another computer with Windows 7 or IE 9 or earlier, I would try it on that computer.
3) Also, if you are not even getting the file, then try doing each type (e.g., poison, races, etc.) individually and see if that works. You can always combine the results later with the file capability. See if something small like poisons work.
I was going to add to try doing just one selection, like a magazine or monster vaul and see if that works... this is a BIG file with everything.... since it's going to take long, any little interruptions in communication can cause it to stall... :)Quote:
Originally Posted by valeros
Actually you are right. It was some sort of conflict with either my windows or my browser. I've tested it on another PC and got the download finished and installed. Thanks though Valerous. This parser is simply amazing for making these less complex.Quote:
Originally Posted by valeros
Added new version with minor updates:
1) Mildly improved GUI look (to improve understanding)
2) Monster indexes now include options for seeing old or new monsters only. (I usually only care about new monsters.)
3) Deities work like feats to show info better and so they can be added to character sheet.
4) Traps now have alphabetic index.
5) Classes & Races indexes now just list name.
6) Features use the feature name in the description instead of a generic name (e.g., "Arcane Sword Feature" instead of "Epic Destiny Feature")
I did a lot of refactoring of the underlying code, so I may have inadvertantly added new bugs. Please let me know if you see anything broken. Thank you
Looking good Valeros. Out of curiosity, if you don't like the older monsters have you considered an option to update them during the parse? It would seem pretty trivial to do during the scrape.
Hi!Quote:
Originally Posted by Griogre
Now THAT is a great idea. I tend to update them manually when I make an adventure now. But to have them updated already would be a HUGE improvement.
What you think Valeros?
Primarch
Hi!
Valeros, I may have discovered a potential "bug" on the last parser release.
It seems that in "items" regardless if the parse is doing the items alone or as part of a download/parser with several other things the entries specifically pertaining to IMPLEMENTS (heroic, paragon and epic) the lists are cut short.
For example the total item count for items is 10040. Implements have three sections:
Magic-implement-heroic (685)
Magic-implement-paragon (1044)
Magic implement-epic (1127)
Under magic-implement-heroic (685) The last entry is "Staff of the Evader +1". There are no entries after this thus no heroic implements that appear later in the alphabetical order (like all the wands for example).
The same happens under the paragon implements which the last entry is "roaring bear totem +4", no items starting "s" or later appear.
Same under epic implements where the last entry is "Panther totem +6" no items letters "r" or later appear.
The truncation of the item list appear to happen exclusively under the implement headings. No other item heading (armors, weapons, etc) shows this.
Note I CAN SEE the MISSING implement items in the raw downloaded text file. I did this 3 times, doing items on their own and in conjunction with other entries and I see the same truncation of the list for implements always ending in the same entries noted above, although they are present in the raw files.
I also downloaded parsed them in different formats like common, client, db and the same problem is seen.
Note that using an earlier parser this DOES NOT occur. It appears to have been introduced only in the latest one.
I have the completed modules as well as the raw files if you'd like me to send them to you for troubleshooting.
Let me know how I can be of assistance to you in solving this.
Thanks!
Primarch
I will check into this.
But at first it looks to me like the magic item list is limiting the number of entries to the first 500. I also see it on items other than implements (try anything over 500 entries). On my screen, you can tell that it seems to think there are more entries in the list because the icon of the last entry is not shown fully.
Also, I tried parsing with older parsers (from 3/3/2013 and 11/12/2012) and got the same issue.
I checked the 4E.pak file. The maximum height for the "reference_magicitemtablegroup" in "ref_magicitem_lists.xml" is set to 10000. I checked the one for monsters and found it was set to 100000. So I changed the value to 100000 and that fixed the issue.
So I would recommend that a patch request be made, though I do not know how that is done.
In the mean time you can manually change your 4E.pak file.
<windowclass name="reference_magicitemtablegroup">
....
<maximum>
<width>600</width>
<height>100000</height>
Hi!Quote:
Originally Posted by valeros
Yup, that fixed it for sure. :)
I suggest forwarding this request to ddavision or moon_wizard. You can PM them, thier usernames and link to contact them are easily found in the "city hall" forum.
It would seem a very easy to rectify this. :)
Primarch
Kind of odd. All base armor in my library have no item cost except for the items in the first players handbook. Some other random items (Like a couple of weapons) lack stats as well. Maybe this isn't a parser issue though.
Just to make sure we are on the same page, masterwork armor is only used with magic armor of a certain plus or higher so it is never bought stand alone - the price of the masterwork armor is included in the base magic item cost. Some examples of these armors are Feyweave, Starweave, Githweave, ect. AV has all masterwork armor, while all the base armors are in the PH, HotFL, HotFK, and some new ones in Mordenkainens.
I went to updated my Dark Sun Campaign setting book and I noticed a problem with the parser Source Drop Down. Normally for a campaign book I would select Backgrounds under Search then Dark Sun Campaign Setting under Source. The problem I found is that under Source the drop down list is cut off at "-" and just shows the top six or seven lines. This is true for Backgrounds, Character Themes, Classes, and so on; in fact, it seems to be cut off for anything but Creatures, Glossary, Items and Powers.
https://i105.photobucket.com/albums/...ps1aef72b1.png