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tlavalle
January 8th, 2015, 19:36
ok i can not figure this out it keep deleting my input files.

OneSidedDie
January 8th, 2015, 20:51
ok i can not figure this out it keep deleting my input files.

Make sure your temp folder is not the same as your input folder.

tlavalle
January 8th, 2015, 21:19
this bugger is causing issues

#!;Subrace.
#s;Draconian
In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhis is in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities.

sorry for being pesky, but warnings bother me

Rosie
January 9th, 2015, 04:12
I want to thank all of you. I have my equipment working now. And have gone back to working on my Classes.

I have gotten such great help from this forum. Thank you again.

Rosie (the student)

Rosie
January 9th, 2015, 23:29
So I am working on the Fighter. The maneuvers section is a problem for me. I can not decide a good way to mark it up.

There are 16 different types of maneuvers discused. I am curious how others chose to mark them.
Lists, features... ?

Rosie

soulcat
January 10th, 2015, 01:22
I decided to mark them up as ability features #abf; and added a Maneuver: prefix so that I could drag the individual links to a fighter character sheet, depending on the Maneuvers Picked.

FSHSchmo
January 10th, 2015, 04:07
Well I was building out my parcels and went to add a few potion of healings and noticed they wernt there :( I double checked my equipment.txt file and they are listed. I reparsed and got no errors. Is there a certain order the items need to go for the adventure gear? I have attached the adventure gear section below --


#@;Adventuring Gear
#th;Item;Cost;Weight
#st;Ammunition
Arrows (20);1 gp;1 lb.
Blowgun needles (50);1 gp;1 lb.
Crossbow bolts (20);1 gp;1 1/2 lb.
Sling bullets (20);4 cp;1 1/2 lb.
#st;Arcane focus
Crystal;10 gp;1 lb.
Orb;20 gp;3 lb.
Rod;10 gp;2 lb.
Staff;5 gp;4 lb.
Wand;10 gp;1 lb.
#st;Druidic focus
Sprig of mistletoe;1 gp;—
Totem;1 gp;—
Wooden staff;5 gp;4 lb.
Yew wand;10 gp;1 lb.
#st;Equipment Packs
Burglar’s Pack;16 gp;10 lb.
Diplomat's Pack;39 gp;10 lb.
Dungeoneer’s Pack;12 gp;10 lb.
Entertainer’s Pack;40 gp;10 lb.
Explorer’s Pack;10 gp;10 lb.
Priest’s Pack;19 gp;10 lb.
Scholar’s Pack;40 gp;10 lb.
#st;Holy symbol
Amulet;5 gp;1 lb.
Emblem;5 gp;—
Reliquary;5 gp;2 lb.
#st;Standard
Abacus;2 gp;2 lb.
Acid (vial);25 gp;1 lb.
Alchemist’s fire (flask);50 gp;1 lb.
Antitoxin (vial);50 gp;—
Backpack;2 gp;5 lb.
Ball bearings (bag of 1,000);1 gp;2 lb.
Barrel;2 gp;70 lb.
Basket;4 sp;2 lb.
Bedroll 1 gp;7 lb.
Bell;1 gp;-
Blanket;5 sp;3 lb.
Block and tackle;1 gp;5 lb.
Book;25 gp;5 lb.
Bottle, glass;2 gp;2 lb.
Bucket;5 cp;2 lb.
Caltrops (bag of 20);1 gp;2 lb.
Candle;1 cp;—
Case, crossbow bolt;1 gp;1 lb.
Case, map or scroll;1 gp;1 lb.
Chain (10 feet);5 gp;10 lb.
Chalk (1 piece);1 cp;—
Chest;5 gp;25 lb.
Climber's kit;25 gp;12 lb.
Clothes, common;5 sp;3 lb.
Clothes, costume;5 gp;4 lb.
Clothes, fine;15 gp;6 lb.
Clothes, traveler’s;2 gp;4 lb.
Component pouch;25 gp;2 lb.
Crowbar;2 gp;5 lb.
Fishing tackle;1 gp;4 lb.
Flask or tankard;2 cp;1 lb.
Grappling hook;2 gp;4 lb.
Hammer;1 gp;3 lb.
Hammer, sledge;2 gp;10 lb.
Healer’s kit;5 gp;3 lb.
Holy water (flask);25 gp;1 lb.
Hourglass;25 gp;1 lb.
Hunting trap;5 gp;25 lb.
Ink (1 ounce bottle);10 gp —
Ink pen;2 cp;—
Jug or pitcher;2 cp;4 lb.
Ladder (10-foot);1 sp;25 lb.
Lamp;5 sp;1 lb.
Lantern, bullseye;10 gp;2 lb.
Lantern, hooded;5 gp;2 lb.
Lock;10 gp;1 lb.
Magnifying glass;100 gp;—
Manacles;2 gp;6 lb.
Mess kit;2 sp;1 lb.
Mirror, steel;5 gp;1/2 lb.
Oil (flask);1 sp;1 lb.
Paper (one sheet);2 sp;—
Parchment (one sheet);1 sp;—
Perfume (vial);5 gp;—
Pick, miner’s;2 gp;10 lb.
Piton;5 cp;1/4 lb.
Poison, basic (vial);100 gp;—
Pole (10-foot);5 cp;7 lb.
Pot, iron;2 gp;10 lb.
Potion of healing;50 gp;1/2 lb.
Pouch;5 sp;1 lb.
Quiver;1 gp;1 lb.
Ram, portable;4 gp;35 lb.
Rations (1 day);5 sp;2 lb.
Robes;1 gp;4 lb.
Rope, hempen (50 feet);1 gp;10 lb.
Rope, silk (50 feet);10 gp;5 lb.
Sack;1 cp;1/2 lb.
Scale, merchant’s;5 gp;3 lb.
Sealing wax;5 sp;-
Shovel;2 gp;5 lb.
Signal whistle;5 cp;—
Signet ring;5 gp;—
Soap;2 cp;—
Spellbook;50 gp;3 lb.
Spikes, iron (10);1 gp;5 lb.
Spyglass;1,000 gp;1 lb.
Tent, two-person;2 gp;20 lb.
Tinderbox;5 sp;1 lb.
Torch;1 cp;1 lb.
Vial;1 gp;—
Waterskin;2 sp;5 lb. (full)
Whetstone;1 cp;1 lb.

damned
January 10th, 2015, 04:09
you have quite a few items with invalid (according to Par5e) weights... 1/2 and 1/4...

FSHSchmo
January 10th, 2015, 04:13
you have quite a few items with invalid (according to Par5e) weights... 1/2 and 1/4...

Should they be made with .25 and .50?

damned
January 10th, 2015, 04:14
.5 and .25 might be more appropriate :)

FSHSchmo
January 10th, 2015, 04:31
.5 and .25 might be more appropriate :)

I corrected those but the #st;Standard section still is not showing up --


#st;Standard
Abacus;2 gp;2 lb.
Acid (vial);25 gp;1 lb.
Alchemist’s fire (flask);50 gp;1 lb.
Antitoxin (vial);50 gp;—
Backpack;2 gp;5 lb.
Ball bearings (bag of 1,000);1 gp;2 lb.
Barrel;2 gp;70 lb.
Basket;4 sp;2 lb.
Bedroll 1 gp;7 lb.
Bell;1 gp;-
Blanket;5 sp;3 lb.
Block and tackle;1 gp;5 lb.
Book;25 gp;5 lb.
Bottle, glass;2 gp;2 lb.
Bucket;5 cp;2 lb.
Caltrops (bag of 20);1 gp;2 lb.
Candle;1 cp;—
Case, crossbow bolt;1 gp;1 lb.
Case, map or scroll;1 gp;1 lb.
Chain (10 feet);5 gp;10 lb.
Chalk (1 piece);1 cp;—
Chest;5 gp;25 lb.
Climber's kit;25 gp;12 lb.
Clothes, common;5 sp;3 lb.
Clothes, costume;5 gp;4 lb.
Clothes, fine;15 gp;6 lb.
Clothes, traveler’s;2 gp;4 lb.
Component pouch;25 gp;2 lb.
Crowbar;2 gp;5 lb.
Fishing tackle;1 gp;4 lb.
Flask or tankard;2 cp;1 lb.
Grappling hook;2 gp;4 lb.
Hammer;1 gp;3 lb.
Hammer, sledge;2 gp;10 lb.
Healer’s kit;5 gp;3 lb.
Holy water (flask);25 gp;1 lb.
Hourglass;25 gp;1 lb.
Hunting trap;5 gp;25 lb.
Ink (1 ounce bottle);10 gp —
Ink pen;2 cp;—
Jug or pitcher;2 cp;4 lb.
Ladder (10-foot);1 sp;25 lb.
Lamp;5 sp;1 lb.
Lantern, bullseye;10 gp;2 lb.
Lantern, hooded;5 gp;2 lb.
Lock;10 gp;1 lb.
Magnifying glass;100 gp;—
Manacles;2 gp;6 lb.
Mess kit;2 sp;1 lb.
Mirror, steel;5 gp;.5 lb.
Oil (flask);1 sp;1 lb.
Paper (one sheet);2 sp;—
Parchment (one sheet);1 sp;—
Perfume (vial);5 gp;—
Pick, miner’s;2 gp;10 lb.
Piton;5 cp;.25 lb.
Poison, basic (vial);100 gp;—
Pole (10-foot);5 cp;7 lb.
Pot, iron;2 gp;10 lb.
Potion of healing;50 gp;.5 lb.
Pouch;5 sp;1 lb.
Quiver;1 gp;1 lb.
Ram, portable;4 gp;35 lb.
Rations (1 day);5 sp;2 lb.
Robes;1 gp;4 lb.
Rope, hempen (50 feet);1 gp;10 lb.
Rope, silk (50 feet);10 gp;5 lb.
Sack;1 cp;.5 lb.
Scale, merchant’s;5 gp;3 lb.
Sealing wax;5 sp;-
Shovel;2 gp;5 lb.
Signal whistle;5 cp;—
Signet ring;5 gp;—
Soap;2 cp;—
Spellbook;50 gp;3 lb.
Spikes, iron (10);1 gp;5 lb.
Spyglass;1,000 gp;1 lb.
Tent, two-person;2 gp;20 lb.
Tinderbox;5 sp;1 lb.
Torch;1 cp;1 lb.
Vial;1 gp;—
Waterskin;2 sp;5 lb. (full)
Whetstone;1 cp;1 lb.

damned
January 10th, 2015, 04:41
im not sure what the correct syntax is for 0 weight but some you have - and some you have nothing.
Plus waterskin has (full) at the end of the line.
Look for anomalies - why is this line different to others...

FSHSchmo
January 10th, 2015, 15:07
Still no dice on getting my #st;Standard to show up. I removed everything except the #st;Standard section then my adventure gear is blank. I updated all my - weight options to 0 lb. and removed any eriouns items in the weight or gold description but still no dice. Below is my entire #@;Adventuring Gear gear section --


#@;Adventuring Gear
#th;Item;Cost;Weight
#st;Ammunition
Arrows (20);1 gp;1 lb.
Blowgun needles (50);1 gp;1 lb.
Crossbow bolts (20);1 gp;1.5 lb.
Sling bullets (20);4 cp;1.5 lb.
#st;Arcane focus
Crystal;10 gp;1 lb.
Orb;20 gp;3 lb.
Rod;10 gp;2 lb.
Staff;5 gp;4 lb.
Wand;10 gp;1 lb.
#st;Druidic focus
Sprig of mistletoe;1 gp;0 lb.
Totem;1 gp;0 lb.
Wooden staff;5 gp;4 lb.
Yew wand;10 gp;1 lb.
#st;Equipment Packs
Burglar’s Pack;16 gp;10 lb.
Diplomat's Pack;39 gp;10 lb.
Dungeoneer’s Pack;12 gp;10 lb.
Entertainer’s Pack;40 gp;10 lb.
Explorer’s Pack;10 gp;10 lb.
Priest’s Pack;19 gp;10 lb.
Scholar’s Pack;40 gp;10 lb.
#st;Holy symbol
Amulet;5 gp;1 lb.
Emblem;5 gp;0 lb.
Reliquary;5 gp;2 lb.
#st;Standard
Abacus;2 gp;2 lb.
Acid (vial);25 gp;1 lb.
Alchemist’s fire (flask);50 gp;1 lb.
Antitoxin (vial);50 gp;0 lb.
Backpack;2 gp;5 lb.
Ball bearings (bag of 1,000);1 gp;2 lb.
Barrel;2 gp;70 lb.
Basket;4 sp;2 lb.
Bedroll 1 gp;7 lb.
Bell;1 gp;0 lb.
Blanket;5 sp;3 lb.
Block and tackle;1 gp;5 lb.
Book;25 gp;5 lb.
Bottle, glass;2 gp;2 lb.
Bucket;5 cp;2 lb.
Caltrops (bag of 20);1 gp;2 lb.
Candle;1 cp;0 lb.
Case, crossbow bolt;1 gp;1 lb.
Case, map or scroll;1 gp;1 lb.
Chain (10 feet);5 gp;10 lb.
Chalk (1 piece);1 cp;0 lb.
Chest;5 gp;25 lb.
Climber's kit;25 gp;12 lb.
Clothes, common;5 sp;3 lb.
Clothes, costume;5 gp;4 lb.
Clothes, fine;15 gp;6 lb.
Clothes, traveler’s;2 gp;4 lb.
Component pouch;25 gp;2 lb.
Crowbar;2 gp;5 lb.
Fishing tackle;1 gp;4 lb.
Flask or tankard;2 cp;1 lb.
Grappling hook;2 gp;4 lb.
Hammer;1 gp;3 lb.
Hammer, sledge;2 gp;10 lb.
Healer’s kit;5 gp;3 lb.
Holy water (flask);25 gp;1 lb.
Hourglass;25 gp;1 lb.
Hunting trap;5 gp;25 lb.
Ink (1 ounce bottle);10 gp; 0 lb.
Ink pen;2 cp;0 lb.
Jug or pitcher;2 cp;4 lb.
Ladder (10-foot);1 sp;25 lb.
Lamp;5 sp;1 lb.
Lantern, bullseye;10 gp;2 lb.
Lantern, hooded;5 gp;2 lb.
Lock;10 gp;1 lb.
Magnifying glass;100 gp;0 lb.
Manacles;2 gp;6 lb.
Mess kit;2 sp;1 lb.
Mirror, steel;5 gp;.5 lb.
Oil (flask);1 sp;1 lb.
Paper (one sheet);2 sp;0 lb.
Parchment (one sheet);1 sp;0 lb.
Perfume (vial);5 gp;0 lb.
Pick, miner’s;2 gp;10 lb.
Piton;5 cp;.25 lb.
Poison, basic (vial);100 gp;0 lb.
Pole (10-foot);5 cp;7 lb.
Pot, iron;2 gp;10 lb.
Potion of healing;50 gp;.5 lb.
Pouch;5 sp;1 lb.
Quiver;1 gp;1 lb.
Ram, portable;4 gp;35 lb.
Rations (1 day);5 sp;2 lb.
Robes;1 gp;4 lb.
Rope, hempen (50 feet);1 gp;10 lb.
Rope, silk (50 feet);10 gp;5 lb.
Sack;1 cp;.5 lb.
Scale, merchant’s;5 gp;3 lb.
Sealing wax;5 sp;0 lb.
Shovel;2 gp;5 lb.
Signal whistle;5 cp;0 lb.
Signet ring;5 gp;0 lb.
Soap;2 cp;0 lb.
Spellbook;50 gp;3 lb.
Spikes, iron (10);1 gp;5 lb.
Spyglass;1,000 gp;1 lb.
Tent, two-person;2 gp;20 lb.
Tinderbox;5 sp;1 lb.
Torch;1 cp;1 lb.
Vial;1 gp;0 lb.
Waterskin;2 sp;5 lb.
Whetstone;1 cp;1 lb.

Rosie
January 10th, 2015, 22:29
This is how I did a 0 lb item.
Signal whistle;5 cp;-;

it seems to work just fine. I am getting
Write : module xml syntax .................................................. ...... [Mal Formed - WARNING]
after i put in the fighter class. I am not sure what this means.

damned
January 10th, 2015, 23:00
looks like you need the trailing ; on each line.

Rosie
January 11th, 2015, 01:33
Time to go through everything. :)

thanks

*edit/update:
Well found the issue.. those pesky ; .... Classes to fighter working now.

*does a dance*

Rosie

FSHSchmo
January 11th, 2015, 03:28
Found what my issue was with the gear not showing up. I had two other #st;Standard under that Tacks and Tools sections. Moved some stuff around in there and labeled per the pdf and it went right through!

swest
January 12th, 2015, 05:58
Greetings Zeus,

It has been a couple of months since you posted in this thread (and it looks like a couple of weeks since you posted anything elsewhere, so you may be on vacation...)

I have been experimenting with PAR5E as a means of producing some fairly simple-minded modules for my Pathfinder campaign, and I think it's going to do what I want just fine. I started out just specifying the ruleset as 'CoreRPG', and then editing the definition.xml file afterward to change 'CoreRPG to 'PFRPG'. Then I noticed that there was a 'Pathfinder' ruleset in the ruleset pulldown. However, when you specify that, you actually get the ruleset defined as 'Pathfinder', and not 'PFRPG'.

If you get any time to turn your attention to PAR5E, and could change that, it would be great (although, as I'm typing this, do I recall seeing a source distribution for PAR5E? Maybe I could change it myself, and rebuild.)

