Closed Sklore closed 8 years ago
Going to focus my effort on finishing the Monster Parser. This is too many to enter manually efficiently unless we get 150 community members to submit two each.
If you need help with specific abilities the monsters have I am happy to help script them. But I simply don't have time to do mass data entry. If I did I should do that for Pathfinder adventures. =)
Just an FYI is all...
Oh the help wasnt aimed at you. This is a community pack so just trying to encourage some community involvement 😜
If anyone wants to have a look at the following and call out any errors they can find with the base stats of the Monsters. I have not tried to add the Special Abilities / Attacks yet but I have managed to get the creation of the base stat block down to a few seconds per monster. Just need to get some fresh eyes over them before I start punching these out in bulk.
The following things should be working:
Link to the tool in case anyone is interested.
https://www.dropbox.com/s/2j0m5nzcxfay8h5/5C%20Parser%20-%20Hero%20Labs.xlsx?dl=0
Some of the monsters from your list are in the SRD. I think I have read somewhere on the herolab forum that the missing monsters from the SRD will be released with the Encounter Builder and Monster Builder early March. http://forums.wolflair.com/showthread.php?t=55125
Look like all NPC are in the SRD 1.1. I'm expecting LWD to release them with next release too.
As are all animals
Music to my ears!
Ok moving this list to here in case i need it in the future and updating the list above with the original SRD missing list.
Pending Cambion Carrion Crawler Crawling Claw Cyclops Death Knight Demilich Demon (Barlgura) Demon (Chasme) Demon (Goristro) Demon (Manes) Demon (Shadow Demon) Demon (Yochlol) Spined Devil Dinosaur (Allosaurus) Dinosaur (Ankylosaurus) Dinosaur (Pteranodon) Displacer Beast Dracolich (Adult Blue) Drow Drow Elite Warrior Drow Mage Drow Priestess of Lolth Empyrean Faerie Dragon Flameskull Flumph Fomorian Fungi (Gas Spore) Galeb Duhr Githyanki Genie (Dao) Genie (Marid) Githyanki Warrior Githyanki Knight Githzerai Monk Githzerai Zerth Gnoll Pack Lord Gnoll Fang of Yeenoghu Goblin Boss Grell Grick Alpha Half-Red Dragon Veteran Helmed Horror Hobgoblin Captain Hobgoblin Warlord Hook Horror Intellect Devourer Jackalwere Kenku Kobold (Winged) Kraken Kuo-Toa Kuo-Toa (Archpriest) Kuo-Toa (Whip) Lamia Lich Lizardfolk Lizardfolk (Shaman) Lizardfolk (King/Queen) Werebear Wereboar Wererat Weretiger Werewolf Magmin Manticore Medusa Mephit (Dust) Mephit (Ice) Mephit (Magma) Mephit (Mud) Mephit (Smoke) Mephit (Steam) Merfolk Merrow Mimic Mind Flayer Minotaur Modrone Duodrone Tridrone Quadrone Pentadrone Mummy Mummy Lord Myconid Sprout Quaggoth Spore Servant Myconid Adult Myconid Sovereign Bone Naga Spirit Naga Guardian Naga Nightmare Nothic Ogre Half-Ogre Oni Black Pudding Gelatinous Cube Gray Ooze Ochre Jelly Orc Orc War Chief Orc Eye of Gruumsh Orog Otyugh Owlbear Pegasus Peryton Piercer Pixie Pseudodragon Purple Worm Quaggoth Rakshasa Remorhaz Young Remorhaz Revenant Roc Roper Rust Monster Sahuagin Sahuagin Priestess Sahuagin Baron Fire Snake Salamander Satyr Scarecrow Shadow Shambling Mound Shield Guardian Skeletons Minotaur Skeleton Warhorse Skeleton Sladd Tadpole Red Slaad Blue Slaad Green Slaad Gray Slaad Death Slaad Specter Androsphinx Gynosphynx Sprite Stirge Succubus / Incubus Tarrasque Thri-kreen Treant Troglodyte Trolls Umber Hulk Unicorn Vampire Vampire Spawn Water Weird Wight Will-o'-Wisp Wraith Wyvern Xorn Yeti Abominable Yeti Yuan-Ti Abomination Yuan-Ti Malison Yuan-Ti Pureblood Arcanaloth Mezzoloth Nycaloth Ultroloth Zombie Ogre Zombie Beholder Zombie Ape Awakened Shrub Awakened Tree Axe Beak Baboon Badger Black Bear Blink Dog Blood Hawj Boar Brown Bear Camel Constrictor