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Olodrin
August 28th, 2014, 04:09
The table built for Guild Business should have 20 options (a d20), but will only list 9; will the next parser iteration allow for double-digit rolls?

Zeus
August 28th, 2014, 09:31
The way I did Eldritch Invocations was:
#fe;Eldritch Invocations;2
text blah blah
#h;Eldritch Invocations
#bp;Agonizing Blast
#bs;prerequisit: eldritch...
when you blah blah
#bp;Armor of Shadows
You can cast <i>mage armor</i> on ...

Like that. My buddy made a warlock and dropped the Feature on his sheet, then in parenthesis he tacked onto the title which ones he had taken.

This is the way I have it configured to.

Zeus
August 28th, 2014, 09:32
The table built for Guild Business should have 20 options (a d20), but will only list 9; will the next parser iteration allow for double-digit rolls?

Oh I thought I had fixed that bug. Let me investigate.

Bumamgar
August 28th, 2014, 12:36
Similar issue pops up when parsing the 10 alternate bonds from HotDQ, the table only gets the first 9...

khersheyjr
August 28th, 2014, 17:14
Are you running the latest version of Par5e? Zeus fixed it with the last version. Working fine here.
The table built for Guild Business should have 20 options (a d20), but will only list 9; will the next parser iteration allow for double-digit rolls?

ShadeRaven
August 28th, 2014, 22:31
Back from vacation.

Zeus: Am I missing a trick here or are we still unable to use decimal points or fractions in equipment? I've missed a lot recently, so it could be just me.

BTW: Awesome stuff! And Xorn's video is pure gold.

Zeus
August 28th, 2014, 22:37
All - New build available on my site. See first post for link.

v0.0.8-b27


Engine: Added OK/WARNING message suffixes to console reporting of parsed elements as an additional aid to help users with who cannot differentiate between the green/red message colouring.
CoreRPG,3.5E/PF/5E libraries : updated to no longer use Module ID. When these rulesets are selected the Module ID field will be reset and disabled.
5E: pregens - updated syntax for Features, Equipment and Spell Casting to support 5E v3.0.8+. See updated documentation in 5E User guide.
5E: npcs - reference npcs updated to use consolidated campaign wclass npc (replacing reference_npc)


Note: For the latest pregen import support, you will need to wait for the latest 5E development build to be pushed to test before copying of pregens to the character selection window will work correctly.

Zeus
August 28th, 2014, 22:39
Are you running the latest version of Par5e? Zeus fixed it with the last version. Working fine here.

Yup khersheyjr is correct. I fixed this a few builds back. I just check my PHB and can confirm I get all 20 rows in my Guild Business table.

Zeus
August 28th, 2014, 22:43
Back from vacation.

Zeus: Am I missing a trick here or are we still unable to use decimal points or fractions in equipment? I've missed a lot recently, so it could be just me.

BTW: Awesome stuff! And Xorn's video is pure gold.

I hope you had a nice time. :)

With regards to decimals and fractions, 5E supports whole numbers only as far as I know. You can cheat in some cases where strings are being used e.g. "1/2" and "1/4", however number fields expect integers. In the case of equipment count and weight, 5E uses number fields.

ShadeRaven
August 28th, 2014, 22:50
I hope you had a nice time. :)

With regards to decimals and fractions, 5E supports whole numbers only as far as I know. You can cheat in some cases where strings are being used e.g. "1/2" and "1/4", however number fields expect integers. In the case of equipment count and weight, 5E uses number fields.Yes, I did. Thank you. :)

I just noted that things like dart (1/4 lb) is still showing up at 1 pound. I've also tried using 0.25, but that then shows up as a blank field

Interestingly, in the cost field, decimal places work.

What I did was break "pack items" (like arrows) into individual items with notations on what they cost in packs. So an arrow (singularly) is 5 cp and weighs 0.05 lbs. The cost, of course, works, but not the weight.

The sling bullet cost of 0.2 cp actually shows up at that price, which I kind of chuckle at myself for. Unfortunately, the sling bullet weight (0.075 lb) is not appearing. Not a huge deal (players or I can fix them manually), but curious if that's a field you can affect.

I don't actually nitpick that much, but one current group of players is into actually tracking ammunition used, food supplies, etc., so I've tried to give them all the realism they request.

Zeus
August 28th, 2014, 23:14
Yes, I did. Thank you. :)

I just noted that things like dart (1/4 lb) is still showing up at 1 pound. I've also tried using 0.25, but that then shows up as a blank field

Interestingly, in the cost field, decimal places work.

What I did was break "pack items" (like arrows) into individual items with notations on what they cost in packs. So an arrow (singularly) is 5 cp and weighs 0.05 lbs. The cost, of course, works, but not the weight.

The sling bullet cost of 0.2 cp actually shows up at that price, which I kind of chuckle at myself for. Unfortunately, the sling bullet weight (0.075 lb) is not appearing. Not a huge deal (players or I can fix them manually), but curious if that's a field you can affect.

I don't actually nitpick that much, but one current group of players is into actually tracking ammunition used, food supplies, etc., so I've tried to give them all the realism they request.

Yeah decimals will work for cost because the 5E ruleset uses a string for the equipment cost field. For the equipment weight field its using a number (so as to calculate encumbrance values etc.). The reason for the difference is because equipment cost data includes the coin type which can be one of serval values (cp, sp, ep, gp, pp etc. etc.) whereas equipment weight data is always specified as lbs.

Hopefully that makes sense.

To get it changed, you would need to petition JPG to update CoreRPG/5E to support the weight field as a string.

Olodrin
August 29th, 2014, 03:44
I just used v27, and the problem persists. Perhaps my syntax is wrong?

d20 Guild Business
1 Armorers
2 ...
3 ...
20 Zookeepers

Zeus
August 29th, 2014, 04:08
I just used v27, and the problem persists. Perhaps my syntax is wrong?

d20 Guild Business
1 Armorers
2 ...
3 ...
20 Zookeepers

Here's whats working for me.



##;Guild Artisan
You are a member o f an artisanís guild, skilled in a particular field and closely associated with other artisans. You are a well-established part o f the mercantile world, freed by talent and wealth from the constraints o f a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship o f your guild, until you became a master in your own right.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type o f artisanís tools
Languages: One o f your choice
Equipment: A set o f artisanís tools (one o f your choice), a letter of introduction from your guild, a set of travelerís clothes, and a belt pouch containing 15 gp
#h;Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network o f artisans w ho each work in a different village within a larger realm. Work with your DM to determine the nature o f your guild. You can select your guild business from the Guild Business table or roll randomly.


d20 Guild Business
1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers
....


All 20 rows appear just fine in my Guild Business table.

https://farm4.staticflickr.com/3889/15066021681_dbe4552d6a.jpg (https://www.flickr.com/photos/drzeuss73/15066021681)

Bumamgar
August 29th, 2014, 12:56
Guild Artisan works fine for me as well, all 20 are in the table. What I'm having an issue with are the 10 bonds for Hoard of the Dragon Queen. Only 9 are added to the table.

Zeus
August 29th, 2014, 14:30
Guild Artisan works fine for me as well, all 20 are in the table. What I'm having an issue with are the 10 bonds for Hoard of the Dragon Queen. Only 9 are added to the table.

You are indeed correct sir, I only have 9 in my table too. Its seems I missed one conditional area of code, when I updated last. I'll fix for the next build. Thanks for persisting and baring with me.

Zeus
August 29th, 2014, 14:33
Back from vacation.

Zeus: Am I missing a trick here or are we still unable to use decimal points or fractions in equipment? I've missed a lot recently, so it could be just me.

BTW: Awesome stuff! And Xorn's video is pure gold.

So it seems I was incorrect FG number fields can display decimals. I'll update PAR5E for the next build to output equipment weight as a floating point number as opposed to an integer.

Bugzy
August 29th, 2014, 14:49
Why not to put already parsed and ready modules somewhere here? Basic rules are free to redistribute, you're not violating something.

Zeus
August 29th, 2014, 16:57
Why not to put already parsed and ready modules somewhere here? Basic rules are free to redistribute, you're not violating something.

Basic Rules is not available to be freely distributed! See the disclaimer at the bottom of the front page of the BR PDF(s).

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Having said that, Smiteworks are currently in discussions with WotC for D&D 5E. More on this soon.

Bugzy
August 29th, 2014, 19:00
Oh.. I'm sorry, I misinterpreted it with "Legal text added to the footer to allow reproduction for personal purposes." in their v0.2 changelog. Let's hope this copyright bull**** stuff will change somewhat to that we need to gain access to freely sharing created modules. It is kinda stupid, not to allow to do this with free-to-use Basic Rules.

Khalas
August 30th, 2014, 03:59
Gah, this one is driving me crazy.
All my spells have been parsed properly accoding to Par5e, and I have removed all non-ASCII characters from my .txt. Still, I get this error:


Info : engine build .................................................. ..................... [v0.0.8-b27]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. .................... [Player's Handbook]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse - spell .................................................. ...................... [Acid Splash - OK]
<snip> All spells are OK.
Parse - spell .................................................. ................... [Wrathful Smite - OK]
Parse : spells .................................................. ............................ [Completed]
Make : spells windowlists .................................................. ................ [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 .................................................. ...... [Mal Formed - WARNING]

This is the format I've been using in the file:

#@;
Bard Spells
Cantrips (0 Level)
Blade Ward
Dancing Lights
Friends
<snip>

1st Level
Animal Friendship
Bane
Charm Person
Comprehend Languages
<snip snip>

Cleric Spells
Cantrips (0 Level)
Guidance
Light
<snip snip snip>
Wish

##;
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid....
This spell's damage...

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...
At Higher Levels. ...

<snip!>

EDIT: I sent my common.xml in an xml verificator, and it pointed me to this entry:
Creation
5th-level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special
You pull wisps of shadow material ...
#ts;
#th;Material;Duration
#tr;Vegetable matter;1 day
#tr;Stone or crystal;12 hours
#tr;Precious metals;1 hour
#tr;Gems;10 minutes
#tr;Adamantine or mithral;1 minute
#te
Using any material created by this spell ...
At Higher Levels. When you cast this spell ...


Which, in the xml, looks like this:

<creation>
<name type="string">Creation</name>
<description type="formattedtext"><p>You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.</p><p>The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.</p><table><tr decoration="underline"><td><b>Material</b></td><td><b>Duration</b></td></tr><tr><td>Vegetable matter</td><td>1 day</td></tr><tr><td>Stone or crystal</td><td>12 hours</td></tr><tr><td>Precious metals</td><td>1 hour</td></tr><tr><td>Gems</td><td>10 minutes</td></tr><tr><td>Adamantine or mithral</td><td>1 minute</td></tr><p>#te</p><p>Using any material created by this spell as another spell's material component causes that spell to fail.</p><p>At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.</p></description>
<level type="number">5</level>
<school type="string">Illusion</school>
<source type="string">Sorcerer, Wizard</source>
<castingtime type="string">1 minute</castingtime>
<range type="string">30 feet</range>
<duration type="string">Special</duration>
<components type="string">V, S, M (a tiny piece of matter of the same type of the item you plan to create)</components>
</creation>

Bumamgar
August 30th, 2014, 04:52
You are missing a semicolon after the #te

Khalas
August 30th, 2014, 05:18
It appears that my tables were not properly closed. I had #te instead of #te;
Now it works.
(Thanks Bumamgar!)

Just one question, though. I tend to reparse my things as I finish touching up details about them. However, I wouldn't want to overwrite the Summaries I have written for my players. I'll be waiting for confirmation before running the parser again.

Bumamgar
August 30th, 2014, 13:46
Not sure exactly what you are asking, but reparsing a module shouldn't overwrite or change anything in your campaign. I don't know where your Summaries are, however...

Jarvin
August 30th, 2014, 18:10
Here's how I have them setup.


#@;ADVENTURING GEAR
#th;Item;Cost;Weight
#st;Ammunition
Arrows, bow (20);1 gp;3 lb.
Bolts, crossbow (10);1 gp;3 lb.
...
#st;Arcane Focus
Crystal;10 gp;1 lb.
Orb;20 gp;3 lb.
...
#st;Druidic focus
Sprig of mistletoe;1 gp;ó
Totem;1 gp;ó
...
#st;Holy symbol
Amulet;5 gp;1 lb.
...
#st;Equipment Kits
Adventurerís kit;9 gp;39 lb.
...
#st;Equipment Packs
Burglar's Pack;16gp;50 lb;
...
#st;Standard
Abacus;2gp;2 lb.
Acid (vial);25 gp;1 lb.
Antitoxin (vial);50 gp;ó;
...


So, this is bugging me. I have my equipment table set up exactly like Zeus does, everything parses fine without any errors, yet when I open Adventuring Gear inside FG it only shows the lists for Ammunition, Arcane Focus, Druid Focus, and Holy symbol. Standard is nowhere to be found. Any thoughts?

Zeus
August 30th, 2014, 20:11
So, this is bugging me. I have my equipment table set up exactly like Zeus does, everything parses fine without any errors, yet when I open Adventuring Gear inside FG it only shows the lists for Ammunition, Arcane Focus, Druid Focus, and Holy symbol. Standard is nowhere to be found. Any thoughts?

Are you listing any subgroups after the Standard subgroup? Open the client or db.xml in the temp folder you pointed PAR5E at for your module. Look through the reference.equipmentlists.adventuringgeartable.grou ps XML nodes, can you see the Standard subgroup?

Zeus
August 30th, 2014, 20:16
All, new build uploaded to my site. See first post for link.

v0.0.8-b28


Equipment - Added support for equipment weight to be specified as a fraction (e.g. 1/2 lb., 1/4 lb.) or as a float (e.g. 0.5 lb., 0.25 lb.)
Backgrounds - (Re)Fixed table row parsing to support greater than 10 rows.

Jarvin
August 30th, 2014, 20:19
Are you listing any subgroups after the Standard subgroup? Open the client or db.xml in the temp folder you pointed PAR5E at for your module. Look through the reference.equipmentlists.adventuringgeartable.grou ps XML nodes, can you see the Standard subgroup?

No, Standard is the last subgroup under Adventuring Gear. I don't see the Standard subgroup in the referenced spot within client.xml.

Zeus
August 30th, 2014, 20:47
No, Standard is the last subgroup under Adventuring Gear. I don't see the Standard subgroup in the referenced spot within client.xml.

If its not in the XML file, that will explain why they are not showing in FG. As to why they are not parsing, that will be down to either syntax or unexpected characters. Have you checked to ensure you have no hidden characters in the text file and verified your matching the syntax required. If your still having problems, PM the equipment.txt file to me and I'll have a look.

Jarvin
August 30th, 2014, 21:11
If its not in the XML file, that will explain why they are not showing in FG. As to why they are not parsing, that will be down to either syntax or unexpected characters. Have you checked to ensure you have no hidden characters in the text file and verified your matching the syntax required. If your still having problems, PM the equipment.txt file to me and I'll have a look.


Thanks for the help, Zeus. I'm almost positive that I've been over it with a fine-tooth comb...which, of course, means that I'm definitely missing something. :) I'll take another look and if I don't resolve it, I'll send it along to you.

