Thread: Project: Par5e
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September 16th, 2014, 22:05 #851
Thanks gents for your help with this 'spells.txt' issue. Unfortunately I am having the same issue as before. I tried several of your fixes and to no avail, here is what I've tried...
- putting #@; above both Bard Spells and Cleric Spells
- Putting #@; above ONLY Bard Spells and not Cleric Spells
- Thinking that maybe there was an issue with the spell list (again, only spells beginning with the letter 'A' from the PHB have been included in the ##; list) I made both spell lists the same. Both lists include all of the spells listed below them.
- Removed all spacing between lines (didn't really seem to have an effect, I assume spaces above the ##; list are ignored).
- Made sure to try several of my tests with an empty Temp folder and clean restart of Par5e.
- Tried deleting the module within the FG folder and 'outputting' to my desktop and manually adding it in.
I get the same results no matter which of the above changes I do. Here's what I have observed...
-Everything parses in green except the 'Awaken' spell (the last 'A' spell in the book and therefore the last spell entry in my ##; list) doesn't even show up on the parse. Not green, not red, just not...present.
-Bard Spells show up perfectly within FG, all of the A spells are represented and drag and drop to char sheet normally (even 'Awaken' which didn't show up in the parse =P).
-Cleric Spells just don't even show up in the module, regardless of what I have tried.
Parse Output
Code:Info : engine build ....................................................................... [v0.0.8-b28] Info : ruleset library ............................................................................ [5E] Info : module ................................................................................. [PHB 5e] Info : ruleset .................................................................................... [5E] Info : folder structure ...................................................................... [Created] Parse : class ......................................................................... [Barbarian - OK] Parse : class ............................................................................... [Completed] Make : class windowlists ................................................................... [Completed] Parse - spell ........................................................................ [Acid Splash - OK] Parse - spell ................................................................................ [Aid - OK] Parse - spell .............................................................................. [Alarm - OK] Parse - spell ......................................................................... [Alter Self - OK] Parse - spell .................................................................. [Animal Friendship - OK] Parse - spell ................................................................... [Animal Messenger - OK] Parse - spell ...................................................................... [Animal Shapes - OK] Parse - spell ....................................................................... [Animate Dead - OK] Parse - spell .................................................................... [Animate Objects - OK] Parse - spell ..................................................................... [Antilife Shell - OK] Parse - spell .................................................................... [Antimagic Field - OK] Parse - spell ................................................................. [Antipathy/Sympathy - OK] Parse - spell ......................................................................... [Arcane Eye - OK] Parse - spell ........................................................................ [Arcane Gate - OK] Parse - spell ........................................................................ [Arcane Lock - OK] Parse - spell ................................................................... [Armor of Agathys - OK] Parse - spell ...................................................................... [Arms of Hadar - OK] Parse - spell .................................................................. [Astral Projection - OK] Parse - spell ............................................................................. [Augury - OK] Parse - spell ....................................................................... [Aura of Life - OK] Parse - spell ..................................................................... [Aura of Purity - OK] Parse - spell ................................................................... [Aura of Vitality - OK] Parse : spells .............................................................................. [Completed] Make : spells windowlists .................................................................. [Completed] Parse : tables .............................................................................. [Completed] Make : tables windowlists .................................................................. [Completed] Make : tables (campaign) ................................................................... [Completed] Make : tables (reference) .................................................................. [Completed] Make : class (reference) ................................................................... [Completed] Make : spells (reference) .................................................................. [Completed] Make : module xml data ..................................................................... [Completed] Make : archive data ........................................................................ [Completed] Make : module xml library entries .......................................................... [Completed] Write : module xml data ..................................................................... [Completed] Write : module xml syntax ................................................................. [Well Formed] Write : module xml definition ............................................................... [Completed] Write : copying module images ............................................................... [Completed] Write : copying module tokens ............................................................... [Completed] Write : copying module thumbnail ............................................................ [Completed] Cook : module archive ...................................................................... [Completed] Build : module .............................................................................. [Completed]
Code:#@; Bard Spells Cantrips (0 level) Acid Splash 1st Level Alarm Animal Friendship Armor of Agathys Arms of Hadar 2nd Level Aid Alter Self Animal Messenger Arcane Lock Augury 3rd Level Animate Dead Aura of Vitality 4th Level Arcane Eye Aura of Life Aura of Purity 5th Level Animate Objects Antilife Shell Awaken 6th Level Arcane Gate 8th Level Animal Shapes Antimagic Field Antipathy/Sympathy 9th Level Astral Projection #@; Cleric Spells Cantrips (0 level) Acid Splash 1st Level Alarm Animal Friendship Armor of Agathys Arms of Hadar 2nd Level Aid Alter Self Animal Messenger Arcane Lock Augury 3rd Level Animate Dead Aura of Vitality 4th Level Arcane Eye Aura of Life Aura of Purity 5th Level Animate Objects Antilife Shell Awaken 6th Level Arcane Gate 8th Level Animal Shapes Antimagic Field Antipathy/Sympathy 9th Level Astral Projection ##; Acid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. <b>At Higher Levels.</b> When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ... ... (All of the 'A' spells)
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September 16th, 2014, 23:43 #852
Found it. If the two spell lists are EXACTLY the same, for whatever reason, it doesn't work. Add say, bless, to the clerics 1st level list and not the bards and it shows both the Bard's and Cleric's list. Add Bless to the Bard's list and boom, only the Bard shows up again.
