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Herolab: Import .por into Roll20 to fill char sheet

Kevin, I was posting about HoneyBadger's XML copy/paste. I know you're working on the Pathfinder thing, lol. I just was repeating what you said earlier "It's not that simple Kuriin. You will need a custom script to basically process the xml file and pick bits and pieces out of it, then take those bits and pieces and add them to the attributes section of the journal entry."
It's being done for Castles & Crusades as well, I wrote the Hero Lab plugin, as well as the custom XML export, and adapted HB's monster imported to populate the sheet, it's TINSEL!
So I am getting quite a bit closer on this, working on (presumably) the last two sections before I beta this with a couple of folks, however I have one concern that I need opinions on regarding Weapons... Essentially the xml output from hero lab has a weapon like so: <weapon name="+1 shortsword" damage="1d6+3" categorytext="Melee Weapon" quantity="1" crit="19-20/×2" attack="+11/+6" typetext="P"> <weight value="2" text="2 lbs"/> ... So from this output there is quite a lot of work to "try" and get all of the weapon information setup properly (things like masterwork would be impossible to handle), but it would be rather simple to enter the information without worrying about many of the autocalculated fields. Doing this however loses a TON functionality that is built into the awesome sheet that Sam created. So I can have two approaches... add the weapons with simplified values (that people would need to tweak if they wanted to us the sheet), or not confuse people and simply leave the weapons section blank requiring people to fill this section out manually. Opinions?
Depending on the amount of work to use it properly I would say manually adding weapons is t a big deal when 90% of the sheet has already been filled
I vote for leaving all the values blank and letting people fill it in completely.
1406695248
Sam M.
Pro
Sheet Author
<weapon name="+1 shortsword" damage="1d6+3" categorytext="Melee Weapon" quantity="1" crit="19-20/×2" attack="+11/+6" typetext="P"> <weight value="2" text="2 lbs"/> weapon name -> repeating_weapon_x_name damage -> 1 goes in to repeating_weapon_X_damage-dice-num, 6 goes into repeating_weapon_X_damage-die, everything after the dice should just be ignored categorytext -> repeating_weapon_x_attack-type crit -> lowest number in the range goes into repeating_weapon_x_crit-target, multiplier goes into repeating_weapon_x_crit-multiplier attack is pretty fucked, i'd just leave it alone. type -> repeating_weapon_x_type weight -> repeating_weapon_x_weight This is about as close as you're going to get to importing weapons. The attack and damage modifiers aren't as straightforward so those'll have to be manually done by the user.
So I am looking for a couple of testers, obviously if you are familiar with Hero Labs for Pathfinder and/or have it, it would be beneficial, but if you don't have it or are not familar you could still test this out to a degree (couple of extra steps required). Please let me know if you are interested. Currently I am not importing weapons... I have some ideas that will require additional thought.
Still looking for some testers, but if I don't get anyone will put up an initial release early next week after trying to work weapons into the importer.
I am interested. Building a rise of the runelords campaign at the moment and would make my life much easier with the monsters :)
Willing to test things, but I only have the free account here. I have used Pathfinder with Hero Lab for quite some time though.
Marjorie, let me maybe setup a sandbox and promote you to GM, the challenge is that you won't be able to access the script console, so if it crashes or fails we will have to figure a good way to sync up and understand what went wrong. I'll send you a PM. Zepth, PM sent!
I have Hero Lab and am a roll 20 supporter. I can help test here and there.
Steven PM sent, please let me know what you guys think and what improvements I can make (taking into mind the documented limitations...
For those testing, please make sure that when you paste the xml into the gmnote, please paste this as plain text (Chrome does this properly by default, but Firefox seems to want to paste it with strange links). If you open the xml in a text editor instead of IE, that should work as well.
So I have re-evaluated weapons and with information throughout the xml I can generally make weapon attack modifiers pretty accurate (though there could be some corner cases), however there is almost nothing I can do to make weapon damage setup completely filled in properly. The damage value itself should be accurate, however I have no way to know if the weapon damage is Strength based, Dex based, Strength * 1.5, etc... So my thought is to import the attack as I calculate it, import the raw damage values (i.e. 1d8+4), then add in the weapon notes a message stating that the weapon was imported from Hero Labs, to please configure the weapon and ensure accuracy. I believe that this will save time for people, but they will still need to confirm that their weapon damage totals are setup properly. I could also make weapon import optional by setting a flag.
The above import works pretty well. In the all cases tested so far the autocaltuated "DMG" field includes the correct total damage, the only thing you need to adjust is the Damage Ability pulldown (setting the appropriate damage stat for the weapon), the setting the Damage Mods to the appropriate value to give you the correct total damage. I will check in the latest code changes (which includes a couple of other bug fixes and optimizations). This will include a fix copying the xml in with hyperlinks.
I made another important bugfix, so please make sure you are on version .6... I missed a check for null in the case a character/monster has no special abilities at all.
i will test out the weapon tomorrow morning as it is past midnight here and i am ready for bed. It hasn't been that big a deal to do them manually but anything that saves work is more than welcome!
Just got internet. I am definitely interested in beta testing for you if you need more!
@Kuriin - PM sent
1407044683

