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Thread: 4E Item Parser

  1. #141
    Thanks again to Valeros; he kindly took the time to look at my file. It turns out it was user error ; I had moved the parser from its original folder and left the Power Classes.txt file in the folder. Once I moved the scraped text file into the same folder as the parser and Power Classes.txt file, it worked perfectly. Sorry for the false alarm.

  2. #142

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    Yeah, and I was an idiot. I found I had deleted the power file while I was cleaning up the modules in the folder.

  3. #143

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    With the DDI for 4E's future becoming murky I started preping to do the final parses after the last Dungeon Magazine for 4E is published in December. I noticed a problem with monsters not having the leader keyword, ie a Frost Goblin Hexer which is a "Level 3 Elite Controller (Leader)" npc entry only lists him as a "Level 3 Elite Controller." Anyone else have this problem?

  4. #144
    Looks like a bug. I attached a new version on the first post. I left the old one just in case I introduced some other bugs because between the last release and this fix I had changed a lot of code doing code cleanup.

  5. #145

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    I got a chance to try the new parser and got an error about using an abstract constructor. I've attached a screen shot so you can see the selections but it was just an all items for the DM test run:



    Edit: After glancing at the stack trace I decided to try running the parser with only one browser and without entering the e-mail and password for the my DDI account in the Parser Interface. The parser then ran, but one browser is pretty slow.

    Edit 2: This did complete with the following item errors. I remember the Mold King's Crown didn't work last time but the others are new:

    Wintersnap Armor: Not Parsed: [<H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Utility Power (Aura) Daily (Minor Action)</H2>] in ⫪㐽魏뉛袏䍺੐
    Wintersnap Armor: Not Parsed: <H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Utility Power (Aura) Daily (Minor Action)</H2>
    Brassburn Armor: Not Parsed: [<H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Attack Power (Aura, Fire) Daily (Immediate Reaction)</H2>] in ⫪㐽魏뉛袏䍺੐
    Brassburn Armor: Not Parsed: <H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Attack Power (Aura, Fire) Daily (Immediate Reaction)</H2>
    Armor of Scintillating Colors: Not Parsed: [<H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Utility Power (Aura, Charm) Daily (Minor Action)</H2>] in ⫪㐽魏뉛袏䍺੐
    Armor of Scintillating Colors: Not Parsed: <H2 class=mihead><IMG src="https://www.wizards.com/dnd/images/symbol/aura.png" align=top>Utility Power (Aura, Charm) Daily (Minor Action)</H2>
    Mold King's Crown: Not Parsed: <H1 class=atwillpower><SPAN class=level>Level 10 Disease</SPAN>Blistering Corruption</H1>
    Mold King's Crown: Not Parsed: <P class=powerstat><B>Stage 0</B>: The target recovers from the disease.<BR><B>Stage 1</B>: While affected by this stage, the target takes a -2 penalty to Fortitude.<BR><B>Stage 2</B>: While affected by this stage, the target takes a -2 penalty to Fortitude. In addition, the target regains only half the normal number of hit points from spending a healing surge, and the target’s hit point total cannot exceed its bloodied value.<BR><B>Stage 3</B>: While affected by this stage, the target suffers the effects of stage 2 and has an aura 2 (poison) that cannot be deactivated. Any creature that ends its turn in the aura loses a healing surge.<BR><B>Check</B>: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.<BR><I>12 or lower</I>: The stage of the disease increases by one.<BR><I>13-17</I>: No Change<BR><I>18 or higher</I>: The stage of the disease decreases by one.<BR><BR>
    3728 Total Entries
    10495 Total Resulting Parsed Entries
    done
    Last edited by Griogre; November 15th, 2013 at 20:38.

  6. #146

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    I have a request for the parser, could you please set all items in modules to identified? Currently all the items are marked as unidentified (or more correctly because there isn't an identification element - the ruleset defaults to unidentified). This means players with lite versions of FG can never see the magic item descriptions in modules and while they can see normal equipment as soon as they drag and drop it into their character's inventory it becomes an unidentified object.

    This is happening because I use the "Item: Identification On" setting. Personally, I can care less about identified/unidentified status and I would normally just set it off - but when you do so it shuts off the note field on the item, which I do find very useful.

    The element for setting identification is below with the 1 meaning true.
    Code:
    <isidentified type="number">1</isidentified>
    While this can be fixed with a selected lines mass find an replace, I'm probably not the only DM who has player's complaining.

  7. #147
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    Quote Originally Posted by Griogre View Post
    While this can be fixed with a selected lines mass find an replace, I'm probably not the only DM who has player's complaining.
    Another option would be to add another game option to 4E that forces all items as identified by default. This should be achievable by overriding CoreRPG/4E's default item window class so that it always sets isidentified to 1. That way you will always have access to the notes. Or change the 4E item campaign/reference window classes so that notes are always displayed. I can add it to the to do pile if you think it would be useful option moving forward.
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  8. #148

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    Dr. Zeus there is an option that forces all items to be identified by default. Unfortunately it caused the note section on the magic item window to not display. Personally, I think it would be better to make the note field always display. I've found it useful to note which character's wishlist the item is from and the encounter it was found in. I've also found the reference book and page number the parser puts in note field for each item to be nice bonus.

    If notes always on was slipped into the 4E item campaign/reference window classes in the future, that would be great.
    Last edited by Griogre; November 16th, 2013 at 03:07.

  9. #149
    Added new version (2013_1116) 1) Added all items in modules are identified. 2) Mold King's Crown - only the disease entry added to the Crown entry is not parsed with the Crown entry. The Crown item itself is parsed. The disease can be parsed under diseases. 3) Sorry, for the crash, not sure if I fixed the root issue. I was able to reproduce the crash, and this new version does not crash for me so hopefully it is fixed. Also, the new version should give a little bit better info on a crash if it crashes. 4) Sorry, not sure on the armor items either. I am not getting those errors with either the old or new version so I cannot reproduce the error. Maybe those three items have changes since the last time I downloaded entries. And I no longer have my DDI subscription to check the discrepancy.

  10. #150
    I have seen some video and some screen shots where people have been able to add individual modules for each rule book. I was wondering is there was a tutorial around that would demonstrate how to parse from a specific source. I played around with DDI Compendium was looking to extract all classes from that source the Compendium only shows two classes.

    EDIT:

    Ok so I see what may be my issue , so I click on select Compendium Entries. Now on the integrated browser it has the Compendium , for some reason under source the drop down list does not show anything beyond the -


    Update:
    The problem with the drop down menu appears to be a issue with Internet Explorer and CSS
    Last edited by br0k30n3; January 31st, 2014 at 20:01.

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