Jarvin
August 30th, 2014, 23:51
Ok, straightened out the issue with Adventuring Gear. It seems that I had another Standard subtable under the Tack and Harness group. I'm assuming that the parser got confused when it came across two Standard subtables.

Couple of other issues I'm seeing now, though;
1.) I'm not seeing anything that I put in parentheses on my equipment tables. For example, "Chain (10 feet);5 gp;10 lb.", only shows as "Chain" (it has the cost and weight, just not the (10 feet))) inside FG.
2,)Whenever I click on Waterborne Vehicles inside FG, I get a Runtime error about being unable to create a window with an invalid class reference. Here's the germane section from equipment.txt;

#@;WATERBORNE VEHICLES
#th;Item;Cost;Speed
#st;Surface Vehicles
Galley;30000 gp;4 mph
Keelboat;3000 gp;1 mph
Longship;10000 gp;3 mph
Rowboat;50 gp;1.5 mph
Sailing ship;10000 gp;2 mph
Warship;25000 gp;2.5 mph

Zeus
August 31st, 2014, 00:12
Ok, straightened out the issue with Adventuring Gear. It seems that I had another Standard subtable under the Tack and Harness group. I'm assuming that the parser got confused when it came across two Standard subtables.

Couple of other issues I'm seeing now, though;
1.) I'm not seeing anything that I put in parentheses on my equipment tables. For example, "Chain (10 feet);5 gp;10 lb.", only shows as "Chain" (it has the cost and weight, just not the (10 feet))) inside FG.
2,)Whenever I click on Waterborne Vehicles inside FG, I get a Runtime error about being unable to create a window with an invalid class reference. Here's the germane section from equipment.txt;

#@;WATERBORNE VEHICLES
#th;Item;Cost;Speed
#st;Surface Vehicles
Galley;30000 gp;4 mph
Keelboat;3000 gp;1 mph
Longship;10000 gp;3 mph
Rowboat;50 gp;1.5 mph
Sailing ship;10000 gp;2 mph
Warship;25000 gp;2.5 mph

1 and 2) are known issues that I need to work with JPG on to fully resolve. Your syntax and content are correct, its more a ruleset issue.

Jarvin
August 31st, 2014, 01:13
Alright, I won't worry about those at the moment then. Thanks for all your help today, Zeus!

yondar
August 31st, 2014, 22:11
Couple of questions, how do I add an image to the PHB i'm parsing and how do I access it from the referncemanual.txt

Thanks

Yondar

Zeus
August 31st, 2014, 22:22
Couple of questions, how do I add an image to the PHB i'm parsing and how do I access it from the referncemanual.txt

Thanks

Yondar

As per the documentation.

Copy your .jpg images to the input/images folder inside your module source path. -- create the images subfolder if you don't already have one
Make sure either Cmp or Ref are checked for Images

To link to campaign images in refererencemanual text simply use:


#zl;image;<filename of jpg including extension>;<title to display in link>

To link to reference library images in refererencemanual text simply use:


#zl;refimage;<filename of jpg including extension>;<title to display in link>

hawkwind
September 2nd, 2014, 21:07
I have created some text files with the basic parser tool and I keep getting a error message Invalid path warning
my set configuration is 7377

my text files are in the folder labelled Module source path and the field labeled "Module ID " is greyed out

Trenloe
September 2nd, 2014, 21:11
my text files are in the folder labelled Module source path and the field labeled "Module ID " is greyed out
Are the text files within another folder called "input" within the module source path?

Olodrin
September 2nd, 2014, 21:47
Is it possible to turn the Wild Surge table into a rollable one? That'd be sweet.

dberkompas
September 2nd, 2014, 23:37
I'm seeing the strangest behavior:
50% of the time, the parsing will fail because supposedly it can't copy over the thumbnail (.png file).

I make no changes, and hit parse again, sometimes it will pass, other times it won't.

Odd indeed.

Loving it so far, just trying to learn the idiosyncrasies.


BoomerET

hawkwind
September 3rd, 2014, 06:32
that was my mistake , no error messages but no mod file in the output file?

Griogre
September 3rd, 2014, 08:20
Was there a chance had the thumbnail open in another program?

Zeus
September 3rd, 2014, 08:59
I have created some text files with the basic parser tool and I keep getting a error message Invalid path warning
my set configuration is 7377

my text files are in the folder labelled Module source path and the field labeled "Module ID " is greyed out

For the config you attached a screenshot of, make sure your module source files are in the following path:


C:\Users\falafel\Downloads\PAR5E-Windows(2)\input\

Zeus
September 3rd, 2014, 09:02
Is it possible to turn the Wild Surge table into a rollable one? That'd be sweet.

Yes. :)

Add the table to your tables.txt input file. Something like this will work:



##;Wild Magic Surge
#!;Wild Magic Surge Table
Roll on the Wild Magic Surge table to create a random magical effect.
dice;%
column;Effect
row;01;02;Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
row;03;04;For the next minute, you can see any invisible ...
row;05;06;A modron chosen and controlled by the DM appears in an ...
row;07;08;You cast fireball as a 3rd-level spell centered on ...
row;09;10;You cast magic missile as a 5th-level ...
....
row;99;100;You regain all expended sorcery points.

Zeus
September 3rd, 2014, 09:06
I'm seeing the strangest behavior:
50% of the time, the parsing will fail because supposedly it can't copy over the thumbnail (.png file).

I make no changes, and hit parse again, sometimes it will pass, other times it won't.

Odd indeed.

Loving it so far, just trying to learn the idiosyncrasies.


BoomerET

That is odd. Particularly if your not changing the name of the module or any of the settings between parses. As Griogre has said make sure you don't have another program accessing the thumbnail.png which might be causing the problem (art program you created the thumbnail with perhaps?). Also make sure only one instance of PAR5E is running at any one time. If this persists can you please forward on both the config and module source your using and I will test.

hawkwind
September 3rd, 2014, 09:24
For the config you attached a screenshot of, make sure your module source files are in the following path:


C:\Users\falafel\Downloads\PAR5E-Windows(2)\input\
no error messages now but no mod file in the output file?

Xorn
September 3rd, 2014, 13:36
That is odd. Particularly if your not changing the name of the module or any of the settings between parses. As Griogre has said make sure you don't have another program accessing the thumbnail.png which might be causing the problem (art program you created the thumbnail with perhaps?). Also make sure only one instance of PAR5E is running at any one time. If this persists can you please forward on both the config and module source your using and I will test.

During all my module building for HotDQ I would have the happen from time to time as well, Zeus. It was so intermittent though, I forgot to mention it to you. Just re-parsing always fixed it. I thought it had something to do with the \temp folder not rebuilding correctly or something.

dberkompas
September 3rd, 2014, 18:36
Freaky

hawkwind
September 3rd, 2014, 20:48
no error messages now but no mod file in the output file?

It appears PAR5E doesn't like fractions and prefers decimal points

kalannar
September 4th, 2014, 19:41
Need help. I have parsed everything in the PHB except it will not take Cloudkill spell. I have to be missing something, if someone could look at it for me.



##;
Cloudkill
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spellís area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or donít need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


I have Cloudkill in the 5th level section of the wizards list.

Xorn
September 4th, 2014, 20:01
10 to 1 odds your spell index has a 1 (one) instead of the letter L in it. Just find all for "cloudk" and make sure they are spelled correctly.

dberkompas
September 4th, 2014, 20:05
Here's what I tested, and even though it didn't display any output in the console as it parsed, it did appear in the module.
(Didn't change a thing from your post, just added the header for spells)

#@;
Wizard Spells
5th Level
Cloudkill
##;
Cloudkill
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spellís area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or donít need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

dberkompas
September 4th, 2014, 20:09
Now I've got a question, is Module ID deprecated, I tried searching this forum, but got just a tad too many search results.

It seems to remain grayed out no matter what I do.


BoomerET

kalannar
September 4th, 2014, 20:41
Ok figured it out. I didn't realize the sorcerer had cloudkill too and was looking at his list for the spelling thinking it was the wizards spell list, which had the wrong spelling of the word. I fixed it and now all spells are parsed. Thank you everyone for their help.

OneSidedDie
September 4th, 2014, 21:58
Now I've got a question, is Module ID deprecated, I tried searching this forum, but got just a tad too many search results.

It seems to remain grayed out no matter what I do.


BoomerET

Indeed it is. From the v0.0.8-b27 notes:

"CoreRPG,3.5E/PF/5E libraries : updated to no longer use Module ID. When these rulesets are selected the Module ID field will be reset and disabled."

dberkompas
September 4th, 2014, 22:10
Release notes, people actually read those?

Thanks OneSidedDie!


BoomerET

VenomousFiligree
September 4th, 2014, 22:53
How are people doing box text, ie Druids and Gods under Druids?

Treegreen
September 5th, 2014, 00:48
<b>----------------------------------------------------</b>
<b>Slow to Trust</b>
Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
<b><i>Elves. </i></b>“It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”
<b><i>Halflings. </i></b>“Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?”
<b><i>Humans. </i></b>“You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin-a daughter or granddaughter, maybe-who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”
<b>----------------------------------------------------</b>

Valeros's basic parser does it thusly.

yondar
September 5th, 2014, 10:33
Another couple of newbie questions.
1) Is there a way to make a table of contents for the referencemanual headings, ie Chapter 1:Step-by-Step Characters, Chapter 2:Races, etc?

2) Is there any way to stop story entries showing up in alphabetical order or do you have to put numbers to the entries?

Thanks

Yondar

Griogre
September 5th, 2014, 17:36
Putting numbers in it usually best since most maps are keyed by numbers. Make sure you use 01, 02, 03, etc if there are more than 9 entries. For mega dungeons that start each level's numbers over at 1 then you might want to prepend the level number as well. Here's a very old screenshot of that type of arrangement in the module I made for RA:

http://i105.photobucket.com/albums/m222/Griogre/books2.png

http://i105.photobucket.com/albums/m222/Griogre/books2S.png

Craftzero
September 6th, 2014, 14:54
When parseing the races, you can use #s; for the subraces - which generates a dialog to select among a couple of choices. I don't see the option of 'choices' in the user guide - specifically, I'm talking about class.txt. The issue is the Warlock Pact Boon - at 3rd level, they get a 'choice' of three separate features. How do I format this, so that the player gets to choose..?

Thank you!

Zeus
September 6th, 2014, 16:22
When parseing the races, you can use #s; for the subraces - which generates a dialog to select among a couple of choices. I don't see the option of 'choices' in the user guide - specifically, I'm talking about class.txt. The issue is the Warlock Pact Boon - at 3rd level, they get a 'choice' of three separate features. How do I format this, so that the player gets to choose..?

Thank you!

The #s; tag denote a subrace to PAR5E correct, however the character Wizard that fires up the dialog boxes when you drag/drop a class onto a character sheet is managed by the 5E ruleset, not PAR5E. At the moment, you can't format for these choices. I'd suggest adding your request to the feature wish list for 5E (see the 5E thread).

Talen
September 7th, 2014, 00:09
As always, I appreciate any help in troubleshooting - and as always, Im stuck again. Here's the text that fails to spit out any of the npc's



Cultist
Medium Humanoid (any race), any non-good alignment
Armor Class 12 (leather)
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language but usually Common
Challenge 1 (25 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Guard
Medium Humanoid (any race), any alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language but usually Common
Challenge 1 (25 XP)
ACTIONS
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Kobold
Small Humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6 - 2)
Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 1 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the koboldís allies is within 5 feet of the creature and the ally isnít incapacitated.
ACTIONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Ogre
Large Giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Orc
Medium Humanoid (orc), chaotic evil
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Stirge
Tiny Beast, unaligned
Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
Senses darkvision 60 ft., passive Perception 9
Languages none
Challenge 1 (25 XP)
ACTIONS
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesnít attack. Instead, at the start of each of the stirgeís turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Troglodyte
Medium Humanoid (troglodyte), chaotic evil
Armor Class 11 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Skills Stealth +2
Senses darkvision 60 ft., passive Perception 10
Languages Troglodyte
Challenge 1 (50 XP)
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creatureís next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Veteran
Medium Humanoid (any race), any alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)
ACTIONS
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Violet Fungus
Medium Plant, unaligned
Armor Class 5
Hit Points 18 (4d8)
Speed 5 ft.
STR DEX CON INT WIS CHA 3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages none
Challenge 1 (50 XP)
False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
ACTIONS
Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

Winged Kobold
Small Humanoid (kobold), lawful evil
Armor Class 13
Hit Points 7 (3d6 - 3)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 1 (50 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the koboldís allies is within 5 feet of the creature and the ally isnít incapacitated.
ACTIONS
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

El Condoro
September 7th, 2014, 08:26
Just pasted the whole of your code into a new npcs.txt file and it parsed perfectly. Something else must be causing the issue...

Talen
September 7th, 2014, 14:59
Thanks for troubleshooting for me El! Looks like it may have been related to using an earlier August version of the parser - b28 works fine.

yondar
September 7th, 2014, 22:57
Has anyone parsed Hoard of the Dragon Queen, if so how did you get npcs like Azbara Jos parsed.

Thanks

Yondar

dberkompas
September 8th, 2014, 03:49
For Azbara, I just put the spellcasting, cantrips and sculpt spells under Actions

Griogre
September 9th, 2014, 20:43
I noticed something odd when parsing the Antimagic Field spell. The last sentence of the the spell has the word: nullify. When the text containing nullify is run through the parser, null is stripped out leaving just "ify". IE "don't nullify each" becomes "don't ify each".

Zeus
September 9th, 2014, 21:36
I noticed something odd when parsing the Antimagic Field spell. The last sentence of the the spell has the word: nullify. When the text containing nullify is run through the parser, null is stripped out leaving just "ify". IE "don't nullify each" becomes "don't ify each".

Tis odd. I don't recall stripping null's intentionally. I shall add to the investigation list.

Craftzero
September 11th, 2014, 00:57
Hey Zeus! Thank you so much for your work here. I've wrestled with Par5e for a couple weeks, and I've slowly got the hang of it (with Xorn's tutorial videos helping me out along the way). I've been butting my head up against a wall with my spells.txt file, and I'm wondering if you have any suggestions.

I'm not getting any errors on any of the spells, but the last sentence after parsing it says the following:

Write : module xml syntax .................................................. ...... [Mal Formed - WARNING]

Can you offer me any aid as to what that might mean? I've gone through the entire list of spells, checking for extra space or inappropriate semi-colon, and I've failed. I'll forward you the file if you want, but I was hoping this specific error message means something to you.

Thanks for your time!

Zeus
September 11th, 2014, 10:05
Hey Zeus! Thank you so much for your work here. I've wrestled with Par5e for a couple weeks, and I've slowly got the hang of it (with Xorn's tutorial videos helping me out along the way). I've been butting my head up against a wall with my spells.txt file, and I'm wondering if you have any suggestions.

I'm not getting any errors on any of the spells, but the last sentence after parsing it says the following:

Write : module xml syntax .................................................. ...... [Mal Formed - WARNING]

Can you offer me any aid as to what that might mean? I've gone through the entire list of spells, checking for extra space or inappropriate semi-colon, and I've failed. I'll forward you the file if you want, but I was hoping this specific error message means something to you.

Thanks for your time!

The error means you have a syntax error in the generated XML from the source files you provided. Triple check that your input files follow the correct syntax, ensure all foreign characters are removed and ensure where you have added formattedtext markup that you are closing any lists and tables.