Snake Crab Crocodile Death Dog Deer Dire Wolf Draft Horse Eagle Elephant Elk Flying Snake Frog Giant Ape Giant Badger Giant Bat Giant Boar Giant Centipede Giant Constrictor Snake Giant Crab Giant Crocodile Giant Eagle Giant Elk Giant Fire Beetle Giant Frog Giant Goat Giant Hyena Giant Lizard Giant Octopus Giant Owl Giant Poisonous Snake Giant Rat Giant Scorpion Giant Sea Horse Giant Shark Giant Spider Giant Toad Giant Vulture Giant Wasp Giant Weasel Giant Wolf Spider Goat Hunter Shark Hyena Jackal Killer Whale Lion Lizard Mammoth Mastiff Octopus Owl Phase Spider Polar Bear Pony Quipper Reef Shark Rhinoceros Riding Horse Saber-Toothed Tiger Scorpion Sea Horse Spider Swarm of Bats Swarm of Insects Swarm of Beetles Swarm of Centipedes Swarm of Spiders Swarm of Wasps Swarm of Poisonous Snakes Swarm of Quippers Swarm of Rats Swarm of Ravens Tiger Vulture Weasel Winter WolfWolf Worg Acolyte Archmage Assassin Bandit Bandit Captain Berserker Commoner Cultist Cult Fanatic Druid Gladiator Guard Knight Mage Noble Priest Scout Spy Thug Tribal Warrior Veteran
Yup i prefer the new list.
Just for info, the drow is already in herolab except it is ordered as elf, drow
Thank you
Pixie is complete , also some fixes #109
For your info, the Pixie was missing his Dice Sides, Type, Size and Alignment
Yeah the source i used was pretty bad so there will be bits missing and things wrong. They will all need to be individually checked and confirmed. Figured this is just a good starting point to help speed the process along.
I can also start on parsing all the special abilities in if we think that will help. They would all be added in as a text only special ability for now and need to be manually linked to monsters and then adjusted for any damage rolls etc.
A lot of abilities like magic resistance etc already exist on other monsters, a simple copy and some changes in the text and it's done. The manually linking will be confusing. So my opinion is that will help in some cases and be counter productive on others and I personally prefer to do things one at a time now that the basic is in there. Your call ^^
I will try to complete some other monsters today.
:+1: sounds like a plan. If we can get a few of us doing this one monster at a time it shouldn't take long anyway.
What about variant monsters (each drow, the quaggoth etc have variant), should we create entry for them too ?
Can you check the Pixie, it has a proficiency of +2 and +2 WIS but the skill perception shows +6 instead of +4. It show the calcul of +4 proficiency +2 WIS. Is it a bug or did I do something wrong, can't tell ?
Found, there is an evalscript on all monster you created that double the perception proficiency. Will have to remove them. Then if I add the skills the monster is proficient with, the values become correct. Will merge later
FYI guys. Racial Specials, Abilities, Class Abilities should not actually be 'Source' marked. It will cause you problems later when you want to reuse something from say MM1 for a MM2 monster. Anything that is only displayed by being 'bootstrapped' to a monster/class should not be source marked.
Second thing is that I would advise breaking up the "Races" from the Special Abilities into two different files. It makes for doing mass fixes very easy. In example if all the Special Abilities where in one .user file separate from the races you could easily do a Find/Replace to remove all the sources that got added.
I am just mentioning things from experience with the other community Packs is all. Feel free to ignore or not as much as you like. =)
Last note Because "Abilities" are not source marked what I did in Pathfinder was use the 'Product ID' to mark everything to the 'Community' so its easy to tell when someone does a "New copy" that they got a community Thing.
