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.