Talen
September 11th, 2014, 14:53
When I had a similar issue, it was because I had accidentaky collapsed the duration line into the components line while removing line breaks.

Treegreen
September 11th, 2014, 19:42
Here's a random question that isn't necessarily related to PAR5E. I've been setting up magic weapons and armor (the +1s) as actual equipment items. Which I did by hand since I assumed par5e wouldn't read it correctly.



<club>
<locked type="number">1</locked>
<name type="string">+1 Club</name>
<type type="string">Weapon</type>
<subtype type="string">Simple Melee Weapons</subtype>
<attackbonus type="number">1</attackbonus>
<bonus type="number">1</bonus>
<damage type="string">1d4 bludgeoning</damage>
<properties type="string">Light</properties>
<weight type="number">2</weight>
<description type="formattedtext">
<p>Magic weapons are unmistakably finer in quality than their ordinary counterparts.</p>
</description>
</club>


Now, what if a weapon needed two lines for damage? Such as Hazirawn. Character sheet code can obviously be changed to:



<attackbonus type="number">1</attackbonus>
<damagelist>
<holder name="WhateverPlayer" owner="true" />
<id-00001>
<holder name="WhateverPlayer" owner="true" />
<bonus type="number">1</bonus>
<dice type="dice">d6,d6</dice>
<stat type="string">base</stat>
<type type="string">slashing</type>
</id-00001>
<id-00003>
<holder name="WhateverPlayer" owner="true" />
<bonus type="number">0</bonus>
<dice type="dice">d6</dice>
<type type="string">necrotic</type>
</id-00003>
</damagelist>


But, I guess I want to know if there is a way to have the weapon be drag and drop like the +1 club, and populate the damage correctly without having to have the player go in and add the necrotic damage on a separate line in the sword's actions.

Moon Wizard
September 11th, 2014, 19:55
Not right now. We'll have to take a look at the format of the damage field for that kind of magic item, and parse that information when the weapon is added to the PC sheet. It's more of a ruleset feature.

Regards,
JPG

spoofer
September 12th, 2014, 07:05
Hi all,

I was happily working away with PAR5E when suddenly my desktop background, many of my desktop icons, my settings files for many programs such as my email program, all of my files for FG, and all of my files for PAR5E suddenly disappeared. Nothing I could recovered them. I thought it was a virus, until I just caused that to happen again. Now I think that it this happens when I run the PARSE function, but I have forgotten to load up my settings file (so the configuration tab is empty).

A simple request... Could a check to see if the config data has been entered be done at the start of PARSE? I am sure to do this again and again and again. Fortunately I backed up everything this time.

Thanks.

Craftzero
September 12th, 2014, 09:02
Hi all,

I was happily working away with PAR5E when suddenly my desktop background, many of my desktop icons, my settings files for many programs such as my email program, all of my files for FG, and all of my files for PAR5E suddenly disappeared. Nothing I could recovered them. I thought it was a virus, until I just caused that to happen again. Now I think that it this happens when I run the PARSE function, but I have forgotten to load up my settings file (so the configuration tab is empty).

A simple request... Could a check to see if the config data has been entered be done at the start of PARSE? I am sure to do this again and again and again. Fortunately I backed up everything this time.

Thanks.
Oooh. Wow. I thought I was the only one. This happened to me as well (Windows 8.1 if that matters). The first time I ran Par5e, all my desktop icons, files in the download folder - basically everything that made up my user account - was deleted. I had to re-create everything. At the time, I thought it was just a coincidence that it was around the first time I used Par5e...

Bumamgar
September 12th, 2014, 13:29
I'm guessing this is related to the 'delete everything in the temp folder' feature that was recently added, but without a check to make sure the temp folder is actually defined to a sane value, thus when a parse is run without specifying a temp folder, par5e deletes everything under the user folder instead...

Brenn
September 12th, 2014, 13:33
I parsed the backgrounds without a hitch, but I'm having problems doing the classes. I just have the cleric in currently- I tried to follow the docs as best as I could, however PAR5E just stops after parsing the backgrounds and never progresses further. The debug file shows that it is looking at the class file, but I'm having trouble decoding what exactly is going on.

not sure if I should link my class.txt since it's straight out of the PHB.
here is a link to the debug: https://drive.google.com/file/d/0B28Zz_c9JXdwQnUyRThZRWlBTkU/edit?usp=sharing

Zeus
September 12th, 2014, 13:41
For those of have lost files, apologies. Its for this reason the software is marked as beta and your advised to backup before using!

The only time PAR5E is supposed to delete files is just as the parse action starts; PAR5E checks the temp folder and clears out any existing files. Its for this reason I advised all PAR5E users (some time ago) to ensure that the path to temp is set correctly and sanely. DO NOT USE exiting and important paths for temp (like your home folder or the root of your C: drive).

Appreciating that some users won't read the supplied documentation or follow the guidelines provided in this thread - I'll try to mitigate this occurring in the future; I'm going to see if I can add some additional condition checks to ensure the temp path isn't set to the users home folder path or the root of a drive.

damned
September 12th, 2014, 13:44
what about parse setting its own temp folder: %userprofile%\mytempparsedata or something safe like that.

Emerald_wind
September 13th, 2014, 05:13
[QUOTE=Brenn;186847]I parsed the backgrounds without a hitch, but I'm having problems doing the classes. I just have the cleric in currently- I tried to follow the docs as best as I could, however PAR5E just stops after parsing the backgrounds and never progresses further. The debug file shows that it is looking at the class file, but I'm having trouble decoding what exactly is going on.

I was just coming into this forum to post the EXACT same thing. I have tried everything I can think of to correct the issue including typing the whole thing in by hand. I have tried to run it individually, and it stops after the Info: folder structure.... and just hangs there looking at the class file.

Alright, so it won't let me upload the whole file, but here is the first part of it.


##;Cleric
#h;Cleric
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foeís fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
#h;Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods donít grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesnít rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deityís wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
#h;Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their godsí will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deitiesí worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a clericís aid, or a high priest might be in a position to demand it.
#h;Creating a Cleric
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The <i>Playerís Handbook </i>includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once youíve chosen a deity, consider your clericís relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
#h;Quick Build
You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.
#h;The Cleric
#ts;
#th;Level;Bonus;Features;
#tr;1st;+2;Spellcasting, Divine Domain;
#tr;2nd;+2;Channel Divinity (1/rest), Divine Domain feature;
#tr;3rd;+2;-;
#tr;4th;+2;Ability Score Improvement;
#tr;5th;+3;Destroy Undead (CR 1/2);
#tr;6th;+3;Channel Divinity (2/rest), Divine Domain feature;
#tr;7th;+3;-;
#tr;8th;+3;Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature;
#tr;9th;+4;-;
#tr;10th;+4;Divine Intervention;
#tr;11th;+4;Destroy Undead (CR 2);
#tr;12th;+4;Ability Score Improvement;
#tr;13th;+5;-;
#tr;14th;+5;Destroy Undead (CR 3);
#tr;15th;+5;-;
#tr;16th;+5;Ability Score Improvement;
#tr;17th;+6;Destroy Undead (CR 4), Divine Domain feature;
#tr;18th;+6;Channel Divinity (3/rest);
#tr;19th;+6;Ability Score Improvement;
#tr;20th;+6;Divine Intervention improvement;
#te;
#h;Spells Slots per Spell Level
#ts;
#th;Level;Cantrips;1st;2nd;3rd;4th;5th;6th;7th;8th ;9th;
#tr;1st;3;2;-;-;-;-;-;-;-;-;
#tr;2nd;3;3;-;-;-;-;-;-;-;-;
#tr;3rd;3;4;2;-;-;-;-;-;-;-;
#tr;4th;4;4;3;-;-;-;-;-;-;-;
#tr;5th;4;4;3;2;-;-;-;-;-;-;
#tr;6th;4;4;3;3;-;-;-;-;-;-;
#tr;7th;4;4;3;3;1;-;-;-;-;-;
#tr;8th;4;4;3;3;2;-;-;-;-;-;
#tr;9th;4;4;3;3;3;1;-;-;-;-;
#tr;10th;5;4;3;3;3;2;-;-;-;-;
#tr;11th;5;4;3;3;3;2;1;-;-;-;
#tr;12th;5;4;3;3;3;2;1;-;-;-;
#tr;13th;5;4;3;3;3;2;1;1;-;-;
#tr;14th;5;4;3;3;3;2;1;1;-;-;
#tr;15th;5;4;3;3;3;2;1;1;1;-;
#tr;16th;5;4;3;3;3;2;1;1;1;-;
#tr;17th;5;4;3;3;3;2;1;1;1;1;
#tr;18th;5;4;3;3;3;3;1;1;1;1;
#tr;19th;5;4;3;3;3;3;2;1;1;1;
#tr;20th;5;4;3;3;3;3;2;2;1;1;
#te;
#h;Class Features
As a cleric, you gain the following class features.
#bp;Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
#bp;Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
#bp;Equipment
You start with the following equipment, in addition to the equipment granted by your background:
#ls;
#li;(a) a mace or (b>) a warhammer (if proficient)
#li;(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
#li;(a) a light crossbow and 20 bolts or (b) any simple weapon
#li;(a) a priestís pack or (b) an explorerís pack
#li;A shield and a holy symbol
#le;
#fe;Spellcasting;1
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
#bp;Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
#bp;Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellís level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <i>cure wounds</i>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnít remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
#bp;Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
<b>----------------------------------------------------</b>
<b>Spell save DC </b>= 8 + your proficiency bonus + your Wisdom modifier
<b>Spell attack modifier </b>= your proficiency bonus + your Wisdom modifier
<b>----------------------------------------------------</b>
#bp;Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

El Condoro
September 13th, 2014, 06:05
Take the #bp; out of being in front of Hit Points, Proficiencies and Hit Points. I tried with what you uploaded and it parsed OK.

Brenn
September 13th, 2014, 10:33
EDIT: I solved this issue. See second post following.
I double checked and I didn't have the #bp; in front of Hit Points, etc. in mine but it is doing the same thing.

Here is a section of the debug text that is puzzling me and it is followed by the relevant section of my class file:

Feature - Divine InterventionClass Feature Line
Class Feature Line
Class Feature Line
Ability Header - Divine Domains
Ability - Knowledge Domain
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Class Abilities Line
Ability Feature - Divine Intervention
Class Ability Feature Line
Class Ability Feature Line
Ability Feature - Divine Intervention
Class Ability Feature Line
Ability Feature - Divine Intervention
Class Ability Feature Line
Class Ability Feature Line
Class Ability Feature Line
Class Ability Feature Line
Ability Feature - Divine Intervention
Class Ability Feature Line
Ability Feature - Divine Intervention
Class Ability Feature Line
Class Ability Feature Line
Class Ability Feature Line
Class Ability Feature Line
Ability - Life Domain


#fe;Divine Intervention;10,20Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
#abh;Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.
Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
#ab;Knowledge Domain
The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
#bp;Knowledge Domain Spells
#ts;
#th;Cleric Level;Spells;
#tr;1st;command, identify;
#tr;3rd;augury, suggestion;
#tr;5th;nondetection, speak with dead;
#tr;7th;arcane eye, confusion;
#tr;9th;legend lore, scrying;
#te;
#abf;Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
#abf;Channel Divinity: Knowledge of the Ages;2
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
#abf;Channel Divinity: Read Thoughts;6
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
#abf;Potent Spellcasting;8
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#abf;Visions of the Past;17
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
<b>Object Reading.</b> Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
<b>Area Reading.</b> As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
#ab;Life Domain


If you notice it keeps listing the ability features as Divine Intervention instead of what they actually are.

Brenn
September 13th, 2014, 10:36
Ok in looking at what I pasted it didn't put the CR/LF after the levels in Divine Intervention though they are clearly there in Notepad++.... odd

7425

It did it on the debug stuff also. It's like the code block doesn't recognize the first CR.

Brenn
September 13th, 2014, 11:03
Ok I figured it out. What I originally had in regards to Equipment:

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
#ls;
#li;(a) a mace or (sb) a warhammer (if proficient)
#li;(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
#li;(a) a light crossbow and 20 bolts or (b) any simple weapon
#li;(a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol
#le;
#fe;Spellcasting;1


What I changed it to:

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
#ls;
#li;(a) a mace or (sb) a warhammer (if proficient)
#li;(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
#li;(a) a light crossbow and 20 bolts or (b) any simple weapon
#li;(a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol
#le;
#fe;Spellcasting;1


It should be noted that the example text in the PAR5E 5th ed guide has the same error- though the syntax text at the beginning notes that you have to have the Equipment/n. Glad I got that resolved.

Emerald_wind
September 13th, 2014, 17:39
Alright, so one of the above fixes seems to have worked. It got through the parse fine. Now it's stopped just before Make : class (reference).... Does anyone know why it is stopping there?

El Condoro
September 13th, 2014, 22:25
Not without some of your text ...

ManakinRex
September 13th, 2014, 23:58
Hey all. So I started down the path of Par5e (awesome program Dr. Zeus, thanks!) and I have spells working correctly but having a peculiar issue with the 'class.txt' After reading the documentation and watching Xorn's video (thanks for that as well!) I started with Barbarians and formatted the intro fluff text and the first main table. I believed I had followed all of the correct syntax rules, parsed it, and threw it into FG. Classes showed up but no barbarian entry...'doh' I forgot the ##;Barbarian at the top. After throwing that in however...nothing. Parsing creates no module. I tried back and forth several times but each time the ##;Barbarian is entered at the top I just get the requisite entries in the temp folder and no module output.

Here's my text so far, the one showing no module return... Any ideas?