Edited 1407044736
New version seems to be throwing a new error. This was with the same Goblin Dog causing the language problem, but also tested with characters that previously imported and same result. For reference, the error message generated was: Error: Firebase.set failed: First argument contains undefined in property 'current' at Error (<anonymous>) at Aa (/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:9:49) at Aa (/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:10:196) at za (/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:8:468) at G.W.set (/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:128:98) at createObj (
Zepth, I can't reproduce this error using the Goblin Dog example that you provided (or one I generated from community RotR portfolio). Do you have other scripts running? If you disable all of the other scripts does it work again? Unfortunately the error is in adding an attribute that is considered undefined, but the message doesn't give any indication of where it is. Again since I can't reproduce this using your example, I wonder if this is simply a case where two scripts are colliding.
1407069402

Edited 1407070455
i tried disabling all other scripts. Will check again. Hmmm brand new campaign with nothing but your import script and the pathfinder sheets and I still get the error. most odd
Also, can you try pasting the XML in as plain text just to be sure it isn't a problem with odd special characters?
Are you using the default character sheets? Which program opens the XML for cut and paste? Which browser are you using for roll20?
for the test campaign i used the default ones just in case my powercards version was breaking it. Wordpad to copy and pasting as plain text. Chrome.
Sent you a PM in case you want to troubleshoot in the Sandbox I have setup.
1407092687

Edited 1407092991
There is a significant limitation worth mentioning... currently there is no way to support processing the xml if it includes anything in the <minions></minions> section. The problem is that this section is embedded within the character section... and the minion sheet is essentially a full character sheet itself. The only workaround for this right now (and it might be a hard limitation) would be to manually remove the entire <minion></minion> section from the sheet. I don't believe there is a way to export a character without the minion, short of remove the minion from the sheet. Please note that familiars are considered minions from a Hero Lab perspective... The good news is that you may be able to remove the minions section and copy it to another token to create a separate character sheet for it (include the first line <?xml...)... this assumes that you have taken the time to fill out the sheet completely setting everything including personal information... this might still throw some null reference errors though as I haven't fully tested this out.
Zepth said: for the test campaign i used the default ones just in case my powercards version was breaking it. Wordpad to copy and pasting as plain text. Chrome. So Zepth helped me recreate this problem... Wordpad is adding some strange characters in for some of the weapon attacks. To be on the safe side people should be opening the .xml files in pure text editor like Notepad. I am not sure I can fix this problem, because I can't say with certainty that the special character replacement here will always mean the same thing...
I blame Microsoft!
I'm kind of new to Roll20, how do I get to this sandbox you have set up?
I haven't used WordPad in a while, but is there an option under Format to make it plain text? If the file itself is plain text in Wordpad, then copying ought to work, otherwise 'Smart quotes' will get copied to the clipboard with their own code. (I moved to OS X years ago, in TextEdit, the Make Plain Text option solves most such issues :D )
Marjorie, I sent you an invite link via private messages (should see a notification in the upper right, once you are there, I will make you a GM, so you can test.).
Working marvelously now that the PEBCAK errors are sorted :)
To solve the <minion></minion> problem, just use a regex in a string.replace(regex, ""); command at the start of the script.
For summoners that use eidolon (Synthesist) as a body armor for additional HP and AC, would this also be treated as a minion? Trying to figure out how we would use the HP and AC on the bubbles. Eidolon as HP-Temp?
HoneyBadger said: To solve the <minion></minion> problem, just use a regex in a string.replace(regex, ""); command at the start of the script. That is a good idea, need to test that out. @Kuriin - to be honest I am not sure as I haven't had anyone play a summoner, so I don't know their mechanics well or how it is represented in Hero Labs, will try to look into it
Thanks! This script is rocking my world.
1407178347
Sam
Pro
Sheet Author
This script is making me want to resub to roll20. I subbed before because I wanted to use scripts but then I sucked at getting them to work so I unsubbed.
I'll also PM you this, Kevin. I don't know if this is because of the character sheet, but, the script does not pull up Mythic levels. That might be because we have yet to see a Mythic tab on the new sheets, though. Did you find out if HoneyBadger's minion script works?
Still working well for me since the updated script and moving to notepad++ for opening the xml. One thing I have noticed is that when I run a powercards script before the powercard I get a message from the import script that I haven't specified which stat for each import field. So it seems like the import script is seeing the !power api command and treating it like I typed !import and looking for the standard variables. Not a big deal, for live games I will be disabling the import script anyway and the powercard still runs after the message but I thought it was worth mentioning.
Zepth, Glad it is working well, I have noticed that problem as well and think it is just a matter of where I call the command break down in the script, so I will test fixing that. Once I fix the <minion> issue and the error message popping up at the wrong point, I will likely release it. The script will currently not work with Mythic levels as that is something I will need to investigate, I am sure it is something that will need handled separately. It is also not something that is not part of Sam's Pathfinder sheet. Kevin
I found a work-around on the Mythic HP problem. In the classes tab on the character sheet, just add the HP and then "Mythic Soandso" for whatever it is. All of my players thus far are absolutely loving this script, Kevin.
For those testing, version .70 is on Github. This version should fix the command error problem Zepth reported. This version also includes a fix for the <minion></minion> problem (thanks for the idea HoneyBadger!). If testing of this version is good, I will look to release it once I get a couple of testers that confirm the version.
Sweet. Will check it out later tonight/tomorrow. Before I get into it, will this automatically create a minion in the NPC tab? Or is it essentially nothing? (just so I know where to look)
1407290822
Sam M.
Pro
Sheet Author
Even if the npc tab worked, it would still be populated with your characters information.
You can create a separate character sheet for minions. In Hero Labs you simply switch to the minion, then export that xml, then use the import script.