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Trenloe
February 22nd, 2014, 15:04
I've been putting releasing v2 of the Pathfinder creature parser off for a while now as I need to put some documentation together to do with the needed format of the major new feature - spells!

The main features of this v2 release are:

New formatting of data on the NPC Other tab.
Spell parsing – based off spell list formatting on the “Other” tab and spell name matching in the spell XML file. Spell XML file currently hard coded. Currently only 1 spell list is supported.
Spell like ability parsing – based off spell like ability formatting on the “Other” tab and spell like ability name matching into the spell XML file. Spell XML file currently hard coded. Currently only 1 spell like ability list is supported. A single spell like ability list and a single spell list in the same block can be parsed.
“Copy .mod to FG?” option (selected as default). This will copy the resulting .mod file to your FG App Data \modules directory – ready for use straight away. You will be prompted to overwrite if a file of the same name already exists.
Adding of a “EXTRA FORMATTED DATA” option (at the very end of a statblock) to add in FG formatted (tagged) text to include in the Other tab (at the end of all of the data). Handy for adding in extra data/note to do with the NPC.
Languages have been moved to the main tab.
Minor parse/bug fixes identified in v1.


NOTE: In order to use this release fully (i.e the spell parsing) the spells and other data gets populated in a new format in the "Other" tab - if the input data does not conform to the Paizo stat block format then the creature may parse without errors but when you come to open the NPC in Fantasy Grounds you may encounter XML errors due to formatting issues. I hope to make this more robust and provide detailed documentation in the future - this was the main reason I've been putting off releasing this version. If you have XML errors in this version, try your statblock in the older version of the parser (both can be installed the same PC): http://www.fantasygrounds.com/forums/showthread.php?15475-Pathfinder-Creature-Parser-Alpha-release

INSTALLATION

This is developed for Windows using the .NET platform. MAC users see the next section below.


Download this file: https://drive.google.com/file/d/0B6oOdW6SsMwsT1hlaXpiMWx1Vk0/view?usp=sharing
Unzip to a temporary location.
Double click on setup.exe and follow the instructions - if you don't have the required version of the .NET libraries these will be downloaded.
The application will be installed to the Windows start menu: All Programs -> FG Tools for PFRPG -> FG Tools for PFRPG -> PFRPG FG Creature Parser V2 (sorry, I'll remove the double "FG Tools for PFRPG" at some point).

Run the app and it will look something like this:

14814
MAC Users

I don't use a MAC so I can't support you to try to get it running. However, this post (and some of the posts around it) may help you: http://www.fantasygrounds.com/forums/showthread.php?20522-Pathfinder-Creature-Parser-V2-Beta-Version&p=179447&viewfull=1#post179447


-------------------------------------------------------------
Please let me know if it works and if you have any issues... A good place to look to see how the parsing is going is a temporary file created during parsing - it is the same name as your text file with an extension of .fpf; or check the logfile (same name as your text file + .log). The .fpf file contains formatted stat block info - it might help you to spot formatting errors in the original text file (I've seen a few from copy/paste from the Bestiary 2) and allow you to fix them yourselves and get some creatures parsed!

If you do have issues, please provide details of:

1) The error raised (full details please - the complete error message, etc.).
2) The text stat block for the creature you're parsing. (The one that caused the error may be indicated in the text line output).
3) The .fpf file entry for this creature and the logfile.

Trenloe
February 22nd, 2014, 15:04
How to Use

The creature parser is used to parse/convert a plain text file containing one or more Pathfinder statblocks that adhere to the Paizo statblock standard, more details on the Paizo statblock standard here: http://paizo.com/pathfinderRPG/prd/monsters/introduction.html

Lots and lots of examples of valid statblocks available here: http://paizo.com/pathfinderRPG/prd/monsters/monsterIndex.html (These all work with the parser). NOTE: If you are copying statblocks from the PRD, another web page etc. make sure you remove blank lines within the statblock text etc. and make sure that the statblock text adheres to the Paizo standard and guidelines in posts #1 - #4 in this thread.

The parser is designed to allow the GM to copy NPC statblocks directly from an adventure PDF, paste into a text file and parse the text file. The parser should work fine *IF* the NPC being copy/pasted adheres to the Paizo statblock standard and there are no strange characters introduced during the copy/paste process (sometimes this happens when copying from a PDF - erroneous spaces or other characters can be introduced). Also ensure that there are no blank lines within an individual creature statblock - only use a blank line to separate one statblock from another.

Note: This is just a creature parser, it will not parse traps or vehicles. Do not include stats for traps or vehicles in the statblock file you parse as they will break the parser!