##;Barbarian
#h;Barbarian
A tall human tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as he
charges toward the frost giant who dared poach his
people’s elk herd.
A half-orc snarls at the latest challenger to her
authority over their savage tribe, ready to break his neck
with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into
the face of his drow foe, then turns to drive his armored
elbow into the gut of another.
These barbarians, different as they might be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. More than a mere emotion, their anger
is the ferocity of a cornered predator, the unrelenting
assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion
with fierce animal spirits. Others draw from a roiling
reservoir of anger at a world full of pain. For every
barbarian, rage is a power that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats of strength.
#h;Primal Instinct
People of towns and cities take pride in how their
civilized ways set them apart from animals, as if
denying one’s own nature was a mark of superiority. To
a barbarian, though, civilization is no virtue, but a sign
of weakness. The strong embrace their animal nature, keen
instincts, primal physicality, and ferocious rage.
Barbarians are uncomfortable when hedged in by walls
and crowds. They thrive in the wilds of their homelands:
the tundra, jungle, or grasslands where their tribes
live and hunt.
Barbarians come alive in the chaos of combat.
They can enter a berserk state where rage takes over,
giving them superhuman strength and resilience. A
barbarian can draw on this reservoir of fury only a few
times without resting, but those few rages are usually
sufficient to defeat whatever threats arise.
#h;A Life of Danger
Not every member of the tribes deemed “barbarians”
by scions of civilized society has the barbarian class. A
true barbarian among these people is as uncommon as
a skilled fighter in a town, and he or she plays a similar
role as a protector of the people and a leader in times
of war. Life in the wild places of the world is fraught
with peril: rival tribes, deadly weather, and terrifying
monsters. Barbarians charge headlong into that danger
so that their people don’t have to.
Their courage in the face of danger makes barbarians
perfectly suited for adventuring. Wandering is often a
way of life for their native tribes, and the rootless life of
the adventurer is little hardship for a barbarian. Some
barbarians miss the close-knit family structures of the
tribe, but eventually find them replaced by the bonds
formed among the members of their adventuring parties.
#h;Creating a Barbarian
When creating a barbarian character, think about where
your character comes from and his or her place in the
world. Talk with your DM about an appropriate origin
for your barbarian. Did you come from a distant land,
making you a stranger in the area of the campaign?
Or is the campaign set in a rough-and-tumble frontier
where barbarians are common?What led you to take up the adventuring life? W ere you
lured to settled lands by the promise of riches? Did you
join forces with soldiers of those lands to face a shared
threat? Did monsters or an invading horde drive you
out of your homeland, making you a rootless refugee?
Perhaps you were a prisoner of war, brought in chains to
“civilized” lands and only now able to win your freedom.
Or you might have been cast out from your people
because of a crime you committed, a taboo you violated,
or a coup that removed you from a position of authority.
#h;Quick Build
You can make a barbarian quickly by following these
suggestions. First, put your highest ability score in
Strength, followed by Constitution. Second, choose the
outlander background.
#h;The Barbarian
#ts;
#th;Level;Proficiency;Features;Rages;RageDamage;
#tr;1st;+2;Rage,UnarmoredDefense;2;+2;
#tr;2nd;+2;Reckless Attack, Danger Sense;2;+2;
#tr;3rd;+2;Primal Path;3;+2;
#tr;4th;+2;Ability Score Improvement;3;+2;
#tr;5th;+3;Extra Attack, Fast Movement;3;+2;
#tr;6th;+3;Path feature;4;+2;
#tr;7th;+3;Feral Instinct;4;+2;
#tr;8th;+3;Ability Score Improvement;4;+2;
#tr;9th;+4;BrutalCritical(1die);4;+3;
#tr;10th;+4;Path feature;4;+3;
#tr;11th;+4;Relentless Rage;4;+3;
#tr;12th;+4;Ability Score Improvement;5;+3;
#tr;13th;+5;Brutal Critical(2dice);5;+3;
#tr;14th;+5;Path feature;5;+3;
#tr;15th;+5;Persistent Rage;5;+3;
#tr;16th;+5;Ability Score Improvement;5;+4;
#tr;17th;+6;Brutal Critical(3dice);6;+4;
#tr;18th;+6;Indomitable Might;6;+4;
#tr;19th;+6;Ability Score Improvement;6;+4;
#tr;20th;+6;Primal Champion;Unlimited;+4;
#te;
#h;Class Features

Emerald_wind
September 13th, 2014, 23:59
My text is above except that I deleted the #bp from in front of Hit Points etc.

El Condoro
September 14th, 2014, 00:11
@Emerald_wind: if you mean the Cleric text, then that parsed fine for me (once #bp; was removed). I'm a bit confused because you say "Alright, so one of the above fixes seems to have worked. It got through the parse fine." Is Cleric *all* that is in the text file or is there more below Cleric?

Brenn
September 14th, 2014, 00:13
Emerald, to me (who is quite new to this), that error would seem to indicate a problem in the reference.txt file...

El Condoro
September 14th, 2014, 00:15
@ManakinRex: the key stuff is missing from your text. In my (limited) experience it is the section with Hit Points, etc that causes the most problems. Perhaps remove all the fluff text (scene-setting) and just go with the key game stuff, and maybe add the fluff text later.

ManakinRex
September 14th, 2014, 01:20
@ManakinRex: the key stuff is missing from your text. In my (limited) experience it is the section with Hit Points, etc that causes the most problems. Perhaps remove all the fluff text (scene-setting) and just go with the key game stuff, and maybe add the fluff text later.

Thank you El Condoro, that is exactly what the problem was. Seems so obvious now =P

Emerald_wind
September 14th, 2014, 03:03
Through trial and error I finally figured it out, I had a ; between two of the levels in the features section instead of a ,

Thank you all for your thoughts on this, my stupid typo!

Brenn
September 14th, 2014, 12:45
Ok, I'm working through the fighter at the moment and wondering what the best way to approach the choices - such as Fighting Style. I currently just have the various styles in bold which is fine, however that isn't an item that you can drag onto your character sheet. Is there any way to make the individual items something that could be drug onto the character sheet (eg. Protection)? I know I could list them all with #fe; but that seems a bit clunky. Wonder what those of you that have done this have done?

El Condoro
September 14th, 2014, 12:52
Personally, I have just done what you have - bold the headings in the entry for Fighting Style - then manually add them once chosen to the character sheet. e.g. Add +2 to the attack of ranged attacks for the Archery style etc. Otherwise, there would need to be a pop-up dialog, similar to the one for skills, when the Fighter class is taken. Not a bad idea, but probably a bit of work to implement properly.

Emerald_wind
September 14th, 2014, 15:37
I did the same thing because it works, but was considering adding another
#ab;Fighting Style
Then listing the styles as features under that to make them draggable to the character sheet. I haven't implemented this yet as I'm still working on getting all the classes in.

ManakinRex
September 14th, 2014, 23:26
Hey all. So I have my spells.txt test working fine with 1 class, 2 levels of spells, and several spell entries. Everything works fine in FG2. The issue I'm having is with adding another spell caster class to the index. I noticed at the beginning of this thread that Xorn had a similar issue and simply removed the #@; from the other classes after he spoke to Zeus. Is there a different tag that needs to be in front of subsequent classes within the spell index? I have parsed all of the 'A' spells (doing this alphabetically) from my PHB scans and created a test 'spells.txt' with Bard and Cleric only having 'A' spells in the index. Here's a look at what I have....any suggestions?



#@;
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

##;
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.
At Higher Levels. 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.

...blah blah... all of the 'A' spells formatted well...

Xorn
September 15th, 2014, 04:15
Hey all. So I have my spells.txt test working fine with 1 class, 2 levels of spells, and several spell entries. Everything works fine in FG2. The issue I'm having is with adding another spell caster class to the index. I noticed at the beginning of this thread that Xorn had a similar issue and simply removed the #@; from the other classes after he spoke to Zeus. Is there a different tag that needs to be in front of subsequent classes within the spell index? I have parsed all of the 'A' spells (doing this alphabetically) from my PHB scans and created a test 'spells.txt' with Bard and Cleric only having 'A' spells in the index. Here's a look at what I have....any suggestions?



#@;
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

##;
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.
At Higher Levels. 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.

...blah blah... all of the 'A' spells formatted well...


Try removing the line break between "Class" Spells and "Cantrips...". Looking at my spells.txt I don't have an empty line there.

El Condoro
September 15th, 2014, 10:50
Cleric Spells should be preceded by #@;

All new class spells have that before them.

The spells themselves just need the ##;

Xorn
September 15th, 2014, 22:28
My Spells.txt only has a single #@; to denote the start of the spell index block, and then a ##; to start the spell data block. Excerpt from a message Zeus sent me while I was doing my original PAR5E:


I found the problem. Your source is 99% correct. However In the index section you need to change the following two lines:

#@;Cleric Spells

and

#@;Wizard Spells

Change the first line to:

#@;
Cleric Spells

and the second line to:

Wizard Spells

You only specify the #@; tag once to signify the start of the spell index section, similarly you only specify the ##; tag once to signify the start of the spell description section.

Try that and it should parse ok for you. Also just to note, when you see spells and other items reported in Red, it means PAR5E didn't get the input it was expecting and is usually and indicator to check your source syntax. If all are reported in Green, the content was parsed as expected.

Let me know if you hit any other problems.

El Condoro
September 16th, 2014, 08:10
I was able to parse successfully both ways - with @#; before each class spell block and without it (only one at the start). shrug

ManakinRex
September 16th, 2014, 22:05
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


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]


My current spells.txt


#@;
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)


I thought maybe this could have something to do with sentence breaks and hidden spaces (tried out AutoHotkey as per Xorn's video but couldn't quite get it to work, will probably try again as it was late that night) but then why would all of the spells show up fine for Bard and yet no Cleric entry? They have the exact same spell lists. There's obviously something small I'm missing here. Any other ideas I could try? Thanks guys.

OneSidedDie
September 16th, 2014, 23:43
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.

ManakinRex
September 17th, 2014, 00:30
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 :)

Olodrin
September 17th, 2014, 23:26
Did this issue get addressed?

ManakinRex
September 18th, 2014, 20:15
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


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>


- Adding the 'types' to weapon descriptions, including 'special' text


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.


- Using lists to display certain class information (i.e. Below is a Barbarian example)


#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;


Of course these are simple samples but they work well with my gaming group. What sorts of changes have you made? Does anyone have a better way of displaying the weapon 'types' in their description (as far as I can tell lists, bullet points, etc, don't work in the description text) for example? Anything 'custom' that you have done that works for your group? Any ideas (i.e. adding a Rituals list to the 'spells.txt' or adding the carrying capacity of containers to equipment descriptions)?

Whatcha got? :)

Zeus
September 18th, 2014, 20:23
Did this issue get addressed?

Which issue would that be Olodrin?

Zeus
September 18th, 2014, 20:27
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


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>


- Adding the 'types' to weapon descriptions, including 'special' text


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.


- Using lists to display certain class information (i.e. Below is a Barbarian example)


#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;


Of course these are simple samples but they work well with my gaming group. What sorts of changes have you made? Does anyone have a better way of displaying the weapon 'types' in their description (as far as I can tell lists, bullet points, etc, don't work in the description text) for example? Anything 'custom' that you have done that works for your group? Any ideas (i.e. adding a Rituals list to the 'spells.txt' or adding the carrying capacity of containers to equipment descriptions)?

Whatcha got? :)

It will be interesting to see the responses to this, as for me I pretty much mirror the Rulebook format so my groups have no issues transitioning between hardback books, PDFs or FG Modules.

Torgaard
September 18th, 2014, 22:58
What sorts of changes have you made? Does anyone have a better way of displaying the weapon 'types' in their description (as far as I can tell lists, bullet points, etc, don't work in the description text) for example? Anything 'custom' that you have done that works for your group? Any ideas (i.e. adding a Rituals list to the 'spells.txt' or adding the carrying capacity of containers to equipment descriptions)?

Whatcha got? :)

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.

Olodrin
September 18th, 2014, 22:58
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




#@;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; ó;
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;

ManakinRex
September 19th, 2014, 00:41
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.


Ah, using 2E eh? Such fond memories of AD&D :) Adding extra items/descriptions sounds like a great idea. The more the merrier. Best of luck for your first 5e 'sit-down' :).

yondar
September 21st, 2014, 19:07
Does the Parser need to be updated before I start parsing the Monster Manual or will it be ready to go?

dberkompas
September 21st, 2014, 19:36
You could test it with the existing monsters that have already been published? (ie, free handouts for HotDQ)

Zeus
September 22nd, 2014, 07:35
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




#@;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;



I don't get any errors, make sure your using the latest build of the Parser, you will also need to ensure you have updated to the Test release of 5E.

Zeus
September 22nd, 2014, 07:39
Does the Parser need to be updated before I start parsing the Monster Manual or will it be ready to go?

Its ready to go (subject to any final content changes Wizards might make). Its been tested against all the content in PHB, MM, HoTDQ, LMoP, Basic Rules (Player and DM) and Starter Set content. All the modules should work (including the MM) with the latest test release of 5E.

Brenn
September 22nd, 2014, 11:40
I'm attempting to parse the Basic NPC's and they are parsing fine. I put the letter tokens in input/tokens and selected the token in configuration. The tokens are recognized fine, however the npc's will not auto link to any of the letters. I have tried specifically named tokens following the format in the 5e doc, however still no joy. The tokens are there and recognized but they will not auto link to the appropriate npc. Am I doing something wrong? Pretty sure I have this set up exactly like Xorn does in his video.

--

Nevermind, figured it out. The names are case sensitive. Didn't expect that ;)

yondar
September 23rd, 2014, 20:40
Can someone have a look at this for me and see whats wrong as it parses red and doesn't show up.

Thanks


Aboleth
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10ft., swim 40ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 {+4)
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120ft
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
Actions
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6(1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target.
Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave(3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Tel Arin
September 23rd, 2014, 21:14
When I try to open any monster:

Runtime Error: desktop: Unable to create window with invalid class (reference_npc : [email protected] MM)



Aarakocra
Medium humanoid (aarakocra), neutral good
Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft. , fly 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
Skills Perception +5
Senses passive Perception 15
Languages Auran
Challenge 1/4 (50 XP)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack dea ls an extra 3 (1d6) damage to the target.
ACTIONS
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (ld4 + 2) slashing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Any idea?

Torgaard
September 23rd, 2014, 21:26
Can someone have a look at this for me and see whats wrong as it parses red and doesn't show up.

Thanks


Aboleth
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10ft., swim 40ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 {+4)


The +4 bonus behind CHA has a left bracket on it instead of a parentheses.

Zeus
September 23rd, 2014, 21:43
When I try to open any monster:

Runtime Error: desktop: Unable to create window with invalid class (reference_npc : [email protected] MM)



Aarakocra
Medium humanoid (aarakocra), neutral good
Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft. , fly 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
Skills Perception +5
Senses passive Perception 15
Languages Auran
Challenge 1/4 (50 XP)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack dea ls an extra 3 (1d6) damage to the target.
ACTIONS
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (ld4 + 2) slashing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Any idea?

Make sure your using the latest build of PAR5E and you are using the latest test mode build of 5E.

Tel Arin
September 23rd, 2014, 22:03
Make sure your using the latest build of PAR5E and you are using the latest test mode build of 5E.

Perfect! It works! Thanks

yondar
September 24th, 2014, 07:12
Fixed that but still won't work.

El Condoro
September 24th, 2014, 08:37
@yondar
Took me a while but I found the bugger and it was sneaky! In the Speed section, put a space between the number and the ft.
Speed 10 ft., swim 40 ft.

kalannar
September 24th, 2014, 19:32
Planetar
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 19 (+4) 22 (+6) 25 (+7)
Saving Throws Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
##;
Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.


The above monster will not parse. I looked on the debug info and it is not parsing the attributes STR, DEX, ... etc. But cannot understand why, anyone see what my problem might be?

Here is the debug info.


NPC - Planetar
Size - Large
Type - celestial
Alignment - lawful good
AC - 19
AC Text - (natural armor)
HP - 200
HD - (16d10 + 112)
Speed 40 ft., fly 120 ft.
Saving throws Con +12, Wis +11, Cha +12
Skills Perception +11
Dmg Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Level 16 XP 15000
Trait Angelic Weapons
Trait Divine Awareness
Trait Innate Spellcasting
Trait Magic Resistance
Action Multiattack
Action Greatsword
Action Healing Touch (4/Day)
Paragraph
Empty Line
Parse Incomplete - Planetar

Zeus
September 24th, 2014, 19:46
Planetar
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 19 (+4) 22 (+6) 25 (+7)
Saving Throws Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
##;
Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.


The above monster will not parse. I looked on the debug info and it is not parsing the attributes STR, DEX, ... etc. But cannot understand why, anyone see what my problem might be?

Here is the debug info.