Thanks for all your work. I haven't read through the entire thread (127 pages, 1268 posts!), but I hope that the 5E-ness of PAR5E is coming around.

Zeus
January 12th, 2015, 23:37
Apologies all, I've been away over the holidays and have only just returned. I plan to work on 5E content this week and next and will be posting any updates to PAR5E (long overdue, my bad) as I progress.

I'll be scanning back through all the posts here to try and capture as many of the changes that have been called for but if I miss any just shout and I'll get to them as soon as. @swest - I'll add the Pathfinder change you requested to the to do list.

Thanks all.

Z.

Halma
January 13th, 2015, 00:51
Hey guys sorry to do this but I can't seem to figure out why Tiefling Race will not parse. I keep getting Warnings and Malformed Module Syntax errors when doing Tieflings. It is my last Race entry for this and I am blind I think ..

Here is my code from Race.txt.. All other races are working fine though.
##;Tieflings
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

#h;Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

#h;Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

#h;Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

<b>Male Infernal Names:</b> Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
<b>Female Infernal Names:</b> Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
<b>One Word Names:</b> Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary

#h;Tiefling Traits
Tieflings share certain racial traits as a result of their infernal descent.

#!;Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

#!;Age. Tieflings mature at the same rate as humans but live a few years longer.

#!;Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

#!;Size. Tieflings are about the same size and build as humans. Your size is Medium.

#!;Speed. Your base walking speed is 30 feet.

#!;Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#!;Hellish Resistance. You have resistance to fire damage.

#!;Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

#!;Languages. You can speak, read, and write Common and Infernal.

swest
January 13th, 2015, 07:31
I'll add the Pathfinder change you requested to the to do list.

Thanks, so much. Needless to say, however, the minor inconvenience of retagging the ruleset to PFRPG is nothing compared to the amount of work this tool saved me on my little project.


Thanks all.
Thank you!

swest
January 14th, 2015, 09:49
So the little project I referred to (in my PFRPG ruleset post above) is a 'story' module called 'Sandpoint Residents', and consists of the content from the https://pathfinderwiki.com/wiki/Category:Sandpoint/Inhabitants pages.

The first edition has been completed, and so now I have a module that I can add to any of my Pathfinder campaigns that provides the aforementioned wiki content.

I wanted to move on to the second edition, by adding some image data that can be linked to from within these Resident entries. I started with the Ameiko Kaijitsu portrait. I converted it from .jpg to .png because there was some question, raised in this very thread, about whether included images could be .jpg, or had to be .png, so I just deferred to the .png route to be on the safe side. I placed the .png in the correct location in my 'input' directory hierarchy (and it does get moved into the correct location in the tmp directory during parsing). However, I have tried all variations (well, maybe not <all> variations) of the #zls;, #zl;, and #zle; markups, and I cannot get a link to an image to show up in the finished product. And it's not that the link doesn't work, it simply doesn't show up in the story entry. If you look at the XML, the only thing that shows up is a single, malformed, entry: <listlink/>

Now, when I try the sample example from the CoreRPG 'story' documentation, i.e.:


#@;B99 The Chaotic Caves

##;Overview
#h;Dungeon Module B99 The Chaotic Caves
#h;By DrZ
An Adventure for Character Levels 1–3
General Notes: This module ...

##;(Contents)
#h;B99 The Chaotic Caves
#zls;
#zl;story;Overview
#zl;story;What Is This Adventure About?
#zl;story;Make This Your Adventure
#zl;story;Running the Adventure
#zl;story;Introduction
#zle;

##;What Is This Adventure About?
The Chaotic Caves

I get something that kinda works. If you click on the 'B99 The Chaotic Caves' banner at the bottom of the Story window, you see a window with the 3 Story entries that have been defined:


(Contents)
Overview
What Is This Adventure About?

If, in that window, you click on the '(Contents)' link, you get the '(Contents)' window, which looks like:


<link> (Contents)
B99 The Chaotic Caves
<link> Overview
<link> What Is This Adventure About?
<link> Make This Your Adventure
<link> Running the Adventure
<link> Introduction

At this point, since only two of these links to story entries have been defined, i.e., 'Overview' and 'What Is This Adventure About?', I would expect that clicking on any of the others would produce some kind of error, and it does. If you click on the 'Introduction' <link>, you see a window with:


Runtime Error: desktop: Unable to create window with invalid class (reference_story : encounter.enc_introduction@test)

Unfortunately, however, the two entries that I thought you should be able to click on: 'Overview', and 'What Is This Adventure About?', also produces the same error:


Runtime Error: desktop: Unable to create window with invalid class (reference_story : encounter.enc_overview@test)

instead of bringing up the 'Overview' Story entry.

So, even before I get back to my problem with an image, I have this question: Does the 'link' markup syntax work for the CoreRPG ruleset (and, by extension, the PFRPG) ruleset? In other words, will the #zls;, #zl;, and #zle; markups produce appropriate XML when the CoreRPG ruleset is selected? And should you be able to click on the links that are produced to bring up the 'linked-to' content?

Let's start there, and then I'll get back to the image problem.

Thanks

- s.west

Rosie
January 15th, 2015, 00:16
I am having a problem with the wild surge table.

#@;Wild Magic Surge
##;Wild Magic Surge
column;Effect
dice;d%
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 creature if you have line of sight to it.
row;05;06;A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
row;07;08;You cast fireball as a 3rd-level spell centered on yourself.
row;09;10;You cast magic missile as a 5th-level spell.
.
.
.
row;99;00;You regain all expended sorcery points.

I built it like the Trinket table. I also am not sure if it should go in the Tables.txt or if it can go at the end of the Socr section in the classes.

Thanks
Rosie

spoofer
January 15th, 2015, 01:23
I also am not sure if it should go in the Tables.txt or if it can go at the end of the Socr section in the classes.
In Tables.txt. Here is my table for comparison....

#@;Wild Magic Surge
##;Wild Magic Surge
#!;Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
<b>Wild Magic Surge</b>
column;Magic Surge
dice;d%
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.
...

spoofer
January 15th, 2015, 01:34
Zeus, Welcome back.


just shout

OK. My PAR5E wish list. Please add...

1. Some checks to stop us mere mortals from trashing our computers with this program.
2. A fix for the "rods" problem. Magic items that are rods do not parse for some reason.
3. A spells section to NPC descriptions.
4. Lair actions to NPC descriptions.
5. The ability to link a spell to its description in the PHB, so that, for example, if I click on the "power word kill" in the lich entry, it opens up the spell description for power word kill. I already have the spells and the monsters parsed. A link between then would be priceless.

Thank you!!!!!

Kevin

damned
January 15th, 2015, 01:48
Zeus, Welcome back.



OK. My PAR5E wish list. Please add...

1. Some checks to stop us mere mortals from trashing our computers with this program.


this!

swest
January 15th, 2015, 10:34
Ok, so the mystery with the #zls;, #zl;, #zle; might be solved... At least as far as I understand how they should work.

Back to the little sample example:



#@;B99 The Chaotic Caves
##;Overview
#h;Dungeon Module B99 The Chaotic Caves
#h;By DrZ
An Adventure for Character Levels 1–3
General Notes: This module ...
##;(Contents)
#h;B99 The Chaotic Caves
#zls;
#zl;image;Ameiko.png;Ameiko Portrait
#zl;story;Overview
#zl;story;What Is This Adventure About?
#zl;story;Make This Your Adventure
#zl;story;Running the Adventure
#zl;story;Introduction
#zle;
##;What Is This Adventure About?
The Chaotic Caves


which I have been struggling to make work as a CoreRPG parse.

And by 'struggling', I am referring to the fact that the links... don't (just the errors mentioned before here (https://www.fantasygrounds.com/forums/showthread.php?18123-Project-Par5e&p=196891&viewfull=1#post196891)). I have also added, as you can see, an image link (along with the actual image itself, which I have placed in the images/ subdirectory).

For one thing, I don't get the fact that there are only 2 fields (class, and name) with the #zl; markup as documented for CoreRPG, while in the 5E documentation, there is an optional 'title' field (which, given the type of object that it is, makes much more sense). But anyway, there just seems something wrong with the #zl; fields...

And, I was sitting here, twiddling my thumbs, wondering what to try next, when [light bulb appears above head] it occurred to me that there might be a reason that this tool is called "PAR5E".

So, I parsed the exact same file as a 5E parse, and opened it in a 5E Demo campaign, and... yup! Everything works <exactly> like it should. Suddenly the story entry links work, and, at long last (!) the image link brings up Ameiko in all her glory.

So, the link code in PAR5E is broken for the CoreRPG (and probably the Pathfinder) parser.

Hopefully, you'll get to it (and you know who you are... don't you? ;-) I'll continue to monitor this thread for an update that addresses this. It will be worth the wait. This is a <great> tool!

Later.

- s.west

swest
January 15th, 2015, 10:42
But wait!! There's more.

I then had the Crazy idea that, maybe, just maybe, I could manually change the ruleset in the 5E-generated definition.xml file back to CoreRPG, and see if the 5E-generated db.xml would work in a CoreRPG demo campaign, and...
.
.
.
wait for it
.
.
.

SUCCESS! :D:D:D Works just like it should. Whoo hoo!

So it looks like, at least for the time being, I have a workaround to my little problem(s).

Cheers.

- s.west

Olodrin
January 15th, 2015, 12:49
Zeus, Welcome back.



OK. My PAR5E wish list. Please add...

1. Some checks to stop us mere mortals from trashing our computers with this program.
2. A fix for the "rods" problem. Magic items that are rods do not parse for some reason.
3. A spells section to NPC descriptions.
4. Lair actions to NPC descriptions.
5. The ability to link a spell to its description in the PHB, so that, for example, if I click on the "power word kill" in the lich entry, it opens up the spell description for power word kill. I already have the spells and the monsters parsed. A link between then would be priceless.

Thank you!!!!!

Kevin

Seconded, particularly 3 and 5.

Also, the ability to link spells into the referencemanual.txt would be awesome.

Rosie
January 15th, 2015, 17:56
Thank you... got it now.

Rosie

Rosie
January 16th, 2015, 21:38
I am getting ready to add the spells from the Player's handbook to the spells the basic parser made. I noticed that it is not broken up by classes. If I want to do that will I need to make different lists or can I seperate them in one document.

#@
Bard
...

#@
Cleric
...

and so on.

Rosie

Thegroo
January 16th, 2015, 23:54
You can do it in one document

Add the lists at the beginning of the document (Just the spell lists, the spell description follows after)

Wizard Spells
Cantrips (0 Level)
Acid Splash
...
1st Level
Alarm

and so on

Zeus
January 17th, 2015, 09:51
Zeus, Welcome back.
OK. My PAR5E wish list. Please add...

1. Some checks to stop us mere mortals from trashing our computers with this program.
2. A fix for the "rods" problem. Magic items that are rods do not parse for some reason.
3. A spells section to NPC descriptions.
4. Lair actions to NPC descriptions.
5. The ability to link a spell to its description in the PHB, so that, for example, if I click on the "power word kill" in the lich entry, it opens up the spell description for power word kill. I already have the spells and the monsters parsed. A link between then would be priceless.

Thank you!!!!!

Kevin

1,2 and 5 will be addressed in the next imminent update to PAR5E. 3 and 4 require some significant changes to the FG 5E ruleset in addition to changes to PAR5E to allow for NPC spell parsing and so I need to discuss and schedule with moon. Can you add NPC spells to the 5E wish list (if its not already there that is).

Z.

spoofer
January 17th, 2015, 12:28
Can you add NPC spells to the 5E wish list (if its not already there that is).

Thanks for the response, and for the upcoming update! I have forgotten how to access the wishlist. Naturally, I headed over the FAQ, and found this:


I have a feature idea I would like to see in Fantasy Grounds. Where should I send it?
Please post it in the Tavern or Workshop.

The words Tavern and Workshop are hyperlinked, but with dead links. :cry:
Could someone please remind me where the Wish List is? Thanks.

K.

damned
January 17th, 2015, 14:25
https://fg2app.idea.informer.com/

spoofer
January 17th, 2015, 22:22
https://fg2app.idea.informer.com/

Argh. There it is. Thanks. Is the link in a (secret?) location on this webpage somewhere, or is it available via word of mouth only?

K.

Zacchaeus
January 17th, 2015, 22:24
Just in case no-one has said this before, or enough, this is simply an awesome utility. It is always staggering just how much time and effort some folks put into the community so that chaps like me can do things that we would otherwise be unable to do.

Real Kudos to you young man (you'll be younger than me - don't doubt)

MaxisDB
January 17th, 2015, 22:25
1,2 and 5 will be addressed in the next imminent update to PAR5E. 3 and 4 require some significant changes to the FG 5E ruleset in addition to changes to PAR5E to allow for NPC spell parsing and so I need to discuss and schedule with moon. Can you add NPC spells to the 5E wish list (if its not already there that is).

Z.

https://fg2app.idea.informer.com/proj/?ia=90826

Added!

damned
January 17th, 2015, 23:36
Argh. There it is. Thanks. Is the link in a (secret?) location on this webpage somewhere, or is it available via word of mouth only?

K.

You are now a member of a secret society who prizes anonymity and the safeguarding of its secrets far more highly than it values the lives of its members... use the knowledge wisely, trust no one. You will know when it is time to lay down your life for the cause. Go now. There is much to be done.

Rosie
January 18th, 2015, 20:20
Races, Classes, backgrounds, equipment, spells (up to lvl 2).... whew.. and I ran my first game using FG, and the first one I have GMed for in many many years... Thank you everyone.. it went well. Now to just keep adding the data. :)

Rosie

Rosie
January 18th, 2015, 20:22
Races, Classes, backgrounds, equipment, spells (up to lvl 2).... whew.. and I ran my first game using FG, and the first one I have GMed for in many many years... Thank you everyone.. it went well. Now to just keep adding the data. :)

Rosie

lbealsjr
January 23rd, 2015, 22:25
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.

I ended up getting bit by this bug, I had a proper path designated - loaded by a properties tag. Unfortunately, I had the temp file and Par5e set to a folder on my desktop. Very poor programming practice. Only lost about 80 hours of work since my last backup and now I have to recreate my user profile. Definitely sandboxing your program so it can't run AMOK again.

kvorak2
January 25th, 2015, 18:22
Hey Everybody,

Got a crazy question: I am running PAR5E v0.0.8-b28 (downloaded just yesterday) on a Windows 7, 64-bit box. Installed from the msi. I can't anything out of the debug modes, so I have no idea why this NPC won't parse. Is there a log I can view? More detailed output perhaps?


TWIG BLIGHT
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (ld6 + 1)
Speed 20ft.
STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can't speak
Challenge 1/8 (25 XP)
TRAITS
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
##;
Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.
Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.
Given how dry they are, twig blights are particularly susceptible to fire.

spoofer
January 25th, 2015, 21:33
[QUOTE=kvorak2;198255
Hit Points 4 (ld6 + 1)
Speed 20ft.[/QUOTE]

It is almost always typos. In this case:
ld6 should be 1 instead of the letter l.
Put a space between 20 and ft.

Oh, one more thing... understand the post above yours. Your sanity depends on it.

kvorak2
January 26th, 2015, 02:22
It is almost always typos. In this case:
ld6 should be 1 instead of the letter l.
Put a space between 20 and ft.

Oh, one more thing... understand the post above yours. Your sanity depends on it.

Perfect; thank you. As embarrassing that it is to have missed something that simple, am I correct by the lack of a specific response that there isn't an error log I can read for the line numbers it failed to parse or anything?

And yes, the temp file is set someplace it can do no harm :)

spoofer
January 26th, 2015, 02:29
am I correct by the lack of a specific response that there isn't an error log I can read for the line numbers it failed to parse or anything? And yes, the temp file is set someplace it can do no harm :)

Yes, that is correct. The error logging stuff is not for us mere mortals.
And as long as you ALWAYS remember to load a properties file, you will be fine. But if you should ever forget to load properties and then push the parse button, say bye bye to your computer files.

itsdvw
January 27th, 2015, 05:45
Hey, I made my way through parsing the whole player's handbook without much of a hitch (amazing utility by the way, thanks so much!) but now that I've turned to the DMG I'm encountering a problem (v0.0.8-b28): When I try to parse magic items nothing happens - I get a module with a Magic Items section but nothing in it. The console reports magicitems completed but it doesn't check off any of the items. This happens even when I remove or rename magicitems.txt - it doesn't show the invalid path warning that it would for other sections - it's as if it's loading a blank document no matter what is or is not actually there. Any advice? Love this program, it's been very smooth so far!

Edit: If it helps, I just tried on my Macbook too and I seem to be having the same issue with both the Mac and Windows versions. Is there any place I can get a previous release maybe and see if it's just the latest build?

spoofer
January 27th, 2015, 21:46
my advice... fix the typos / missing information / extraneous information in your file, and the program will work for you too. Also rods do not parse.

itsdvw
January 27th, 2015, 22:48
I don't think it's an issue with formatting/typos... it doesn't even work with a single item copied straight from the examples in the documentation.