Multiple spells If a spell is prepared/memorized multiple times indicate it as <spell name> (<times prepared)> - some non-Paizo statblocks use (x<times prepared)> simply remove the "x". e.g. 3rd—fireball (DC 17) (3)

GOTCHAS

Stat block titles (Very Important!)
The Parser mainly relies on the stat block main titles to correctly read the data correctly. Make sure that when you copy/paste the creature that the main titles are on a line by themselves, no space in front and no spaces in the title (I've seen spaces appear when copying some creatures). The titles are:

Defense
Offense
Tactics (if present)
Statistics
Ecology (if present)
Special Abilities (if present)

Text file encoding Make sure you text file you use for parsing is in ANSI encoding, not UTF-8 or similar. There have been a few occurrences recently of strange characters being introduced using UTF-8 or other non ANSI encoding, and this causes all sorts of "unexplained" errors as the parser can't match key headings, etc.. You need to paste the statblock into only a plain-text editor - not something like Word/Wordpad. I'd recommend using Notepad++ (free) available from here: https://notepad-plus-plus.org/ and set the "Encoding" to ANSI.

Spell Like Abilities - will only parse one entry.
In order to make the saving throws of spell like abilities in the spells tab correct (based off the spell level) the spells are all placed in the relevant spell level section on the spells tab. The only problem that occurs with this approach is tracking use for at-will, constant and uses of longer than once per day (e.g. once per week, once per month, once per year). Any spell like abilities with use of X/day will be listed correctly with the right number of uses prepared - just check them off as you use them. Any abilities that have something other than X/day will be prepared with one use and the use data added to the end of the spell name in parentheses, e.g. "Remove Fear (At Will)".

Invalid Spell Like Abilities entries
In some older Paizo statblocks certain class abilities are listed as "Domain Spell Like Abilities", "Bloodline Spell Like Abilities" or similar entries. These are not actually spell like abilities, as they are not spells, and so will create issues with parsing of the statblock (usually in the form of an XML error when you try to open the module in FG). Remove these entries and move the relevant data to Special Attacks or SQ.

Pathfinder Society - creatures in PFS modules don't have XP values. The Parser relies completely on the XP line between creature Name/CR and Type to be able to split these lines up.

Workaround: PFS creatures, add a new line: "XP 1" (without the quotes) between the Name/CR line and the type line/s.

Frog God Games Statblocks: Frog God Games products (Slumbering Tsar, Rappan Athuk, Razor Coast, etc.) usually adhere to the Paizo statblock format - with one exception: the "Stat block titles" are not present, the books contain separator lines instead - so you must enter the relevant "Stat block titles" as listed above in place of the separator lines.

HeroLab statblock output
In HeroLab go to File -> Output Active Hero Statblock -> Plain Text -> Save to File and the output should work with some minor changes to the HeroLab exported file:

Load up the HeroLab output into a text editor other than Window Notepad (which doesn't work well with HeroLab output). Use something like Notepad++ (https://notepad-plus-plus.org/) and change the encoding from UTF-8 to ANSI and check for incorrect looking characters. For example: HeroLab can export the weapon critical multiplier "x" as a non-standard character.
Ensure the CR entry is on the same line as the name, not on a different line. e.g. Aasimar CR 1
Add an XP line between the Name/CR line and Type line.
Remove the --------- lines around the section titles (leave the Section title as this is very important - see "Stat Block Titles" above). Make sure you remove the whole line of -------- dashes and that there are no empty/blank lines within the individual NPC statblock.
Remove any blank lines within each individual statblock.
Remove the HeroLab notice at the bottom.
Give each special ability entry a type indicator (Su), (Ex) or (Sp) and ensure each special ability line ends in a full stop/period ( . ) This ensures the formatting of special abilities in the Other tab is correct and helps to avoid XML errors when opening the module in Fantasy Grounds.


Combat Manager
http://www.combatmanager.com/

Check this thread (http://www.fantasygrounds.com/forums/showthread.php?t=15808) for more details.

NOTE: Minor text formatting is still needed with statblocks copied from the monster statblock within combat Manager:
1) Move description to the beginning of the statblock.
2) Next line after description must be <NAME> CR <CR Value> all on one line. For example: Ghoul CR 2.
NOTE: When doing a "Select All" and copy from Combat Manager, the CR entry will be placed on the line before the name - move this to the end of the name line.
3) Remove all blank lines in the statblock.
4) Leave a blank line between each creature statblock.