NPC - Planetar
Size - Large
Type - celestial
Alignment - lawful good
AC - 19
AC Text - (natural armor)
HP - 200
HD - (16d10 + 112)
Speed 40 ft., fly 120 ft.
Saving throws Con +12, Wis +11, Cha +12
Skills Perception +11
Dmg Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Level 16 XP 15000
Trait Angelic Weapons
Trait Divine Awareness
Trait Innate Spellcasting
Trait Magic Resistance
Action Multiattack
Action Greatsword
Action Healing Touch (4/Day)
Paragraph
Empty Line
Parse Incomplete - Planetar


Check the abilities line for any hidden characters like tabs and remove them.

kalannar
September 24th, 2014, 20:07
Check the abilities line for any hidden characters like tabs and remove them.

Checked for them, even retyped the ability scores and still gives the warning.

yondar
September 24th, 2014, 21:57
Make sure there isn't a space after the (+7) at the end.

kalannar
September 24th, 2014, 22:01
Make sure there isn't a space after the (+7) at the end.

checked that too and still not parsing the ability scores. It is driving me nuts.

yondar
September 24th, 2014, 22:17
You do know that its only got 5 sets of numbers in there, your missing the Con 24 (+7).

Medriza
September 25th, 2014, 05:49
Irondrake - your backgrounds.txt source file is littered with Unicode 'Zero Width No-break Space' characters (U+FEFF). These are invisible in most text editors. I suspect this is a byproduct of cutting and pasting text from the PDF. I have added an auto-strip function which will remove these when detected. I also found a bug with the XML output of backgrounds, Trait names were missing the "string" type, which explains the error your seeing.

Both have already been addressed and will be fixed in the next build (I'll post up shortly).



Hello Zeus!
I'm trying to get my head around the Par5e procedure to get the data into FG, but I'm having a bit of trouble. I'm getting the same error that Irondrake was getting in February (this is just importing 5E backgrounds). From what I'm reading, you put code in to strip that Unicode character. I'm on v0.0.8-b28, so I should be way past the version where you added the fix for that issue. But I'm still getting these types of errors when I attempt to open any of the backgrounds. I seem to have hit the wall after messing around trying this or that in a different way, but nothing is giving me a different result. Whatever I do, I'm getting these errors:

Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)

Any idea what I'm doing wrong?

-medriza

Trenloe
September 26th, 2014, 01:20
Hello Zeus!
I'm trying to get my head around the Par5e procedure to get the data into FG, but I'm having a bit of trouble. I'm getting the same error that Irondrake was getting in February (this is just importing 5E backgrounds). From what I'm reading, you put code in to strip that Unicode character. I'm on v0.0.8-b28, so I should be way past the version where you added the fix for that issue. But I'm still getting these types of errors when I attempt to open any of the backgrounds. I seem to have hit the wall after messing around trying this or that in a different way, but nothing is giving me a different result. Whatever I do, I'm getting these errors:

Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(grouplist) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control(filter) anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)
Ruleset Error: window: Control() anchoring to an undefined control (contentanchor) in windowclass (reference_colindex)

Any idea what I'm doing wrong?

-medriza
Sounds like you're running some extensions to your ruleset? Try it in a new 5E campaign with no extensions.

I don't think this is directly an issue with the parsed module, I'm seeing these errors in a few areas (not specifically 5E though) after the upgrade to 3.0.8.

EDIT: If you're not running any extensions, it may be you have an older version of CoreRPG on your system (all of the errors above are related to a control that was added in CoreRPG 3.0.8). Create a new CoreRPG campaign and see what version number is listed in the chat window - you should see v3.0.8. If not, run an update and check the version again. If it still isn't v3.0.8 check in your <fg app data>\rulesets directory for a CoreRPG directory and delete the directory if it is present. If there isn't a CoreRPG directory, delete CoreRPG.pak and re-run the FG updater to download the latest version of CoreRPG.

tiilikainen
September 27th, 2014, 06:09
I may have discovered an issue with how classes are generated from classes.txt.

I'm working through parsing the Paladin from the PHB right now, and I'm dealing with the Oath Spells and Channel Divinity ability features. What I'm finding is that if two ability features from different abilities (that are themselves under the same ability header and class) have the same exact name, then all the links that are generated for those ability features only link to the ability feature text from the last appearing identically named ability feature,

The above is kind of confusing so let me illustrate by example.

Say you have this in your classes.txt file:


#abh;Sacred Oaths
...
#ab;Oath of Devotion
...
#abf;Oath Spells;3
123
#abf;Channel Divinity;3
321
#ab;Oath of the Ancients
...
#abf;Oath Spells;3
456
#abf;Channel Divinity;3
654
#ab;Oath of Vengeance
...
#abf;Oath Spells;3
789
#abf;Channel Divinity;3
987

Parse this and load it up in FG and navigate to Classes > Paladin > Oath of Devotion > Oath Spells. You'll get 789 in the text area of the Oath Spells window instead of the expected 123.

However, this isn't true ACROSS classes. It works correctly. So for example:

##;Druid
#fe;Timeless Body;18
123

##;Monk
#fe;Timeless Body;18
456

Navigating to Classes > Druid > Timeless Body will popup a window displaying the correct value of 123. Granted the second example uses #fe; instead of #abf; so the two might not share the same code, which would render my comparison invalid.

Regardless, the first case is still an issue. I've worked around it by prefixing each occurrence of "Oath Spells" or "Channel Divinity" to the right of an #abf; tag with "Oath of xxx: " where xxx is the Oath.

Bug or feature? =)

PAR5E version: v0.0.8-b28

Medriza
September 27th, 2014, 21:07
Sounds like you're running some extensions to your ruleset? Try it in a new 5E campaign with no extensions.

I don't think this is directly an issue with the parsed module, I'm seeing these errors in a few areas (not specifically 5E though) after the upgrade to 3.0.8.

EDIT: If you're not running any extensions, it may be you have an older version of CoreRPG on your system (all of the errors above are related to a control that was added in CoreRPG 3.0.8). Create a new CoreRPG campaign and see what version number is listed in the chat window - you should see v3.0.8. If not, run an update and check the version again. If it still isn't v3.0.8 check in your <fg app data>\rulesets directory for a CoreRPG directory and delete the directory if it is present. If there isn't a CoreRPG directory, delete CoreRPG.pak and re-run the FG updater to download the latest version of CoreRPG.

You called it perfectly, Trenloe. Thanks a ton! I'm updated now and everything is fine. I also had an extension I was experimenting with to learn how some of the code worked. Got rid of that and updated and stopped getting the errors.

I've got a new one though if anyone can answer...

I know this is going to be something dumb I'm missing, but I just can't see what it is. When I run the text file thru Par5E, I get the following:

Parse Backgrounds.........Invalid Path - WARNING

The input folder is correct. It's where I've got all the .txt files I've created. The names match what Par5e lists for each type. I've only got a few of each type in there to test so far. And every one (backgrounds, races, spells, equipment) produce the same error. The module gets created, but it's empty of actual data. It loads and I can click the main word in it (like Backgrounds), but it is empty with nothing clickable inside. The xml file inside is most empty as well...

Anyone have any ideas?

Treegreen
September 27th, 2014, 22:17
Make sure the module source path is pointing to the folder that contains the input folder, and not the input folder itself. (e.g. PAR5E and not PAR5E/Input).

Medriza
September 29th, 2014, 05:58
Ugh! The good news is that I was overlooking something incredibly simple. The bad news is that I was overlooking something incredibly simple...

That was exactly the problem, Treegreen! Thanks a ton!

tiilikainen
September 30th, 2014, 01:20
Would it be possible to see the XML as it's being rendered?

I was having a consistent problem where PAR5E was hanging during generateSpellXMLLists. I solved it but it took me a while to figure it out. I only had access to the debug logs so I was doing a lot of trial-by-error. I feel that if I would have had the interim XML output I would have been able to figure it out faster.

The problem was that apparently comment lines (starting with "--"; in my case, "--\n" (newline after) are a no-no in the spell lists section of the file. I'll take responsibility for being bad at following directions. =)

ManakinRex
October 2nd, 2014, 06:30
So I'm back to having issues with my 'spells.txt' file =P My test module worked fine (Bard and Cleric lists, including only spells starting with letter A) but when I scanned/entered the entire PHB spells section...well, I can't get it to kick out the module. Things I've done...

-Parsed/fixed/re-parsed until all spells are showing up green.
-Double checked 'green parsed' spells from the PAR5E console against those in the book...all are included (except zone of truth, the last one. This happened in my test module as well but didn't seem to affect anything).
-Double checked the spell-lists for all classes in the 'spells.txt' against the book, exact match. Except...
- Changed 5th level Paladin spell 'Destructive Wave' to 'Destructive Smite' in both the list and the spell entry
- Deleted the 8th level Wizard spell 'Trap the Soul' from the wizard spell list (as there IS no spell by that name)
-Made sure that sentence breaks from the scan were fixed in the spell-lists (Mordenkainen's, Protection from, etc)

Is there anything I'm missing? Any ideas? All spells parse 'green' so that makes me think the problem lies somewhere in the spell-lists. Did any of you find a weird thing in your lists that you had to change?

-Gil

El Condoro
October 2nd, 2014, 10:08
If you want to PM your spells.txt I am happy to check it.

dthwing
October 2nd, 2014, 15:14
First off...thanks again, Zeus, for providing such a great tool.

I ran into an issue while parsing the Aboleth from the Monster Manual. I'm trying to enter the Lair information into the NPC Descriptive Text section, and found that if I have a line "LAIR ACTIONS" as it is in the Monster Manual, the parser will combine the subsequent text as if it were an additional item in the ACTIONS section. If I change the header to "Lair Actions" instead (proper case) or "LAIR ACTION", it's fixed, so I'm assuming it's looking for the "ACTIONS" in CAPS to decide what section to parse into. I can only guess that you're checking for "LEGENDARY" in front "ACTIONS" to separate out the LEGENDARY ACTIONS section.

As mentioned, it's an easy workaround to avoid using a line of "ACTIONS" in CAPS within the NPC Descriptive Text section, but it took a bit of troubleshooting to find so I wanted to let others know about the issue as well in case they were running into the same thing. Also, if it's something easy to fix, it would satisfy my extreme pickiness about having it displayed as it is in the Monster Manual :)

khersheyjr
October 3rd, 2014, 01:37
Starting work on my NPCs. I am getting an error with my banshee text block. Can anyone direct me as to why this entry might be failing? Please and thanks.

Banshee
Medium undead, chaotic evil
Armor Class 12
Hit Points 58 (13d8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Saving Throws Wis +2, Cha +4
Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

El Condoro
October 3rd, 2014, 01:41
Parsed perfectly for me as is. Your setup is OK?

khersheyjr
October 3rd, 2014, 01:43
yeah I found the issue. I had an extra space in the stat block. Thanks for checking though :)

khersheyjr
October 3rd, 2014, 02:05
got another one giving me problems:

ABOLETH
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10ft., swim 40ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, lnt +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minlilte, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magica lly charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can com muni cate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;ABOLETH
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves.
Aboleths have never forgotten.
Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.
Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
An Aboleth's Lair
Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
LAIR ACTIONS
When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:
The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.
REGIONAL EFFECTS
The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:
Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears. If the aboleth dies, the first two effects fade over the course of 3d10 days.

damned
October 3rd, 2014, 02:35
Off Topic but Important!

We have had a last minute GM cancellation for FG Con for a DnD 5e session of The Lost Mine of Phandelver with 5 bookings in place.
Any DnD5 DMs want to take over this session for us?
The game is scheduled at this time: http://www.timeanddate.com/worldclock/fixedtime.html?msg=Lost+Mine+of+Phandelver&iso=20141018T19&ah=5
Any assistance from the community would be great.

El Condoro
October 3rd, 2014, 03:29
Put a space between your movement number and the ft. e.g. 40 ft. not 40ft.

damned
October 3rd, 2014, 03:40
El Condoro is fast becoming the goto man for Par5e!
Is anyone up to the task of collating all the issues/fixes here into a single FAQ?

khersheyjr
October 3rd, 2014, 03:47
Thanks!

Cabrones
October 3rd, 2014, 19:37
Could anyone please share the module files if possible? i can't get the parsers to work it seems, thanks a lot!

Griogre
October 3rd, 2014, 20:26
The whole reason for the parser is it not legal to share the modules. Try using Verlaro's parser, you just have to run it and it will make a module for you from the Basic D&D Rules: http://www.fantasygrounds.com/forums/showthread.php?21835-D-amp-D-Basic-Rules-PDF-Parser

It will also spit out the input files for Par5e which might help you build your own input files.

Cabrones
October 3rd, 2014, 20:55
thank you for the answer but as i said the parser didn't work, i watched the youtube tutorial , followed the instructions etc.. :cry:

Trenloe
October 3rd, 2014, 21:04
thank you for the answer but as i said the parser didn't work, i watched the youtube tutorial , followed the instructions etc.. :cry:
Provide more information on exactly what your issues are and the very helpful people here will try to help.

Cabrones
October 3rd, 2014, 21:17
i have everything installed and ready, files downloaded from wiz website, correct files. i click on the big button and this happens:
http://imgur.com/pEirpOy

damned
October 3rd, 2014, 23:44
thank you for the answer but as i said the parser didn't work, i watched the youtube tutorial , followed the instructions etc.. :cry:

Hi Cabrones - ppl still cant share the module with you but we will help you work thru the issues...

El Condoro
October 4th, 2014, 00:33
The first thing that would be helpful is a screen shot of your parser set up. I have included mine (stripping out the full paths), although note that it has been said that using the FG modules folder is not best practice. It has never failed for me, though. I do it so that the module is immediately available in FG.

It is then a matter of getting the files (in the "input" folder) to follow the parse formats. That's the next thing that would help us assist you - a copy of part of one of those files.

https://dl.dropboxusercontent.com/u/16283408/Images/PAR5E%20setup.png

No1Sciguy
October 4th, 2014, 03:39
Ok. I'm officially stumped what am i doing wrong here? I am able to follow the excellent instructional video pretty well. However, when I run par5e, it seems to work the first time. However, if I make changes to the text file (or even parse it again) I get the error below. "Invalid path" for the text files and the files delete as well. Help!

Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. .......................... [D&D PHB 5.0]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. .................... [Created]
Parse : background .................................................. .................... [Acolyte - OK]
Parse : background .................................................. ................... [Criminal - OK]
Parse : backgrounds .................................................. ....................... [Completed]
Make : backgrounds windowlists .................................................. ........... [Completed]
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. .......................... [D&D PHB 5.0]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse : backgrounds .................................................. .......... [Invalid Path - WARNING]
Parse : tables .................................................. ............... [Invalid Path - WARNING]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : backgrounds (reference) .................................................. ........... [Completed]
Make : module xml data .................................................. ................... [Completed]
Make : archive data .................................................. ...................... [Completed]

El Condoro
October 4th, 2014, 04:32
Can you do a screen shot of your parse setup? That will help troubleshooting.

Olodrin
October 4th, 2014, 14:44
I'm working on putting the 5e Deva into a monster manual module.

As part of the Deva's traits is Innate Spellcasting, allowing it to cast certain spells at will and others 1/day.

I would like to display these two categories as a short list so they don't get lost in the text.

