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Cave Troll
 
Joined: Thu Nov 19, 2009 1:17 pm
Posts: 33
Location: Denmark
 Post subject: PF statblock importer
PostPosted: Wed Dec 23, 2009 4:11 am 
This macro takes a pathfinder formatted statblock and updates the selected token with stats, skills etc.

Prerequites: Pathfinder framework v1.3.b61r1 or higher

Use: Select a fresh token and click the macro. Paste a pathfinder type statblock into the dialog. The chat window will show which stats have been updated.

Not handled:
- knowledge & craft skills
- most special qualities
- special abilities

Known issues:
An en dash used as a minus sign will confuse maptool and result in "–1" being shown as "–10"

Giant Frog CR 1
XP 400
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +3
Defenses
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will -1
Offense
Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or
tongue +3 (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks adhesive tongue, pull (tongue, 5 feet), swallow
whole (1d4 bludgeoning damage, AC 10, 2 hp)
Statis tics
Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6
Base Atk +1; CMB +3 (+7 grabbing with tongue); CMD 14
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim
+10; Racial Modifiers +4 on Acrobatics (+8 jumping), +4 on Stealth


File comment: v1.6
Statblock2Token1_6.mtmacro [5.17 KiB]
Downloaded 696 times
File comment: v1.5
Statblock2Token.mtmacro [4.99 KiB]
Downloaded 250 times


Last edited by Cosworth on Sun Feb 07, 2010 3:21 pm, edited 8 times in total.
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 Post subject: Re: PF statblock importer
PostPosted: Wed Dec 23, 2009 7:00 am 
a quick update.
change in v1.3:
- all framework feats are understood now
- TokenPropertyType set to Pathfinder per default
- robustness improved
- DR, SR & Reach is read now although DR only partially implemented.


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Dragon
 
Joined: Tue Jan 02, 2007 3:03 pm
Posts: 481
 Post subject: Re: PF statblock importer
PostPosted: Wed Dec 23, 2009 10:31 am 
Love it! awesome work. We should convince lmarkus to add this macro to his framework =D

Now you just have to figure out how to add in the weapons/attacks :wink:

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Dragon
 
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 Post subject: Re: PF statblock importer
PostPosted: Thu Dec 24, 2009 1:20 am 
I tried making an Ochre Jelly, pasting exactly this:
Code:
Ochre Jelly CR 5

XP 1,600

N Large ooze

Init –5; Senses blindsight 60 ft.; Perception –5

Defense

AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)

hp 63 (6d8+36)

Fort +8, Ref –3, Will –3

Defensive Abilities split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage

Offense

Speed 10 ft., climb 10 ft.

Melee slam +5 (2d4+3 plus 1d4 acid and grab)

Space 10 ft.; Reach 5 ft.

Special Attacks constrict (2d4+3 plus 1d4 acid)

Statistics

Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1

Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can't be tripped)

Skills Climb +10


and got this as output: Illegal argument type java.lang.String, expecting java.math.BigDecimal

this is with v1.3

Most of the stats were entered into the token however, with only skills and maybe a couple others missing.

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 Post subject: Re: PF statblock importer
PostPosted: Thu Dec 24, 2009 3:29 am 
The Ochre Jelly read fine here so I could only make a guess as to what the problem is.

Try this slightly modified Ochre Jelly. I've replaced the en dashes with proper minus signs

Ochre Jelly CR 5
XP 1,600
N Large ooze
Init -5; Senses blindsight 60 ft.; Perception -5
Defense
AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
hp 63 (6d8+36)
Fort +8, Ref -3, Will -3
Defensive Abilities split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage
Offense
Speed 10 ft., climb 10 ft.
Melee slam +5 (2d4+3 plus 1d4 acid and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d4+3 plus 1d4 acid)
Statistics
Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can't be tripped)
Skills Climb +10


Sorry I can't be more specific.


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Joined: Mon Sep 28, 2009 6:46 am
Posts: 132
 Post subject: Re: PF statblock importer
PostPosted: Fri Jan 29, 2010 12:21 pm 
Fricken awesome, saves me LOTS of time when importing monsters, however, a few bugs:

1. When importing the saves, make sure that you remove the bonus from the individual stat (WIS Mod from Will Save, etc).
2. When putting the HP, put in the HP minus CON.
3. If a stat is -, the value should be 0.
4. Calculate HD by looking at the number in front of the d when looking at the HP. For example,

hp 18 (2d8+9)

The HD is 2. You'll also have to take into account when they have multi-classing, for example,

hp 43 (4d8+3d6+7)

The HD is 7 (4+3).

5. When calculating the skills, don't just put in the Ranks, I would put in 1 point per HD, changing the skill to 'Class' instead of Cross, and then what is remaining (minus Size, Armor and Stat), I would put the extra points in Misc.


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 Post subject: Re: PF statblock importer
PostPosted: Fri Jan 29, 2010 5:49 pm 
I almost forgot to upload the latest version 1.4.

It does attacks now as well, identifying multiple attacks, offhand weapons, natural attacks, ranged, bonuses, twohanded strength bonuses etc. Some inaccuracies are to be expected.

Multiple fixes including Saves & HP done correctly

Room for improvement: HD calc + Skills done more intelligently

I can't set a stat to 0 as that generates a -5 modifier in the current framework


File comment: v 1.4
Statblock2Token.mtmacro [5 KiB]
Downloaded 182 times
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Joined: Mon Jun 12, 2006 12:20 pm
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 Post subject: Re: PF statblock importer
PostPosted: Fri Jan 29, 2010 6:16 pm 
Cosworth wrote:
I can't set a stat to 0 as that generates a -5 modifier in the current framework

Yeah, that's a bummer. :(

What should probably happen is the value should be set to -1 and the modifier properties should check and return the correct value. For example, using the following for the ConMod property would take care of it for undead:

Code:
[r: if(Constitution==-1100floor((Constitution-10)/2)) ] 

Of course, the bigger issue is that every macro that blindly uses ConMod should really be checking for the -1 because the use of ConMod is an indicator that maybe the roll isn't needed at all (such as a Fortititude save). I used 100 in the above formula because it pretty much guarantees that any use of ConMod will succeed. :)


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 Post subject: Re: PF statblock importer
PostPosted: Sat Jan 30, 2010 8:46 am 
Yeah for Stats of - I enter 10. This gives no bonus/penalty.

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 Post subject: Re: PF statblock importer
PostPosted: Mon Feb 01, 2010 3:01 pm 
I just discovered that my latest version 1.4 in fact wasn't updated at all. The correct file is in the first post now.


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 Post subject: Re: PF statblock importer
PostPosted: Wed Feb 03, 2010 1:42 pm 
(thumbs up) Fricken awesome, saves and HP is dead on!

Few other things, HD is still not being imported correctly. Importing a Small Fire Elemental (2 HD http://www.d20pfsrd.com/bestiary/monste ... ental/fire) is still giving 1 HD.

Also, if you find the 'Immune' and 'Weaknesses' section, add it to the Note in the Energy Resistance Section.

Lastly, in the 'Race' section in the main stats, when you encounter
N Small outsider (elemental, extraplanar, fire)
Outsider type is being selected correctly, however, the Extraplanar and Fire checks are not being checked. If anything, you can put these in the Notes section under race and people can check them off.

As for the weapons, make sure you are selecting 'Fighting with Two-Weapons?' to 'Off-hand Heavy/Monster'. Also, if you see
Melee slam +4 (1d4 plus burn)
make sure you don't add the 'plus burn' to the end of the Damage.


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 Post subject: Re: PF statblock importer
PostPosted: Wed Feb 03, 2010 7:49 pm 
And I seemed to have a problem with a bow being listed as "x2" although the statblock clearly showed "x3".

And the orcs that the party fought last night didn't all have the correct weapons (they were using greataxes and mwk composite longbows), but I suppose it's more help if I just post the statblock here for testing, eh? I'll come back and do that later...

Otherwise I thought this thing did an AWESOME job of simplifying my game prep!


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 Post subject: Re: PF statblock importer
PostPosted: Thu Feb 04, 2010 2:44 am 
Glad this is being put to use.

I'll get around to the HD issue soon. Good point on the vulnerabilities/immunities.

When a damage string reads (1d6+grab) or similar I've opted to copy the whole string into the damage die entry. The diceroller seems to be ok with this. Otherwise I wouldn't know where to put the +grab info. Any suggestions?

The most difficult is handling attack options. Lindsey's framework splits each weapon into a separate slot and this makes it difficult to assign e.g the harpy's full attack

Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)

Here the morningstar is a primary weapon and the talons secondary. Multiattack penalty is applied to the talons and they are considered OH/light weapons. The Morningstar receives no penalty.
Had the talons been a dagger instead the whole calculation changes as the two weapon fighting penalties kick in for the morningstar.


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 Post subject: Re: PF statblock importer
PostPosted: Thu Feb 04, 2010 8:16 am 
Remember that a "weapon" in my framework is really an "attack set". So when you encounter a monster that wields a manufactured weapon, the general rule is that weapon is considered a primary single weapon attack. But then all other attacks from the monster are considered secondary attacks (so get -5 or -2 if have multi-attack).

There are of course variants to those basic rules (ettin, for example, has 2 heads so can get 2 primary attacks with weapons). But in general, an equipped manufactured weapon is a primary attack weapon that uses decaying BAB (11/5/1) for number of attacks, and all other natural attacks are secondary weapons.

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 Post subject: Re: PF statblock importer
PostPosted: Thu Feb 04, 2010 11:41 am 
I am getting an error:

java.lang.NullPointerException error executing expression s = json.set( s, "rank", skVal-eval(skStat)).

With the below statblock. I thought it was Profession: Brewer, so I took that out. Still get the error though.:
Jek Bartollo, Tavern Keeper CR 4
Male Human Rogue 5
LE Medium humanoid (Relford Local)
Init +3; Senses Perception +7
AC 17, touch 13, flat-footed 14
(+4 armor, +3 Dex)
hp 38 (5d8)
Fort +1, Ref +7, Will +1
Spd 30 ft
Melee +1 shortsword +6 (1d6+3/19-20) club +5 (1d6+2)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks Sneak Attack +3d6, Surprise Attack
During Combat: Jek is a burly man whose stocky frame belies his nimbleness and agility. Jek will use his bluff skill to feint in combat if it means that one of his road agents can gain the upper hand or make a sneak attack of their own.
Morale: Jek is no fool and knows when he is beaten. Jek will surrender if it means saving his life. He will however remember the incident and seek revenge at the earliest opportunity.
Str 14, Dex 16, Con 10, Int 12, Wis 10, Cha 14
Base Atk +3 CMB +6; CMD 18
Feats Agile Maneuvers, Armor Proficiency (Light), Deadly Aim, Deceitful, Master Craftsman: Profession: Brewer, Rogue Weapon Proficiencies, Simple Weapon Proficiency (All)
Skills Acrobatics +8, Appraise +6, Bluff +11, Climb +7, Diplomacy +6, Disable Device +10, Disguise +8, Escape Artist +8, Fly +3, Intimidate +9, Knowledge: Local +9, Linguistics +5, Perception +7, Profession: Brewer +10, Ride +3, Sense Motive +8, Sleight of Hand +10, Stealth +11, Swim +2, Use Magic Device +10
Languages Common, Orc, Elf
SQ Resiliency, Sneak Attack +3d6, Trap Sense +1, Trapfinding +2, Uncanny Dodge
Gear +1 shortsword, +2 leather armor, crossbow bolts x30 caltrops, club, light crossbow, masterwork thieves’ tools, potion of cure moderate wounds, desk key, safe key, 22gp


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