Also change the source as @shadowchemosh suggested
So this maybe a "stupid" comment or piece of information. Mostly as I don't know how exactly 5e monsters are put together.
For example the "Elf, Drow Priestess Of Lolth" race that was entered. Is this "really" a different "elf" or does it just have different "Stats" than a normal Drow (ie different Ability scores and different class)?
I ask because in 3.5 days a Drow was a Drow and you would make a Drow "race" in the editor. But then you would build the Drow "characters" using HL normally. This would allow you change ability scores, skill points, feat, classes, spells, and weapons. You could make a Rogue drow and a cleric drow etc. Then you would "save" this as a normal .por file. After you created a bunch of "Drow" you would then make a ".stock" file called "Drow.stock" and do a "Portfolio->Import Hero from Portfolio" and combine all the Drow's into one .stock files.
These .stock files are then placed in the same location as .user files and that is what the "Gamemaster->Show Encounter Builder" actually reads. This allows GM's to pull in different "monsters" all stated up just like the books into a HL encounter file and adjust them as they wish.
Again I ONLY mention this based on other versions of DnD and maybe that is NOT at all how monsters work in 5e. In which case feel free to point and laugh at me. =) But before you guys get too far I wanted to "mention" the above.......
I was pondering on this. Technically there are different variants that go up in challenge levels. Given the way it works as just a race though I think your right, you could just add classes and mod the stats as you please. Could be an interesting concept allowing for some great customization.
@grandchefpanda I added the bootstrap for the perception on purpose. I figure its easier to delete a bootstrap than it is to search and add one back in.
There is a guideline in the DMG about modifying and creating monsters, but it is completely different than player characters and than Pathfinder, they say it is simplified but I find it less clear. You can also add class to a monster but usually you just change the stats and recalculate the CR with the table of page 274 of the DMG, based on defensive and offensive CR. Ideally HL should allow us to change NPC as we wish and calculate the CR for us ... for now this is by creating a race in the editor... so yes we need to create them until HL find a better way to handle this. I'm waiting for the next release of the SRD with the encounter editor to see where they are going. It would be easier to do in a NPC sheet fillable and by drag and droping abilities and spells.
Some kind of NPC creator ^^
Kenku is done, the non natural weapons are not in the race so they where left out but checked the value where correct in the statblock if added. #121
Quaggoth is done
Added Myconids Sprout, Adult and Sovereign Still bugs in Piercer #134
Cyclops done, wait for 1.3
For the drows, we need to wait for the NPC from LW to see how they will implement spellcasters. all monsters and npc with spellcasting are missing for now.
Cyclops lost when installing 1.2 ... need to redo it, should have done a commit... next time
Cyclops #138
Sorry... =(
As you guys are entering monsters have you seen "similar" abilities popping up? In Pathfinder we find allot of abilities are similar especially when it deals with Poison, Diseases, or Breath Weapons. Those last three all just have "minor" tweaks of being different.
What we ended up doing was making a Single Helper Things for the above that used "Tags/Values" to allow for setting the slight differences on each monster. This especially true for Breath Weapon because I got sick of seeing the 500 Breath Weapon racial specials that only difference was the "size" and elemental type. =(
Just again a mention that its worth to make abilities that basically the same into a single Thing. You can then just "Bootstrap" the correct ability onto your race and not have to make a new Ability for each monster. This is especially true if the only difference is using the "monsters" name in the ability.
In example the text "The cyclops has disadvantage on any attack roll against a target more than 30 feet away." could become "This creature has disadvantage on any attack roll against a target more than 30 feet away.".
Or change the text to "This creature has disadvantage on any attack roll against a target some distance away." Then have the field abSumm (abSumm) be set with the amount of distance based on a Value.? tag or abValue field using a script. Then set the value when you bootstrap the ability to the race. abSumm is the value that is actually displayed on the Summary Tab and should be the one that goes to the statblock.
This is just an "example" as it makes future monsters go faster and allows for "reusable ability" of code. Plus lowers future maintenance as less Things to maintain.
Just some things to think about as you enter monsters...