I have tried using the list format which worked incredibly well in my PHB module (#ls;#li;#le; ) but to no avail in the monster coding.

Additionally, if at all possible, I'd like to make the spell entries link to spell descriptions.

Any thoughts?

No1Sciguy
October 4th, 2014, 16:53
Here is a screen dump for the issue I am having above...
7600

yondar
October 4th, 2014, 17:18
Create a temp folder in your PHB Rulebook folder and select that as the temp path.

OneSidedDie
October 4th, 2014, 18:17
You will want to create two folders, one for temp and one for your input.

C:\users\rossor\Desktop\PHB Rulebook\input for a place to have all of your .txt files
C:\users\rossor\Desktop\PHB Rulebook\temp for a place to have your temp files go

Once par5ed it will put the mod file into C:\users\rossor\Desktop\PHB Rulebook

Your par5e should be set up like the screenshot here:

7601

Notice the \temp at the end of your temp folder path. Change that with the added folders from above and you should be par5ing like a champ.

El Condoro
October 4th, 2014, 23:11
As above, and make sure you have a thumbnail image and path too.

tiilikainen
October 5th, 2014, 04:11
Hi folks,

I'm trying to create a link from one section of my reference manual to the other. What I've done to try this out is to put all the sidebars (the stuff called out in boxes) into separate pages so that I can create links to them from the main text.

In my referencemanual.txt I have the following:


#@;Chapter 1
#!;Step-by-Step Characters
##;Step-by-Step Characters

(text snipped)

#zls;
#zl;referencetext;reference.refmanualdata.refpage_ 020000quickbuild;Quick Build
#zle;

(more text snipped)

#@;Sidebars
#!;Chapter 1
##;Quick Build
Each class description in chapter 3...

The problem is that no link is being created. All I get in the XML is an empty listlink tag (i.e. "<listlink/>". I'm obviously doing something wrong here, but I'm not sure what. Is it possible to link between pages of the reference manual?

ManakinRex
October 5th, 2014, 05:46
This may be a silly question but I haven't seen it mentioned anywhere else. When we PAR5E a class we are adding 'level #'s' behind the class features (i.e. #fe;Aura of Devotion;7,18) but what exactly is the function of this level number? I notice that level 1 features auto populate onto a character sheet when the class is drag-n-dropped onto the sheet but later level features don't auto show when the class level is manually increased. Is it an intended feature to auto-show class abilities as level increases, maybe sometime down the line? Or do these 'levels' we append on to the end of our #fe; 's serve a more fundamental purpose?

Please excuse any ignorance, I merely want to know all that I can about this awesome PAR5Er and the 5e rule-set, thanks. :)

-Gil

El Condoro
October 5th, 2014, 07:19
You can auto level-up by dragging and dropping at each level - you get the traits and features from those numbers. So, drag and drop 'Fighter' when the character goes up a level from 3 to 4, for example, and you will see the Ability Score Increase will appear in the list of traits. If you drag and drop Cleric onto that Fighter when it gets to 5th level, he will get all the 1st level Cleric stuff etc. So Ability Score Increase;4,8,12 will be applied by dragging and dropping at levels 4,8 and 12. Cheers

yondar
October 5th, 2014, 10:25
Olodrin, I haven't found a way to do this, I have also noticed the the field doesn't seem to be long enough so it only get to at will and doesn't show anything after that.

Any ideas Zeus.

Olodrin
October 5th, 2014, 13:35
Putting the Angels aside for a moment, I've moved on to the B's of the Monster Manual where I ran smack into Beholders and their randomly determined eye ray usage. I built a rollable table, but am unable to insert a link to the table into the monster description.

--

Edit - it is possible to insert a link to the table in the Other tab, placing the link after the ##; tag in the monster description. Still wondering if the link can be put on the Main tab.

No1Sciguy
October 5th, 2014, 17:47
Ugh so simple... It's working now. My thanks everyone.

El Condoro
October 5th, 2014, 21:18
@Olodrin: the field on the Other tab is full text editable but the main ones are just text fields. That's why the features you want to use can't be included. Not sure if that can be changed and still function.

ManakinRex
October 6th, 2014, 02:36
You can auto level-up by dragging and dropping at each level - you get the traits and features from those numbers. So, drag and drop 'Fighter' when the character goes up a level from 3 to 4, for example, and you will see the Ability Score Increase will appear in the list of traits. If you drag and drop Cleric onto that Fighter when it gets to 5th level, he will get all the 1st level Cleric stuff etc. So Ability Score Increase;4,8,12 will be applied by dragging and dropping at levels 4,8 and 12. Cheers

Ahhh, thanks for that explanation. Not sure why myself nor any in my group tried that before, simple. :)

-Gil

khersheyjr
October 6th, 2014, 04:07
Trying my hand at the trinkets table with no luck.


#@; PHB Tables
##; Trinkets
#!; Trinkets table
When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets.
column;Trinket
dice;d%
row;1;1 A mummified goblin hand touch
row;2;1 A piece of crystal that faintly glows in the moonlight
row;3;1 A gold coin minted in an unknown land necklace
row;4;1 A diary written in a language you don’t know
row;5;1 A brass ring that never tarnishes
row;6;1 An old chess piece made from glass
row;7;1 A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
row;8;1 A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
row;9;1 A rope necklace from which dangles four mummified on one end that throws sparks when wet elf fingers
row;10;1 The deed for a parcel of land in a realm unknown to you
row;11;1 A 1-ounce block made from an unknown material
row;12;1 A small cloth doll skewered with needles
row;13;1 A tooth from an unknown beast opened
row;14;1 An enormous scale, perhaps from a dragon
row;15;1 A bright green feather examined by anyone but you
row;16;1 An old divination card bearing your likeness
row;17;1 A glass orb filled with moving smoke
row;18;1 A 1-pound egg with a bright red shell
row;19;1 A pipe that blows bubbles
row;20;1 A glass jar containing a weird bit of flesh floating in pickling fluid
row;21;1 A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
row;22;1 A small wooden statuette of a smug halfling
row;23;1 A brass orb etched with strange runes
row;24;1 A multicolored stone disk
row;25;1 A tiny silver icon of a raven
row;26;1 A bag containing forty-seven humanoid teeth, one of which is rotten
row;27;1 A shard of obsidian that always feels warm to the touch
row;28;1 A dragon's bony talon hanging from a plain leather necklance
row;29;1 A pair of old socks
row;30;1 A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
row;31;1 A silver badge in the shape of a five-pointed star
row;32;1 A knife that belonged to a relative
row;33;1 A glass vial filled with nail clippings
row;34;1 A rectangular metal device with two tiny metal cups
row;35;1 A white, sequined glove sized for a human
row;36;1 A vest with one hundred tiny pockets
row;37;1 A small, weightless stone block
row;38;1 A tiny sketch portrait of a goblin
row;39;1 An empty glass vial that smells of perfume when
row;40;1 A gemstone that looks like a lump of coal when
row;41;1 A scrap of cloth from an old banner
row;42;1 A rank insignia from a lost legionnaire
row;43;1 A tiny silver bell without a clapper
row;44;1 A mechanical canary inside a gnomish lamp
row;45;1 A tiny chest carved to look like it has numerous feet on the bottom
row;46;1 A dead sprite inside a clear glass bottle
row;47;1 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
row;48;1 A glass orb filled with water, in which swims a clockwork goldfish
row;49;1 A silver spoon with an M engraved on the handle
row;50;1 A whistle made from gold-colored wood
row;51;1 A dead scarab beetle the size of your hand
row;52;1 Two toy soldiers, one with a missing head
row;53;1 A small box filled with different-sized buttons in its center
row;54;1 A candle that can’t be lit
row;55;1 A tiny cage with no door
row;56;1 An old key
row;57;1 An indecipherable treasure map
row;58;1 A hilt from a broken sword
row;59;1 A rabbit’s foot
row;60;1 A glass eye
row;61;1 A cameo carved in the likeness of a hideous person
row;62;1 A silver skull the size of a coin
row;63;1 An alabaster mask
row;64;1 A pyramid of sticky black incense that smells very bad
row;65;1 A nightcap that, when worn, gives you pleasant dreams
row;66;1 A single caltrop made from bone
row;67;1 A gold monocle frame without the lens
row;68;1 A 1-inch cube, each side painted a different color
row;69;1 A crystal knob from a door
row;70;1 A small packet filled with pink dust
row;71;1 A fragment of a beautiful song, written as musical notes on two pieces of parchment
row;72;1 A silver teardrop earring made from a real teardrop
row;73;1 The shell of an egg painted with scenes of human misery in disturbing detail
row;74;1 A fan that, when unfolded, shows a sleeping cat and crossbones
row;75;1 A set of bone pipes
row;76;1 A four-leaf clover pressed inside a book discussing when it’s not being observed manners and etiquette
row;77;1 A sheet of parchment upon which is drawn a complex mechanical contraption
row;78;1 An ornate scabbard that fits no blade you have found so far
row;79;1 An invitation to a party where a murder happened
row;80;1 A bronze pentacle with an etching of a rat's head
row;81;1 A purple handkerchief embroidered with the name of a powerful archmage
row;82;1 Half of a floorplan for a temple, castle, or some other structure
row;83;1 A bit of folded cloth that, when unfolded, turns into a stylish cap
row;84;1 A receipt of deposit at a bank in a far-flung city
row;85;1 A diary with seven missing pages
row;86;1 An empty silver snuffbox bearing an inscription on the surface that says “dreams’’
row;87;1 An iron holy symbol devoted to an unknown god
row;88;1 A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
row;89;1 A vial of dragon blood
row;90;1 An ancient arrow of elven design
row;91;1 A needle that never bends
row;92;1 An ornate brooch of dwarven design
row;93;1 An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W"
row;94;1 A mosaic tile with a multicolored, glazed surface
row;95;1 A petrified mouse
row;96;1 A black pirate flag adorned with a dragon's skull
row;97;1 A tiny mechanical crab or spider that moves about
row;98;1 A glass jar containing lard with a label that reads, “Griffon Grease”
row;99;1 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
row;100;1 A metal urn containing the ashes of a hero

yondar
October 6th, 2014, 07:16
Khersheyjr, the numbers need to be the same i.e. 71;71 at the moment you will only get an answer if you roll a 1.

ManakinRex
October 6th, 2014, 07:33
Khersheyjr, the numbers need to be the same i.e. 71;71 at the moment you will only get an answer if you roll a 1.

Yondar is correct. Also a ; is missing between the row numbers and the trinket description... i.e.

row;4;1 A diary written in a language you don’t know (this...)
row;4;4;A diary written in a language you don’t know (should look like this.)

An example of your code (edited) which I could parse fine...


#@; PHB tables
##; Trinkets
#!; Trinkets table
When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets.
column;Trinket
dice;d%
row;1;1;A mummified goblin hand touch
row;2;2;A piece of crystal that faintly glows in the moonlight
row;3;3;A gold coin minted in an unknown land necklace
row;4;4;A diary written in a language you don’t know
row;5;5;A brass ring that never tarnishes
row;6;6;An old chess piece made from glass
row;7;7;A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
row;8;8;A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
row;9;9;A rope necklace from which dangles four mummified on one end that throws sparks when wet elf fingers
row;10;10;The deed for a parcel of land in a realm unknown to you


Hope this helps :)

-Gil

khersheyjr
October 6th, 2014, 16:42
Sweet guys! thanks for the help getting the table going :D

evilmouse
October 7th, 2014, 05:13
im havng trouble with parse spell section im at a lost what correct code
#@;
Cleric spells
Cantrips(0-level)
Guidance
Light

1st-level
Bless
2nd-level
Aid

##;
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 targetís hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a targetís hit points increase by an additional 5 for each slot level above 2nd.

Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Please help parse spell aid warning; bless warning; guidance warning

dthwing
October 7th, 2014, 08:09
@Olodrin: the field on the Other tab is full text editable but the main ones are just text fields. That's why the features you want to use can't be included. Not sure if that can be changed and still function.

I've found that the text field will accept \r for a new line.

For example:
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
\r
\rAt will: detect evil and good.
\r1/day each: commune, raise dead

will look like...
7642

No1Sciguy
October 8th, 2014, 19:49
Question, trying to do the classes now. I started with the cleric, and it parses but generates a WARNING. Is there anyway to track down what it is generating this warning? I've feel like I've gone through this line by line and see nothing wrong. The module looks fine as far as I can tell in FG too. Any suggestions?

El Condoro
October 8th, 2014, 20:55
Just the usual troubleshooting. Cut (Ctrl-X so you can paste back in after parse) out sections of the class and parse each time until you narrow it down (don't get the warning), then cut out smaller sections until you get to the line or lines that are causing the issue and fix them. That's how I do it - it does take time, though.

wgdevanna
October 9th, 2014, 06:20
@No1Sciguy - I just completed the classes and have moved on to the races. Classes were painful (warlock esp). Even if you don't get the module, you should have a couple of xml files in the temp directory that you can look through (client and client_tidy I think). I found a stray < symbol in some free-text that was causing the parse to fail. It showed up red in an otherwise sea of black text.

Regarding the Race parsing...How are folks handling the Variant Human Traits section? I set it up as a Subrace. Is there a way to make the shield in the Traits section say something other than Subrace? I would like it to read "Variant Human Traits".

ShadeRaven
October 9th, 2014, 14:27
Formatting Question:

For those of you who've gotten through Fighter, how did you handle Maneuvers under the Battle Master (Martial Archtype). I'd like to see "buttons" for each that can be dragged and dropped, but to do that, I have to make it a class feature (at least from what I tried) with the maneuver heading that's visible at the top level or I have to make it a ABF feature within Battle Master and they get grouped up with all the other ABFs of Battle Master and don't get the Maneuvers heading. I thought about setting up a (rollable) table as a lookup for it, but not sure if that feels right either.

I don't mind having them all listed under Battle Master Features (with Combat Superiority and Student of War, etc.). Just wondering if someone found a way to have Battle Master with a sub-section called Maneuvers where each Maneuver has a tab that can be added individually to the sheet.

Thanks in advance!

El Condoro
October 9th, 2014, 20:49
I haven't done it this way, but I would look at the #zl; tag on p. 33 of the PAR5E DD5E manual. That allows you to link to all sorts of extra info. As I say, I have't actually tried it, yet.

ShadeRaven
October 10th, 2014, 00:57
Yeah, that's where I considered going.. maybe with a table.. or some other look-up... was hoping someone might have tackled it already. I'll post images and code if I figure it out on my own. :)

tiilikainen
October 11th, 2014, 01:04
How did people handle the spells given to the class subtypes? i.e. Barbarians taking Path of the Totem Warrior. I tried doing this for the Spirit Seeker ability feature:


#abf;Spirit Seeker;3
Yours is a path...
#zls;
#zl;spell;Beast Sense
#zl;spell;Speak with Animals
#zle;


Which doesn't work. Doesn't generate errors, the flavor text of the first paragraph is there, but the links themselves are absent. What am I doing wrong?

El Condoro
October 11th, 2014, 01:47
They are Primal Path features rather than spells.
From the documentation, in the class.txt use
#abh;Primal Paths
#ab;Path of the Totem Warrior
#abf;Totem Spirit;3
etc.

