Showing posts with label DMG. Show all posts
Showing posts with label DMG. Show all posts

Thursday, December 4, 2008

Radio Silence...

It's been a while since I posted. You might think that means I haven't been doing any work on the parsers. You'd be very wrong.

The most recent round of WoTC releases (Martial Power, Dragonomicon) was a mixed bag. Martial power was very easy to parse. I only had to make a few changes involving the Warlord Tactical and Inspiring Presence tags. Dragonomicon however vexed me.

Dragonomicon is a different type of book. It contains numerous mechanical elements (traps, npcs, rituals, etc) but it also contains adventure elements (maps, story, etc). And there in lies the problem. Look at those mechanicals I listed. Each one of those elements is handled by a different parser. The adveture elements could be created manually within FGII (once the other stuff was parsed) and exported. To get a single module you would then have to manually merge the output of 3 parsers AND an adventure export. Enough was enough.

You have to understand I have a sickness. Just having some of the book in FGII isn't good enough for me. I need to have it all, no matter how insignificant. Some people would be completely satisfied with just the NPCs, traps, and rituals from the Dragonomicon. This is NOT me.

For a while now, having three parsers has annoyed me. Each time WoTC released a new book it got worse. Adventurer's vault is a prime example of this. 95% of the book is pure PHB, but that last 5%? NPCs that need to be stuck into the module. At the time I made a work around where the PHB parser would look at the output of an MM parser and merge it. But even then I knew it was a hack. Factor in some RPGA adventure parsing and being frustrated by traps being in one parser and npcs being in another and you have a recipe for a rewrite.

I decided I need a unified parser. One that handled all the possible options. Since the PHB was the most complex parser, I chose it to be the base. I started by adding in the options which were built using a modular approach, this included everything from textreference onward. The next step was to take all the things the PHB handled (Powers, Armor, Weapons, Equipment, Skills, Conditions, etc) and modularize them all. I did the same for the MM Parser, and then the DMG parser. And thus the unified parser was born. It's shown below with all the old (and some new options displayed).

I tried to make the interface a bit easier this time around. I feel I succeeded....some. I know it may not look like it from that image, but really that's not a practical application. WoTC publications usually only need a small subset of those items.

The PHB is one of the more complex manuals and the layout is shown below:
While the MM uses even fewer items:

These layouts can be saved and loaded, the data saved includes all the options selected/deselected and the file information. They are the replacement for the path file in older parsers. Once you have everything set up all you have to do is click save and select a folder and enter a file name and the parser takes care of the rest. No more manually editing the path file.

What gets parsed is controlled by the data menu. Simply entering this menu and clicking an option on will display the parse frame for that item. The list shown below is for the Monster Manual. Notice how it matches the picture above.

I also made file/directory selection easier. Clicking on any of the items in the parse frame will bring up a selection window. Hopefully this will reduce a lot of the problems caused by invalid paths, typos, etc.

Finally, the more observant among you will notice a few new options (Encounters, Maps, Story). These are the new "adventure" elements. Parsing routines have been designed to handle these. In addtion Magic items, traps, and NPCs all have additional output options (Output to Items, Output to Personalities) which will create "adventure" versions of their parses. I'll post more on that later.

I guess the big question is "when?". Currently I have reparsed all my existing modules and both my Tuesday and my Thursday group should be using them. A few sessions with them should be sufficent to verify their content. I also need to finish parsing the Dragonomicon. Since it's reference/story heavy I expect it will take at least a week to get it input. So maybe an early Christmas present.

Oh and artifacts still aren't parsed. I decided against adding that until I had the parser unified. Plus I keep hoping Smiteworks will enable getValue() and setValue() on formattedtext fields before I try and add it to the ruleset.

Tuesday, November 4, 2008

4E_JPG 1.3

moon_wizard has released a new version of the ruleset which has my critical hit/brutal/disease/poison changes in place. Along with a few other really nice features.

I've released a new version of my parsers to go along with the new version of the ruleset. Unfortunately I wasn't able to get the functional and class templates done in time for the ruleset release. So you can parse them and at some future point they will be accessible. Really they are just displays right now, so you aren't missing much.

You get find my parsers over on FourUglyMonsters in this thread

Monday, November 3, 2008

Class templates....


A little bit of parser and ruleset work and Class templates are now displayed.

Sunday, November 2, 2008

Nonfunctional functional templates

I imported and built a display class for the functional templates from the DMG chapter 10....but they don't do anything



Ideally at some point I'd like to be able to drop them on an existing NPC and it merge the two...but I haven't gotten around to that. So for now they do nothing other than display and make me happy because another stupid section of the DMG has been parsed.

Saturday, October 25, 2008

That girl is....

...Poison!


Another mechanical from the DMG parsed. And some display classes built. I probably should make the attack field rollable but I'll save that for version 2.

I don't think poisons are particularly useful...but I have a compulsion!

Sunday, October 19, 2008

What happens when...

...all three of your groups cancel in the same week?
Some quality time with the DMG and HTML formatting....

Friday, October 17, 2008

For those of you playing along at home...

The DMG has some nasty tables in it. Formatting these in FGII's HTML by hand is NOT FUN.
This particular wonder from the Actions the Rules Don't cover section of chapter 3 is a real beast. Unfortunately it's one of the more useful tables in the entire book, so I couldn't just leave it looking all mangled (not that I would have anyhow).

I'm now finished through chapter 3. I have to add the DMG diseases (they have a different format than the MM diseases...naturally, add the poison stat blocks and then link them all in.