Boots of Striding and Springing
Wondrous item, uncommon
While you wear these boots, your speed isn’t reduced if you are encumbered or wearing
heavy armor. In addition, you jump three times the normal distance.

itsdvw
January 27th, 2015, 23:19
Hrm okay clearly it's a problem with my configuration - when I add the file to my previously-working players handbook module it parses fine. Question withdrawn!

spoofer
January 27th, 2015, 23:22
Arghh. Those are the frustrating problems to beat. Did you figure it out? Sometimes deleting the temp folder contents gets things going again.

itsdvw
January 28th, 2015, 05:41
Yep figured it out. Turns out I had the input folder selected as the source path instead of the folder above it. Magic items are looking good!

kokopelli31
January 28th, 2015, 09:53
hi all
I'm slowly doing the players handbook and have running in to a small problem. When I parse with just my backbrounds it makes the module fine, but when I try to add in the races I get the following

Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. .................................. [PHB]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse : background .................................................. ............... [Acolyte - WARNING]
Parse : background .................................................. ............. [Charlatan - WARNING]
Parse : background .................................................. .............. [Criminal - WARNING]
Parse : background .................................................. ........... [Entertainer - WARNING]
Parse : background .................................................. ......... [Guild Artisan - WARNING]
Parse : background .................................................. ................ [Hermit - WARNING]
Parse : background .................................................. ................. [Noble - WARNING]
Parse : background .................................................. ............. [OUTLANDER - WARNING]
Parse : background .................................................. .................. [Sage - WARNING]
Parse : background .................................................. ................ [Sailor - WARNING]
Parse : background .................................................. ............... [Soldier - WARNING]
Parse : background .................................................. ................ [Urchin - WARNING]
Parse : backgrounds .................................................. ....................... [Completed]
Make : backgrounds windowlists .................................................. ........... [Completed]
Parse : subrace .................................................. .................... [Hill Dwarf - OK]
Parse : subrace .................................................. ................. [Mountain Dwarf - OK]
Parse : race .................................................. ............................. [Dwarf - OK]
Parse : subrace .................................................. ....................... [High Elf - OK]
Parse : subrace .................................................. ....................... [Wood Elf - OK]
Parse : race .................................................. ............................... [ELF - OK]
Parse : subrace .................................................. ...................... [Lightfoot - OK]
Parse : subrace .................................................. .......................... [Stout - OK]
Parse : race .................................................. .......................... [HALFLING - OK]
Parse : race .................................................. ............................. [Human - OK]
Parse : race .................................................. ........................ [Dragonborn - OK]
Parse : subrace .................................................. ................... [Forest Gnome - OK]
Parse : race .................................................. ............................. [Gnome - OK]
Parse : race .................................................. ..................... [Half elf - WARNING]
Parse : race .................................................. ..................... [Half orc - WARNING]
Parse : race .................................................. .......................... [Tiefling - OK]
Parse : races .................................................. ............................. [Completed]
Make : races windowlists .................................................. ................. [Completed]
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : backgrounds (reference) .................................................. ........... [Completed]
Make : races (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]

now I'm aware I have some issue n the input files is that whats causing this issue?
any guidance would be gratefully received.

Treegreen
January 29th, 2015, 05:47
The malformed error often indicates your syntax is incorrect somewhere. Meaning, you might have some bad formatting code or you've incorrectly started/closed out bold, italics, heading, ect. Start with half-elf and half-orc, and then look at your backgrounds. Check your lists/tables for #ls; and #le; or #ts; and #te; look for #bp; ect. Then make sure your formatting is OK (e.g. <i></i> <h></h> and not </i><i> or <i><i>).

itsdvw
January 29th, 2015, 07:56
I also noticed that I got the malformed error a lot when my OCR left a random < or > in the middle of a line somewhere and I didn't remove it - you might want to check for those characters in places they shouldn't be.

GunnarGreybeard
January 29th, 2015, 15:31
Anyone else still having problems parsing classes? I have everything else working, far as I can tell, but for the life of me I cannot get the class.txt to parse. I have seen mention of removing #h; in some lines and other stuff, none of which has worked.

GunnarGreybeard
January 29th, 2015, 17:00
Anyone else still having problems parsing classes? I have everything else working, far as I can tell, but for the life of me I cannot get the class.txt to parse. I have seen mention of removing #h; in some lines and other stuff, none of which has worked.
OK, I think I found it. I was only using partial class info to see if I could eliminate formatting errors and typos and it appears you have to have at least 1 Feature and 1 Class Ability entry or the parse will fail.

globolindy
January 30th, 2015, 17:00
I keep getting this message and cannot figure what Im doing wrong. I've have gotten it to parse the backgrounds, so at least it shows a thumbnail in FG module section. But when the module is empty. Just have the shield to click that says backgrounds. BTW I am using Xorn's .txt files from his parser. Ive watched xorns you tube video a half dozen times. Any ideas what im doing wrong. As a side note, could someone tell me how I can screen shoot my configuration for Par5e using windows 8. So that I could post what im trying to enter into Par5e. Thank you in advance. And I may be in over my head here.

Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ..................... [Players Handbook]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. .................... [Created]
Parse : backgrounds .................................................. .......... [Invalid Path - WARNING]
Parse : equipment .................................................. ............ [Invalid Path - WARNING]
Parse : races .................................................. ................ [Invalid Path - WARNING]
Parse : referencemanual .................................................. ...... [Invalid Path - WARNING]
Parse : spells .................................................. ............... [Invalid Path - WARNING]
Parse : tables .................................................. ............... [Invalid Path - WARNING]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : backgrounds (reference) .................................................. ........... [Completed]
Make : equipment (reference) .................................................. ............. [Completed]
Make : npcs (reference) .................................................. .................. [Completed]
Make : races (reference) .................................................. ................. [Completed]

globolindy
January 30th, 2015, 18:07
Ok update on my parse. I have figured out my first problem. I have the .txt files put into the input folder itself. I think that was where my problem was. And it began to parse but now its hanging up.
I am using xorns .txt files, just a reminder. I know little to nothing about .xml coding. But I have looked at the .txt files for anything different and I am not seeing it.
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ..................... [Players Handbook]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. .................... [Created]
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 : equipment (armor) .................................................. ............... [Padded - OK]
Parse : equipment (armor) .................................................. .............. [Leather - OK]
Parse : equipment (armor) .................................................. ...... [Studded Leather - OK]
Parse : equipment (armor) .................................................. ................. [Hide - OK]
Parse : equipment (armor) .................................................. .......... [Chain Shirt - OK]
Parse : equipment (armor) .................................................. ........... [Scale Mail - OK]
Parse : equipment (armor) .................................................. .......... [Breastplate - OK]
Parse : equipment (armor) .................................................. ........... [Half Plate - OK]
Parse : equipment (armor) .................................................. ............ [Ring Mail - OK]
Parse : equipment (armor) .................................................. ........... [Chain Mail - OK]
Parse : equipment (armor) .................................................. ............... [Splint - OK]
Parse : equipment (armor) .................................................. ................ [Plate - OK]
Parse : equipment (armor) .................................................. ............... [Shield - OK]
Parse : equipment (weapon) .................................................. ................ [Club - OK]
Parse : equipment (weapon) .................................................. .............. [Dagger - OK]
Parse : equipment (weapon) .................................................. ........... [Greatclub - OK]
Parse : equipment (weapon) .................................................. ............. [Handaxe - OK]
Parse : equipment (weapon) .................................................. ............. [Javelin - OK]
Parse : equipment (weapon) .................................................. ........ [Light Hammer - OK]
Parse : equipment (weapon) .................................................. ................ [Mace - OK]
Parse : equipment (weapon) .................................................. ........ [Quarterstaff - OK]
Parse : equipment (weapon) .................................................. .............. [Sickle - OK]
Parse : equipment (weapon) .................................................. ............... [Spear - OK]
Parse : equipment (weapon) .................................................. ...... [Unarmed Strike - OK]
Parse : equipment (weapon) .................................................. ..... [Crossbow, Light - OK]
Parse : equipment (weapon) .................................................. ................ [Dart - OK]
Parse : equipment (weapon) .................................................. ............ [Shortbow - OK]
Parse : equipment (weapon) .................................................. ............... [Sling - OK]
Parse : equipment (weapon) .................................................. ........... [Battleaxe - OK]
Parse : equipment (weapon) .................................................. ............... [Flail - OK]
Parse : equipment (weapon) .................................................. .............. [Glaive - OK]
Parse : equipment (weapon) .................................................. ............ [Greataxe - OK]
Parse : equipment (weapon) .................................................. .......... [Greatsword - OK]
Parse : equipment (weapon) .................................................. ............. [Halberd - OK]
Parse : equipment (weapon) .................................................. ............... [Lance - OK]
Parse : equipment (weapon) .................................................. ........... [Longsword - OK]
Parse : equipment (weapon) .................................................. ................ [Maul - OK]
Parse : equipment (weapon) .................................................. ......... [Morningstar - OK]
Parse : equipment (weapon) .................................................. ................ [Pike - OK]
Parse : equipment (weapon) .................................................. .............. [Rapier - OK]
Parse : equipment (weapon) .................................................. ............ [Scimitar - OK]
Parse : equipment (weapon) .................................................. .......... [Shortsword - OK]
Parse : equipment (weapon) .................................................. ............. [Trident - OK]
Parse : equipment (weapon) .................................................. ............ [War Pick - OK]
Parse : equipment (weapon) .................................................. ........... [Warhammer - OK]
Parse : equipment (weapon) .................................................. ................ [Whip - OK]
Parse : equipment (weapon) .................................................. ............. [Blowgun - OK]
Parse : equipment (weapon) .................................................. ...... [Crossbow, Hand - OK]
Parse : equipment (weapon) .................................................. ..... [Crossbow, Heavy - OK]
Parse : equipment (weapon) .................................................. ............. [Longbow - OK]
Parse : equipment (weapon) .................................................. ................. [Net - OK]
Parse : equipment (adventuring gear) .................................................. .... [Abacus - OK]
Parse : equipment (adventuring gear) .................................................. ...... [Acid - OK]
Parse : equipment (adventuring gear) ............................................ [Alchemist's Fire - OK]
Parse : equipment (adventuring gear) .................................................. .... [Arrows - OK]
Parse : equipment (adventuring gear) ............................................. [Blowgun Needles - OK]

Thegroo
January 30th, 2015, 18:42
Fix this entries in equipment.txt

Crossbow bolts 20;1 gp;1 1/2 lb.;
Sling bullets 20;4 cp;1 1/2 lb.;

to

Crossbow bolts 20;1 gp;1.5 lb.;
Sling bullets 20;4 cp;1.5 lb.;

globolindy
January 30th, 2015, 18:48
O joyous occurrence. I have finally done it. After a couple of times of deleting my temp folders on my pc and the likes :( it is parsed and how sweet it is. The hang up was in the equipment.txt file had to change the value on the weights of crossbow bolts and sling bullets, make the values 1.5 instead of 1 1/2, which I believe was noted somewhere earlier in the thread. So yeah, no sweat now. Time to celebrate. Using Xorn's .txt files and figuring out that you need to actually move the .txt files to the empty input folder and making a new folder with said input folder in it for the module source path. And just adding a temp folder inside your module source path folder and using FG module folder for the output source and voila.

globolindy
January 30th, 2015, 19:02
Thank you thegroo, I did not see your answer before posting my last response. Now that I feel I have a grasp of this, has anybody posted lets say the rest of the races in a .txt file that could be used with the par5e. I have the 4 races at the moment. Dwarf/elf/halfling/human. Or any other .txt files that could be shared and used. Thanks again

Zacchaeus
January 30th, 2015, 21:37
Now that I feel I have a grasp of this, has anybody posted lets say the rest of the races in a .txt file that could be used with the par5e. I have the 4 races at the moment. Dwarf/elf/halfling/human. Or any other .txt files that could be shared and used. Thanks again

You'll have to create those yourself, copyright issues prevent sharing such information.

damned
January 30th, 2015, 21:59
you cant share the txt files as they are copyright material.

EDIT: Ninja'd

Zacchaeus
January 30th, 2015, 22:09
you cant share the txt files as they are copyright material.

EDIT: Ninja'd

By 22 minutes :)

damned
January 30th, 2015, 22:23
I opened the page and then went to make the kids breakfast!
Thats my defense and Im sticking to it.

If you call me slow again.... :)


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Tarkonian
January 31st, 2015, 03:24
Hello,
I started using par5e to get the 5e information into FG ground, but I've run into an issue. When parsing the equipment information, FG will show the Armor and Weapons perfectly but completely ignores everything about the Adventuring Gear section. Has anyone else had this issue? I made a few mistakes before and it still showed the parts I got right in FG but the formatting was messed up, this the Adventuring Gear section just won't show up at all.

Is it possible for me to just post that tiny section of formatted information for someone to help me error-check it? Thank you for your time.

Treegreen
January 31st, 2015, 04:11
Hello,
I started using par5e to get the 5e information into FG ground, but I've run into an issue. When parsing the equipment information, FG will show the Armor and Weapons perfectly but completely ignores everything about the Adventuring Gear section. Has anyone else had this issue? I made a few mistakes before and it still showed the parts I got right in FG but the formatting was messed up, this the Adventuring Gear section just won't show up at all.

Is it possible for me to just post that tiny section of formatted information for someone to help me error-check it? Thank you for your time.

That would be best. Yes. Use [code [/code (closing the brackets) to post it.

Tarkonian
January 31st, 2015, 04:18
Here is everything I have for the Adventuring Gear section, up until I add in item descriptions. I did a cntrl+F to make sure all of the semi-colons were semi-colons and not colons. Other than that I can't figure out what is formatted wrong.


#@;ADVENTURING GEAR
#th;Item;Cost;Weight
#st;Ammunition
Arrows (20);1 gp;1 lb.
Blowgun needles (50);1 gp;1 lb.
Crossbow bolts (20);1 gp;1.5 lb.
Sling bullets (20);4 cp;1.5 lb.
#st;Arcane Focus
Crystal;10 gp;1 lb.
Orb;20 gp;3 lb.
Rod;10 gp;2 lb.
Staff;5 gp;4 lb.
Wand;10 gp;1 lb.
#st;Druidic Focus
Sprig of mistletoe;1 gp;—
Totem;1 gp;—
Wooden staff;5 gp;4 lb.
Yew wand;10 gp;1 lb.
#st;Holy Symbol
Amulet;5 gp;1 lb.
Emblem;5 gp;—
Reliquary;5 gp;2 lb.
#st;Equipment Kits
Climber’s kit;25 gp;12 lb.
Healer’s kit;5 gp;3 lb.
Mess kit;2 sp;1 lb.
#st;Equipment Packs
Burglar’s Pack;16 gp;50 lb.
Diplomat’s Pack;39 gp;- lb.
Dungeoneer’s Pack;12 gp;- lb.
Entertainer’s Pack;40 gp;- lb.
Explorer’s Pack;10 gp;- lb.
Priest’s Pack;19 gp;- lb.
#st;Standard
Abacus;2 gp;2 lb.
Acid (vial);25 gp;1 lb.
Alchemist’s fire (flask);50 gp;1 lb.
Antitoxin (vial);50 gp;—
Backpack;2 gp;5 lb.
Ball bearings (bag of 1,000);1 gp;2 lb.
Barrel;2 gp;70 lb.
Basket;4 sp;2 lb.
Bedroll;1 gp;7 lb.
Bell;1 gp;—
Blanket;5 sp;3 lb.
Block and tackle;1 gp;5 lb.
Book;25 gp;5 lb.
Bottle, glass;2 gp;2 lb.
Bucket;5 cp;2 lb.
Caltrops (bag of 20);1 gp;2 lb.
Candle;1 cp;—
Case, crossbow bolt;1 gp;1 lb.
Case, map or scroll;1 gp;1 lb.
Chain (10 feet);5 gp;10 lb.
Chalk (1 piece);1 cp;—
Chest;5 gp;25 lb.
Clothes, common;5 sp;3 lb.
Clothes, costume;5 gp;4 lb.
Clothes, fine;15 gp;6 lb.
Clothes, traveler’s;2 gp;4 lb.
Component pouch;25 gp;2 lb.
Crowbar;2 gp;5 lb.
Fishing tackle;1 gp;4 lb.
Flask or tankard;2 cp;1 lb.
Grappling hook;2 gp;4 lb.
Hammer;1 gp;3 lb.
Hammer, sledge;2 gp;10 lb.
Holy water (flask);25 gp;1 lb.
Hourglass;25 gp;1 lb.
Hunting trap;5 gp;25 lb.
Ink (1 ounce bottle);10 gp;—
Ink pen;2 cp;—
Jug or pitcher;2 cp;4 lb.
Ladder (10-foot);1 sp;25 lb.
Lamp;5 sp;1 lb.
Lantern, bullseye;10 gp;2 lb.
Lantern, hooded;5 gp;2 lb.
Lock;10 gp;1 lb.
Magnifying glass;100 gp;—
Manacles;2 gp;6 lb.
Mirror, steel;5 gp;1/2 lb.
Oil (flask);1 sp;1 lb.
Paper (one sheet);2 sp;—
Parchment (one sheet);1 sp;—
Perfume (vial);5 gp;—
Pick, miner’s;2 gp;10 lb.
Piton;5 cp;1/4 lb.
Poison, basic (vial);100 gp;—
Pole (10-foot);5 cp;7 lb.
Pot, iron;2 gp;10 lb.
Potion of healing;50 gp;0.5 lb.
Pouch;5 sp;1 lb.
Quiver;1 gp;1 lb.
Ram, portable;4 gp;35 lb.
Rations (1 day);5 sp;2 lb.
Robes;1 gp;4 lb.
Rope, hempen (50 feet);1 gp;10 lb.
Rope, silk (50 feet);10 gp;5 lb.
Sack;1 cp;1/2 lb.
Scale, merchant’s;5 gp;3 lb.
Sealing wax;5 sp;—
Shovel;2 gp;5 lb.
Signal whistle;5 cp;—
Signet ring;5 gp;—
Soap;2 cp;—
Spellbook;50 gp;3 lb.
Spikes, iron (10);1 gp;5 lb.
Spyglass;1,000 gp;1 lb.
Tent, two-person;2 gp;20 lb.
Tinderbox;5 sp;1 lb.
Torch;1 cp;1 lb.
Vial;1 gp;—
Waterskin;2 sp;5 lb. (full)
Whetstone;1 cp;1 lb.

