Tokenlab: Herolabs -> Maptools converter


Technology

Grand Lodge

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I created one.

You can read more about it here, including project home page, download details, maptools version requirements, etc.

Hope this is useful to all you VTT players.

Grand Lodge

Version 0.10 of TokenLab is released. It contains a number of bug fixes (thank you, beta testers) and a new 'Special Abilities' macro group that shows you the N/PCs feats and special abilities. Spells are next on the list.

The release page gives instructions on how to upgrade from a previous version.


sozin wrote:

Version 0.10 of TokenLab is released. It contains a number of bug fixes (thank you, beta testers) and a new 'Special Abilities' macro group that shows you the N/PCs feats and special abilities. Spells are next on the list.

The release page gives instructions on how to upgrade from a previous version.

If anyone is interested in virtual table tops, uses Hero Lab and hasn't tried Maptool yet, I'd highly recommend this converter.

It's very easy to use, leverages Hero Lab for creating your character and lets you quickly import that into a framework that isn't overly complicated.

Grand Lodge

Version 0.12 released. Includes:


  • full support for vision: darkvision, low-light vision, and normal vision.
  • DC and CL of spell now shown in spell viewer
  • some minor bug fixes

The vision features mean that you'll have to rebuild any campaign files and tokens that use TokenLab; see the upgrade page for a easy way to do this.

Grand Lodge

Version 0.15 released. Includes:

- a new resources tracker (screenshot)
- basic d20 support
- more Mac friendly.

Enjoy!


sozin wrote:

Version 0.15 released. Includes:

- a new resources tracker (screenshot)
- basic d20 support
- more Mac friendly.

Enjoy!

Thanks!


Any updates on this recently?


That Guy With the Fox wrote:
Any updates on this recently?

Yes, it was updated to 0.16 a day or so ago. That fixes a lot of things with the resource tracking and cleaned up some of the interface.

The only thing it looks like he has left to do is add in spell tracking and that should be the focus of the next release.


That Guy With the Fox wrote:
Any updates on this recently?

Yes, it was updated to 0.16 a day or so ago. That fixes a lot of things with the resource tracking and cleaned up some of the interface.

The only thing it looks like he has left to do is add in spell tracking and that should be the focus of the next release.

Grand Lodge

Version 0.17 released and can be downloaded here.

Includes a number of new features, notably:

* the tokenlab UI now automagically tries to guess the token portrait and pog images based on the character name
* the maptool UI now features tracked spontaneous and memorized spells

screenshot!

Grand Lodge

Version 0.20 released and can be downloaded here.

No new features in this release; there was a new release to the HeroLab dtd file (a new gender was added):

Quote:


$ diff customoutput.dtd customoutput2.dtd
182c182
< gender (Male | Female) #REQUIRED
---
> gender (Male | Female | No Gender) #REQUIRED

This release is backwards compatible to .18 and .19, but not .17.


I'm having some problems with Version 0.20

When I import my heroes, I get a string error for the name of the character "net.sozinsoft.tokenlab.dtd.Character@(location)" instead of the name.

Grand Lodge

Sorry for the late response! I've patched this, it should be fine now.


sozin wrote:
Sorry for the late response! I've patched this, it should be fine now.

Thanks for patching it!

Just some questions for you though.

1) Having some problems getting Two-Weapon Fighting to be put on the token. Is there an easy way to set that up?

2) A barbarian in the party would very much like a way to just macro rage and change subsequent rolls on the fly. For now, we're just using the temp macro, but is there a way to make special abilities like rage register for the token?

3) Power Attack and Vital Attack, if you have the feat, is would it be possible to create a macro for it in the converter?

I know it might sound like these are lazy things, but I'm not familiar with working in the macros for Maptools. I find this to save a lot of time for my players as well as myself for making monsters. Thanks for all the hard work.


I downloaded the latest one, and I'm still getting the string error.

Just FYI.

Grand Lodge

Argh, sorry, will post a patch in the next week or so. I've been thinking about things like rage and power attack/vital strike ... the main issue is that one of my design goals for this software was to keep it as rules dumb as possible. This works great for a lot of basic crunch but feats tend to make it a bit tricker, as Herolabs doesn't really export things like barbarian rage into a usable output format.

Anyways, thank you for the feedback!