Token Reference
A token reference has been added for each creature - referencing the creature display name in the tokens directory in the module - with a .png extension. For example:

Creature: Archon, Shield
Token: tokens/Archon, [email protected]

Note: this needs the manual addition of the image to the "tokens" directory in the module and any required tokens - named <creature name>.png

EXTRA FORMATTED DATA
This is a catch all section at the very end of the statblock where free-form, Fantasy Grounds formatted data can be added. Enclose each paragraph in <p></p> tags so that the spacing will be correct. Use other FG formatted text tags as detailed in the "Internal Representation" section here: http://www.fantasygrounds.com/refdoc/formattedtextcontrol.xcp

Here is an example from the Aasimar statblock:


ECOLOGY
Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow
with 10 bolts, other treasure)
EXTRA FORMATTED DATA
<p>Aasimars are humans with a significant amount of
celestial or other good outsider blood in their ancestry.
Aasimars are not always good, but it is a natural tendency
for them, and they gravitate to good faiths or organizations
associated with celestials. Aasimar heritage can hide
for generations, only to appear suddenly in the child of
two apparently human parents. Most societies interpret
aasimar births as good omens. Aasimars look mostly
human except for some minor physical trait that reveals
their unusual heritage. Typical aasimar features are hair
that shines like metal, unusual eye or skin color, or even
glowing golden halos.</p>
<h>Aasimar Characters</h>
<p>Aasimars are defined by class levels - they do not possess racial Hit Dice. Aasimars have the following racial traits.</p>
<p><b>+2 Charisma, +2 Wisdom</b>: Aasimars are insightful, confident, and personable.</p>
<p><b>Normal Speed</b>: Aasimars have a base speed of 30 feet.</p>
<p><b>Darkvision</b>: Aasimars can see in the dark up to 60 feet.</p>
<p><b>Skilled</b>: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.</p>
<p><b>Spell-Like Ability</b>: Aasimars can use <i>daylight</i> once per day as a spell-like ability (caster level equals the aasimar's class level).</p>
<p><b>Celestial Resistance</b>: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.</p>
<p><b>Languages</b>: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.</p>

Trenloe
February 22nd, 2014, 15:05
Spell name gotchas

ear-piercing scream should be changed to earpiercing scream, the hyphen (-) causes the parser to see it as a new spell level and will report Cannot find spell XML element with name <ear> cannot parse this spell - skipping.



Pathfinder book reference superscripts.
The parser will remove the common Pathfinder reference book superscript from the end of a spell when it checks for the name, but leave the string in the Other tab list (so you know where to look). Example superscripts are APG, UC, UM, UC, UE, M, MA. Sometimes there are 2 superscripts, usually involving the Mythic "M", for example: APG,M. In this case the parser will fail with empty spell name "" error - change APG,M to APG+M.


Issues/development ideas:

Traps and Vehicles are not parsed in this version.
Only a single spell like ability class and spell class (one of each) can be currently parsed.
Error messages need to be made more meaningful.
XML creation made more robust to try to reduce XML errors.


Minor issue list:

Sorcerer "Bloodline" not recognised at the end of the spell list. Fix in testing.
For creatures with class levels the race/class/level entry would be included with the creature "Type". Fix in testing: race/class/level removed from "Type" and placed in the other tab formatted text after description. Data also stored in additional field <raceclass> (not used by FG at the moment).
Expand spell multi-preparation to recognise (xN) as well as (N). e.g. "magic missile (x2)" as well as "magic missile (2)".
Remove need for XP line - PFS creatures don't have an XP entry and currently need to be manually entered for creature to parse.
Immune entries - if a "traits" entry is present, items after are not parsed in FG. e.g. "Immune construct traits, cold, magic;" does not parse the cold immunity into the CT.
Change some mods to be FG effect friendly. For example - how to get "+4 vs fear" save modifier in effects? Is this even possible in the effects model?
Process XXXXX Spell Like abilities - where XXXXXX could be Domain or other labels? (Example: Ifrit) At the moment the XXXXX is not included (but remains at the end of the previous line).
Code for rare instances when 1 ability is listed as Spell-Like Ability rather than abilities. Seen once in Thornkeep.
Convert CR fractions to decimals. e.g. 1/3 -> 0.33
Parse single weapon attack bonuses reliably from multi-weapon attacks.
Move "fast healing" entries from HD to SQ.
Maximum of 9/day spell like ability uses supported.

Trenloe
February 22nd, 2014, 15:21
A simple example to start, the Aasimar from Bestiary 1: http://paizo.com/pathfinderRPG/prd/monsters/aasimar.html#_aasimar

The following is the Offense section where Spells and Spell Like abilities are detailed:

Offense
Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, command (DC 14), protection from evilD
0 (at will)—detect magic, guidance, stabilize
D domain spell; Domains Good, Healing
Statistics
Parse the complete creature entry with "Spell Parsing" selected and you will see the following on the "Spells" and "Other" tab.

The "Other" tab - note the new format, especially of the spells and spell like ability entries:

14815

The "Spells" tab - spell classes have been created for both the spell like abilities and cleric spells sections and the spells have been populated, with the link bringing up spell details:

14816

ScooterPA
February 22nd, 2014, 17:35
Hey Tren. I just parsed the Nadroj character from Rappan Athhuk and this is the only error I got within the parser:

'Cannot find spell XML element with name <obscuringmistatwill> cannot parse this spell - skipping.'