Tarkonian
January 31st, 2015, 04:20
I made the post but it needs moderator approval. I assume for the [code/code] tags

damned
January 31st, 2015, 06:09
just post it straight up then...
as you have only 2 posts there may be some limits on what you can post...

Tarkonian
January 31st, 2015, 06:12
Here is everything I have for the Adventuring Gear section, up until I add in item descriptions. I did a cntrl+F to make sure all of the semi-colons were semi-colons and not colons. Other than that I can't figure out what is formatted wrong.

#@;ADVENTURING GEAR
#th;Item;Cost;Weight
#st;Ammunition
Arrows (20);1 gp;1 lb.
Blowgun needles (50);1 gp;1 lb.
Crossbow bolts (20);1 gp;1.5 lb.
Sling bullets (20);4 cp;1.5 lb.
#st;Arcane Focus
Crystal;10 gp;1 lb.
Orb;20 gp;3 lb.
Rod;10 gp;2 lb.
Staff;5 gp;4 lb.
Wand;10 gp;1 lb.
#st;Druidic Focus
Sprig of mistletoe;1 gp;—
Totem;1 gp;—
Wooden staff;5 gp;4 lb.
Yew wand;10 gp;1 lb.
#st;Holy Symbol
Amulet;5 gp;1 lb.
Emblem;5 gp;—
Reliquary;5 gp;2 lb.
#st;Equipment Kits
Climber’s kit;25 gp;12 lb.
Healer’s kit;5 gp;3 lb.
Mess kit;2 sp;1 lb.
#st;Equipment Packs
Burglar’s Pack;16 gp;50 lb.
Diplomat’s Pack;39 gp;- lb.
Dungeoneer’s Pack;12 gp;- lb.
Entertainer’s Pack;40 gp;- lb.
Explorer’s Pack;10 gp;- lb.
Priest’s Pack;19 gp;- lb.
#st;Standard
Abacus;2 gp;2 lb.
Acid (vial);25 gp;1 lb.
Alchemist’s fire (flask);50 gp;1 lb.
Antitoxin (vial);50 gp;—
Backpack;2 gp;5 lb.
Ball bearings (bag of 1,000);1 gp;2 lb.
Barrel;2 gp;70 lb.
Basket;4 sp;2 lb.
Bedroll;1 gp;7 lb.
Bell;1 gp;—
Blanket;5 sp;3 lb.
Block and tackle;1 gp;5 lb.
Book;25 gp;5 lb.
Bottle, glass;2 gp;2 lb.
Bucket;5 cp;2 lb.
Caltrops (bag of 20);1 gp;2 lb.
Candle;1 cp;—
Case, crossbow bolt;1 gp;1 lb.
Case, map or scroll;1 gp;1 lb.
Chain (10 feet);5 gp;10 lb.
Chalk (1 piece);1 cp;—
Chest;5 gp;25 lb.
Clothes, common;5 sp;3 lb.
Clothes, costume;5 gp;4 lb.
Clothes, fine;15 gp;6 lb.
Clothes, traveler’s;2 gp;4 lb.
Component pouch;25 gp;2 lb.
Crowbar;2 gp;5 lb.
Fishing tackle;1 gp;4 lb.
Flask or tankard;2 cp;1 lb.
Grappling hook;2 gp;4 lb.
Hammer;1 gp;3 lb.
Hammer, sledge;2 gp;10 lb.
Holy water (flask);25 gp;1 lb.
Hourglass;25 gp;1 lb.
Hunting trap;5 gp;25 lb.
Ink (1 ounce bottle);10 gp;—
Ink pen;2 cp;—
Jug or pitcher;2 cp;4 lb.
Ladder (10-foot);1 sp;25 lb.
Lamp;5 sp;1 lb.
Lantern, bullseye;10 gp;2 lb.
Lantern, hooded;5 gp;2 lb.
Lock;10 gp;1 lb.
Magnifying glass;100 gp;—
Manacles;2 gp;6 lb.
Mirror, steel;5 gp;1/2 lb.
Oil (flask);1 sp;1 lb.
Paper (one sheet);2 sp;—
Parchment (one sheet);1 sp;—
Perfume (vial);5 gp;—
Pick, miner’s;2 gp;10 lb.
Piton;5 cp;1/4 lb.
Poison, basic (vial);100 gp;—
Pole (10-foot);5 cp;7 lb.
Pot, iron;2 gp;10 lb.
Potion of healing;50 gp;0.5 lb.
Pouch;5 sp;1 lb.
Quiver;1 gp;1 lb.
Ram, portable;4 gp;35 lb.
Rations (1 day);5 sp;2 lb.
Robes;1 gp;4 lb.
Rope, hempen (50 feet);1 gp;10 lb.
Rope, silk (50 feet);10 gp;5 lb.
Sack;1 cp;1/2 lb.
Scale, merchant’s;5 gp;3 lb.
Sealing wax;5 sp;—
Shovel;2 gp;5 lb.
Signal whistle;5 cp;—
Signet ring;5 gp;—
Soap;2 cp;—
Spellbook;50 gp;3 lb.
Spikes, iron (10);1 gp;5 lb.
Spyglass;1,000 gp;1 lb.
Tent, two-person;2 gp;20 lb.
Tinderbox;5 sp;1 lb.
Torch;1 cp;1 lb.
Vial;1 gp;—
Waterskin;2 sp;5 lb. (full)
Whetstone;1 cp;1 lb.

Tarkonian
January 31st, 2015, 06:13
I just tried and it says it still needs moderator approval. Not sure what else to change in it to fix that.

damned
January 31st, 2015, 06:14
so you are just pasting the text into the reply screen?


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Tarkonian
January 31st, 2015, 06:16
Yep yep. Tried cutting down how much was in the post. Thought it may be a word limit and I was just posting too much. If these do get approved this thread is going to get spammed with my posts :\

damned
January 31st, 2015, 06:43
theres already 1300+ posts in this thread - a few more wont hurt... try posting 20 lines at a time?


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Tarkonian
January 31st, 2015, 06:53
Nope. It's catching it no matter what I change. I'm starting to think it recognizes the formatting. Which I would change but that would completely defeat the point of my question >.>

Tarkonian
January 31st, 2015, 06:54
Thanks for trying. I'll just have to move on for now. Which sucks.

Zacchaeus
January 31st, 2015, 10:45
Tarkonian, it's hard to know without seeing what you have in your file but from experience when things don't parse (which I think is what is happening to you) the explanation is usually some kind of syntax error.
Just for example take the line

Wooden Staff ; 5gp 4lb.

There are errors in this line all of which will cause par5e to not parse and whilst it might be easy to spot in an isolated line like this it isn't so easy to see in a whole list. Most of the errors are caused by mistakes in syntax. It could be an incorrectly placed or missing ";". In the above example there's a missed ";" after the 5gp. It could be a space is required where a space isn't (in the above example you need a space between the weight and the "lb." i.e 4 lb. not 4lb.

So the only solution is to painstakingly check every line. One thing you could do is make a new text file and cut large parts of the file into it and only parse the smaller file. This might narrow the problem down a bit. (I'm assuming that the adventuring gear section starts with a #@; - don't you assume it does; because often you read what you think is there rather than what actually is there.)

Tarkonian
January 31st, 2015, 11:18
Tarkonian, it's hard to know without seeing what you have in your file but from experience when things don't parse (which I think is what is happening to you) the explanation is usually some kind of syntax error.
Just for example take the line

Wooden Staff ; 5gp 4lb.

There are errors in this line all of which will cause par5e to not parse and whilst it might be easy to spot in an isolated line like this it isn't so easy to see in a whole list. Most of the errors are caused by mistakes in syntax. It could be an incorrectly placed or missing ";". In the above example there's a missed ";" after the 5gp. It could be a space is required where a space isn't (in the above example you need a space between the weight and the "lb." i.e 4 lb. not 4lb.

So the only solution is to painstakingly check every line. One thing you could do is make a new text file and cut large parts of the file into it and only parse the smaller file. This might narrow the problem down a bit. (I'm assuming that the adventuring gear section starts with a #@; - don't you assume it does; because often you read what you think is there rather than what actually is there.)

Thank you for your help. I ended up breaking up the file while waiting for a mod to approve my posts and found the error. I didn't actually find any syntax, but when I put the file back together it compiled and loaded correctly. So I'm not 100% sure what the problem was. Maybe an extra space somewhere or something. Who knows. Thank you all who responded for your advice and trying to help. Wish I could of posted the snippet though.

Zacchaeus
January 31st, 2015, 13:38
Alright, this one has me completely stumped. I'm doing this table;

#@;Magic Item Tables
##;Carpet of Flying
#!;Carpet of Flying
Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.
column;Size;Capacity;Speed
dice;d%
row;1;20;3ft. X 5ft.; 200lb.;80feet
row;21;55;4ft. X 6ft.;400lb.;60 feet
row;56;80;5ft. X 7ft.;600lb.;40 feet
row;81;100;6ft. X 9ft.;800lb.;30 feet

Everything parses correctly, and everything seems to be in line with the user guide. However the output only ever shows the first two columns (1d100 and Size) the other two columns do not appear. This is actually the first table I've done which had more than just the two columns so I must be doing something wrong but I don't know what.

But maybe someone out there does :)

Treegreen
January 31st, 2015, 16:35
In the first row you have 80feet instead of 80 feet. I tested it and everything shows up for me (although I did change the 80 feet part).

Zacchaeus
January 31st, 2015, 18:14
In the first row you have 80feet instead of 80 feet. I tested it and everything shows up for me (although I did change the 80 feet part).

Nope, that doesn't make any difference (and I should have said I'd already tried all that). But I have found the solution; it's the dots. Once I stripped out all the full stops after ft, lb etc it worked. Now don't ask why it should work for you without taking out the dots I don't know, but it is now working for me and so I, at least am happy :)

And so I tuck another little tidbit of information away on the list of things which makes par5e not like me :)

kokopelli31
February 1st, 2015, 10:49
hi all
I'm doing my classes at the moment but when I parse it the program stops short of creating the module
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. .................................. [PHB]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse : background .................................................. .................... [Acolyte - OK]
Parse : background .................................................. .................. [Charlatan - OK]
Parse : background .................................................. ................... [Criminal - OK]
Parse : background .................................................. ................ [Entertainer - OK]
Parse : background .................................................. .................. [Folk Hero - OK]
Parse : background .................................................. .............. [Guild Artisan - OK]
Parse : background .................................................. ..................... [Hermit - OK]
Parse : background .................................................. ...................... [Noble - OK]
Parse : background .................................................. .................. [OUTLANDER - OK]
Parse : background .................................................. ....................... [Sage - OK]
Parse : background .................................................. ..................... [Urchin - OK]
Parse : backgrounds .................................................. ....................... [Completed]
Make : backgrounds windowlists .................................................. ........... [Completed]
Parse : class .................................................. ....................... [Barbarian - OK]
Parse : class .................................................. ............................. [Completed]
Make : class windowlists .................................................. ................. [Completed]
Parse : subrace .................................................. ..................... [Hill Dwarf - OK]
Parse : subrace .................................................. ................. [Mountain Dwarf - OK]
Parse : race .................................................. ............................. [Dwarf - OK]
Parse : subrace .................................................. ....................... [High Elf - OK]
Parse : subrace .................................................. ....................... [Wood Elf - OK]
Parse : subrace .................................................. ............. [Dark Elf ( Drow ) - OK]
Parse : race .................................................. ............................... [Elf - OK]
Parse : subrace .................................................. ...................... [Lightfoot - OK]
Parse : subrace .................................................. .......................... [Stout - OK]
Parse : race .................................................. .......................... [Halfling - OK]
Parse : race .................................................. ............................. [Human - OK]
Parse : race .................................................. ........................ [Dragonborn - OK]
Parse : subrace .................................................. ................... [Forest Gnome - OK]
Parse : subrace .................................................. ..................... [Rock Gnome - OK]
Parse : race .................................................. ............................. [Gnome - OK]
Parse : race .................................................. .......................... [Half Elf - OK]
Parse : race .................................................. .......................... [Half Orc - OK]
Parse : race .................................................. .......................... [Tiefling - OK]
Parse : races .................................................. ............................. [Completed]
Make : races windowlists .................................................. ................. [Completed]
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : backgrounds (reference) .................................................. ........... [Completed]

any ideas whats wrong or how to fix it?

thanks in advance

GunnarGreybeard
February 1st, 2015, 13:13
Just wanted to add, in case others see this and figure its worth a try. When I get errors or it hangs, if I wait a few minutes and rerun, it processes. Then it fails, then it works, etc. In my case anyway it seems like it can be hit or miss sometimes.

soulcat
February 1st, 2015, 16:48
Check the formatting of the tags. I have found that often a space, or a colon instead of a semi colon can often cause it to hang like that. I have found going over the last section you entered since your last parse and cutting out and pasting in a new document until it works often helps find the offending line.

Treegreen
February 2nd, 2015, 04:16
hi all
I'm doing my classes at the moment but when I parse it the program stops short of creating the module

Make : backgrounds windowlists .................................................. ........... [Completed]
Parse : class .................................................. ....................... [Barbarian - OK]
Parse : class .................................................. ............................. [Completed]
Make : class windowlists .................................................. ................. [Completed]

any ideas whats wrong or how to fix it? thanks in advance

Is barbarian the only class you have in there? If it's not, you may have an error in the class after it somewhere.

Trenloe
February 2nd, 2015, 15:55
Nope. It's catching it no matter what I change. I'm starting to think it recognizes the formatting. Which I would change but that would completely defeat the point of my question >.>
It's the @ sign in the text - the forums see this as an email address and don't allow people with low post counts to post text with email address (and external links) until their post count goes up. I've approved some of your posts (but not the duplicate ones).

sukEEt
February 3rd, 2015, 10:39
how do you parse a Variant background after the flaw table ... it changes the name of the table to variant, with the description on it too ... is there something I am missing?

Zacchaeus
February 3rd, 2015, 15:22
how do you parse a Variant background after the flaw table ... it changes the name of the table to variant, with the description on it too ... is there something I am missing?

I don't think there is a specific thing that you need to do. I just started a new bold paragraph with a bold heading to make it stand out more.

So for example:
Flaw Table
Line Break
#bp;Variant Criminal: Spy
text

sukEEt
February 3rd, 2015, 15:27
I don't think there is a specific thing that you need to do. I just started a new bold paragraph with a bold heading to make it stand out more.

So for example:
Flaw Table
Line Break
#bp;Variant Criminal: Spy
text

i tried the same ... it writes it into the table when i do that. I use

#h;

after the line break that follows my table and it writes it into the table ...

is there a different command i should use. The varieant entries work, as long as i place them somewhere else which makes me think there is some sort of command I am missing ...

sukEEt
February 3rd, 2015, 15:28
oh wait, i am dumb, i see it ... #bp;
duh
thanks

sukEEt
February 3rd, 2015, 15:40
I don't think there is a specific thing that you need to do. I just started a new bold paragraph with a bold heading to make it stand out more.

So for example:
Flaw Table
Line Break
#bp;Variant Criminal: Spy
text

I just tried this and it still displays the variant as part of the previous entry. I can't get it to appear after the flaws ... meh

Zacchaeus
February 3rd, 2015, 16:05
My output shows all of the text coming before any of the tables for traits etc.
I.e. text
Variant
Text
Table
Table etc

Do you have the tables checked when you are parsing?

sukEEt
February 3rd, 2015, 16:12
My output shows all of the text coming before any of the tables for traits etc.
I.e. text
Variant
Text
Table
Table etc

Do you have the tables checked when you are parsing?

That is what i am getting too. i was wondering how to create an output that shows the variant AFTER all the tables, very last ... i have the tables checked, and I can place it without any problems anywhere else in the entry, i just can't get it to appear like it is printed in the Players Handbook, as the very last entry. call me OCD, hehe, but I like it to be as close to the book as i can get it ... thanks for the help, by the way ...

Zacchaeus
February 3rd, 2015, 17:58
Yep, its OCD :)

sukEEt
February 3rd, 2015, 17:59
ha ... i will just leave it, i guess ... don't fix what's not broken, right?

deathwish47
February 3rd, 2015, 18:31
The PAR5E seems to stop after it does Backgrounds... any clue as to why that is?

deathwish47
February 3rd, 2015, 18:32
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ..................... [Players Handbook]
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]
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ..................... [Players Handbook]
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]
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ..................... [Players Handbook]
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]


It just stops there, the blue bar is 1/10th full and it says ready.

Zacchaeus
February 3rd, 2015, 21:02
I'm afraid you have an error somewhere in your text file. It's kinda hard to pinpoint this for you since what you have posted isn't where the problem is. It's somewhere in the text file.

The most common causes are missing ";" somewhere in a list or table, or the ";" might be there but it is preceded by an unwanted space. There might also be a missing ";" after a bit of markup such as bp; It may also be that a table or list doesn't start or end properly. Other possibilities are incomplete or incorrect bolt or italics (such as starting but not finishing or not ending correctly). Almost 99% of the time there is s syntax error such as that.