Last edited by OneSidedDie; September 16th, 2014 at 23:45.
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September 17th, 2014, 00:30 #853
Aha! You DID find it! Thanks a bunch! For whatever reason it also didn't work when I created a 'partial' A-named spell list for the cleric but which inherently included only the same spells as the bard. When different spells were added to either then they both showed up fine. Thank you for that thought process, I'll be wary about having identical lists now as I continue to test parse the PHb
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September 17th, 2014, 23:26 #854
- Join Date
- Oct 2008
- Posts
- 114
tack harness etc
Did this issue get addressed?
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September 18th, 2014, 20:15 #855
So how about creative additions (maybe I should start a new thread for this...)? For instance, what do you do to change your module to better suit your gaming group? I've noticed some people BOLD certain words and ITALICIZE others. What about lists? Do you change them at all, add things, remove things? Some of the changes I have made include...
- Adding Don/Doff times to the description of each armor
Code:Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.<b>(Don Armor:1 minute, Doff Armor:1 minute)</b>
Code:Lance.<b>---REACH---</b> This weapon adds 5 feet to your reach when you attack with it.<b>---SPECIAL---</b>You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Code:#abf;Totem Spirit;3 At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. #ls; #li;Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. #li;Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. #li;Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. #le;
Whatcha got?Last edited by ManakinRex; September 18th, 2014 at 20:20.
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September 18th, 2014, 20:23 #856FG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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September 18th, 2014, 20:27 #857FG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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September 18th, 2014, 22:58 #858
While I do have a fairly healthy list of House Rules in 4E, I haven't had enough (any) playtime in 5E yet (this weekend will be our first "mock combat", with our first scheduled session in a couple weeks), so I haven't really tweaked the rules yet. But I have done a couple things while parsing the Player's Handbook. I'm still sluggin' my way through the parse, but things I've done so far:
- Dug up my old 2E Arms & Equipment guide and tossed in descriptions for armor and weapons that weren't there, and better descriptions for some that were. I'll be doing this for adventuring gear with like Aurora's Whole Realms Catalog as well (I spent hours doing this in 4E).
- I plan on adding alot more equipment, items, etc. Again; using Aurora's and other supplements. In 4E for example, Aurora's listed alot of great stuff like cheeses, breads, wine, etc. Including some excellent descriptions. I even went so far as to make separate items broken down by serving size (tuns all the way down to a single serving), the whole nine yards.
- For alotta places where a given spell had a table as part of its description in the PHB, I went with a list. I just thought the lists formatted a little cleaner.
- Using an idea that I think valeros came up with (or at least, that's the first time I'd seen it), rather than parsing each individual rulebook separately, I'm be creating just two: a "5E Player's Handbook" (which will include any further PHB's or splat books) and a "5E DM's Compendium". The PHB has classes, spells, equipment, etc. All the things a player would need. The DMC has critters, magic items, etc.
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September 18th, 2014, 22:58 #859
- Join Date
- Oct 2008
- Posts
- 114
Doh, forgot to paste in the paragraph I wrote describing the issue!
Anyway, IIRC, the parser FG2 was throwing an error even with properly coded tack harness etc, along with having to use Waterbourne vehicles, rather than Waterborne vehicles
Code:#@;Tack Harness and Drawn Vehicles #th;Item;Cost;Weight #st;General Mount Gear Barding; x4; x2; Bit and bridle; 2 gp; 1 lb.; Carriage; 100 gp; 600 lb.; Cart; 15 gp; 200 lb.; Chariot; 250 gp; 100 lb.; Feed (per day); 5 cp;10 lb.; Saddlebags; 4 gp; 8 lb.; Sled; 20 gp; 300 lb;. Stabling (per day); 5 sp; —; Wagon; 35 gp; 400 lb.; #st;Saddles Exotic; 60 gp; 40 lb; Military; 20 gp; 30 lb.; Pack; 5 gp; 15 lb.; Riding; 10 gp; 25 lb.; #@;Waterbourne Vehicles #th;Item;Cost;Speed Galley; 30,000 gp; 4 mph; Keelboat; 3,000 gp; 1 mph; Longship; 10,000 gp 3 mph; Rowboat; 50 gp; 1 1/2 mph; Sailing ship; 10,000 gp; 2 mph; Warship; 25,000 gp; 2 1/2 mph;
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September 19th, 2014, 00:41 #860
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