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Re: 4e interactive sheet & utilities

Posted: Wed Feb 17, 2010 3:31 pm
by Venatius
Zalgo?
Z̩̱̦̩͓̤̔ͯ͆̍̀ã̰͉͈̠̣̄̓̋̏̈́̚l͓̤̰̞͚̫̍̊̾g̳̪̲̹ͮͪ͆̌̏̊̚ō̭̬̦?͈͕̙̣͉̓̃̀̍ͩ͌͢
Z͐̎҉͏͖͈̞ȁ̵̬̖̊̇̓l̸̺̩͔͎̤̈͌ͥͤ̄͊ͣ́͝ḡ̨̖͈̗͉̩ͧ̀́̚o͎̲̥̳̤͒̏ͬ̀̆̑?ͯ̅̆͌̍҉̴̧̣̥͔̝̪̹
Z̴͒̊̊ͬͣͨ̐̑ͧ́҉̶͙͕̹̦̫̤̱̳͙̳̰͔̯̯͕̲̳̪͜ͅaͣ̋͆̈͊̊ͨͯ̓̏̚͏̸̡͖͖̻̟̕͠l̷̡̰͖̟̭̝͕̭̩̹͓̽ͤ̃̉ͩ̋͠ǧͧͪ͛͊ͭ̃ͭ̅͡͏̦͈̮̤̙̖̦́ǫ̶̛̜̼̞̙̖̟̻̯͇ͧ̑ͥ͐̈ͪ͆͐͟͠?̴̷͍͉͈̻͔̺̱̻̣̙͈̼̖̻̖̬̀̔̎̋̽͗̕

Re: 4e interactive sheet & utilities

Posted: Wed Feb 17, 2010 4:21 pm
by Rumble
See! SEEE?!! He waits behind the walls.

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 2:13 am
by travist627
PinkRose wrote:Oh, my mistake then.
I'm gonna blame you for making improvements too fast and yet not having it all perfectly done yet.
:P
I had a major breakthrough today in my thinking for the RegExParser design. I really dug in deep into the framework code and realized that if I called up the macros that save information on the character sheet's Edit page in the right order and figured out a way to pass the macros the right information, I could make it work without having to click Edit at all.

After making all of my many, many code changes for the current version, I went back to good old Mag and pasted from the Compendium entry. I hit Enter on the crossbow line since I remembered that we had to do that before to catch the power entry there. I did not touch the Edit page at all and this was the result:
Capture.JPG
Capture.JPG (78.42 KiB) Viewed 1164 times
It looks like the stats picked up perfectly. I double-checked in the Edit page and the bonuses appeared as they normally would have doing it the old way of clicking the "Calculate from Total" box.


1.5.6
  • -Rewrote much of StatsParser to make use of framework's own BGEdit, AbilityEdit, and DefenseEdit engines that save much of the monster info. You shouldn't have to open the Edit sheet and click the "Calculate from Total" button anymore.
    -Edited help frame to reflect this change.
    -Fixed StatsParser issue that was grabbing "XP" as part of monster origin.
    -Changed the way PowersParser was looking for recharge info in order to catch cases where only the recharge info is given between parentheses.
http://webpages.charter.net/thornhill/d ... _5_6.rptok

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 2:17 am
by travist627
Rumble wrote:travist627 is similarly caught - if you so much as mention "ah, but can we also capture ______?" he will become obsessed - crazed - with the Zalgo-esque regex required to capture it. You watch.
So true. A picture of me tonight would have revealed eyes much like those of Doc Brown as he came up with the idea for the Flux Capacitor. Shpena's offering of servitude and PinkRose's cheering push me ever onwards.

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 2:45 am
by PinkRose
Have you noticed Healing Surges not working?
It's not a huge issue, but it looks like you have it in there and since it can be automated, might as well make it work.

Bug: The Stat sheet pop-up doesn't update the PER & INS. It stays 10/10, until you edit, Save.

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 1:18 pm
by jstgtpaid
I apologize if this has been covered already... I have read back to page 72 and couldn't seem to find where this topic is addressed...

I have dropped the wonderful token that travis627 (v1.5.6) made into my campaign and tried to follow an example of a monster import. When I press F3, I don't get the edit monster frame (nothing happens actually.)

I click on window|restore layout and I get the character sheet for DN but still no F3 screen. Can someone tell me what I am missing?

Thanks in advance and thanks, travis627, this thing is amazing!