The best thing to do is to go back over the last bit you did and scan it thoroughly. If you entered all of that before you tried to parse then copy the whole thing onto a new temporary sheet in notepad or whatever you are using, delete the original and then copy/paste small amounts back into the original and then see if it parses. If it does then copy a bit more, parse again and so on until you have narrowed down where the problem might be.

One thing, don't give up. You will get used to finding errors quickly because they are almost always in the same kind of places.

tiilikainen
February 4th, 2015, 00:33
Found an interesting defect when parsing the Marid.

Marid
Large elemental, chaotic neutral
(snip)
##;
(snip)
#h;Marid
Hailing from the elemental...
Large and piscine...

When the above is parsed, where "Large elemental, chaotic neutral" should be, instead is the text "Large and piscine...".

Worked around this by inserting the word "Quite" before "Large". I imagine if I joined the two paragraphs together it would also have fixed the issue.

itsdvw
February 4th, 2015, 01:26
Yeah there are a few like that - it notably messes up when you have the phrase "LAIR ACTIONS" in your description (I got around this by changing the S to a 5 - LAIR ACTION5 is a hardly noticeable difference)

deathwish47
February 5th, 2015, 01:38
-Snip- Figured it out....

itsdvw
February 5th, 2015, 01:51
Well it needs the section from Hit Points through Equipment. These don't need any prefixes to be parsed but must be included as they are in the book. Beyond that, "Bard College" should be #fe; not #abh; like this:
#fe;Bard College;3,6,14
And "Bard Colleges" should be the #abh;
I have the abilities (colleges) section after all the features, I don't know if that makes a difference with parsing.

jhondidfool
February 6th, 2015, 12:06
Fixed :D

deathwish47
February 6th, 2015, 12:10
Format seems to be the cause in most cases. Work on just the hit point to equipment, parse that and see if it shows up. Do a little at a time. Pm me if you still need help and I will take a look at your code.

Olodrin
February 6th, 2015, 20:14
1,2 and 5 will be addressed in the next imminent update to PAR5E. 3 and 4 require some significant changes to the FG 5E ruleset in addition to changes to PAR5E to allow for NPC spell parsing and so I need to discuss and schedule with moon. Can you add NPC spells to the 5E wish list (if its not already there that is).

Z.

Can we get an update on timeline of this update?

Thanks,
Olodrin

yondar
February 8th, 2015, 16:07
Can you make a rollable table to give a result of a d12 + d8 (ie between 2-20) using PAR5E if so How?

Thanks

Yondar

sukEEt
February 9th, 2015, 13:10
I am parsing the sorcerer class right now and I am trying to make the Magical Surge d100 Table a functioning, rollable table (like the random tables in the background section ...) however, it doesn't show up as a dice table while in the class.txt file ... any special commands that i am not inputing inorder to make this?

itsdvw
February 9th, 2015, 14:42
I think the best you can do for now is put it in tables.txt and provide a link to it in your feature description (mine looks like #zl;table;Wild Magic Surge)

sukEEt
February 9th, 2015, 15:10
I think the best you can do for now is put it in tables.txt and provide a link to it in your feature description (mine looks like #zl;table;Wild Magic Surge)

super-thanks!

Thane
February 19th, 2015, 15:40
Greetings all. Thought I would put my .2cents in on the PAR5E app. Have had great success using it and parsing the PHB... Until I made a mistake and hit parse without filling in any of the fields on the configuration page. I had made the mistake of having all my folders in the "User" folder windows. Deleted every file in the user folder (desktop, pictures, downloads, music, everything in the APPDATA folder...), and all my work I had parsed... None too happy at that point.
Luckily I had a restore point saved from two days earlier and was able to restore 99% of my User environment. But I did lose the time it took to restore the files and two days of PHB parsing, so damage was done.

Putting this post up as a warning. I have now put all folders and files asked for on an external drive who's only function is to hold those folder and files necessary for PAR5E to function and am now back to parsing the PHB.

I am hoping that this will inoculate me from a sleepy pushing of the parse button again.

Oh, and I would think that this possibility would be mentioned at the top of the initial post for PAR5E. I did find a post related to this upon searching for it after the fact. Something along the lines of "PAR5E can become malware if misused. Please do the following to ensure such a disaster does not happen to you..."

Good luck, and good parsing.

Bernie

lbealsjr
February 19th, 2015, 16:35
yep same thing happened to me, I only run it from a external USB drive with nothing else on it and I keep a tripwire folder full of images open so just in case, when I see the images start to disappear I know it has gone rogue. Powerful program but it can bite you if you are not careful.

Lawrence

sukEEt
February 19th, 2015, 20:09
I have figured out how to make one table work and have linked it ... The Wild Surge table for sorcerers ... however, I have tried to create others and they don't seem to work. how do i add a second table, for instance, the confusion random h´behavior table, so it will parse?

khersheyjr
February 19th, 2015, 21:12
Can you make a rollable table to give a result of a d12 + d8 (ie between 2-20) using PAR5E if so How?

Thanks

Yondar

Not sure if you question has already been addressed Yondar. For those tables just insert a comman inbetween dice types like this: dice:d12,d8

Olodrin
February 19th, 2015, 22:09
Greetings all. Thought I would put my .2cents in on the PAR5E app. Have had great success using it and parsing the PHB... Until I made a mistake and hit parse without filling in any of the fields on the configuration page. I had made the mistake of having all my folders in the "User" folder windows. Deleted every file in the user folder (desktop, pictures, downloads, music, everything in the APPDATA folder...), and all my work I had parsed... None too happy at that point.
Luckily I had a restore point saved from two days earlier and was able to restore 99% of my User environment. But I did lose the time it took to restore the files and two days of PHB parsing, so damage was done.

Putting this post up as a warning. I have now put all folders and files asked for on an external drive who's only function is to hold those folder and files necessary for PAR5E to function and am now back to parsing the PHB.

I am hoping that this will inoculate me from a sleepy pushing of the parse button again.

Oh, and I would think that this possibility would be mentioned at the top of the initial post for PAR5E. I did find a post related to this upon searching for it after the fact. Something along the lines of "PAR5E can become malware if misused. Please do the following to ensure such a disaster does not happen to you..."

Good luck, and good parsing.

Bernie

Yep, Dr Z talked about making a change in the parser to avoid this problem, but I haven't seen any changes to the parser itself...

yondar
February 20th, 2015, 09:17
Thanks Khersheyjr

sukEEt
February 20th, 2015, 15:45
I need to say thanks to the community for all the help getting my PHB parsed ... you guys rock my socks!!! To the max, fuh' realzies YO!

Zeus
February 26th, 2015, 22:26
At long last, a new update. Apologies if I have missed anything major (hopefully not) but if so, post below with a gentle reminder.

v0.0.9-b56



Engine: Added checks to ensure users cannot set the module source to either C:\, \ or User home folders - if detected PAR5E will abort the parse with an error.
Engine: Removed module temp path field -- PAR5E now creates (and deletes) a subfolder called output under the root module path at the start of each parse action, the output subfolder is used to compile the final ZIP archive.



Engine: Removed module thumbnail path field -- PAR5E is now hard-coded to look for a file named thumbnail.png in the root of the module path
Engine: Removed module ID field -- this functionality is no longer required in FG
Engine: Added module author field -- allows for author field in module definition to be customised (defaults to PAR5E version release if left blank)
FT: #zal;<linkclass>;<object name>;<title> functionality to support anonymous data source linking (i.e. linking to a known object which can be referenced in one or more modules subject to whichever is open)
FT: #zl;spell;... functionality - individual spells can now be linked to from within formattedtext fields
5E: Tables: Updated row handling to include custom reference links using syntax:


row;1;1;#zl:class:object name:<title>

where class equates to one of the classes supported by the #zl tag and object name is the name of the object to link to. An optional <title> can also be applied.




5E: Encounters: Updated encounters so that CR/XP line can be omitted from the source file. Where no CR/XP line is provided, PAR5E will now auto calculate the CR and XP of the encounter automatically.
5E: Magic Items: Added support for Rods
5E: Images: Added new data item imagegrids which allows for grids to be specified for each image. imagegrids.txt should contain a list of:


name of image + extension;grid size;grid X offset; grid Y offset;on|off

See 5E user guide for exact syntax.

NOTE: this release updates the module configuration file format for 5E, as such existing configuration files will no longer work. A new module configuration file will need to be
created.

Z.

No1Sciguy
February 26th, 2015, 22:55
As always, fantastic work. Thank you again.

sukEEt
February 26th, 2015, 23:05
what does "root of the module path" mean?

(((((•Engine: Removed module thumbnail path field -- PAR5E is now hard-coded to look for a file named thumbnail.png in the root of the module path)))))

itsdvw
February 26th, 2015, 23:18
Wonderful! Thanks so much! couple of minor suggestions: As in the previous version, when you close it asks if you're sure you want to quit - however if you select "no" it still quits on you. Also, maybe a function to clear the console without having to quit and reload? It can get flooded with old logs pretty quickly. You've done some pretty incredible (and amazingly time-saving) work here though!

lbealsjr
February 26th, 2015, 23:24
Wonderful! Thanks so much! couple of minor suggestions: As in the previous version, when you close it asks if you're sure you want to quit - however if you select "no" it still quits on you. Also, maybe a function to clear the console without having to quit and reload? It can get flooded with old logs pretty quickly. You've done some pretty incredible (and amazingly time-saving) work here though!

Cursor in log field, CRTL-A (to select everything), DELETE key to clear the log. Stumbled on that by accident.

lbealsjr
February 26th, 2015, 23:26
Thanks for the update. Your hard work is deeply appreciated.

Lawrence

itsdvw
February 26th, 2015, 23:56
Cursor in log field, CRTL-A (to select everything), DELETE key to clear the log. Stumbled on that by accident.

Wonderful, this is great to know. Thanks!
Another (minor) bug report: maybe it's just my setup, but when I parse my feats in this version, the log repeats feats as completed sever times in a row. The module still works fine though, and the xml entries don't appear to be repeated, so I imagine its just something with the logging itself.
Example:


Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ........................... [Charger - OK]
Parse : feat .................................................. ........................... [Charger - OK]
Parse : feat .................................................. ........................... [Charger - OK]

Zeus
February 27th, 2015, 00:10
what does "root of the module path" mean?

(((((•Engine: Removed module thumbnail path field -- PAR5E is now hard-coded to look for a file named thumbnail.png in the root of the module path)))))

My bad, thats computer lingo. It means PAR5E will look for a file called thumbnail.png directly inside the folder you specified as the Module Path.

e.g. /Users/zeph/Documents/My Modules/PHB/thumbnail.png where module path is set to /Users/zeph/Documents/My Modules/PHB

Zeus
February 27th, 2015, 00:13
Wonderful! Thanks so much! couple of minor suggestions: As in the previous version, when you close it asks if you're sure you want to quit - however if you select "no" it still quits on you. Also, maybe a function to clear the console without having to quit and reload? It can get flooded with old logs pretty quickly. You've done some pretty incredible (and amazingly time-saving) work here though!

Hmm. Which platform are you running PAR5E on? I don't see this behaviour when I click No on Mac. To clear the console, switch to it and cick your mouse anywhere inside the console, you should see the cursor blinking, select Ctrl-a/Cmd-a (depending upon which platform your on) and hit the delete or backspace key. Simples.

Zeus
February 27th, 2015, 00:13
Thanks for the update. Your hard work is deeply appreciated.

Lawrence

Your very welcome, enjoy.

Zeus
February 27th, 2015, 00:16
Wonderful, this is great to know. Thanks!
Another (minor) bug report: maybe it's just my setup, but when I parse my feats in this version, the log repeats feats as completed sever times in a row. The module still works fine though, and the xml entries don't appear to be repeated, so I imagine its just something with the logging itself.
Example:


Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ........................... [Athlete - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ............................. [Actor - OK]
Parse : feat .................................................. ........................... [Charger - OK]
Parse : feat .................................................. ........................... [Charger - OK]
Parse : feat .................................................. ........................... [Charger - OK]


Odd, I haven't touched Feats or Console reporting in this release. Have you tried resizing the main window, it could be the lines are repeating due to the console window being too small. Let me know and I will adjust the main window size in the next release.

Also, let me know which platform your running PAR5E on as Windows GUI handling differs significantly to Mac (which is what I develop on).

Z.

itsdvw
February 27th, 2015, 00:35
Let me know and I will adjust the main window size in the next release.
Also, let me know which platform your running PAR5E on as Windows GUI handling differs significantly to Mac (which is what I develop on).

No, resizing the window had no effect - This is on Windows 7. I just noticed that the quitting bug only happens when you close the window (default gui button) - it works properly with the quit button or keyboard shorcut/menu command

Edit: I just checked on my macbook, and am encountering the same bugs (parsing the same data) on OS X as well - feats (and feats alone) repeating in the log, and the closing bug too - but only when you click the x on the default system interface.

Thegroo
February 27th, 2015, 01:11
Thank you again for this great work

itsdvw
February 27th, 2015, 02:23
Thank you again for this great work

Ditto.

In case it helps narrow down the feats log thing, I noticed that the number of times it prints the line in the log is exactly the number of lines in each feat's input (including the title and any formatting lines like #ls or #le).

sukEEt
February 27th, 2015, 09:37
My bad, thats computer lingo. It means PAR5E will look for a file called thumbnail.png directly inside the folder you specified as the Module Path.

e.g. /Users/zeph/Documents/My Modules/PHB/thumbnail.png where module path is set to /Users/zeph/Documents/My Modules/PHB

thanks again!

Kelendros78
March 1st, 2015, 17:47
Zues,

is there a way to use a #zl tag inside an NPC to link to a spell... I have been trying all morning to get this to work, if so could you give a sample please.

Zeus
March 1st, 2015, 18:11
Zues,

is there a way to use a #zl tag inside an NPC to link to a spell... I have been trying all morning to get this to work, if so could you give a sample please.

You should be able to use #zl; tags after the ##; line in each NPC stat block. In other words, you can create links to spells in the Other tab. For example, the following should create a link entitled "Spell: Fireball" to a spell called Fireball in the same module:

#zl;spell;Fireball;Spell: Fireball

Whilst the following should create a link entitled "Spell: Fireball" to a spell called Fireball in any open module:

#zal;spell;Fireball;Spell: Fireball

Z.

Kelendros78
March 1st, 2015, 19:58
Thanks for the quick reply.

I can get the #zl;tag to work by importing my spells.txt file when I parse my Monster manual, however when I try to use a #zal; tag and I omit the spells.txt from the parse ( hoping it will just grab the spell from my open PHB spells) it dosent work and gives the following message. "Could not open sheet with data from unloaded module.(*)". The module is loaded however...any suggestions as I don't want to bloat my modules with files that already exist.

Thanks

Kelendros78

Zeus
March 1st, 2015, 21:03
Thanks for the quick reply.

I can get the #zl;tag to work by importing my spells.txt file when I parse my Monster manual, however when I try to use a #zal; tag and I omit the spells.txt from the parse ( hoping it will just grab the spell from my open PHB spells) it dosent work and gives the following message. "Could not open sheet with data from unloaded module.(*)". The module is loaded however...any suggestions as I don't want to bloat my modules with files that already exist.

Thanks

Kelendros78

Launch FG. Click settings and switch to Dev mode. The latest dev release of FG 3.0.11 is required for the anonymous link functionality to work.

Kelendros78
March 1st, 2015, 21:07
Thanks, so Much Z :)

Olodrin
March 3rd, 2015, 00:35
I've been trying to get that to work for months now; adding the following to a monster statblock does not result in a link on the Other tab.

What am I doing wrong?

##;
#zls;
#zl;spell;Detect Evil and Good;Spell;Detect Evil and Good
#zle;

sukEEt
March 3rd, 2015, 16:49
I can't get the new version to parse any thing ... meh ... it says that it has parsed but doesn't show up.

sukEEt
March 3rd, 2015, 16:52
Launch FG. Click settings and switch to Dev mode. The latest dev release of FG 3.0.11 is required for the anonymous link functionality to work.

what do these three modes mean? what is dev?

dberkompas
March 4th, 2015, 02:54
Dev = Development (think of it as an alpha possibly?), Test = well, testing, not for general consumption, but neat to play with, maybe beta. Live - General Usage

damned
March 4th, 2015, 03:30
Typically you should only ever use Live.
JPG usually loads each new version or CoreRPG (and any incremental updates to the included rulesets) into the DEV slot. So now, while he is working on 3.0.11 that is in the DEV slot.
Test is only used at specific times when JPG wants to run another version for a period of time - eg when the product upgraded from 2.8.x to 3.0.x, 2.8.x was made available for a while for use by/with those rulesets that were not ready for the upgrade.

At least thats what I recall...



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FG Con 6 – April 17-19th 2015 - register at www.fg-con.com (https://www.fg-con.com/) for all the latest info.

itsdvw
March 4th, 2015, 20:17
I've been trying to get that to work for months now; adding the following to a monster statblock does not result in a link on the Other tab.

What am I doing wrong?

##;
#zls;
#zl;spell;Detect Evil and Good;Spell;Detect Evil and Good
#zle;

I don't think #zls and #zle are needed any more... but regardless your #zl formatting is a bit off - try this:
#zl;spell;Detect Evil and Good
or if you want the text to read something like "Fireball (6th level)" while liking to "Fireball":
#zl;spell;Fireball;Fireball (6th level)
the descriptor field is only necessary when you want it to read something else, otherwise the text defaults to the name of what is being linked to

dberkompas
March 4th, 2015, 20:19
Any plans to update this to no longer use client.xml and go w/ db.xml (or is it the other way around?)