Emerald_wind
October 11th, 2014, 03:59
I ran back to check to make sure I hadn't done something wrong, because I thought they were Primal Path features when I set them up too. :p

Thanks for the confirmation on that one El Condoro.

El Condoro
October 11th, 2014, 05:40
Actually, I just had a second look and Spirit Seeker is a feature but allows the barbarian to use the *spells* beast sense and speak with animals, as tiilikainen said.

There have been a few questions about being able to link to spells recently, but no-one seems to have been able to do it. :) I think is has something to do with the #zl tags only being available in the same module. If you drag the link to a character sheet it is no longer in the same module. Just guessing here...

tiilikainen
October 11th, 2014, 19:52
It doesn't work even if I am viewing the sheet directly in the module.

The problem isn't that a bad link is created. The problem is that the link isn't being created at all in the XML.

El Condoro
October 11th, 2014, 22:27
Yeah, I've since seen what you mean. I started https://www.fantasygrounds.com/forums/showthread.php?22308-zl-tag-for-PAR5E-(5E) to try to sort out how zl codes work.

Kevlyn
October 14th, 2014, 19:40
Hi, I am trying to work through the tutorial for using PAR5E and I've successfully gotten all of the backgrounds to parse without tables. Then I added the blank tables.txt file, checked the box in PAR5E and got the messages below. When I remove everything but the Acolyte, it completes and works as expected. When I did the same to the Noble, it completes as expected. But when I combine the two, I get the same message as below...Mal Formed. I've checked, rechecked, and I can't seem to figure out why this is happening. Any help would be great!


Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ............................... [PHB BR]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse : background .................................................. .................... [Acolyte - OK]
Parse : background .................................................. ................... [Criminal - OK]
Parse : background .................................................. .................. [Folk Hero - OK]
Parse : background .................................................. ...................... [Noble - OK]
Parse : background .................................................. ....................... [Sage - OK]
Parse : background .................................................. .................... [Soldier - OK]
Parse : backgrounds .................................................. ....................... [Completed]
Make : backgrounds windowlists .................................................. ........... [Completed]
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : backgrounds (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 .................................................. ...... [Mal Formed - WARNING]

Kevlyn
October 14th, 2014, 20:20
As an interesting side note, while trying to get some more debugging out of what might be wrong with the xml syntax...I ended up running the parser about four or five times and it suddenly went successful and when I reloaded the module in FG, everything was there as it should be.

Treegreen
October 15th, 2014, 06:30
As an interesting side note, while trying to get some more debugging out of what might be wrong with the xml syntax...I ended up running the parser about four or five times and it suddenly went successful and when I reloaded the module in FG, everything was there as it should be.

Sometimes you just need to clear the temp folder. It's usually very good about that, but every so often something will get left over that shouldn't be there and seems to cause the malformed part when everything appears in order.

Kevlyn
October 15th, 2014, 18:27
It started again today, and I cleared out the temp folder. I picked a different temp folder, and now it seems I can't get any configuration to build where it was building just fine a few times this morning.

Any additional debugging I can trigger to see what the problem might possibly be?

El Condoro
October 15th, 2014, 21:11
Can you post a screen shot of your config in PAR5E? That will help.

Kevlyn
October 15th, 2014, 21:23
I even went so far as to removing the input folder, temp folder, and unchecking all the boxes. Which should have compiled a blank module but didn't. So I created a new folder, set the details as they were before, except into the new folder. Then it built fine, I added my stuff in and it built fine for several passes. Then it failed again, and now it's back to the malformed XML.

7706

Trenloe
October 15th, 2014, 23:30
I even went so far as to removing the input folder, temp folder, and unchecking all the boxes. Which should have compiled a blank module but didn't. So I created a new folder, set the details as they were before, except into the new folder. Then it built fine, I added my stuff in and it built fine for several passes. Then it failed again, and now it's back to the malformed XML.

7706
Don't so this type of parsing in a folder that is being synchronised to dropbox. Dropbox synchronisation doesn't work well with files that are being frequently changed. Either "pause syncing" of dropbox while you're doing your parsing or just do all the work in a folder that isn't being synchronised to dropbox. The main one is the temp folder - as this frequently changes, gets files deleted, etc. - but it would be a good idea to do all of the work outside of dropbox and then only copy to dropbox the files that you know work for backup purposes.

El Condoro
October 16th, 2014, 09:52
I have my entire FG data folder in OneDrive and have never had a problem with it but I will certainly turn off synching when playing the game. I agree that it is probably not best practice, though, for the reasons stated.

There doesn't seem to be anything 'wrong' with the setup but I do recall I had problems with DM only and DM/player module types. Did you try both?

damned
October 16th, 2014, 13:28
definitely test it outside dropbox. dropbox (and other similar services) will cause an issue one day... i zip up my campaign and rulesets to my onedrive but the actual live paths are in the usual spots.

kalannar
October 16th, 2014, 19:51
How do you guys mark spells are rituals in parse text? I have them marked in the school like in the text but it doesn't parse to fanstasy grounds.

Torgaard
October 16th, 2014, 21:17
How do you guys mark spells are rituals in parse text? I have them marked in the school like in the text but it doesn't parse to fanstasy grounds.

I actually made a separate spell list for Rituals. I basically approached from the perspective of creating a whole new class in the spells.txt file. Know what I mean? I've got a Cleric list, a Wizard list, and a Ritual Spells list. So now when I open the "Spells" section of the PHB inside the table, there it is! A list of just the rituals. And it's pretty easy to put it together, since you really are just creating a new list like any of the others, and not actually doing any formating of spells or anything. Just create a header (ie instead of "Wizard" it's "Ritual List"), paste in the list of spells, separate them out with levels, etc just like the other classes. Done! The only trick was to find somebody out on the web that had hunted through the PHB to find which spells were rituals and which weren't. Got my list HERE (http://www.giantitp.com/forums/showthread.php?365822-Alphabetical-list-of-ritual-spells). Note that you're not gonna wanna copy paste from that guys list, as there's a bunch of spelling errors. :p

kalannar
October 16th, 2014, 21:58
I actually made a separate spell list for Rituals. I basically approached from the perspective of creating a whole new class in the spells.txt file. Know what I mean? I've got a Cleric list, a Wizard list, and a Ritual Spells list. So now when I open the "Spells" section of the PHB inside the table, there it is! A list of just the rituals. And it's pretty easy to put it together, since you really are just creating a new list like any of the others, and not actually doing any formating of spells or anything. Just create a header (ie instead of "Wizard" it's "Ritual List"), paste in the list of spells, separate them out with levels, etc just like the other classes. Done! The only trick was to find somebody out on the web that had hunted through the PHB to find which spells were rituals and which weren't. Got my list HERE (http://www.giantitp.com/forums/showthread.php?365822-Alphabetical-list-of-ritual-spells). Note that you're not gonna wanna copy paste from that guys list, as there's a bunch of spelling errors. :p
I implemented that and it worked great. Thank you for the advise.

Kevlyn
October 17th, 2014, 05:34
Okay, moving it out of dropbox worked. Didn't occur to me because almost everything I do is out of dropbox. Thanks for the suggestion!

azj5001
October 19th, 2014, 23:31
Hey all,

I've successfully parsed all the backgrounds from the PHB, but am having an issue with classes. I've looked over my formatting and everything seems okay. When I parse the Barbarian, it looks like everything listed is "complete" and Barbarian should be parsed. When I open fantasy grounds refresh the PHB only Tables and Backgrounds are listed. Sorry if this has already been answered, I've been trying to fix this for the past few days with no luck on my own. I'm assuming that even if my source data is not formatted correctly I should still get a "class" category in fantasy grounds. Please let me know what little details I'm missing and if you need more info from me to resolve.
7723
7724

Thanks,
AJ

khersheyjr
October 19th, 2014, 23:57
Hey all,

I've successfully parsed all the backgrounds from the PHB, but am having an issue with classes. I've looked over my formatting and everything seems okay. When I parse the Barbarian, it looks like everything listed is "complete" and Barbarian should be parsed. When I open fantasy grounds refresh the PHB only Tables and Backgrounds are listed. Sorry if this has already been answered, I've been trying to fix this for the past few days with no luck on my own. I'm assuming that even if my source data is not formatted correctly I should still get a "class" category in fantasy grounds. Please let me know what little details I'm missing and if you need more info from me to resolve.
7723
7724

Thanks,
AJ

Post up your txt you are using so we can take a look.

azj5001
October 20th, 2014, 00:19
##;Barbarian
#h;Barbarian
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armoured elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury.More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength
#h;Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong em brace their animal nature- keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
#h;A Life of Danger
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring.Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
#h;Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life?Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee?
Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
#h;The Barbarian
#ts;
#th;Level;Proficiency;Bonus;Features;Rages;Rage Damage;
#tr;1st;+2;Rage, Unarmored Defense;2;+2;
#tr;2nd;+2;Reckless Attack, Danger Sense;2;+2;
#tr;3rd;+2;Primal Path;3;+2;
#tr;4th;+2;Ability Score Improvement;3;+2;
#tr;5th;+3;Extra Attack, Fast Movement;3;+2;
#tr;6th;+3;Path feature;4;+2;
#tr;7th;+3;Feral Instinct;4;+2;
#tr;8th;+3;Ability Score Improvement;4;+2;
#tr;9th;+4;Brutal Critical (1 die);4;+3;
#tr;10th;+4;Path feature;4;+3;
#tr;11th;+4;Relentless Rage;4;+3;
#tr;12th;+4;Ability Score Improvement;5;+3;
#tr;13th;+5;Brutal Critical (2 dice);5;+3;
#tr;14th;+5;Path feature;5;+3;
#tr;15th;+5;Persistent Rage;5;+3;
#tr;16th;+5;Ability Score Improvement;5;+4;
#tr;17th;+6;Brutal Critical (3 dice);6;+4;
#tr;18th;+6;Indomitable Might;6;+4;
#tr;19th;+6;Ability Score Improvement;6;+4;
#tr;20th;+6;Primal Champion Unlimited;+4;
#te;
#h;Class Features

azj5001
October 20th, 2014, 01:02
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
#ls;
lsi#;(a) a greataxe or (b) any martial melee weapon
lsi#;(a) two handaxes or (b) any simple weapon
lsi#;An explorer’s pack and four javelins
#le;
#fe;Rage;1
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
#ls;
lsi#;You have advantage on Strength checks and Strength saving throws.
lsi#;when you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
lsi#;You have resistance to bludgeoning, piercing, and slashing damage.
#le;
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
#fe;Unarmored Defense;1
While you are not wearing any armour, your Arm or Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
#fe;Reckless Attack;2
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
#fe;Danger Sense;2
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
#fe;Primal Path;3,6,10,14
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
#fe;Ability Score Improvement;4,8,12,16,19
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
#fe;Extra Attack;5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#fe;Fast Movement;5
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
#fe;Feral Instinct;7
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
#fe;Brutal Critical;9,13,17
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
#fe;Relentless Rage;11
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
#fe;Persistent Rage;15
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
#fe;Indomitable Might;18
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
#fe;Primal Champion;20
At 20th level, you em body the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

azj5001
October 20th, 2014, 01:07
I'm 100% sure their was a smarter way of doing this. sorry for the triple post.



#abh;Primal Paths
Rage burns in every barbarianís heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
#ab;Path of the Berserker
For some barbarians, rage is a means to an end-óthat end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserkerís rage, you thrill in the chaos of battle, heedless of your own health or well-being.
#abf;Frenzy;3
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. when your rage ends, you suffer one level of exhaustion (as described in appendix A).
#abf;Mindless Rage;6
Beginning at 6th level, you canít be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage
#abf;Intimidating Presence;10
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. when you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a wisdom saving throw <b>(DC equal to 8 + your proficiency bonus + your Charisma modifier)</b> or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
#abf;Retaliation;14
Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.
#ab;Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
#abf;Spirit Seeker;3
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
#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 adornmentóthat incorporates fur or feathers, claws, teeth, or bones 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.
<b>Bear.</b> 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.
<b>Eagle.</b> While you're raging and arenít 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.
<b>Wolf.</b> 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.
#abf;Aspect of the Beast;6
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
<b>Bear.</b> You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
<b>Eagle.</b> You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your wisdom (Perception) checks.
<b>Wolf.</b> You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
#abf;Spirit Walker;10
At 10th level, you can cast the commune with nature spell, but only as a ritual. when you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
#abf;Totemic Attunement;14
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
<b>Bear.</b> while youíre raging, any creature within 5 feet of you thatís hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it canít see or hear you or if it canít be frightened.
<b>Eagle.</b> while raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
<b>Wolf.</b> while youíre raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

khersheyjr
October 20th, 2014, 02:31
on your lists I noticed you are using "lsi#;" Try switching that to #li;

azj5001
October 20th, 2014, 02:40
Oh duh thanks. I fixed my lists. I reran the parse and it is still not coming up in fantasy grounds.

spoofer
October 20th, 2014, 02:42
When I parse the Barbarian, it looks like everything listed is "complete" and Barbarian should be parsed.

This assumption is not correct. The very last line of the PAR5E output should be Build Module. It never got that far. It hung on whatever it was trying to do next. Keep fixing your tags etc. until you see Build Module.... OK.

azj5001
October 20th, 2014, 02:46
Ok thanks, now I know what to look for. I'll go over the input data again and try to see where it needs tweaking.

khersheyjr
October 20th, 2014, 02:51
Ok put the line Hit Points just under class features and check all your lines for extra spaces at the end....I found a bunch. Once you do those things it will parse fine.

spoofer
October 20th, 2014, 02:51
It takes awhile to learn what types of mistakes to look for. For example, I counted your table headers and your table row contents, and found that you have more headers than columns of data. A closer look at the headers:

#th;Level;Proficiency;Bonus;Features;Rages;Rage Damage;

shows that there are too many ";". There should not be one between Proficiency and Bonus.

It will be some small mistake like that that is hanging the parsing.

spoofer
October 20th, 2014, 02:54
Awesome. It looks like you will get the first one to parse. From there it is smooth sailing. If you run into problems again with a different class, you can swap in parts from this class since you know that it parses, in order to isolate the location of the problem in the new class.

azj5001
October 20th, 2014, 03:13
Excellent! You guys are awesome. It definitely worked now and everything looks formatted well. Thanks again! I'm sure I'll be back.

Mistamichal
October 20th, 2014, 07:09
Hi guys. I'm having a small problem inside Fantasy Grounds with the NPC section. Everything parses fine and everything in the module shows up in FG without any problems but, when I open up an NPC and try to unlock it to edit it or assign a token, I can't. When I hover over the padlock it pops up as 'read only'. I checked the MOD file to make sure it wasn't set to read only but it's not and I can unlock tables in the same module. So I'm stumped. Any ideas?

Kevlyn
October 20th, 2014, 07:18
Which box did you have checked for the npcs portion? Cmp, Ref, Arch. If you only have ref, then you shouldn't be able to edit the information. If you open the NPC screen and then drag your npc onto that screen you can then edit it.

If you follow the tutorial video it's very easy to add tokens when building the module. Just create the token folder in the input folder, add the token (named almost exactly like the creature, check the PAR5E DD5E pdf for specific naming conventions), but then the token gets added automatically to the module when it gets built.

Kevlyn
October 20th, 2014, 07:20
I grabbed this from another thread, then decided to just post it here.