Grand Lodge

Ok, patch has been uploaded here. Really, it should work this time :-)

I will ponder how to handle rage/power attack/etc.


sozin wrote:

Ok, patch has been uploaded here. Really, it should work this time :-)

I will ponder how to handle rage/power attack/etc.

Thank you! I'm glad you're considering it. Thanks for the great work!

EDIT: It worked! Thanks for the patch. It just confused me because I didn't know which token was which until I realized it was in alphabetical order.

And as another idea, can you track ranged attacks ie ammo? If not, that's fine just wondering if that is in the xml file.

Grand Lodge

That's an easy one! Ranged attacks (ammo) is currently tracked - just click on the 'Basic Resources' button on the character sheet and you'll see all your ammo, with the ability to adjust them up and down.


Hmmm, it says unknown library Lib: TokenLab despite the fact that spell reference, feats, traits, abilities work.

Also, is it possible to set the rolls for NPCs to be secret rolls? I know the cheap way is just to add /self, but it'd be nice if setting a token to NPC makes the rolls secret. Also, not having the health bar appear for the NPCs would be nice save for the bloody condition. Always liked the bloody condition.

EDIT 1: Ah-ha, have to copy over your Lib token from your default campaign. That works for ammo. Is it possible to have a ranged attack like longbow increment used arrows? It's cool otherwise, thanks for letting me know.

EDIT 2: Also, I've always run with confirmation rolls when it comes to crit and fails. I've noticed that when a crit is made it rolls the damage twice but keeps the same result. Is it possible to get it to actually roll and not do that?

Grand Lodge

Hmm, that crit thing sounds like a bug. Will look into it.


Dot....

Grand Lodge

Ok, that crit bug is fixed. I also added the feature for making NPC rolls private by default.

Rolled out a new release, can be downloaded here.

Fox, can you describe how you see the longbow increment thing described above working?


sozin wrote:
Fox, can you describe how you see the longbow increment thing described above working?

Thanks for fixing the Crit Confirmations!

Basically, if the longbow attack button is used, do a simple if statement (possible in Maptools I assume) to increment the used number of arrows under Basic Resources...if possible.

I mean there are other things to consider like what if the person is using Manyshot/Rapid Shot/Deadly Aim/etc.

For now, I'm able to say, mark it in your resources, just saying it would be nice to have the token keep track of that for you and VERY surprising when all of a sudden you try using your longbow only to find you are out of arrows!

:D

So when the Longbow Attack Button is pressed:

If (Used Arrows not equal to Total Arrows) - Fire Longbow and Increment Used Arrows
Else - Cannot Fire Longbow

Once you can get feats to function you would make it more complex but that's the basic thought process.

I'd also still allow the player to manage this in Basic Resources as well.

Grand Lodge

I did some more digging into this. I'm not sure if I can infer the relationship between the arrows and the weapon from the output xml file.

Here is a crossbow:

[code]
<ranged>
<weapon name="Crossbow, Light" categorytext="Projectile Weapon" typetext="P" attack="+1" damage="1d8" crit="19-20/x2" quantity="1">
<wepcategory>Projectile Weapon</wepcategory>
<weptype>Piercing</weptype>
</weapon>
</ranged>
[/code]

And here are the bolts:

[code]
<item name="Bolts, Crossbow" quantity="20">
<weight text="0.1 lbs" value="0.1"/>
<cost text="2 GP" value="2"/>
<description>
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).
</description>
</item>
[/code]

Note that there is nothing in the xml file that explicitly says "these crossbow bolts are being used by this crossbow."

So I'm not sure this feature is possible :-(


Maybe I'm not doing this correctly... I watched a video tutorial.

When I save my characters through TokenLab, things seem to work out just fine. However, when I try to open them in MapTools, nothing is there except the token. None of the character's stats are present. Is there something that I'm missing? Am I making some kind of colossal error? I've been playing around with it for the past few hours and haven't been able to get it to work properly at all. Some assistance would be very much appreciated. :)


Hmmm, well. A Crossbow is only ever going to use bolts. Is there a way in the attack macro to look for a property with the name "Bolt's Crossbow"?

What value changes when you go into Basic Resources and click the up/down button for Crossbow Bolts?

Is there a way to reference that instead and increment ie do what the up button does?

sozin wrote:

I did some more digging into this. I'm not sure if I can infer the relationship between the arrows and the weapon from the output xml file.