But after screwing with the table way too long I'm done for the night

Sunday, August 31, 2008

H3

I parsed the H3 Monsters and Traps. The monsters weren't too bad but the traps were full of fun exciting data challenges. Heart of madness was particularly difficult. Oh there's also an error similar to the one I fixed by rewriting the lore formatting routine for the MM. I'll have to get around to upgrading that. I really need to tie the reference text / images option into the MM and DMG as well.

Monday, August 18, 2008

Trapped!

Dragon 366 fetures an article on traps...and just to make my life difficult they added a new section called Encounter Uses. No matter, the parser was adjusted and all is well.

I also upgraded the parser to have the a similar UI to the MM/PHB. This makes it usable by the world at large so I posed it on FUM

Sunday, August 17, 2008

Dragon Catch up

I decided to catch up with all the dragon/dungeon articles published this week. In addition to adding all the rituals from the core PHB.

Friday, August 1, 2008

DMG 01.01.02, MM 01.01.03, PHB 01.01.11

All the data from the two Thunderspire articles added.

I also did some prep work for making the MM and DMG usable by others. Depends on how the PHB works out.

Wednesday, July 30, 2008

DMG 01.01.01 MM 01.01.03

Since my cat, Samson decided 4am was a perfectly acceptable time to wake up and demand food, I had some time to kill before work. So I parsed Dungeon 156 - The Last Breaths of Ashenport monsters and traps. I tried something new with the fluff this time. A lot of the monsters are reused between encounters. So I copied the tactics for each encounter into the fluff. You can see how it worked out on the Mystic Cultist below.

Thursday, July 24, 2008

DMG 01.00.01, PHB 01.00.00

Fixed the vertical anchoring issue that was created in 1.0. It was just a matter of changing a field type in the module to match the ruleset.


Played around in the PHB and in addition to rolling the version, I added support to read the skill data from a file. This allows for future Dragon/Dungeon skills, and also makes adding a new skill a lot easier for me.

MM 01.00.00, DMG 01.00.00

Added the data from Dungeon 156 - The Haunting of Kincep Mansion.
Fixed the spurious 0 speed entry on some creatures (goblins for example).

I even left in the misspelled attack. I decided not to import the shield guardian with +97 Initiative.

Wednesday, July 23, 2008

Samples....

I made JPG some sample modules to include in his new release. Everything in them is original. Sheet Full, Moved the Cheese, Bag Full of Doorknobs, Hammered, Shot the Food are all creations of my demented mind. Hope you all enjoy them in the next release!

Friday, July 18, 2008

DMG 00.98.32, MM 00.98.10, PHB 00.98.12

Core DMG, MM, and PHB: updated with errata from 7/2 - 7/12

Dragon/Dungeon: updated to include data from 365 - Backdrop to Cormyr

Ruleset: Weapon table enhancements, 0 supressed, decimal fixes, changed the way the list is built. Seems speedier.


Tuesday, July 15, 2008

DMG 00.98.29 MM 00.98.08

Back to traps as NPCs. I think this will be easier than trying to add them into the combat tracker, personalities, etc. Instead (with a lot of help from Foen) I changed the npc_combat sheet so that it has a trap friendly and npc friendly display. Here you can see them side by side.
Here you can see more of the trap windows and npc windows. Including how they appear in the combat tracker and personality pane. I also parsed in the NPCs from Dragon 365 - Codex of Betrayal. Note Beleth rolled an ultra leet 2 for his init.

Sunday, July 13, 2008

DMG 00.98.28

I made a new trap class, modified a bunch of xml files and eventually got a trap display that I'm half satisfied with. It's pretty close to what I wanted....I'd like to figure out how to eliminate the third tab from the display (it's not active). I might want to shift some things around and probably change the power page so it's formatted better. But for now:

Saturday, July 12, 2008

PHB 00.98.06, DMG 00.98.24

Parsed the additional magic items from:
Dragon 364 - Vor Kragal
Dragon 364 - Warforged
Dragon 364 - Wolves of Maldeen

In other big news I successfully parsed the traps/hazards out of the DMG. They are displayed as monsters until new classes are built. I also parsed the traps/hazards from Dragon 364 - Campaign Classics

Friday, July 11, 2008

With some time to kill....

..I completed the parse documentation for Traps. Really it's just a text file that identifies all the key words (I call them tokens) within the file I'm trying to parse.

Traps are relatively small so I think I have a reasonably complete list of tokens. Powers for example were not so simple. Just when I thought it was complete I'd encounter a new token like a warlock school or those extra warlord tags (Tactical Presence, Commanding Presence).

Anyhow here's what I'll be working from. I think I'll wedge it into the monster/npc class for purposes of display. Perception, additional skill(s), trigger, countermeasures, upgrade will all go in the 'Other' tab. The attack(s) will go in the power tab, everything else should display on the main sheet. I expect to have it completed sometime this weekend unless something exciting comes up:

[name] Level [#] Warder|Lurker|Obstacle|Blaster
Trap|Hazzard XP [#]
[flavor]
Trap:[short desc]
Hazard:[short desc]
Perception
[Perception text...similar to lore...list]
Additional Skills: [skill list]
[skill text similar to lore but a list]
Additional Skill: [skill list]
[skill text similar to lore but a list]
Initative [#]
Trigger
[text]
Attack
[Action][Range]
Attack: [roll string(i.e. +7 vs. Will)]
Hit: [dmg string]
Effect: [effect string]
Miss: [miss string]
Followup: [follow up string...note if there is a hit after this it's a followup hit]
Aftereffect:[aftereffect text]
Sustain [action]: [sustain text]
Special: [special text]
Countermeasures
[Text....list]
Upgrade to Elite ([#])
[text]