It worked perfectly other than that!! Thanks a ton! Will save a ton of work and headache. So pumped!

Trenloe
February 22nd, 2014, 17:51
Hey Tren. I just parsed the Nadroj character from Rappan Athhuk and this is the only error I got within the parser:

'Cannot find spell XML element with name <obscuringmistatwill> cannot parse this spell - skipping.'

It worked perfectly other than that!! Thanks a ton! Will save a ton of work and headache. So pumped!
For this one the statblock doesn't quite match the standard - for the level 0 spells the heading is "At will" where it should be "0 (at will)".

Also, note that "magic missile (x2)" will not list the magic missile correctly - change this to "magic missile (2)" and it will prepare the spell twice. Do this for all (xN) multi spells.

Glad you got it working other than this minor issue! :)

Callum
February 22nd, 2014, 22:11
This is fantastic, Trenloe - thanks so much!

tseliger
February 23rd, 2014, 19:17
I am trying to install it via Wine on Ubuntu 12.04, but Setup.exe keeps crashing. Maybe it's because of missing .NET ... What version of .NET do I need to run the parser?

//edit:

I was able to manually install the parser by copy the .deploy files in the "Application Files" to a directory an renaming them to .exe .dll etc.
The converter seems to run fine.

hangarflying
March 17th, 2014, 17:33
Trenloe,

This is what I'm getting when I try to parse a PFS scenario:



Reading data file: C:\xxxxx\PFS501Statblocks.txt
Logging to: C:\xxxxx\PFS501Statblocks.txt.log
Formatting creature stat block: CROSSBOW THUG CR 1/3
Formatting creature stat block: CROSSBOW THUG CR 2
Formatting creature stat block: HOTSPUR CR 1
Formatting creature stat block: HOTSPUR CR 2
Formatting creature stat block: FAITH BARGE THUGS CR 1/3
Formatting creature stat block: FAITH BARGE THUGS CR 2
Formatting creature stat block: Kanger CR 1
Formatting creature stat block: KANGER CR 2
Formatting creature stat block: Young River Drake CR 2
Formatting creature stat block: Giant River Drakes CR 4
Formatting creature stat block: VIPER CR 1/2
Formatting creature stat block: ADDAS GRYMBLE CR 1
Formatting creature stat block: EUGENIA GRYMBLE CR 1
Formatting creature stat block: TARSI GRYMBLE CR 1
Formatting creature stat block: ROSH CR 1/3
Formatting creature stat block: Lemure CR 1
Formatting creature stat block: Dread Lemures CR 2
Formatting creature stat block: Teplebaas CR 4
Formatting creature stat block: HOLY AHENDILE CR 2
Formatting creature stat block: Razmiri THUG CR 1/3
Formatting creature stat block: HOLY AHENDILE CR 5
Error in FormatDataFile, Message: startIndex cannot be larger than length of string.
Parameter name: startIndex
Formatting creature stat block: RAZMIRI THUG CR 1
Processing creature: CROSSBOW THUG
Processing creature: CROSSBOW THUG
Processing creature: HOTSPUR
Processing creature: HOTSPUR
Processing creature: FAITH BARGE THUGS
Processing creature: FAITH BARGE THUGS
Processing creature: Kanger
Processing creature: KANGER
Processing creature: Young River Drake
Processing creature: Giant River Drakes
Processing creature: VIPER
Processing creature: ADDAS GRYMBLE
Processing creature: EUGENIA GRYMBLE
Processing creature: TARSI GRYMBLE
Processing creature: ROSH
Processing creature: Lemure
Processing creature: Dread Lemures
Processing creature: Teplebaas
Cannot find spell XML element with name <summon> cannot parse this spell - skipping.
Processing creature: HOLY AHENDILE
Cannot find spell XML element with name <readmagicbloodlinestarsoul> cannot parse this spell - skipping.
Cannot find spell XML element with name <minutemeteors> cannot parse this spell - skipping.
Processing creature: Razmiri THUG
Processing creature: HOLY AHENDILE
Processing creature:
Error in ReadWriteFormattedCreature, Message: The empty string '' is not a valid local name.
Error in btnStartParse_Click, Message: The Writer is closed or in error state.
Module file created: C:\xxxxx\PFS501Statblocks.mod
Parsing ended - check text above for errors.


*I edited the pathways.

EDIT: I looked at the .fpf file that was created, and for some reason, the Razmiri Thug isn't being separated from the Holy Ahendile. I went into the .txt file to fix it (deleted the the lines between the two entries and put in a new line break), but it doesn't seem to recognize that.

I also tried running it in the v1 parser, and got the same issue.