Trenloe
March 4th, 2015, 21:31
Typically you should only ever use Live.
JPG usually loads each new version or CoreRPG (and any incremental updates to the included rulesets) into the DEV slot. So now, while he is working on 3.0.11 that is in the DEV slot.
Test is only used at specific times when JPG wants to run another version for a period of time - eg when the product upgraded from 2.8.x to 3.0.x, 2.8.x was made available for a while for use by/with those rulesets that were not ready for the upgrade.

At least thats what I recall...
You've got Dev and Test the wrong way round. Dev should only ever be used if instructed by a dev - it frequently changes at a moments notice, and without notice as it is a slot reserved for the developers.

Test is the public testing slot that is usually reserved for testing of the next upcoming release (think of it as beta testing as dberkompas mentions above). More info on public testing here: https://www.fantasygrounds.com/forums/showthread.php?9966-Welcome-to-public-testing! Currently 3.0.11 is in the testing slot - info here: https://www.fantasygrounds.com/forums/showthread.php?23276-Test-release-v3-0-11 Remember that the Test slot is beta testing and should only be ran if you want to do testing and can cope with errors/things not working in your game. If you run a lot of extensions in your campaign then it isn't a good idea to run in test mode as the chances are at least one extension will be broken because of code changes in the test slot. Plus if the GM is in test mode then all of the players need to switch to test mode as well.

But, as mentioned in the 3.0.11 thread, Smiteworks like the community to help find bugs before software is released - so if you can do testing that would be great!

damned
March 4th, 2015, 21:34
You've got Dev and Test the wrong way round.

Nothing unusual there.... :(

spoofer
March 4th, 2015, 23:09
I don't think #zls and #zle are needed any more...

I got a link to work (and I used the #zls and #zle tags).

To those of us who know a little bit about this computer programming stuff, but not enough (and so we create our own problems). The PAR5E program is sensitive to the encoding of the txt file. I do all of my computer work in UTF8 w/o BOM. As there is no indication whatsoever that this is a problem, it is a really tough one to catch.

Use ANSI. Then it works.

spoofer
March 4th, 2015, 23:14
Oh, I forgot something really important...

Zeus, thank you sooo much. You have given my hours and hours of enjoyment puzzling out how this program works, and then slowly building my mod files. PAR5E is like an old classic car. It has its endearing characteristics (like linking the token files, and pushing the NEW button, which does nothing), and it is tough to get it going. But once it is running, it sure is sweet.

FSHSchmo
March 5th, 2015, 06:30
So I started parsing out the DMG and hit a snag on the ammunition, below is what I have.


Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

I removed that since it was hanging me up and got to the armor which follows the same format pretty much and it went right through with no issues (I have it below). What is the issue with the first one causing it to break?


Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Treegreen
March 5th, 2015, 07:38
So I started parsing out the DMG and hit a snag on the ammunition, below is what I have.


Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

I removed that since it was hanging me up and got to the armor which follows the same format pretty much and it went right through with no issues (I have it below). What is the issue with the first one causing it to break?


Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

I'd be sort of surprised if the armor worked correctly. You're better off parsing them as individual items for hand out any way, e.g.:

+1 Armor
Armor (light, medium, or heavy), rare
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

and

+3 Ammunition
Weapon (any ammunition), very rare
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

I guess if I were to take a stab at it you could try changing Weapon (any ammunition) to just Weapon.

spoofer
March 5th, 2015, 08:03
Break them into three entries.


Ammunition +1
Weapon (any ammunition), uncommon
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical.

Ammunition +2
Weapon (any ammunition), rare
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical.

Ammunition +3
Weapon (any ammunition), very rare
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical.

spoofer
March 5th, 2015, 08:36
Oh it looks like something has changed: I can no longer include spaces inside the name of the mod. If I do, it chokes on the processing of the images. (It always seems to choke on the processing of the token images :).) I am going to guess that the program uses the mod name when it creates the directory output/tokens/<file name>, and having a space in the directory name is not allowed.

Also, is it just me or did someone find that the program does not link the token image to the thug entry? I tried to get that to work, but no go.

Zeus
March 5th, 2015, 13:46
Any plans to update this to no longer use client.xml and go w/ db.xml (or is it the other way around?)

Thats been in place for a couple of versions now. The config tab of the tool allows you to specify which module type to create through a simple radio control. Client.xml is the default but common and db are both supported.

Zeus
March 5th, 2015, 13:50
I got a link to work (and I used the #zls and #zle tags).

To those of us who know a little bit about this computer programming stuff, but not enough (and so we create our own problems). The PAR5E program is sensitive to the encoding of the txt file. I do all of my computer work in UTF8 w/o BOM. As there is no indication whatsoever that this is a problem, it is a really tough one to catch.

Use ANSI. Then it works.

Yup, zl linking will work with either els; and zle; or without. The only difference being the structure of the final XML that is output.

As for encoding, UTF8, ANSI or basic ASCII should work as thats what PAR5E is coded to accept. In any case its output is transformed to ISO-8859-1 so as to maintain compatibility with FG which uses ISO-8859-1.

Zeus
March 5th, 2015, 13:52
Oh, I forgot something really important...

Zeus, thank you sooo much. You have given my hours and hours of enjoyment puzzling out how this program works, and then slowly building my mod files. PAR5E is like an old classic car. It has its endearing characteristics (like linking the token files, and pushing the NEW button, which does nothing), and it is tough to get it going. But once it is running, it sure is sweet.

I hear you. Its a little quirky to get going with but it is pretty powerful at the same time. Once you get your first module parsed, you should find the rest a whole lot easier.

Zeus
March 5th, 2015, 13:54
Oh it looks like something has changed: I can no longer include spaces inside the name of the mod. If I do, it chokes on the processing of the images. (It always seems to choke on the processing of the token images :).) I am going to guess that the program uses the mod name when it creates the directory output/tokens/<file name>, and having a space in the directory name is not allowed.

Also, is it just me or did someone find that the program does not link the token image to the thug entry? I tried to get that to work, but no go.

You can still use spaces in names. Delete the output folder inside your module source path and re-parse.

Zeus
March 5th, 2015, 13:57
So I started parsing out the DMG and hit a snag on the ammunition, below is what I have.


Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

I removed that since it was hanging me up and got to the armor which follows the same format pretty much and it went right through with no issues (I have it below). What is the issue with the first one causing it to break?


Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

As per the other user suggestions, break these out into distinct entries i.e.



Ammunition, +1
Weapon (any ammunition), uncommon (+1)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Ammunition, +2
Weapon (any ammunition), uncommon (+2)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Ammunition, +3
Weapon (any ammunition), uncommon (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

You want to break them out as we'll be adding the ability to combine magical items with mundane items in the 5E ruleset moving forward. This will allow you to create customised magic items including ammunition, for example an Arrow +3 or a Crossbow bolt +2.

dberkompas
March 5th, 2015, 15:49
Thanks Zeus for letting me know about the client/db/common

Olodrin
March 7th, 2015, 16:52
Hey all,

Feeling a little slow this morning - I fired up the newest version of Par5e, parsed my new MM (with spell links - thanks Z!!) and noticed there was nowhere to select my thumbnail image to show up in my Library.

I didn't see any mention of it in the docs - what am I missing?

No1Sciguy
March 7th, 2015, 17:15
Zues mentioned it in the original post about the update. It will look for a file called thumbnail.png inside the folder you specified as the Module Path. Just rename it and put it there.




Feeling a little slow this morning - I fired up the newest version of Par5e, parsed my new MM (with spell links - thanks Z!!) and noticed there was nowhere to select my thumbnail image to show up in my Library.

I didn't see any mention of it in the docs - what am I missing?

dberkompas
March 7th, 2015, 17:24
Put the png in the parent directory of the input dir.

For example, I have the following:
C:/PAR5E/Modules/5E-PHB/input

Put the png in C:/PAR5E/Modules/5E-PHB

sukEEt
March 7th, 2015, 18:05
Why won't the following table parse?

##;Random Shadowfell Despair Table
#!;Random Shadowfell Despair
column;Effect
dice;d6
row;l;3;Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything."
row;4;5;Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me."
row;6;6;Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore."

sukEEt
March 7th, 2015, 18:06
Why won't the following table parse?

##;Random Shadowfell Despair Table
#!;Random Shadowfell Despair
column;Effect
dice;d6
row;l;3;Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything."
row;4;5;Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me."
row;6;6;Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore."

NEVERMIND ... it took a new font to see th "l" instead of the "1"

BloodyRackham
March 10th, 2015, 03:45
I've been trying to get par5e to work. I'm new to fantasy grounds and par5e in general. I used the basic rules parser to create the background.txt, races.txt, etc. When I try to par5e those, I select the input folder as the source and the fantasy grounds module folder as the output but everytime I par5e I get INVALID PATH - WARNING errors.

I even tried using different folders as output and leaving that line blank but it always says invalid path.

sukEEt
March 10th, 2015, 13:51
I've been trying to get par5e to work. I'm new to fantasy grounds and par5e in general. I used the basic rules parser to create the background.txt, races.txt, etc. When I try to par5e those, I select the input folder as the source and the fantasy grounds module folder as the output but everytime I par5e I get INVALID PATH - WARNING errors.

I even tried using different folders as output and leaving that line blank but it always says invalid path.

make your output folder the module folder in your application folder maybe?

lbealsjr
March 10th, 2015, 19:59
So this is one I am banging my head against using the new version of Parse
Doing spells from the new Elemental Evil Companion Book
I can get it to work with Bard Spells and Druid Spells but when I add in Ranger Spells and open the spells list Ranger is not listed, if I move Ranger in front of Bard then it is listed though out of order but once I start adding in Sorcerer spells Ranger disappears or Warlock disappears. I am guessing it has to do with some odd interaction with the spells common to each but cant figure it out. Spell index with Ranger added below. Anyone see something I am missing? The other thought is that since all the Ranger spells are part of the Druids List it is just not displaying the Ranger in the Spell window because of that?

---------------------------

#@;

Bard Spells
Cantrips (0 Level)
Thunderclap
1st Level
Earth Tremor
2nd Level
Pyrotechnics
Skywrite
Warding Wind

Druid Spells
Cantrips (0 Level)
Create Bonfire
Control Flames
Frostbite
Gust
Magic Stone
Mold Earth
Shape Water
Thunderclap
1st Level
Absorb Elements
Beast Bond
Ice Knife
Earth Tremor
2nd Level
Dust Devil
Earthbind
Skywrite
Warding Wind
3rd Level
Erupting Earth
Flame Arrows
Tidal Wave
Wall of Water
4th Level
Elemental Bane
Watery Sphere
5th Level
Control Winds
Maelstrom
Transmute Rock
6th Level
Bones of the Earth
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Primordial Ward
7th Level
Whirlwind

Ranger Spells
1st Level
Absorb Elements
Beast Bond
3rd Level
Flame Arrows

dberkompas
March 10th, 2015, 20:03
Maybe because there's no Ranger 2nd level spells?

Treegreen
March 10th, 2015, 20:17
I've been trying to get par5e to work. I'm new to fantasy grounds and par5e in general. I used the basic rules parser to create the background.txt, races.txt, etc. When I try to par5e those, I select the input folder as the source and the fantasy grounds module folder as the output but everytime I par5e I get INVALID PATH - WARNING errors.

I even tried using different folders as output and leaving that line blank but it always says invalid path.

You don't want the input folder as the source. Rather, you want the folder that houses the input folder as your source. That is why you are getting the invalid path warnings.

E.G. if you had your source listed as /modules/phb/input you'd want it to be /modules/phb/

Treegreen
March 10th, 2015, 20:19
So this is one I am banging my head against using the new version of Parse
Doing spells from the new Elemental Evil Companion Book
I can get it to work with Bard Spells and Druid Spells but when I add in Ranger Spells and open the spells list Ranger is not listed, if I move Ranger in front of Bard then it is listed though out of order but once I start adding in Sorcerer spells Ranger disappears or Warlock disappears. I am guessing it has to do with some odd interaction with the spells common to each but cant figure it out. Spell index with Ranger added below. Anyone see something I am missing? The other thought is that since all the Ranger spells are part of the Druids List it is just not displaying the Ranger in the Spell window because of that?

---------------------------

#@;

Bard Spells
Cantrips (0 Level)
Thunderclap
1st Level
Earth Tremor
2nd Level
Pyrotechnics
Skywrite
Warding Wind

Druid Spells
Cantrips (0 Level)
Create Bonfire
Control Flames
Frostbite
Gust
Magic Stone
Mold Earth
Shape Water
Thunderclap
1st Level
Absorb Elements
Beast Bond
Ice Knife
Earth Tremor
2nd Level
Dust Devil
Earthbind
Skywrite
Warding Wind
3rd Level
Erupting Earth
Flame Arrows
Tidal Wave
Wall of Water
4th Level
Elemental Bane
Watery Sphere
5th Level
Control Winds
Maelstrom
Transmute Rock
6th Level
Bones of the Earth
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Primordial Ward
7th Level
Whirlwind

Ranger Spells
1st Level
Absorb Elements
Beast Bond
3rd Level
Flame Arrows

If you copy + pasted your file directly you need it to say

#@;
Ranger Spells

At the moment it's missing the #@; that tells parse it's a new class.

lbealsjr
March 10th, 2015, 20:23
So further experimentation leads me to believe that the issue is with either Parse or FG..
Assume two classes
Class A and Class B
If Class B's spell list is entirely contained within Class A's spell list and Class B does not come first in the list then Class B will not be displayed as a Spellcasting class in the Spells windows in FG. The individual spells that are in both spell lists will have the correct sources, i.e. class B and class A though so the list is getting into FG somehow which leads me to believe this is a FG problem.
Probably never came up before since in the PHB there is no spellcasting class that is wholly contained within another.

So if you are parsing the Elemental Evil PC as a separate module you will need to play with the order of the casting classes in your spell index or add a null spell to those contained within the other classes as a placeholder.

Lawrence

[QUOTE=lbealsjr;202919]So this is one I am banging my head against using the new version of Parse
Doing spells from the new Elemental Evil Companion Book

lbealsjr
March 10th, 2015, 20:27
If you copy + pasted your file directly you need it to say

#@;
Ranger Spells

At the moment it's missing the #@; that tells parse it's a new class.

I tried it your way and still doesn't work, I haven't added a #@; to each class when I did the PHB, it doesn't seem to mind it but I think you only need the first #@; at the header.

Treegreen
March 10th, 2015, 20:29
I tried it your way and still doesn't work, I haven't added a #@; to each class when I did the PHB, it doesn't seem to mind it but I think you only need the first #@; at the header.

You may be right. I'll see if I can get it to parse correctly here in a few minutes.

The Scriven One
March 10th, 2015, 20:42
Hey everyone. I'm trying to parse the Elemental Evil Player's Companion races. It's my first attempt at parsing, and I figured I'd start small. Everything went pretty well with the documentation and the videos I've seen, but racial ability score increases aren't working right. When I drag the race onto the character sheet in FG, it adds the first ability score increase, but not the second. It works fine when a subrace adds a single ability score increase, as with the Genasi.

Here's an example:


#!;Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

In this case, it only adds the +2 Dex. What might I be doing wrong?

Treegreen
March 10th, 2015, 21:21
In testing races none of mine work, even those that did previously, in terms of adding the second stat. Maybe something in parse or the ruleset is wonky?

Treegreen
March 10th, 2015, 21:23
I tried it your way and still doesn't work, I haven't added a #@; to each class when I did the PHB, it doesn't seem to mind it but I think you only need the first #@; at the header.

I found the same thing you did. I ended up having to do this:


Ranger Spells

1st Level
Absorb Elements
Beast Bond

2nd Level
Dummy/Blank

3rd Level
Flame Arrows


Warlock Spells

Cantrips (0 Level)
Create Bonfire
Frostbite
Magic Stone
Thunderclap

2nd Level
Earthbind

4th Level
Elemental Bane

6th Level
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind

9th Level
Blank/Blank

The Scriven One
March 10th, 2015, 21:39
Oh well. I actually found the same issue in a campaign I played in with their PHB. I thought it might have been a formatting issue. There doesn't seem to be a workaround either; adding a second Ability Score Increase does nothing. Adding it in as a subrace is a partial solution, but precludes other subraces. I'll have to remind players to add the second ability score increase in manually. Thanks.

shemantis
March 10th, 2015, 23:01
Can someone give me a second set of eyes on this race? It keeps saying "Malformed," but I just don't see the issue:
##;Deep Gnomes
Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
#h;Born of Deep Earth
Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.
Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.
Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people.
#h;Master Miners
Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gem-cutters and miners, and they prize rubies above all other gemstones.
#h;Deep Dwellers
Svirfneblin are known as deep gnomes because they choose to live far below the earth’s surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by maze-like passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.
Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe.
#h;Scouts and Spies
Surface-dwelling gnomes often take up the adventurer’s life out of sheer curiosity about the world around them, eager to see new things and meet new people. By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers. Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention. These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.
A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.
<b>---------------------------------------</b>
<b>Deep Gnomes in the Forgotten Realms</b>
In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerun. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold.
<b>---------------------------------------</b>
#h;Deep Gnome Names
Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.
#bp;Male Names: Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud
#bp;Female Names: Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda
#bp;Clan Names: Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter
#h;Deep Gnome Traits
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook. For your convenience, the traits of the gnome and the deep gnome are combined here.
#!;Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
#!;Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
#!;Alignment. Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.
#!;Size. A typical svirfneblin stands about 3 to 3.5 feet tall and weighs 80 to 120 pounds. Your size is Small.
#!;Speed. Your base walking speed is 25 feet.
#!;Superior Darkvision. Your darkvision has a radius of 120 feet.
#!;Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
#!;Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
#!;Languages. You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
#h;Optional Feat
If your DM allows the use of feats from chapter 6 of the Player’s Handbook, your deep gnome character has access to the following special feat: Svirfneblin Magic (see Feats table).

lbealsjr
March 10th, 2015, 23:37
Yeah that is one of the work arounds I came up with too. Good to know it wasn't just me.