Here is a crossbow:

[code]
<ranged>
<weapon name="Crossbow, Light" categorytext="Projectile Weapon" typetext="P" attack="+1" damage="1d8" crit="19-20/x2" quantity="1">
<wepcategory>Projectile Weapon</wepcategory>
<weptype>Piercing</weptype>
</weapon>
</ranged>
[/code]

And here are the bolts:

[code]
<item name="Bolts, Crossbow" quantity="20">
<weight text="0.1 lbs" value="0.1"/>
<cost text="2 GP" value="2"/>
<description>
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).
</description>
</item>
[/code]

Note that there is nothing in the xml file that explicitly says "these crossbow bolts are being used by this crossbow."

So I'm not sure this feature is possible :-(


Bodhizen wrote:

Maybe I'm not doing this correctly... I watched a video tutorial.

When I save my characters through TokenLab, things seem to work out just fine. However, when I try to open them in MapTools, nothing is there except the token. None of the character's stats are present. Is there something that I'm missing? Am I making some kind of colossal error? I've been playing around with it for the past few hours and haven't been able to get it to work properly at all. Some assistance would be very much appreciated. :)

1) Are you using the test campaign for testing purposes?

2) Are you importing the macro properties?

3) Is the TokenLib token on your map?


That Guy With the Fox wrote:


1) Are you using the test campaign for testing purposes?

2) Are you importing the macro properties?

3) Is the TokenLib token on your map?

1) I am using the test campaign.

2) I have imported the macro properties.

3) The TokenLab token is on my map.


Bodhizen wrote:


1) I am using the test campaign.

2) I have imported the macro properties.

3) The TokenLab token is on my map.

Are the tokens set to use the correct macro properties?

I know that you don't actually get the full stats on your char sheet button. Is that what you're talking about?

Or are you unable to get the macros to show in the selection window?


I am not getting the character stats on the character sheet. I have to enter all of the values in manually, but they're not always accurate when I do that.

I was under the impression that I might not have to enter in all values manually, especially since that's a very clunky import from Hero Lab.

Grand Lodge

Hi Bodhizen,

Sorry to see you are having issues. If you want to head over to chat.dmtools.org I might be able to remote debug your issue. I'll log in there now, handle is 'sozin'.

Grand Lodge

Quote:
What value changes when you go into Basic Resources and click the up/down button for Crossbow Bolts?

There is a 'trackedresources' field in the xml that explicitly calls out what is tracked.

[code]
<trackedresources>
<trackedresource name="Arrow, Smoke" text="0/5" used="0" left="5" min="0" max="5"/>
<trackedresource name="Bolts, Crossbow" text="0/20" used="0" left="20" min="0" max="20"/>
<trackedresource name="Dagger" text="0/1" used="0" left="1" min="0" max="1"/>
[/code]

So I'm basically just using that.

My concern with hardcoding the fact that bolts go to crossbows, arrows go to bows, bullets go to sling, etc, is that it is a slippery slope. I've got a completist streak, so I'd have to go out and find every single piece of ammo and hard code into TokenLab the relationship between that ammo and every ranged weapon that uses it. Which, given the volume of Paizo material, gives me The Fear :-(


Thank you for assisting me, sozin. :)

Grand Lodge

No prob! BTW, the issue ended up being that Bodhizen was using MapTool b88, which Is Known to be broken. b87 is the version that TokenLab supports.


sozin wrote:
No prob! BTW, the issue ended up being that Bodhizen was using MapTool b88, which Is Known to be broken. b87 is the version that TokenLab supports.

I was actually going to ask that next. :P

I understand your hesitation to hard code ammunition. It's not a huge deal. I think it might surprise my players in game when they declare an attack and the macro tells them they are out. OH NOES! Lol.

Anyway, thanks, and looking forward to more updates ie Rage / Power Attack or Deadly Aim / etc.


So any updates?

Grand Lodge

Been swamped with work and infant recently ... so no :-( thank you for the gentle bump tho'!


Just to give you some more info:

One, the output of the NPCs for attack rolls is different in format to the output of PCs (I know this is probably because the rolls are secret rolls but is it possible to keep the impersonation?)

Two, the NPCs skill, cmd, and save rolls are still seen by players.