Trenloe
March 17th, 2014, 17:46
EDIT: I looked at the .fpf file that was created, and for some reason, the Razmiri Thug isn't being separated from the Holy Ahendile. I went into the .txt file to fix it (deleted the the lines between the two entries and put in a new line break), but it doesn't seem to recognize that.

I also tried running it in the v1 parser, and got the same issue.
The statblocks are not formatted correctly in the PDF - see this post for more details: http://www.fantasygrounds.com/forums/showthread.php?15475-Pathfinder-Creature-Parser-Alpha-release&p=154924&viewfull=1#post154924

hangarflying
March 17th, 2014, 17:58
DING DING! That was it! The entire hp line was out of alignment. Silly Paizo statblocks.

You win a cookie! :)

Trenloe
March 17th, 2014, 18:06
You win a cookie! :)
A chocolate cookie?!? :)

hangarflying
March 17th, 2014, 18:10
Whichever cookie you like!

One other minor thing, the bloodline is being parsed in with the 0 (at will) spells. How should this be formatted so it doesn't think "Bloodline starsoul" is a 0-level spell?

Trenloe
March 17th, 2014, 21:39
One other minor thing, the bloodline is being parsed in with the 0 (at will) spells. How should this be formatted so it doesn't think "Bloodline starsoul" is a 0-level spell?
That is part of the next minor release - at the moment it doesn't recognise bloodline, which causes an issue with parsing the last spell in the level 0 entry. I've added this to the minor issue list in post #3 and have a fix in testing.

hangarflying
April 3rd, 2014, 17:17
What would be the proper way to list the blindness/deafness spell to get it to parse properly? It's in the statblock as "blindness/deafness (DC 16)(2)" but I'm getting a note that it can't be parsed and is being skipped.

On a semi-related note, for such spells that have multiple preparations, is it ok to have it formatted as (DC xx, 2)? Or should the DC and the "2" be separated?

Trenloe
April 4th, 2014, 01:05
What would be the proper way to list the blindness/deafness spell to get it to parse properly? It's in the statblock as "blindness/deafness (DC 16)(2)" but I'm getting a note that it can't be parsed and is being skipped.
Try Blindness-Deafness.


On a semi-related note, for such spells that have multiple preparations, is it ok to have it formatted as (DC xx, 2)? Or should the DC and the "2" be separated?
Because FG works out the DC itself I basically ignore DC entries. Either of the examples you give should work to give the number of spells - the DC will not be passed into FG no matter what format is used.

Funau
April 6th, 2014, 22:16
Thanks a lot. This is a great Tool.

Is there any way to parse Creatures from the german Bestiary (Monsterhandbuch) PDF?

-Funau-

Trenloe
April 6th, 2014, 22:22
Is there any way to parse Creatures from the german Bestiary (Monsterhandbuch) PDF?
I have no idea. The parser relies on recognising the headings from the Paizo statblock standard: http://paizo.com/pathfinderRPG/prd/monsters/introduction.html If the headings aren't exactly like this (e.g. they are in German rather than in English) then the parser won't work.

Funau
April 7th, 2014, 06:28
What a pity! If even a translation would be planned into German, the Webpage from the German translation Team could help:

http://www.pathfinder-ogl.de/wiki/Regelbegriffe_(Glossar)

-Funau-

Gwaihir Scout
April 23rd, 2014, 03:58
Try Blindness-Deafness.

This doesn't work. Nor does a space or underscore. The error just says "Cannot find spell XML element with name <blindness> cannot parse this spell - skipping." When it skips this one, it also skips all other level 2 spells unless there's a line break after blindness/deafness.

Also, it can't handle multiple metamagics. One enemy with quickened maximized magic missile got "Cannot find spell XML element with name <maximizedmagicmissile> cannot parse this spell - skipping."

Still thrilled I only have to fix a couple of spells on 20th level casters. Thanks!

Trenloe
April 23rd, 2014, 04:15
This doesn't work. Nor does a space or underscore. The error just says "Cannot find spell XML element with name <blindness> cannot parse this spell - skipping." When it skips this one, it also skips all other level 2 spells unless there's a line break after blindness/deafness.
Yeah, I just spotted that yesterday while parsing out the NPCs for the Rise of the Drow Prologue. I've got a few very minor fixes to provide an update for - this will include blindness/deafness.


Also, it can't handle multiple metamagics. One enemy with quickened maximized magic missile got "Cannot find spell XML element with name <maximizedmagicmissile> cannot parse this spell - skipping."
Multiple metamagics are on the list too...


Still thrilled I only have to fix a couple of spells on 20th level casters. Thanks!
No worries - glad you find it useful.

It is definitely a case of keeping an eye on the output for indication of spell parse issues - which it is obvious you are. :)

Always double check the NPC once in FG to make sure all the spells have parsed out OK.

alkathor
April 26th, 2014, 03:07
Have been using this parser for my last two adventure paths (great work by the way!) but have recently hit a snag. When trying to open the .mod file in Fantasy Grounds (PFRGP v3.0.2) created using V2.0.0.1 of the parser I get the following error.