QUOTE=Treegreen;202942]I found the same thing you did. I ended up having to do this:

Thegroo
March 10th, 2015, 23:49
Can someone give me a second set of eyes on this race? It keeps saying "Malformed," but I just don't see the issue:
##;Deep Gnomes
Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
#h;Born of Deep Earth
Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.
Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.
Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people.
#h;Master Miners
Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gem-cutters and miners, and they prize rubies above all other gemstones.
#h;Deep Dwellers
Svirfneblin are known as deep gnomes because they choose to live far below the earth’s surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by maze-like passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.
Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe.
#h;Scouts and Spies
Surface-dwelling gnomes often take up the adventurer’s life out of sheer curiosity about the world around them, eager to see new things and meet new people. By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers. Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention. These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.
A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.
<b>---------------------------------------</b>
<b>Deep Gnomes in the Forgotten Realms</b>
In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerun. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold.
<b>---------------------------------------</b>
#h;Deep Gnome Names
Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.
#bp;Male Names: Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud
#bp;Female Names: Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda
#bp;Clan Names: Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter
#h;Deep Gnome Traits
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook. For your convenience, the traits of the gnome and the deep gnome are combined here.
#!;Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
#!;Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
#!;Alignment. Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.
#!;Size. A typical svirfneblin stands about 3 to 3.5 feet tall and weighs 80 to 120 pounds. Your size is Small.
#!;Speed. Your base walking speed is 25 feet.
#!;Superior Darkvision. Your darkvision has a radius of 120 feet.
#!;Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
#!;Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
#!;Languages. You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
#h;Optional Feat
If your DM allows the use of feats from chapter 6 of the Player’s Handbook, your deep gnome character has access to the following special feat: Svirfneblin Magic (see Feats table).

Change the race name from 'Deep Gnomes' to 'Deep Gnome' and it will parse

BloodyRackham
March 11th, 2015, 00:59
You don't want the input folder as the source. Rather, you want the folder that houses the input folder as your source. That is why you are getting the invalid path warnings.

E.G. if you had your source listed as /modules/phb/input you'd want it to be /modules/phb/

Yeah I tried that but still getting the same error.

cas206
March 11th, 2015, 01:09
In the new EE players guide, multiple word spell names in the spell list have different case than the spell name in the descriptions. In order to parse, I need to make the case match.

Feature request: Can PAR5E ignore case in comparison of spell names?

The Scriven One
March 11th, 2015, 01:49
That would be nice, but I fixed mine with a find and replace on each error.

Edit: Read back in the thread. I knew I had seen something about my ranger spells problem earlier today.

The Scriven One
March 11th, 2015, 02:17
Yeah I tried that but still getting the same error.

If you didn't do this, don't be offended, but did you put the pertinent text files in the input folder? I got too caught up in the excitement, and forgot to do that at first. I was wondering why it wasn't working, until I smacked myself on the forehead. :D

shemantis
March 11th, 2015, 02:17
Change the race name from 'Deep Gnomes' to 'Deep Gnome' and it will parse

Sure enough. I apologize if that was already addressed in the thread; I've parsed the Monster Manual, Player's Handbook, and about half of the DMG (so far), and haven't had it come up until parsing the Elemental Evil Player's Companion! Thank you!!

FSHSchmo
March 11th, 2015, 02:23
Sub races arnt showing up... any thoughts?



#h;Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
#h;Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
#!;Ability Score Increase. Your Constitution score increases by 2.
#!;Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
#!;Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
#!;Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
#!;Speed. Your base walking speed is 30 feet.
#!;Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
#!;Subraces. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
#s;Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes.
A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
#!;Ability Score Increase. Your Dexterity score increases by 1.
#!;Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
#!;Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
#!;Ability Score Increase. Your Strength score increases by 1.
#!;Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
#!;Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
#!;Ability Score Increase. Your Intelligence score increases by 1.
#!;Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
#!;Fire Resistance. You have resistance to fire damage.
#!;Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
#s;Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
#!;Ability Score Increase. Your Wisdom score increases by 1.
#!;Acid Resistance. You have resistance to acid damage.
#!;Amphibious. You can breathe air and water.
#!;Swim. You have a swimming speed of 30 feet.
#!;Call to the Wave. You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

cas206
March 11th, 2015, 02:24
So further experimentation leads me to believe that the issue is with either Parse or FG..

It appears to be a problem with PAR5E. In my case, I notice Warlock was missing an entry in FG. I unzipped the MOD file and did a grep for the Wizard class which is working. I see multiple lines such as :

"<source type="string">Bard, Druid, Sorcerer, Warlock, Wizard</source>"

Notice both Wizard and Warlock are in the entry. This is followed by these lines:

<name type="string">Wizard</name>
<description type="string">Wizard Spells</description>

Then multiple lines like:

<source>Class Wizard</source>

Doing the same thing for Warlock finds no lines matching the last three types that appear for Wizard (no <name ..., <description..., <source> tags for Warlock).

The Scriven One
March 11th, 2015, 02:26
Sub races arnt showing up... any thoughts?



#h;Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
#h;Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
#!;Ability Score Increase. Your Constitution score increases by 2.
#!;Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
#!;Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
#!;Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
#!;Speed. Your base walking speed is 30 feet.
#!;Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
#!;Subraces. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
#s;Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes.
A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
#!;Ability Score Increase. Your Dexterity score increases by 1.
#!;Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
#!;Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
#!;Ability Score Increase. Your Strength score increases by 1.
#!;Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
#!;Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
#!;Ability Score Increase. Your Intelligence score increases by 1.
#!;Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
#!;Fire Resistance. You have resistance to fire damage.
#!;Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
#s;Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
#!;Ability Score Increase. Your Wisdom score increases by 1.
#!;Acid Resistance. You have resistance to acid damage.
#!;Amphibious. You can breathe air and water.
#!;Swim. You have a swimming speed of 30 feet.
#!;Call to the Wave. You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

I'm no expert, but it seemed like they weren't showing up for me either, until i tried making a genasi character. It gave me the choice between the four. If that doesn't work, I don't know what the problem is.

FSHSchmo
March 11th, 2015, 02:27
Sub races arnt showing up... any thoughts?



#h;Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
#h;Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
#!;Ability Score Increase. Your Constitution score increases by 2.
#!;Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
#!;Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
#!;Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
#!;Speed. Your base walking speed is 30 feet.
#!;Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
#!;Subraces. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
#s;Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes.
A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
#!;Ability Score Increase. Your Dexterity score increases by 1.
#!;Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
#!;Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
#!;Ability Score Increase. Your Strength score increases by 1.
#!;Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
#!;Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
#s;Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
#!;Ability Score Increase. Your Intelligence score increases by 1.
#!;Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
#!;Fire Resistance. You have resistance to fire damage.
#!;Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
#s;Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
#!;Ability Score Increase. Your Wisdom score increases by 1.
#!;Acid Resistance. You have resistance to acid damage.
#!;Amphibious. You can breathe air and water.
#!;Swim. You have a swimming speed of 30 feet.
#!;Call to the Wave. You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Fixed it... it needed the @!;subrace not #!;subraces

cas206
March 11th, 2015, 02:52
More spell reports: The last spell in spells.txt didn't parse. I repeated it and it gets put in. "Magic Mouth" is missing a description in the PDF.

Edit: Disregard that last part. I must have been up too late because I don't see Magic Mouth in the PDF this morning.

FSHSchmo
March 11th, 2015, 03:37
After putting in all the spell info it obviously didnt pull the descriptions because of the capital lettering and the spell class at the end of each spell. After correcting these two items on all the spells I am getting a mal formed warning.

cas206
March 11th, 2015, 17:16
The 5E blank character sheet starts with all 10's in abilities. I'd like a quick way to set them to standard array. Does anyone know if a feat can be marked up so that it does this? (I haven't parsed feats yet, so don't have much experience with how feat markup interacts with FG.) What I want is to drag a feat to the character sheet that will automagically add/subtract a modifier to set the right attribute values.

itsdvw
March 11th, 2015, 20:37
I could be mistaken but I'm pretty sure (based on my memory of my brief and incomplete skimming of the code) the the 5e ruleset doesn't support that with feats - AFAIK, feats aren't parsed in any way when dragged over, the text is just copied. Someone who has a better knowledge of the ruleset, please correct me if I'm wrong!

itsdvw
March 11th, 2015, 20:44
You might be able to create a dummy race that you can drag onto the class first - it seems that dragging a race on top of an old one replaces the old one (and applies the new race's ability scores) without removing the old race's abilities. However you'd still have the bug of the ruleset only applying the first of the race's ability score increases to deal with, so that might not be so useful until they fix that.

Edit: I tracked down the bug and made a quick extension that should fix it. You can find it here (https://www.fantasygrounds.com/forums/showthread.php?23276-Test-release-v3-0-11&p=203091&viewfull=1#post203091)

The Scriven One
March 11th, 2015, 23:20
Awesome. Thanks!

cas206
March 12th, 2015, 03:40
You might be able to create a dummy race that you can drag onto the class first - it seems that dragging a race on top of an old one replaces the old one (and applies the new race's ability scores) without removing the old race's abilities. However you'd still have the bug of the ruleset only applying the first of the race's ability score increases to deal with, so that might not be so useful until they fix that.

Edit: I tracked down the bug and made a quick extension that should fix it. You can find it here (https://www.fantasygrounds.com/forums/showthread.php?23276-Test-release-v3-0-11&p=203091&viewfull=1#post203091)

Thanks! I'll give that a try.

Tidomann
March 12th, 2015, 23:27
or be poisoned for 1 minute. (ie. carrion crawler) vs. or become poisoned for 1 minute. (ie. Bone Devil)

become poisoned for 1 minute does not par5e to add an effect to the action, while be poisoned for 1 minute will apply the poisoned effect properly. Would adding the becomed line to be par5ed in a similar fashion cause too many issues?

The Scriven One
March 12th, 2015, 23:38
I have another thread, but I realized that the people who know the most about Par5e may not lurk on the forums to see it. I figured a lot more experts might be subscribed to this one.

I'm trying to Parse magic items from the DMG. A YouTube video said it was simple, but I had nowhere near this trouble parsing the Elemental Evil pdf (my first attempt at parsing).

Here's my problem. It seems to start parsing very well, but then hangs before producing a module. I've checked and rechecked my magicitems.txt and tables.txt files, and they seem to be in order. I get the following output in Par5e:


Info : engine build .................................................. ..................... [v0.0.9-b56]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ............ [5e Dungeon Master's Guide]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
...
Parse : magicitems .................................................. ........................ [Completed]
Make : magicitems windowlists .................................................. ............ [Completed]
...
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]


Is there any common mistake I might be making? What's the next step after what the program is able to complete, and what might be causing an issue at that stage? If you can help, I really appreciate it. I'd love to have this ready for the beginning of my new campaign this weekend.

Parsing without tables.txt also hangs on:

Parse : magicitems .................................................. ........................ [Completed]
Make : magicitems windowlists .................................................. ............ [Completed]

Thanks in advance.

The Scriven One
March 13th, 2015, 02:17
I finally got it to build. I had to go section by section, until I narrowed it down to Oathbow, which was breaking things. The "O" was a 0. That was my big problem.

Wow.

Regardless, thanks to Zeus for this great program. In going over my file so intently, I was forced to fix a number of other OCR issues, which actually made the module better than if I had been able to parse it right off the bat. I'll be sure to be careful in the future.

shemantis
March 13th, 2015, 04:00
When parsing a referencemanual.txt (for the DMG, for example), I get that normal pop-up XML browser window helping me identify any malformed XML. The one with the line numbers and a brief description of *what* the issue is (a missing </b> tag, for example).

However, when parsing a story.txt, I don't get the same pop-up to find malformed XML. It just hangs on "Write : module xml syntax .......... [Mal Formed - WARNING]." No window ever pops up, which makes locating the specific malformed XML very difficult, lol.
Anyone have any suggestions? Thank you again.

itsdvw
March 13th, 2015, 04:18
or be poisoned for 1 minute. (ie. carrion crawler) vs. or become poisoned for 1 minute. (ie. Bone Devil)

become poisoned for 1 minute does not par5e to add an effect to the action, while be poisoned for 1 minute will apply the poisoned effect properly. Would adding the becomed line to be par5ed in a similar fashion cause too many issues?
Unfortunately that's an issue with the 5e ruleset, not par5e. Par5e puts all that text word-for-word into the right XML format for Fantasy Grounds to read as an npc, and then Fantasy Grounds does the further parsing of that text to recognize die rolls, apply effects, etc. Might probably be a simple fix for next patch but you'd have to bring it up / report the bug with the FG devs


When parsing a referencemanual.txt (for the DMG, for example), I get that normal pop-up XML browser window helping me identify any malformed XML. The one with the line numbers and a brief description of *what* the issue is (a missing </b> tag, for example).

However, when parsing a story.txt, I don't get the same pop-up to find malformed XML. It just hangs on "Write : module xml syntax .......... [Mal Formed - WARNING]." No window ever pops up, which makes locating the specific malformed XML very difficult, lol.
Anyone have any suggestions? Thank you again.

Huh. Wish I could help you there... I've never gotten a pop-up window for any malformed XML. What OS are you on? Also, are you copying from an OCR'd scan or typing your own? The majority of my malformed XML errors were from things like stray < or > characters from the OCR that shouldn't have been there.

The Scriven One
March 13th, 2015, 04:25
When parsing a referencemanual.txt (for the DMG, for example), I get that normal pop-up XML browser window helping me identify any malformed XML. The one with the line numbers and a brief description of *what* the issue is (a missing </b> tag, for example).

However, when parsing a story.txt, I don't get the same pop-up to find malformed XML. It just hangs on "Write : module xml syntax .......... [Mal Formed - WARNING]." No window ever pops up, which makes locating the specific malformed XML very difficult, lol.
Anyone have any suggestions? Thank you again.

I only got popups when the file was mostly parsing right, and it was a detail like not closing a tag that was causing problems. When I had big problems it didn't tell me anything.

I was able to find the small problems by parsing the file bit by bit, and isolating the issue gradually. Start with the first entry, then up to the third, and find out that there's something wrong with the second or third, etc.

Hope that helps.

shemantis
March 13th, 2015, 04:27
Huh. Wish I could help you there... I've never gotten a pop-up window for any malformed XML. What OS are you on?

Windows 8.1, using the latest version of PAR5E. Up until this version, I never got the pop-up window, either.

shemantis
March 13th, 2015, 04:29
I only got popups when the file was mostly parsing right, and it was a detail like not closing a tag that was causing problems. When I had big problems it didn't tell me anything.

I was able to find the small problems by parsing the file bit by bit, and isolating the issue gradually. Start with the first entry, then up to the third, and find out that there's something wrong with the second or third, etc.

Hope that helps.

This is my usual tactic, but this story.txt has a bunch of zlinks and stuff where, if I removed what the zlinks were referencing, it wouldn't parse correctly anyway.
So I'd have to remove each paragraph (for example), but then also remove any zlinks that might have referenced that paragraph earlier in the story. I hope that makes sense, lol.

shemantis
March 13th, 2015, 04:37
This is my usual tactic, but this story.txt has a bunch of zlinks and stuff where, if I removed what the zlinks were referencing, it wouldn't parse correctly anyway.
So I'd have to remove each paragraph (for example), but then also remove any zlinks that might have referenced that paragraph earlier in the story. I hope that makes sense, lol.

Well, I was completely wrong about this, so fail @ me, lol. It parses fine even without the correct "references" for my zlinks. I could have sworn that made it fail before. Sorry for idiocy. I will proceed with the "bit-by-bit" method until I identify the malformation.

itsdvw
March 13th, 2015, 04:41
This is my usual tactic, but this story.txt has a bunch of zlinks and stuff where, if I removed what the zlinks were referencing, it wouldn't parse correctly anyway.
So I'd have to remove each paragraph (for example), but then also remove any zlinks that might have referenced that paragraph earlier in the story. I hope that makes sense, lol.

Huh. I've never gotten zlinks to reference text to work as it is, but then I've never tried parsing a story.txt yet anyway. Maybe if you do a search-and-replace #zl; with #zal; the anonymous links won't be dependent on future paragraphs so you don't have to worry about them while you remove paragraphs? Then you could do another replace all to switch 'em back. Or even just change them to something like #zx; - from what I can tell if par5e finds a tag that it doesn't recognize it just ignores it and leaves it as plain text.

The Scriven One
March 14th, 2015, 02:11
I'm trying to parse a custom class and It's not happening. Could anyone take a look? This is my own creation, so hopefully there's no problem with me posting it. If so, I'll delete it. If it's ok to post, and it ends up getting fixed, I have no problem with you guys using it as an example of how to mark up a class (with credit, of course). It's attached.