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 1:38 pm
by PinkRose
YOu have to edit the name so there are no numbers after it it.
It needs to say

Code: Select all

 Lib:RegExParser
And it needs to be visible to players.

Once that's done, make sure it's selected, little candy cane outline, then hit F3.

That should give you the monster frame window.

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 2:19 pm
by jstgtpaid
[SOLVED] LOL... sorry, it appears that on my MS natural keyboard there is a button that enables the freaking Fn keys. :roll: Everything works great now...

Thanks for your reply, PinkRose!

When I run this on my linux box, it does not work as expected. On my windows laptop I got it to work. I am now trying to find out what the difference is.

On my linux machine, pressing F2 or F3 has no effect. It is like the buttons are not being recognized by MT. Not sure why. If I click on restore layout, I get the character sheet. If I click on the regex token then press the button (that has F3 in the name) then I get the monster import. However, clicking on another token at that point still imports any data into the regex token, therefore breaking the token (but it does import correctly into the regex token lol)

I am probably missing something simple. Or maybe linux is grabbing the Function keys first? I dunno? Is there a way for me to either change the hotkeys or to get the Function keys to respond?

Thanks in advance,
StevenD

Re: 4e interactive sheet & utilities

Posted: Thu Feb 18, 2010 2:50 pm
by Rumble
jstgtpaid wrote:Thanks for your reply, PinkRose!

When I run this on my linux box, it does not work as expected. On my windows laptop I got it to work. I am now trying to find out what the difference is.

On my linux machine, pressing F2 or F3 has no effect. It is like the buttons are not being recognized by MT. Not sure why. If I click on restore layout, I get the character sheet. If I click on the regex token then press the button (that has F3 in the name) then I get the monster import. However, clicking on another token at that point still imports any data into the regex token, therefore breaking the token (but it does import correctly into the regex token lol)

I am probably missing something simple. Or maybe linux is grabbing the Function keys first? I dunno? Is there a way for me to either change the hotkeys or to get the Function keys to respond?

Thanks in advance,
StevenD
I don't know about the Linux angle, but you could create Campaign Macros (that is, Macros in the campaign panel) that call the relevant macros that were originally activated by HotKey. If you're unsure how to do that, I would have to defer to travist627 since I don't know what the macros are called in his token, but you'd basically create a macro with the code:

Code: Select all

[macro("travistsMacro@Lib:travistsTokenName"):""]
(substituting the proper macro name and proper token name, of course) and make sure to check the box for "Apply to Selected Tokens." So that way, you can select the token to create (or whatever token needs to be selected at the time), then click the macro button, and it should work normally, circumventing the hotkey issue.

However, again, defer to travist627 on this - he'll know better how it works in detail.

Re: 4e interactive sheet & utilities

Posted: Fri Feb 19, 2010 1:00 am
by travist627
PinkRose wrote:Have you noticed Healing Surges not working?
It's not a huge issue, but it looks like you have it in there and since it can be automated, might as well make it work.

Bug: The Stat sheet pop-up doesn't update the PER & INS. It stays 10/10, until you edit, Save.
Both of these issues fixed, plus additional features included.

1.5.7
  • -StatsParser now calls framework's Passive macro to calculate passive perception and insight.
    -StatsParser now stores healing surge value.
    -PowersParser now differentiates between close blast and close burst. Finds area for these and area burst. Area burst's range is now also parsed.
    -PowersParser looks for attack bonus, vs. defense type, and first damage roll and puts it in the power.
http://webpages.charter.net/thornhill/d ... _5_7.rptok

Re: 4e interactive sheet & utilities

Posted: Fri Feb 19, 2010 1:15 am
by travist627
Rumble wrote: I don't know about the Linux angle, but you could create Campaign Macros (that is, Macros in the campaign panel) that call the relevant macros that were originally activated by HotKey.
However, again, defer to travist627 on this - he'll know better how it works in detail.
I have created a macro button group that you can import. The three buttons call up the entry window, stat sheet window, and help window.
http://webpages.charter.net/thornhill/d ... s.mtmacset
Import these to either your global or campaign macro sets. Select the monster token and then click one of the macro buttons.

Re: 4e interactive sheet & utilities

Posted: Fri Feb 19, 2010 12:29 pm
by jstgtpaid
Wow, thanks Travist627! That macroset could be very useful... I can't state enough how useful and how much I appreciate your work on this. THANKS!

Since you are very active on fixing issues and improving the regex parsing, I thought I would share with you some of the things I have noticed from trying to create the monsters in the LFR module CORE1-1.