Database Error: A XML parse error occurred processing file WotRFinalChapters:db.xml - Error on line 1894: Error reading end tag.

(The line number varies with each file)

I don't get any errors during the parsing barring a few unknown spells. I have tried re-parsing old .txt files that have worked before and their .mod files will not open anymore either. I have created .mod files successfully using V2.0.0.1 of the parser and am now at a loss. Those that I have created before work, but if I recreate them now they do not. Having spells selected or not makes no difference either. Could this have been caused by a Java update somehow?

Trenloe
April 26th, 2014, 03:27
Database Error: A XML parse error occurred processing file WotRFinalChapters:db.xml - Error on line 1894: Error reading end tag.
This is due to the formatted text on the other tab not being formatted correctly with the tags FG uses for formatting that breaks the base module XML.

The best thing to do is remove an NPC one-by-one from the statblock file you are parsing to find which one is causing the problem. It is more than likely a spellcaster or a creature with spell like abilities - and the spell lists in the statblock may not conform to the usual Paizo standard. The format the parser needs is the Paizo statblock standard, have a look at some statblocks from Bestiary 1 that have spells/spell like abilities to see the format that the parser expects. Good examples are:
http://paizo.com/pathfinderRPG/prd/monsters/angel.html#_angel-astral-deva
http://paizo.com/pathfinderRPG/prd/monsters/angel.html#_angel-solar
http://paizo.com/pathfinderRPG/prd/monsters/rakshasa.html#_rakshasa
http://paizo.com/pathfinderRPG/prd/monsters/azata.html#_azata-lillend

Pay attention to the level headings and also the order - it should be highest to lowest, and 0 level should be "0 (at will)-"

Another thing to look for is an additional spell like abilities entry based off a cleric domain, sorcerer bloodline, wizard school, etc.. These are not actually spell like abilities, they should be moved to the special attacks/SQ section. Paizo did this in some older statblocks and I've seen other publishers do it.

If you are familiar with XML - once you identify which statblock is causing the issue, you could open up the db.xml in the module and look at the XML for the NPC with the issue - the XML error is more than likely in the <text type="formattedtext"> section of the NPC. Managing to spot where the XML tag issue is might give you a an idea of where the issue in the statblock is - usually the formatting of spell or spell like abilities, or special abilities.

Trenloe
April 26th, 2014, 03:29
What is the source of your NPCs? Is it a Paizo PDF or another publisher?

alkathor
April 26th, 2014, 07:57
Paizo PDF's. Specifically Wrath of the Righteous, Kingmaker, Worldwound, NPC Codex and Mythic Adventures. I've tried individual NPC's and even the Example Creature File.txt included with the parser, all with the same error. I did successfully use v2.0.0.1 on books 2 and 3 of WotR but re-running the parser on those text files creates an unusable .mod file (lucky I kept the working ones). I have tried removing and re-installing as well with no change. Interestingly it does remember where my parsing files are kept after an unistall so I'm wondering if there's a corrupt file that doesn't get removed floating around somewhere that I need to blow away.

Trenloe
April 26th, 2014, 08:01
Can you attach an example .txt file and the resulting .mod file so I can check them both?

alkathor
April 26th, 2014, 08:04
Sure, thought this one would be the easiest since it's the example. I'm currently re-installing .NET to see if that helps.

Thanks for your time with this!

Trenloe
April 26th, 2014, 08:32
Sure, thought this one would be the easiest since it's the example. I'm currently re-installing .NET to see if that helps.

Thanks for your time with this!
Try using this one: 6395

There were 2 cases of "Domain spell like abilities" (Deandre and Grine) that I have removed and moved the domain abilities to special attacks.

I've parsed this OK with the 2.0.0.1 parser.

alkathor
April 26th, 2014, 12:45
Thanks a lot for the help. It was indeed caused by multiple spell-like ability slots (Half breeds having separate lists for each race in particular for WotR). Must have just gotten lucky previously to not get caught out.

I feel like I should have been able to figure it out myself but I appreciate the assistance greatly.

Callum
April 28th, 2014, 15:14
Trenloe, I've noticed an issue with multi-weapon attacks. The Paizo stat block lists these with the penalties included, which makes them correct for importing into FG's Full Attack field, but not the Attack field.

Trenloe
April 28th, 2014, 15:42
Trenloe, I've noticed an issue with multi-weapon attacks. The Paizo stat block lists these with the penalties included, which makes them correct for importing into FG's Full Attack field, but not the Attack field.
That's a problem with how attacks are presented in the stat blocks in general and I can't think of a reliable way to adjust them in the parser without incredibly complex logic that wouldn't be 100% accurate anyway - it would need to cater for natural attacks, feats, etc.. So, rather than running the risk of completely messing up the attack stats, I've just split any multiple attacks straight out without making any adjustments to the attack bonus.