For now I'm doing like LW has been doing for monsters from the SRD, do a lot of copy like you said, it help me understand Herolab too. Could this been changed later, I already have difficulties to organize everything in my mind already, so it is for now easier to simply do duplicate, but later (when all monsters from the MM are done) I could check what are the duplicate abilities from our pack and put them together with a script like you explain. Normally these abilities will only be added as bootstraps, so if my understanding is correct, we can safely remove them. Am I right or should we proceed like you explain. I can also if I find a duplicate when creating a new monster convert the existing ability to a dynamic one.
It won't cause any harm to proceed the way you are going.
From a coding perspective shadows way will result in less code and smaller file size.
But can we change this later, at the end of the creation of the MM missing monsters, we will see the duplicates then we can change them to optimize. I also like to optimize ;-)
If you remove a bootstrapped "Thing" later on it can cause any existing portfolio's to give an "error" message about the missing Thing. This is easily fixed by dirtying up the .por file and saving it again but will freak out some users. =(
For monsters that will eventually I assume go into .stock files (and released to the community) HL has a feature that I requested be added that lets you do a "Mass" re-save of .por/.stock files. This helps as for Pathfinder I am currently over 1.5gigs of por/encounter files.
As Sklore says it will not hurt to go the way your going. My programmer side likes "re-usable" objects much more. =) And again this is your guys project I am just sort of like a "Consultant" giving advice. I am not going to be offended if you don't take it. Just giving some thoughts on what I have seen. This issue I ran into in Pathfinder was that LW created 50+ Breath Weapons and like 25 abilities named "Frenzy". The issue being the only difference was the "monsters" name. But then we had feats that required the racial Special "Frenzy" as a pre-req and how do you check for that when you have 25 different Unique ID's and each new Monster book added more??? To me it made things a mess a un-needed objects and part of the reason Pathfinder download is almost 200 megs... =(
The big missing feature from HL would be simple replacement characters. So that you could have the sentence be The ##MONSTER## has disadvantage on any attack roll against a target more than ##VALUE## feet away. Then have the ##MONSTER## value be auto replaced with the name of the monster its bootstrapped too. Maybe someday...
@shadowchemosh I have implemented a script to change the description of Chilling Gaze so it uses the same Race Ability for both Yeti and Abominable Yeti. It uses abText and abValue variable, can you check if this is the right way to go ? also, I think there must be a way to use the calculated value of the DC abSave.aCON to get the value of the DC, now it uses abValue.
The DC is stored in the field abDC to access just do field[abDC].value which is being auto-calculated on the racial special. So just replace the abValue logic with that and you should be good to go.
The "short" description you see on the "Summary" tab by the way is stored in the field[abSumm].text So you could change it also if you want as so:
field[abSumm].text = "The yeti targets one creature it can see within " & field[abValue].value & "ft."
Otherwise yeah it looks really good actually grandchefpanda. A reusable Racial Special very nice! =)
I have to laugh as I already looked at the added Racial Specials LW did and already almost two dozen "breath weapons". At least a dozen "Amphibious" racial specials also.... Sigh....
Thanks it works. I will test now if I can do the same thing to Myconids and if I can remove/hide/obsolete the Race double and triple feature. So I will save a portfolio with myconids as they are now and then use one dynamic racial ability for them all and load again the portfolio with the removed abilities to see if there are warnings etc. in herolab. If not then it will be safe.
Added Thri-kreen #149 Modify Standing Leap so it is dynamic Updating Bullywug to support new version of Standing Leap
Troglodyte done Cambion AC bonus from CHA done #153
Mate your on fire. I'm currently bouncing between holding a screaming baby and playing Mrs Rabbit in the chronicles of "in sick to death of peppa pig".
I have nothing planned yet for tomorrow ^^, I feel like doing a lot of monsters
The following need to be added:
If you have added one of these monsters please comment below with a link to the file to speed up the process of completing this.