Nice tool Valeros.

As Xorn says, I use a source field (containing the class title) to populate the Spell Summary field. You can also now ignore Descriptors, this was left-over from play test material and is no longer used since BR was released.

As for PAR5E being difficult to use, can you guys elaborate a little? Is it the engine interface, the language used to markup source text or a combination of both thats proving to be challenging? In the case of Spells, the required markup is quite straightforward and consists of an index of each classes spells followed by a serialised copy of the pdf formatted spell descriptions? Granted, if you want to nicely format embedded tables etc. there's a little more work to do for those spells but in general the vast majority of spells parse as is.

If I can improve the tool to make it more user friendly, I'd be happy to but I first need some feedback as to what you guys would like to see improved.

Zeus, I have found your software to be almost perfect. The only things missing for me is the ability to resize the window (my laptop screen is small and the bottom of the window isn't visible so it's difficult to read the end of the parsing run in the console. And a Clear button on that parsing log, or maybe this an or thing, since if I could clear the log I'd stop having problems with the parsing log.

If you get extra time, could you maybe add in some verbose logging of some kind. For instance, when everything seems to parse okay but I've got a stray semi-colon somewhere that prevents the module from completing the build process, it'd be nice to get some kind of line number where that problem occurred at.

Mistamichal
October 20th, 2014, 09:18
Which box did you have checked for the npcs portion? Cmp, Ref, Arch. If you only have ref, then you shouldn't be able to edit the information. If you open the NPC screen and then drag your npc onto that screen you can then edit it.

If you follow the tutorial video it's very easy to add tokens when building the module. Just create the token folder in the input folder, add the token (named almost exactly like the creature, check the PAR5E DD5E pdf for specific naming conventions), but then the token gets added automatically to the module when it gets built.

Ah, of course. That actually makes sense. I really shouldn't need to edit the original info, just the npc that I drag into FG. I'll watch the tutorial video, too. All I wanted was a default token anyway. So, that will be perfect.

Thanks for that.

spoofer
October 20th, 2014, 14:52
Just create the token folder in the input folder, add the token (named almost exactly like the creature, check the PAR5E DD5E pdf for specific naming conventions), but then the token gets added automatically to the module when it gets built.

I did exactly that and it did not work.
I get this....

Make : tables windowlists .................................................. ................ [Completed]
Parse : token .................................................. ...................... [cyclops.png - OK]
Parse : token .................................................. ....................... [goblin.png - OK]
Parse : auto linked npc token ............................................... [Cyclops->cyclops.png - OK]
Parse : auto linked npc token ................................................. [Goblin->goblin.png - OK]
Parse : tokens .................................................. ............................ [Completed]
Make : npcs (campaign) .................................................. ................... [Completed]


So it looks like everything is working. The goblin and the cyclops tokens have been identified and linked. But then...

Write : copying module tokens .................................................. ...... [Failed - WARNING]

What is being copied to where? And why does it fail? Any ideas?

Thanks. Kevin

tlavalle
October 20th, 2014, 15:31
quick question?
i am working on the MM for parsing, but everytime i run there are no errors, but nothing gets put in the module file.
here is what i have.


Aarakocra
Medium humanoid, neutral good
Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft., fly 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)
Skills Perception +5
Senses passive Perception 15
Languages Au ran
Challenge 1/4 (50 XP)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack dea ls an extra 3 (1d6)

damage to the target.
ACTIONS
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

this info is not written in the module.

khersheyjr
October 20th, 2014, 15:55
Can you post your configuration as well tlavalle?

tlavalle
October 20th, 2014, 17:55
7726

here is my config

Trenloe
October 20th, 2014, 19:12
7726

here is my config
Looks like you're doing the good old double-input directories. The parser adds \input to the end of the module source path, so this config would be looking in ...Desktop\5E\5E_MM\input\input for npcs.txt.

tlavalle
October 20th, 2014, 20:27
ok i got first monster done but now i am erroring out on this

ABOLETH
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10ft. swim 40ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (- 1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, lnt +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft. passive Perception 20
Languages Deep Speech, telepathy 120ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must
make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw
or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute the diseased creature's skin becomes translucent and slimy, the
creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body
of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or
until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over
any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is
at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The aboleth regains spent legendary actions
at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

El Condoro
October 21st, 2014, 01:36
Put a gap in your speeds e.g. 10 ft. and 40 ft.

spoofer
October 21st, 2014, 01:37
I see some very minor problems.
1. No space between a digit and ft.
2. A space between a minus sign and a digit.
3. The text after LEGENDARY ACTIONS is not an action, but will be parsed as one.

tlavalle
October 21st, 2014, 16:13
ok fixed it on to the next

Kevlyn
October 21st, 2014, 16:16
You need spaces between the movement distance and the unit.
Speed 10 ft., swim 40 ft.

Also, you have nothing under LEGENDARY ACTIONS, so you should just remove that heading.

You know, the ##; before the legendary actions tells the parser that that stuff is a description of the creature? Sorry, I just saw the tag and didn't read past it.

yondar
October 21st, 2014, 23:13
Can anybody see whats wrong with this, as I'm buggered if I can but it hangs Parse.

WEASEL
Tiny beast, unaligned
Armor Class l3
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 6 (-1) 2 (-4) 12 (+1) 3 (-4)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Thanks

Kevlyn
October 21st, 2014, 23:18
Armor Class is an l3 instead of 13

yondar
October 22nd, 2014, 07:18
Thank you, could not see it no matter how many times I looked.

Mistamichal
October 22nd, 2014, 07:21
and, I think:

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 6 (-1) 2 (-4) 12 (+1) 3 (-4)

should possibly be all on the one line:

STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 6 (-1) 2 (-4) 12 (+1) 3 (-4)

Mistamichal
October 22nd, 2014, 10:10
Got a couple here that have me totally stumped. Maybe a fresh pair of eyes can find it.

Azbara Jos
Medium humanoid (human), lawful evil
Armor Class 13 (16 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2, Insight +3, Stealth +5
Senses passive Perception 11
Languages Common, Draconic, Infernal, Primordial, Thayan
Challenge 4 (1,100)
Special Equipment. Azbara has two scrolls of mage armor.
Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip’s damage but suffers no other effect.
Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 plus the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Spellcasting. Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, misty step, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
##;


Captain Othelstan
Medium humanoid (human), lawful evil
Armor Class 19 (splint, shield)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 12 (+1)
Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +4, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Draconic, Giant
Challenge 5 (1,800)
Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat’s Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
ACTIONS
Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
##;

El Condoro
October 22nd, 2014, 12:26
put XP after the CR e.g. Challenge 4 (1,100 XP)

Kevlyn
October 22nd, 2014, 12:26
No, they can be on a single line or on two. I've been parsing mine on two, and I've been working with some difficult to ocr scans, so I've had to watch for bad characters quite a bit.

Mistamichal
October 22nd, 2014, 13:38
put XP after the CR e.g. Challenge 4 (1,100 XP)

Thanks El Condro. That did the trick. Somehow I knew the answer was blindingly obvious! :D

tlavalle
October 22nd, 2014, 14:15
yes all on one line.

tlavalle
October 22nd, 2014, 14:50
how do i get saving throws to roll?

El Condoro
October 22nd, 2014, 21:08
If they're parsed in the right way, you can hover the mouse over them and double-click. e.g. if "DC 10 Constitution saving throw" is in a description, you can hover over it and it will change color, then double-click to roll that Con save. If it is part of an attack sequence (Wererat targets and attacks PC) it will know who is making the save and what the effect is. You might need to drag the stat block out of the library into the module to get this to work?

If you mean Death Saving Throws, there is an option in FG3 to have them roll automatically, or the PC can roll them from the first character sheet tab.

tlavalle
October 22nd, 2014, 21:46
nope must not have done them right? how should they look on the txt file

ManakinRex
October 23rd, 2014, 04:34
I've been following tlavalle's posts as I finally got the MM scanned in. I wanted to try a 'Legendary' creature to start with and chose the Aboleth to mimic his progress and everything parsed green and well but the output is...wonky! I believe I've followed the PAR5E documentation correctly.

My Input...



ABOLETH
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft ., passive Perception 20
Languages Deep Speech, telepathy 120ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the abolth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain(Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;
#bp;ABOLETH
-Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves.
-Aboleths have never forgotten.
-Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
-Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
-Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.
-Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
-Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
-Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
#bp;An Aboleth's Lair
-Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
#bp;LAIR ACTIONS
-When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:
#ls;
#li;The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
#li;Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
#li;Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.
#le;
#bp;REGIONAL EFFECTS
The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:
#ls;
#li;Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
#li;Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
#li;As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.
#le;
If the aboleth dies, the first two effects fade over the course of 3d10 days.



And my output...
7762


As you can see, The Psychic Drain 'LEGENDARY ACTION' gets also copied in to the 'ACTIONS' section but with the text from the 'LAIR ACTIONS' entry which should only be fluff text because it is formatted under the ##; ...right? On top of that, none of my lists show up under the ##; section. I am using Notepad++ which has worked beautifully for all of my PHB needs so I doubt it's any flaw with the text program. I can only assume I have syntaxed something(s) incorrectly somewhere.

Also, to second tlavalle here, The actual 'saving throws' at the top of the Aboleth character sheet are not interactive within FG. Is this standard or did I format the saves incorrectly?

Any thoughts?

-Gil

Griogre
October 23rd, 2014, 05:29
On the saves, did you click on the "S" next to the stat or on the text under the stats? IE on the Aboleth if you click on the "S" to the right of the CON stat box when it rolls the save does it say +2 or +6? Or not roll at all :(

El Condoro
October 23rd, 2014, 08:03
I haven't gone through your text but the text I have parses correctly and all saving throws are usable from the NPC sheet.



Aboleth
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, lnt +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minlilte, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can com muni cate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;
ABOLETH
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves.
Aboleths have never forgotten.
Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.
Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
An Aboleth's Lair
Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
LAIR ACTIONS
When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:
The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.
REGIONAL EFFECTS
The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:
Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears. If the aboleth dies, the first two effects fade over the course of 3d10 days.

wormdrink
October 23rd, 2014, 19:03
This is absolutely amazing.

El Condoro
October 23rd, 2014, 20:44
I just had a closer look (Aboleth has a lot going on) and the LAIR ACTIONS and REGIONAL EFFECTS sections of the description are either missing entirely (REGIONAL EFFECTS) or have been made part of another description (LAIR ACTIONS). I'm not sure how that section should be formatted, though.

tlavalle
October 23rd, 2014, 20:53
i am having problems with that one as well

El Condoro
October 23rd, 2014, 21:16
I can get everything to work, except LAIR ACTIONS. Wherever I put that block of text it either doesn't appear at all or appends the description to another action.

spoofer
October 24th, 2014, 03:54
A careful checking of the PDF that describes the PAR5E functionality shows that LAIR ACTIONS is not a key word. In other words, you cannot add them. To get around this, either parse them as a regular action, or put them in the OTHER tab (indicated by the ##; tag).

Example 1.

ACTIONS
Thick fog (Lair action). The creature makes thick fog around its lair.

Example 2.

##;
LAIR ACTIONS
This creature can do all sorts of cool lair actions. They are as follows...


EDIT: Oh, I see that you are already doing that... :o

ManakinRex
October 24th, 2014, 16:16
I just had a closer look (Aboleth has a lot going on) and the LAIR ACTIONS and REGIONAL EFFECTS sections of the description are either missing entirely (REGIONAL EFFECTS) or have been made part of another description (LAIR ACTIONS). I'm not sure how that section should be formatted, though.

You were right, saves work fine. Not sure what i was doing. As for the LAIR and REGIONAL sections, by simply removing those lines and bold pointing the lines below everything works as intended now. I assume it was an issue with the words 'actions' and 'effects' being scattered to different areas of the sheet?

Here's my currently 'working but not perfect' Aboleth



ABOLETH
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft ., passive Perception 20
Languages Deep Speech, telepathy 120ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the abolth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
Legendary Actions. The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain(Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
XX Legendary Actions. The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
##;
<b>ABOLETH</b>
-Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves.
-Aboleths have never forgotten.
-Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
-Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
-Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.
-Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
-Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
-Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
<b>An Aboleth's Lair</b>
<b>Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.</b>
When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:
#ls;
#li;The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
#li;Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
#li;Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.
#le;
<b>The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:</b>
#ls;
#li;Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.
#li;Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
#li;As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.
#le;
If the aboleth dies, the first two effects fade over the course of 3d10 days.



-gil

ManakinRex
October 24th, 2014, 22:21
(Part 1 of 2) We've seen how the REGIONAL EFFECTS, LAIR ACTIONS, and LEGENDARY ACTIONS are somehow mixing up within the Aboleth sheet (even though correct syntax is used, as tested/confirmed by more than one person). My hunch is that it has something to do with the all CAPS words in the Monster Manual 'EFFECTS' and 'ACTIONS'. Let's make some tests...


#1) Actions/Legendary Actions entered as per documentation & MM entry


ACTIONS
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the abolth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
LEGENDARY ACTIONS
The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain(Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;


What this outputs...
7778

We can see above how the 'ACTIONS: Enslave' merge with the 'LEGENDARY ACTIONS fluff' (I assume because the Enslave action is the 'last' feature under ACTIONS, as per 'Class' features doing something similar. Compiling bottom to top?)
---------------------------
Fix attempt 1: Make the LEGENDARY ACTION fluff an actual 'action'. Example...


LEGENDARY ACTIONS
Legendary Actions. The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain(Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;


What this looks like...
7779

Well the 'Enslave' typo is no longer showing (good) but neither is the fluff text (bad).
Time to Improvise, maybe the reason it isn't showing is because both of the lines 'Legendary Actions' are the exact same, despite case sensitivity?

Fix attempt 2: Change the name of of the fluff line


LEGENDARY ACTIONS
---Legendary Actions. The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain(Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
##;


Success! By changing the name of 'Legendary Actions.' to '---Legendary Actions.' the fluff shows up perfectly, example below...
7780

Next we move on to the 'Other' tab and even weirder anomalies...

shemantis
October 25th, 2014, 02:42
How is everyone going about parsing the Draconic Ancestry of the dragonborn race? It's kind of a subrace, but kind of not. I tried parsing it as a subrace, but it didn't work (positive it is something on MY end, but not sure what yet).
Has anyone found a better/cleaner way of doing it than making them like subraces?
Either way, here's what I did (don't try to use it, it didn't work!):


#!;Draconic Ancestry
You have draconic ancestry.
Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Dragon Damage Type Breath Weapon
#s;Black Acid 5 by 30 ft. line (Dex. save)
#s;Blue Lightning 5 by 30 ft. line (Dex. save)
#s;Brass Fire 5 by 30 ft. line (Dex. save)
#s;Bronze Lightning 5 by 30 ft. line (Dex. save)
#s;Copper Acid 5 by 30 ft. line (Dex. save)
#s;Cold Fire 15 ft. cone (Dex. save)
#s;Green Poison 15 ft. cone (Con. save)
#s;Red Fire 15 ft. cone (Dex. save)
#s;Silver Cold 15 ft. cone (Con. save)
#s;White Cold 15 ft. cone (Con. save)

KlCrash
October 25th, 2014, 06:09
Shemantis,

I added it as a table under the Draconic Ancestry trait, that seemed to work.