I'll add this to the list of something to look at in the future. At the moment GMs will have to be aware of having to adjust any single attacks themselves - just like they would if they were running a face-to-face game and looking at the printed statblocks.

Callum
April 28th, 2014, 16:26
Yes, a bit of thought after I wrote my post made me realise that it would be very difficult to correctly calculate what the single attacks would be. How about leaving the Attack field blank and only filling the Full Attack field?

Trenloe
April 28th, 2014, 16:38
How about leaving the Attack field blank and only filling the Full Attack field?
Then that would leave a bunch of statblocks with multiple attacks not having their single attacks populated and the GM would have to mess around to roll attacks for 1 claw, for example.

I think it is better populating it as it is now and leaving it up to the GM to work out if there needs to be modifiers applied because of a reduced attack bonus in the original statblock due to multi-attacks or whatever. This is basically what most PF GMs have to do now anyway when running NPCs from a statblock - having the single attack entries at least allows the GM to make the appropriate roll and can either add the bonus, if needed, to the modifier box or quickly edit the entry that is already there in the single attack section in the CT.

Callum
April 28th, 2014, 17:06
Yes, I'm sure you're right. I just know I'm going to forget to do this sometimes!

Another (probably redundant) suggestion - fast healing should be added to the SQ field rather than the HD field, so that FG parses it when the NPC is dropped onto the Combat Tracker.

Trenloe
April 28th, 2014, 17:17
Another (probably redundant) suggestion - fast healing should be added to the SQ field rather than the HD field, so that FG parses it when the NPC is dropped onto the Combat Tracker.
Hhhmmm, I thought I'd done this but you're right, it is not in the code. Added to the list in post #3.

uMike
May 3rd, 2014, 18:19
This tool is wonderful. I've used it with the Carrion Crown AP with no issues so far, but when I try it with Racing to Ruin from the Serpent Skull AP, I keep getting this error message:

ReadWriteFormattedCreature: Error Message: System.ArgumentException: '', hexadecimal value 0x1C, is an invalid character.

The best I can make out of the logs is which stat block is causing the problem. I remove it, and then another NPC or monster has the same problem. Some work fine, but a lot seem to be kicking up that error which pretty much ends the parsing.

Any suggestions?

Trenloe
May 3rd, 2014, 19:02
This tool is wonderful. I've used it with the Carrion Crown AP with no issues so far, but when I try it with Racing to Ruin from the Serpent Skull AP, I keep getting this error message:

ReadWriteFormattedCreature: Error Message: System.ArgumentException: '', hexadecimal value 0x1C, is an invalid character.

The best I can make out of the logs is which stat block is causing the problem. I remove it, and then another NPC or monster has the same problem. Some work fine, but a lot seem to be kicking up that error which pretty much ends the parsing.

Any suggestions?
Sounds like you may have some "weird" characters in the text - probably from copy/pasting from out of the PDF (this does happen sometime).

If you are using a text editor like Notepad++, make sure the text is encoded in ANSI (click the Encoding menu -> Encode in ANSI). This might show up some strange characters and so you might be able to spot them more easily.

uMike
May 3rd, 2014, 19:54
Sounds like you may have some "weird" characters in the text - probably from copy/pasting from out of the PDF (this does happen sometime).

If you are using a text editor like Notepad++, make sure the text is encoded in ANSI (click the Encoding menu -> Encode in ANSI). This might show up some strange characters and so you might be able to spot them more easily.

Thanks! I knew thre was an invisible character somewhere, but didn't know how to find it. Downloaded Notepad++ and it did the trick. In fact, I know exactly what in the .pdf caused the problem. Every creature that had a weapon with a x3 crit (i.e damage 1d8/x3) ended up loosing the x and replacing it with the bad character. I just had to swap out the bad character for the x again and everything is working great!

GMTroll
May 17th, 2014, 12:33
Hi Trenloe, first time I have used this and I'm very impressed. I'm using it to create an AP module and all the NPCs are parsed into the library section of the module. Is is possible for the parser to put them in the NPC section so they show up in the NPC window when the module is opened rather than only in the library?

About the Hero Lab gotchas:
Hero Lab output now includes the XP line right after the name / cr line :)
Hero Lab output truncates special ability descriptions which can mess up the special ability formatting in Other tab.
Hero Lab includes a lot of extra stuff in the special abilities section such as feats and immunities.

Trenloe
May 17th, 2014, 14:32
Hi Trenloe, first time I have used this and I'm very impressed. I'm using it to create an AP module and all the NPCs are parsed into the library section of the module. Is is possible for the parser to put them in the NPC section so they show up in the NPC window when the module is opened rather than only in the library?
You can drag the NPC entries from the library to the NPC list, this will create copies in the campaign that can be edited, have tokens added, etc..