1) I noticed that the parser seems to have trouble with the first power description. I thought it might be because of a complex speed description, but it appears that even the decrepit skellies in that module (who have just a basic speed 6) have an issue with the first power.
2) When damage for a power is static (for example minions) it does not create a link in the stat card to display the damage (don't know if it needs too...)
3) Description text for powers does not get put in the character sheet. Not sure how this should be accomplished because some descriptions should be put in the hit text, and some others (with conditions) may need to be place elsewhere. Many of the conditions start with '...and the target is...' But I don't know how consistent they are with that, since I am only looking at the core1-1 module at the moment.
There are also several abilities that are not attacks, for example the turn invisible ability for the Death Master Spectre. This text is not making it to the character sheet. It does get into the statcard, so it is probably a case of where would it belong in the character sheet...
4) The trap (magic crossbow) is non standard and doesn't import properly. I don't know if traps have a standard format and hence don't know if this is worth the effort to try and parse, but it appears that the parser struggles with that description. When I look at the statcard it looks like it parsed the stuff and the attacks are highlighted, but clicking on this dumps a log of extra text and code by the looks of it.
5) On the traps and on some others I will get an error message trying to get into the statcard; it reads input value for match108.m1.group0 then another with ...group0.start etc...

I hope you find this information helpful. I am just amazed at what it does so far. Thanks again!

Re: 4e interactive sheet & utilities

Posted: Sat Feb 20, 2010 2:10 am
by PinkRose
Bug: Surges don't seem to take every time.

Bug: Defenses don't change. Always vs. AC

Bug: (Leader) shows up with the keywords instead of Role.

Re: 4e interactive sheet & utilities

Posted: Sat Feb 20, 2010 2:29 am
by travist627
jstgtpaid wrote:Wow, thanks Travist627! That macroset could be very useful... I can't state enough how useful and how much I appreciate your work on this. THANKS!
Thanks for the props!
jstgtpaid wrote: 1) I noticed that the parser seems to have trouble with the first power description. I thought it might be because of a complex speed description, but it appears that even the decrepit skellies in that module (who have just a basic speed 6) have an issue with the first power.
Try hitting Enter at the beginning of the power name after you paste into the entry window, to make sure that it starts after a line break.
jstgtpaid wrote: 2) When damage for a power is static (for example minions) it does not create a link in the stat card to display the damage (don't know if it needs too...)
The links are only for rolled numbers. That's James's original parser setting up those links. I haven't touched the stat screen much at all, except to make it recognize power names the same way I have it doing in the PowersParser. I don't think we need to roll a static number, so I'm not planning on making that into a link. I do, however, need to make sure that PowersParser catches the static damage and puts it in the power.
jstgtpaid wrote: 3) Description text for powers does not get put in the character sheet.
So far, I have no plans to put description text into the powers. There are way too many variations of what powers do, and since there isn't just a general power description text entry location in the edit powers window, every DM is going to have a different preference as to what text is included and how it's presented in the power. I'm just doing simple copy and pastes for myself, since the way I want the description presented varies so much according to what type of power it is.
jstgtpaid wrote: 4) The trap (magic crossbow) is non standard and doesn't import properly.
5) On the traps and on some others I will get an error message trying to get into the statcard; it reads input value for match108.m1.group0 then another with ...group0.start etc...
For now, this is just a monster importer. I'm interested in putting in trap functionality down the road, though...

Re: 4e interactive sheet & utilities

Posted: Sat Feb 20, 2010 2:46 am
by travist627
PinkRose wrote:Bug: Surges don't seem to take every time.
I haven't been able to duplicate this yet.
PinkRose wrote:Bug: Defenses don't change. Always vs. AC
Works every time for me pasting from PDF.
Capture.JPG
Capture.JPG (17.55 KiB) Viewed 1096 times
It's not picking up multiple damage types yet, though, as it should with Frostburn (cold and necrotic). When I pasted the lich entry from the Compendium, I got the AC issue. The culprit: Compendium lists attacks as "vs Defense," whereas the PDFs list it as "vs. Defense." Notice the difference? The fix is in for the next version.
PinkRose wrote:Bug: (Leader) shows up with the keywords instead of Role.
That was actually by design in v.1.5.5 if you go back to check what I posted eons ago :o . I had mentioned before updating to that version that I was planning on putting all the keywords in the keywords field. I guess I could just tack it onto the end of the class field instead.