Thread: Fantasy Grounds 5E Parser
-
October 2nd, 2016, 11:19 #41
That would be awesome. I cobbled together something using LibreOffice where I can plug information into a database then use a document merge to generate the text files for using in Par5e to process. Was extremely crude but it seemed to work ok for the most part. Unfortunately I had to abandon it due to RL workload. I should probably dig it back out and tweak it some more.
FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
Timezone: UTC-6/CST (My 'Current' Local Time)
Currently Running: An Old-School Essentials campaign, set in Hârn . . . Here is the discord channel -> Hârnic OSE.
Current Design Project: Developing a stand-alone "Hârnic 5e" setting for OSE and Fifth Edition . . .
-
October 2nd, 2016, 14:10 #42
I'll follow the progress as well.
-
October 2nd, 2016, 22:51 #43
-
October 3rd, 2016, 02:12 #44
Awesome! Excited for this.
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
-
October 3rd, 2016, 02:15 #45
Also, is there anything I can offer my help with?
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
-
October 3rd, 2016, 10:46 #46
This is a great tool. I can't seem to get the Speed field to 'work'. I type '30' or '30 ft' or whatever and nothing appears in the right-hand pane. All the other fields seem to function as expected, though.
Thanks for your work on this.
-
October 3rd, 2016, 16:44 #47
- Join Date
- Jan 2016
- Posts
- 473
Last edited by kp9911; October 3rd, 2016 at 20:22.
-
October 3rd, 2016, 19:41 #48Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
-
October 4th, 2016, 20:02 #49
- Join Date
- Jan 2016
- Posts
- 473
001A: Developers Ramblings (So I thought any of us could use the blog feature until I checked the FAQ lol.)
Understanding the reason you are programming a process is the very first thing you should ever do as a developer, it really helps sets the pace and gives you a nice list of things to do.
After meeting some success with the NPC parser I thought I would try my hand at the next best thing a full fledged class parser (Inspired by Dammed :P). So after carefully looking through the existing process and dissecting one of the client.xml's of a class I had already done with the help of par5e I noticed a lot of interesting things. Apart from normal blocks such as hit dice and proficiency modifiers, we had mixed with it all a lot of tables, lists and links to other parts of the module or even other modules for that matter.
It is after this revision I realized that in my original attempt at creating the parser I had made a mistake, I had not anticipated tables and lists and links everywhere, this bought me back to actually understand Zeus's method. In the text files for par5e, it probably reads on a line by line basis so there is no way I could reuse things from the code of the NPC parser since it was based on stacks and blocks and expected details to be in line and well formatted.
It was probably at this point I had given up on the class parser as the work to create a new one from scratch was alarming! And along with a new job and role was well down right difficult. However this time I can understand the complexity of the task ahead and hopefully I can plan better. Safe to say I need to take a dynamic approach rather than a rigid one I had adapted to with the Creature Creator.Last edited by kp9911; October 4th, 2016 at 20:05.
-
October 4th, 2016, 22:29 #50
There is nothing wrong with requiring the data to be input in a specific stat block format.... par5e certainly does.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks