More on What it Does
- Right now, it is NPC only, not for Player tokens, Player powers, Traps/Hazards, etc. But it does work pretty hard on the powers NPCs have.
-This imports the token for use in Rumble's "Fat" framework. http://forums.rptools.net/viewtopic.php?f=58&t=16440
-Lastly: It also outputs parsed information to chat. So if you are not using the Rumble Framework, you can write your own parser and copy/paste the neatly arranged text output for use in any other framework. The hard part was properly gathering the info and that's on me.
Moving on..
On the plus side, I added even more import capability thanks to early feedback from Deadolus.
On the minus side, the multi-power (powers where a single power is split into several unique powers) needs to be re-tooled.
Still, I have found that most of the time (80%) an NPC token is imported that requires no configuration (for my needs).
http://www.youtube.com/watch?v=cHCkHp5d ... e=youtu.be
To Use:
Either watch the tutorial here:
http://youtu.be/9MhV-4Uv-R0
...or follow the instructions below.
Instructions
Open Maptools build 89 (haven't gone back to test with b87) with these settings Xmx 1024M Xms 64M Xss 12M (thats Max Mem 1024, Min mem 64, and Stack Size 12)
Yeah, Stack Size 12, -haven't tested it with less yet, and this is to create tokens, not play a session.
Step 2:
In the token: Lib:RegExParser (the one that has an image of Longshot on it) there is a macro called "Longshots Import Monster"
Move macro button "Longshots Import Monster" to the Campaign Window.
Make Sure Apply to Selected Tokens is checked, and I recommend Hot Key F8.
Step 3:
Drag on your image to be used as a token. With it selected, run the Longshots Import Monster from the campaign window. Or just hit F8 if you took my advice. If the import window pops up, you're doing good so far.
Step 3:
Log on to your DDI account and choose the NPC you want to import from the Compendium. Right-click (yeah, these are PC instructions, not Mac) on the name, and choose to Open link in new tab\window. This is required.
Step 4:
Go to the tab/window where you see the NPC stat sheet. Right-click on that page, look for View Page source on the pop-up menu, and select it. This is really really required, and your almost done. If you did this right, you will see the page's HTML code, which appears as a big mess, but for the importer, it's gold.
Step 5:
Select All, Copy (control + A, then control + C, but you knew that, right?).
Step 6:
Back in Maptools, paste that mess into the Import window and hit Save. A little processing window should pop up, and say "Complete" when done. Hit ok to close the window.
You have imported the NPC. If the Stat Sheet was not too weird, you might not even need to configure it further.
Sample
Recharge . The Nasty Thingy hits a target, it is dazed (save ends), and if bloodied, it is also stunned until the Thingy's next turn. Allies that the Thingy can see gain 5 temporary hit points, and gain a +2 bonus to Will until the end of their next turn. Blinded creatures are not affected. A zone that tickles all creatures that enter it will be created here until the end of the encounter.
What it will do is;
Recharge .
-Read those dice images and make a Recharge power 4,5,6
The Nasty Thingy hits a target, it is dazed (save ends),
-Add a Dazed state effect with Save Ends expiration to the Hit Effects
Blinded creatures are not affected.
-Completely ignore the Blinded reference since that was not meant to blind anyone.
Allies that the Thingy can see gain 5 temporary hit points,
-Add an entry for Allies within 40 squares (cause I used 40 to hopefully catch-all when it says "it can see") to gain 5 Temp HP.
and gain a +2 bonus to Will until the end of their next turn.
-Add a +2 bonus to Will until the End of Target's Next Turn effect to Allies effects
A zone that tickles all creatures that enter it will be created here until the end of the encounter.
-Add a Reminder effect to the Allies effects with description: Monster's name plus Power name with expiration End of the Encounter to remind you about the zone.
and if bloodied, it is also stunned until the Thingy's next turn.
-It will not add the Stunned in this power.
-It will create an additional power (Auto-Hit) in the Free/No Action group with the same name and -Stunned tacked on. The Always Effect description will say: The Nasty Thingy hits a target, it is dazed (save ends), and if bloodied, it is also stunned until the Thingy's next turn. And it will expire at the End of Your Next Turn (because you are the Thingy, so it's your next turn). This way, should the character be bloodied, you click the additional Stunned macro. Or just ignore it if not.
Oh, and if it's not too much trouble, copy/paste the names of what you imported into a list. Be nice to know what worked too.
This work is adapted from Rumble's Framework V5, adapted from JamesManhattan's work.
Lastly, What it doesn't do or isn't finish with yet:
WIDDOIFWY
Make MM3 and NonMM3 chat output the same
Version info
The original importer with stuff I can't remember yet I assure you it was totally awesome.
Version 2:
Added 2 rudementary Character sheet options for tokens.
They are almost a direct port of what was on the compendium.
Version 3
Added MM3 features: Linking for 2ndary powers. Much improved sub-power/multi-power importing
Macros Second Wind and Improvised Attacks removed from import. Action Point macro removed if NPC has none.
Colored Stats sheets
To Come: same as MM3 but for non- MM3. Will update instructional video