Thegroo
March 14th, 2015, 02:25
I'm trying to parse a custom class and It's not happening. Could anyone take a look? This is my own creation, so hopefully there's no problem with me posting it. If so, I'll delete it. If it's ok to post, and it ends up getting fixed, I have no problem with you guys using it as an example of how to mark up a class (with credit, of course). It's attached.

Remove the #pb; in front of 'Hit Points' and 'Proficiencies' and the #h; in front of 'Equipment' and it will parse fine

The Scriven One
March 14th, 2015, 02:41
Sweet. I had to fix a reversed pb/bp issue, as well, but that did it. Thank you!

The Scriven One
March 14th, 2015, 03:54
Can I use #zal; to make the spell list for the class work? All of the spells other than the one I included in spells.txt show as level-1. I'd like to see if there's a way to link rather than reproduce these spells so that I can freely distribute the module after I'm done with it.

itsdvw
March 14th, 2015, 06:25
Can I use #zal; to make the spell list for the class work? All of the spells other than the one I included in spells.txt show as level-1. I'd like to see if there's a way to link rather than reproduce these spells so that I can freely distribute the module after I'm done with it.

I don't think par5e has a way to do it in the spells.txt but you could probably make a separate full list in the class description block or in a new "spell list" feature that has both #zl; entries for your homebrew spells and #zal; for copyrighted ones

The Scriven One
March 14th, 2015, 07:12
Thank you. I know I'm probably being obnoxious with all of these questions. I appreciate the help.

For now, as I start a campaign at midnight tomorrow, I just added in the full spells to spells.txt. I'll work on the problem more later for public distribution. That's a long way off, as I have a lot to add- what amounts to a full campaign sourcebook that I'm still writing.

Edit: I've never dug into FG at this level before. It can be frustrating, but it's empowering and fun to get it right. I'm starting to wonder what it will take to try my hand at a few extensions. I've already added my setting's languages with new fonts to Tenian's Language Chat extension. It only took me a couple of hours last night, and most of that was selecting the right fonts.

GunnarGreybeard
March 14th, 2015, 19:11
So working on my pHârn D&D 5e Project and need to add about 1,250 items to the equipment.txt. Does anyone know if there are limits on how many you can add without crashing the parser? :cry:

I thought about breaking them out in to smaller story entries and using tables but I don't think story entries are searchable and with that many items it really needs to have that capability.

The Scriven One
March 14th, 2015, 19:33
As you probably can tell, I don't know much about Par5e, but maybe you could break equipment down into separate books- Equipment- Weapons, Equipment-Armor, etc.?

Zeus
March 16th, 2015, 20:25
So working on my pHârn D&D 5e Project and need to add about 1,250 items to the equipment.txt. Does anyone know if there are limits on how many you can add without crashing the parser? :cry:

I thought about breaking them out in to smaller story entries and using tables but I don't think story entries are searchable and with that many items it really needs to have that capability.

There's no hard limit to the amount of data PAR5E can parse and output in XML (obviously larger datasets will take longer to parse though) outside of the limits of a 64bit platform. Having said that you should consider the impact of using very large modules inside FG (opening/closing times and campaign load time if you have modules that are already open on campaign start).

sukEEt
March 18th, 2015, 18:27
How do you create a table within a table? I can't get mine to parse ... I mean it parses, but my output only shows #zl for each entry ...


##;Random Villain Schemes and Objectives Table
#!;Random Villain Schemes and Objectives
column;Objective
dice;d8
row;1;1;#zl;table;Villian Scheme Result (Immortality)
row;2;2;#zl;table;Villian Scheme Result (Influence)
row;3;3;#zl;table;Villian Scheme Result (Magic)
row;4;4;#zl;table;Villian Scheme Result (Mayhem)
row;5;5;#zl;table;Villian Scheme Result (Passion)
row;6;6;#zl;table;Villian Scheme Result (Power)
row;7;7;#zl;table;Villian Scheme Result (Revenge)
row;8;8;#zl;table;Villian Scheme Result (Wealth)

sukEEt
March 18th, 2015, 18:33
How do you create a table within a table? I can't get mine to parse ... I mean it parses, but my output only shows #zl for each entry ...


##;Random Villain Schemes and Objectives Table
#!;Random Villain Schemes and Objectives
column;Objective
dice;d8
row;1;1;#zl;table;Villian Scheme Result (Immortality)
row;2;2;#zl;table;Villian Scheme Result (Influence)
row;3;3;#zl;table;Villian Scheme Result (Magic)
row;4;4;#zl;table;Villian Scheme Result (Mayhem)
row;5;5;#zl;table;Villian Scheme Result (Passion)
row;6;6;#zl;table;Villian Scheme Result (Power)
row;7;7;#zl;table;Villian Scheme Result (Revenge)
row;8;8;#zl;table;Villian Scheme Result (Wealth)

nevermind ... figured it out ...

The Scriven One
March 18th, 2015, 19:24
How did you do it?

sukEEt
March 18th, 2015, 20:00
How did you do it?

for the #zl command it has to have colons instead of semi colons

row;1;1;#zl:table:table name

The Scriven One
March 18th, 2015, 20:04
Thanks.

heranon
March 19th, 2015, 15:26
Hi!
I just started using PAR5E and I am very impressed by that piece of work.
However I am having trouble getting the debug information that i need. There's a lot of guesswork involved when hunting down problems.
I am setting the level to 3 and still do not see more info in the console output.

Furthermore I would like to extend the tool to generate not only the FG module but also to html to use on my group's internal website as a SRD.
Could you please tell me where or how I can obtain the source code of the tool?

cheers,
heranon

sukEEt
March 19th, 2015, 17:25
Hi!
I just started using PAR5E and I am very impressed by that piece of work.
However I am having trouble getting the debug information that i need. There's a lot of guesswork involved when hunting down problems.
I am setting the level to 3 and still do not see more info in the console output.

Furthermore I would like to extend the tool to generate not only the FG module but also to html to use on my group's internal website as a SRD.
Could you please tell me where or how I can obtain the source code of the tool?

cheers,
heranon

you would want to talk to Zeus

sukEEt
March 19th, 2015, 17:27
Hi!
I just started using PAR5E and I am very impressed by that piece of work.
However I am having trouble getting the debug information that i need. There's a lot of guesswork involved when hunting down problems.
I am setting the level to 3 and still do not see more info in the console output.

Furthermore I would like to extend the tool to generate not only the FG module but also to html to use on my group's internal website as a SRD.
Could you please tell me where or how I can obtain the source code of the tool?

cheers,
heranon

... also, watch out for what you make into an SRD ... make sure it isn't under some sort of copyright

heranon
March 19th, 2015, 20:19
... also, watch out for what you make into an SRD ... make sure it isn't under some sort of copyright

Maybe i chose the wrong term. I want to generate a website for private use in my group, not on the internet. Just like the modules we create here with the parser are for private use only.
I just wrote SRD because my players don't want to play 5E because it does not have something like d20pfsrd.com


you would want to talk to Zeus
Yeah, i was just hoping that he reads here.

Tidomann
March 19th, 2015, 20:43
Tying to parse the monster manual with my tokens. I have went through and renamed all my tokens into lowercase-single word filenames.

However, it's still hanging up at thug.

Instead it is par5ing


Parse : token .................................................. .................... [spectator.png - OK]
Parse : token .................................................. .................. [spineddevil.png - OK]
Parse : token .................................................. ........................ [Thumbs.db - OK]
Parse : token .................................................. .................. [triceratops.png - OK]

Rather than Thug, which then leads into this error


Parse : auto linked npc token .................................................. ........ [Thug - WARNING]

Why is par5e trying to parse the thumbs.db instead of thug.png and why wouldn't it par5e both?

Zeus
March 19th, 2015, 21:36
Delete the thumb.png file in your input/tokens folder, PAR5E has an allergy to Thumbs.db files.

Tidomann
March 19th, 2015, 22:55
Delete the thumb.png file in your input/tokens folder, PAR5E has an allergy to Thumbs.db files.


FYI for those par5ing on old as hell laptops-

Uncheck "Hide protected operating system files (Recommended)" in the Folder Options

Tidomann
March 19th, 2015, 22:59
Everything looks green, but now


Parse : tokens .................................................. ............................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : npcs (reference) .................................................. .................. [Completed]
Make : referencemanual (reference) .................................................. ....... [Completed]
Make : tokens (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 .................................................. ...... [Failed - WARNING]

Zeus
March 19th, 2015, 23:17
Everything looks green, but now


Parse : tokens .................................................. ............................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
Make : npcs (reference) .................................................. .................. [Completed]
Make : referencemanual (reference) .................................................. ....... [Completed]
Make : tokens (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 .................................................. ...... [Failed - WARNING]

Delete the output folder inside the module source path and reparse.

Tidomann
March 19th, 2015, 23:26
Delete the output folder inside the module source path and reparse.

You are a god. Thanks for the quick replies!

heranon
March 21st, 2015, 22:56
@Zeus: how can I get hold of the java sources of the parser in order to make custom modifications?

spoofer
March 25th, 2015, 13:14
Delete the thumb.png file in your input/tokens folder, PAR5E has an allergy to Thumbs.db files.


AAhhhh, one of the great mysteries of PAR5E solved. I spent more than few minutes scratching my head on that one.

K.

hereander
March 26th, 2015, 11:27
Hi!
When parsing the MM, would it be possible to link each monster to a picture that i have scanned? One option i see would be to create a within the descriptive text, but that would mean that my images and maps folder would be "flooded". Are there any other options?

weretygr
March 31st, 2015, 19:38
QQ - Are there any options for formatted text within NPC entries? I'd like to enter some formatted text/tables but none of the commands seem to resolve other than \r to use line breaks.

itsdvw
March 31st, 2015, 21:32
QQ - Are there any options for formatted text within NPC entries? I'd like to enter some formatted text/tables but none of the commands seem to resolve other than \r to use line breaks.

Not within the stat or ability blocks. But the description (which is a separate tab) supports formatted text.

FSHSchmo
April 5th, 2015, 17:09
So I wiped my PC and had to upgrade to the newest version of Par5e and now my PHB won't parse (it was working on the previous version). It seems to be getting stuck on the races, below is the output I'm getting.


Make : feats windowlists .................................................. ................. [Completed]
Parse : pregen .................................................. .............. [##;Dragonborn - WARNING]
Parse : pregen .................................................. ................... [##;Dwarf - WARNING]
Parse : pregen .................................................. ................... [##;Gnome - WARNING]
Parse : pregen .................................................. ................ [##;Half-Elf - WARNING]
Parse : pregen .................................................. ................ [##;Half-Orc - WARNING]
Parse : pregen .................................................. ..................... [##;Elf - WARNING]
Parse : pregen .................................................. ................ [##;Halfling - WARNING]
Parse : pregen .................. [<b>----------------------------------------------------</b> - WARNING]
Parse : pregen .................................................. ................... [##;Human - WARNING]
Parse : pregen .................................................. ................ [##;Tiefling - WARNING]
Parse : pregens .................................................. ........................... [Completed]
Make : pregens windowlists .................................................. ............... [Completed]
Parse - skill .................................................. ............................ [ - WARNING]
Parse : skills .................................................. ............................ [Completed]

I am not sure where it is getting pregen from as I dont have it selected and there is no pregen.txt in the folder

evilmouse
April 5th, 2015, 17:55
Info : engine build .................................................. ..................... [v0.0.8-b28]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ............................ [Classruns]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. .................... [Created]
Parse : class .................................................. ....................... [Barbarian - OK]
Parse : class .................................................. ............................ [Bard - OK]
Parse : class .................................................. .......................... [cleric - OK]
Parse : class .................................................. ............................. [Completed]
Make : class windowlists .................................................. ................. [Completed]
Parse : tables .................................................. ............................ [Completed]
Make : tables windowlists .................................................. ................ [Completed]
Make : tables (campaign) .................................................. ................. [Completed]
Make : tables (reference) .................................................. ................ [Completed]
its not writting xml files need for fantasygrounds

itsdvw
April 5th, 2015, 19:08
FSHSchmo: Try deleting the output folder in your module's source directory and parsing again.

evilmouse: try deselecting each input file one by one until you find the file causing the xml errors. Most of my problems were with stray < or > or unclosed xml tags.

evilmouse
April 5th, 2015, 20:57
Info : engine build .................................................. ..................... [v0.0.9-b56]
Info : ruleset library .................................................. .......................... [5E]
Info : module .................................................. ............................ [Classruns]
Info : ruleset .................................................. .................................. [5E]
Info : folder structure .................................................. ............. [Already Exists]
Parse : class .................................................. ....................... [Barbarian - OK]
Parse : class .................................................. ............................ [Bard - OK]
Parse : class .................................................. .......................... [cleric - OK]
Parse : class .................................................. ............................. [Completed]
Make : class windowlists .................................................. ................. [Completed]
Parse : story .................................................. ............................. [Completed]
Make : story windowlists .................................................. ................. [Completed]
Make : story (campaign) .................................................. .................. [Completed]
Make : story (reference) .................................................. ................. [Completed]
still no xml forlder and only check was class

itsdvw
April 5th, 2015, 21:16
My best suggestion is to copy that into a new file and start removing classes one by one until you find which one is preventing it from parsing. Then you can go section by section in that class to pinpoint where the issue is...

FSHSchmo
April 5th, 2015, 23:01
FSHSchmo: Try deleting the output folder in your module's source directory and parsing again..

Did and it is still a no go.

FSHSchmo
April 5th, 2015, 23:27
Did and it is still a no go.

Did some more checking and I found why it was looking for the "pregens". The data item does not match up to the relative source file/folder path. Not sure if it has always been like this but it doesnt seem right. I renamed my races.txt to referencemanual.txt so it would match up and that then parsed fine but when it got down to spells it flagged an error since it shows it as a skills data item.

9525

Trenloe
April 5th, 2015, 23:44
Did some more checking and I found why it was looking for the "pregens". The data item does not match up to the relative source file/folder path. Not sure if it has always been like this but it doesnt seem right. I renamed my races.txt to referencemanual.txt so it would match up and that then parsed fine but when it got down to spells it flagged an error since it shows it as a skills data item.
This looks like you're using an old configuration with a newer parser.

Zeus mentions in post #1:

NOTE: this release updates the module configuration file format for 5E, as such existing configuration files will no longer work. A new module configuration file will need to be
created.

FSHSchmo
April 6th, 2015, 01:36
This looks like you're using an old configuration with a newer parser.

Zeus mentions in post #1:

That did the trick, thanks!

xKrisx
April 6th, 2015, 15:02
So Sorry for the long post of xml.. But after Staring at something for 8 hours trying to figure out what's wrong, maybe another set of eyes can help me figure this out. I thoughtv I followed the video very close and was able to get the Cleric in, but a warning still occurs. I'm hoping it's something simple like a ; but can't seem to find it. Or if I typed in something wrong.. Help please.

##;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 foe’s 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 crow ding 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 em body 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 pow er of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfil a high calling.
Harnessing divine magic doesn’t 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 deity’s 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 w ho will benefit most from am ace 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 gods 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 o f 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 deities’ 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 cleric’s 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. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider your cleric's 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? H ow do the temple priests of your faith regard you: as a champion or a troublemaker? W hat 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?
#bp;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;Proficiency;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;Spell slots per 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.
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
Proficiencies
Armour: Light armour, medium armour, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
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 (b) a warhammer (if proficient)
#li;(a) scale mail, (b) leather armour, 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
#li;A shield and a holy symbol
#le;

#fe;Spell Casting;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 the cleric spell list.
#bp;Cantrips
At 1st level, you know three cantrips of your choice from he cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as show n in the Cantrips Known column of the Cleric table.
#bp;Preparing and Casting Spells
The Cleric table show s how many spell slots you have o cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s 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 or you to cast, choosing from the cleric spell list. W hen 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 he 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t 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 o f 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>Spell save DC</b> = 8 + your proficiency bonus + your Wisdom modifier <b>Spell attack modifier</b> = your proficiency bonus + your Wisdom modifier
#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.
#bp;Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
#fe;Divine Domain;1,2,6,8,17;
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides exam ples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

xKrisx
April 6th, 2015, 15:03
#bp;Domain Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
#fe;Channel Divinity;2,6
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level.
#bp;Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
#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;Destroy Undead;5
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
#bp;Destroy Undead
#ts;
#th;Cleric Level;Destroys Undead of CR...;
#tr;5th;1/2 or lower;
#tr;8th;1 or lower;
#tr;11th;2 or lower;
#tr;14th;3 or lower;
#tr;17th;4 or lower;
#te;

#fe;Divine Intervention;10,20
Beginning 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. G ods 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.

OneSidedDie
April 6th, 2015, 15:25
#fe;Divine Domain;1,2,6,8,17;

That semicolon at the end may be the culprit.

xKrisx
April 6th, 2015, 16:37
Checked, not it. :(

hereander
April 6th, 2015, 20:32
xKrisx: You are missing abillities (#ab; and #abf;) in your Domains description.
It needs
#abh;
#ab;
#abf;
otherwise it will give you a "Parse incomplete"

xKrisx
April 6th, 2015, 22:35
I think I broke it.. :/ So I'm making blatant obvious changes to things and when I go to check the changes, nothing happens. Like in my one table.
#ts;
#th;Level;Proficiency;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;
I have it coded like this but it shows in the 11th level spot, it reads like #tr;11th+4;Destroy Undead (CR 2);
The ; seems to be missing from the table in FG and the +4 is sitting next to 11th level.

https://imgur.com/a/d6tvW

So I made the changes and nothing is showing under Divine Domains...