Missing Monsters: 109 Completed:\ 109 % Complete: 100%
Completed: 1.2: 14 monsters Beholder - Added to .stock Death Tyrant - Added to .stock Spectator - Added to .stock Needle Blight - Added to .stock Twig Blight - Added to .stock Vine Blight - Added to .stock Pixie - Added to .stock Hook Horror - Added to .stock Kenku - Added to .stock Quaggoth - Added to .stock Myconid Sprout - Added to .stock Myconid Adult - Added to .stock Myconid Sovereign - Added to .stock Piercer - Added to .stock
1.3: 95 monsters Aarakocra - Added to .stock Banshee - Added to .stock Bugbear Chief - Added to .stock Bullywug - Added to .stock Cambion - Added to .stock Carrion Crawler - Added to .stock Crawling Claw - Added to .stock Cyclops - Added to .stock Death Knight - Added to .stock Note: Spits error if longsword is used 2H Demilich - Added to .stock Demon (Barlgura) - Added to .stock Demon (Chasme) - Added to .stock Demon (Goristro) - Added to .stock Demon (Manes) - Added to .stock Demon (Shadow Demon) - Added to .stock Demon (Yochlol) - Added to .stock Dinosaur (Allosaurus) - Added to .stock Dinosaur (Ankylosaurus) - Added to .stock Dinosaur (Pteranodon) - Added to .stock Devil (Spined Devil) - Added to .stock Displacer Beast - Added to .stock Drow Elite Warrior - Added to .stock Drow Mage - Added to .stock Drow Priestess of Lolth - Added to .stock Monodrone - Added to .stock Duodrone - Added to .stock Tridrone - Added to .stock Quadrone - Added to .stock Pentadrone - Added to .stock Empyrean - Added to .stock Faerie Dragon (6 colors) - Added to .stock Flameskull - Added to .stock Flumph - Added to .stock Fomorian - Added to .stock Fungi (Gas Spore) - Added to .stock Galeb Duhr - Added to .stock Genie (Dao) - Added to .stock Genie (Marid) - Added to .stock Githyanki Warrior - Added to .stock Githyanki Knight - Added to .stock Githzerai Monk - Added to .stock Githzerai Zerth - Added to .stock Gnoll Pack Lord - Added to .stock Gnoll Fang of Yeenoghu - Added to .stock Goblin Boss - Added to .stock Grell - Added to .stock Grick Alpha - Added to .stock Half-Ogre - Added to .stock Helmed Horror - Added to .stock Hobgoblin Captain - Added to .stock Hobgoblin Warlord - Added to .stock Intellect Devourer - Added to .stock Jackalwere - Added to .stock Kobold (Winged) - Added to .stock Kuo-Toa - Added to .stock Kuo-Toa (Archpriest) - Added to .stock Kuo-Toa (Whip) - Added to .stock Lizardfolk (Shaman) - Added to .stock Lizardfolk (King/Queen) - Added to .stock Mephit (Mud) - Added to .stock Mephit (Smoke) - Added to .stock Mind Flayer (still some bugs needs LW) - Added to .stock Bone Naga (2 types) - Added to .stock Nothic - Added to .stock Orc War Chief - Added to .stock Orc Eye of Gruumsh - Added to .stock Orog - Added to .stock Peryton - Added to .stock Quaggoth Spore Servant - Added to .stock Young Remorhaz - Added to .stock Revenant - Added to .stock Fire Snake - Added to .stock Sahuagin Priestess - Added to .stock Sahuagin Baron - Added to .stock Scarecrow - Added to .stock Slaad Tadpole - Added to .stock Red Slaad - Added to .stock Blue Slaad - Added to .stock Green Slaad - Added to .stock Gray Slaad - Added to .stock Death Slaad - Added to .stock Thri-kreen - Added to .stock Troglodyte - Added to .stock Umber Hulk - Added to .stock Water Weird - Added to .stock Yeti - Added to .stock Abominable Yeti - Added to .stock Yuan-Ti Abomination - Added to .stock Yuan-Ti Malison (3 Types) - Added to .stock Yuan-ti Pureblood - Added to .stock Arcanaloth - Added to .stock Mezzoloth - Added to .stock Nycaloth - Added to .stock Ultroloth - Added to .stock Beholder Zombie - Added to *.stock
Initial Creation Complete, Testing, Attacks and Special Abilities Required Dracolich (Adult Blue) (is template) Dragon, Shadow (Young Red) (is template)