Three, my players would really like the Health to remain hidden so they don't know the HP of the monsters and how far down except by description. Could there be another health button that does not do that or perhaps does not do that for NPCs?

Four, any word on the Power Attack, Rage, etc. changes?

Grand Lodge

Hello!

Version 0.22 released. This is a minor release (no framework changes) where I've overhauled how hit points are handled. Notably:

1) There are now two hitpoint buttons, "+HP" (to heal) and "-HP" to harm.
2) All HP changes made to NPCs are now private to the GM. (Previously they went to everyone logged into the server, leading to some potential metagaming).
3) Fixed a bug where you die at -10 (old 3.5 rules), instead of at -Con.

TGWtF, this should address your point #3 above!

You can download just the .jar file and put it in your Tokenlab/jars install folder, or you can do a fresh install by downloading the whole zip archive. New users should grab the zip archive. (Here's the install guide for new users).

I'll bang out #1 and #2 this week, as I'm on vacation!

Re: #4, I've been noodling this around, and thus far haven't made much progress in figuring out how this should work. I think my plan is going to be shoot to get the 1.0 prime release out, with all the basic features one would expect, and then focus on building tools that allow the users to construct feat macros on their own and contribute those macros up to a shared repository for other users to steal.

Grand Lodge

Quote:
Two, the NPCs skill, cmd, and save rolls are still seen by players.

This is complete, download from the usual place.

Quote:
the output of the NPCs for attack rolls is different in format to the output of PCs (I know this is probably because the rolls are secret rolls but is it possible to keep the impersonation?)

The main difference I'm seeing is that PCs have the impersonation icon to the left of the attack output, whereas NPCs have nothing. Is this the difference you are referring to? If so, then yeah, you are right, this is because the attack roles are private to the NPC/GM.


sozin wrote:
Quote:
Two, the NPCs skill, cmd, and save rolls are still seen by players.

This is complete, download from the usual place.

Quote:
the output of the NPCs for attack rolls is different in format to the output of PCs (I know this is probably because the rolls are secret rolls but is it possible to keep the impersonation?)
The main difference I'm seeing is that PCs have the impersonation icon to the left of the attack output, whereas NPCs have nothing. Is this the difference you are referring to? If so, then yeah, you are right, this is because the attack roles are private to the NPC/GM.

Yes, that was what I was talking about. I guess I could edit the macro so it at least uses the token name or something.

I'll let you know if I have any more suggestions. How's the Power Attack/Deadly Aim/etc. coming?

Grand Lodge

Quote:
Yes, that was what I was talking about. I guess I could edit the macro so it at least uses the token name or something.

I think there's a flash impersonate thing I can do to get the icon showing up. If not, I'll just put in the name - I agree, it is annoying.

Quote:
How's the Power Attack/Deadly Aim/etc. coming?

It isn't :-( Like I say above, I want to figure out a comprehensive way of attacking feat implementation that doesn't involve me manually coding up each one. So, something after the 1.0 release.

Grand Lodge

Ok, I've added the NPC name to the various output rolls. It doesn't look as nice as the impersonate thing, but it works just fine. Thanks for the feedback TGWtF!

Also discovered an interesting change in Herolab: weapons that crit on a 20 are now no longer "20/x2" (for example), but simply "x2". The 20 is implicit. That's been fixed too.


sozin wrote:
Quote:
Yes, that was what I was talking about. I guess I could edit the macro so it at least uses the token name or something.

I think there's a flash impersonate thing I can do to get the icon showing up. If not, I'll just put in the name - I agree, it is annoying.

Quote:
How's the Power Attack/Deadly Aim/etc. coming?
It isn't :-( Like I say above, I want to figure out a comprehensive way of attacking feat implementation that doesn't involve me manually coding up each one. So, something after the 1.0 release.

Any chance for a true Rage button or perhaps Favored Enemy?

Grand Lodge

Just a heads up, the latest version of Herolab broke Tokenlab (new xml formats), so I patched it.

- jar file download (dropbox)
- full zip solution

General point: I've migrated off of MapTools in favor of roll20. This is primarily due to the fact that the MapTools scripting system drives me effing batty. roll20 uses javascript as its backend, and the development environment for javascript makes it much easier to manage. As such I'm freezing support for MapTools other than the occasional "HeroLab changed the datafile format" patch.

Cheers

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