Thanks for the HeroLab update.

Seeker1728
May 20th, 2014, 23:34
Trenloe;

As a stumbling Newbie, I offer a most humble bow and salute for your work here. Its in fact due to the community of FG that I committed myself to and brushed away the remaining pretenders in the VTT industry.

Earlier today I wasted a good hour writing a post complaining about how this parser wouldn't let me input spells and/or modify them for NPCs and was in the process of taking/formatting screenshots to supply some visuals in case I had missed something; I was nearly done when while taking a screenshot of the parser itself and noticed this little button off to the top right called "Parse Spells". Hmm...wonder what happens if I check that and run the parse?

/em does the happy chair dance

Then I was going to bitch about not being able to edit or format the npc. Hey what's this little padlock do? more chair dancing.:cool: I mention this to show only that I'm not exaggerating when I say I'm a newb despite having burned through most of my vacation watching video tuts. (If only most of them weren't with the most vile of vilest systems of 4E).

However, with sugar comes some sour right? ;)

I ran into a rather vexing problem (for me it at least it is very vexing). Feats.

PF has a crapton of them, and though I've enabled all the modules in that most excellent sticky, they seem to only be drag-n-drop for PCs. I realize that the pro PF GM's have all feats memorized, including which book, page number, year of release, and playtest variants... but sadly I'm not one of those.:rolleyes: I'm interested in the same feature that exists for spells and even PCs Feats, to be present for NPCs, namely to have the feats linked so that if I draw a blank on a feat, I can just click the link like I do with the spells and become enlightened thereby. Is there some setting within the parser that I'm missing that would make feats a link?

I even tried to do this by hand on the NPC tab to no avail, which is seriously irksome. If anyone has any tips on how to deal with this it'd be much appreciated.

Finally: I noticed when parsing spells that most seem covered, but every now and then one slips through, especially if its a metamagic prepped one. Is there any way to submit a report of which ones those are to lend a hand with continued development of the tool?

Trenloe
May 21st, 2014, 00:10
I ran into a rather vexing problem (for me it at least it is very vexing). Feats.

PF has a crapton of them, and though I've enabled all the modules in that most excellent sticky, they seem to only be drag-n-drop for PCs. I realize that the pro PF GM's have all feats memorized, including which book, page number, year of release, and playtest variants... but sadly I'm not one of those.:rolleyes: I'm interested in the same feature that exists for spells and even PCs Feats, to be present for NPCs, namely to have the feats linked so that if I draw a blank on a feat, I can just click the link like I do with the spells and become enlightened thereby. Is there some setting within the parser that I'm missing that would make feats a link?
It's on my list of development items - if I can do it with a good success rate. Also the Universal Monster rules entries.


I even tried to do this by hand on the NPC tab to no avail, which is seriously irksome. If anyone has any tips on how to deal with this it'd be much appreciated.
You can add them as links in the "Other" tab. In edit mode right click and select Paragraph Types -> Link and then drag the feat entry to the link box that has appeared.


Finally: I noticed when parsing spells that most seem covered, but every now and then one slips through, especially if its a metamagic prepped one. Is there any way to submit a report of which ones those are to lend a hand with continued development of the tool?
List the metamagic feats in this thread and I'll add them to the development list.

Seeker1728
May 21st, 2014, 03:09
It's on my list of development items - if I can do it with a good success rate. Also the Universal Monster rules entries.

That'd be awesome!



You can add them as links in the "Other" tab. In edit mode right click and select Paragraph Types -> Link and then drag the feat entry to the link box that has appeared.

Oh wow. That deserves a giant pizza sized cookie of thanks. This humble Padawan appreciates the power of such a subtle tip greatly :cool:



List the metamagic feats in this thread and I'll add them to the development list.

Will do, I didn't save that test run of parsing as I was teaching myself how to use the tool, but I'll be sure to post whatever I find. Thanks for all the work :)

Um, totally forgot the set of meta magic spells I've encountered so far, sorry about that lack of sleep catching up with me.

Metamagic Extend (any communal spell-I.E. Protection vs Evil, Arrows). Most likely because the communal spells mentioned aren't part of the PFRPG spell book.
Metamagic Heighten: Disintergrate

Trenloe
May 21st, 2014, 05:46
Currently metamagic is matched on just 4 names: "extended", "quickened", "maximized", "empowered" - it will not match "Metamagic Extend" it would need to be "extended".

I will be adding to this list in a future release.

Note: matching the metamagic name will not alter the effects under the spell, it will purely match the spell and include the metamagic label at the statblock assigned spell level. It is up to the GM to change the actual effects of the spell to take into account the metamagic label.

Trashkicker
June 5th, 2014, 18:32
I finally got a chance to play with this and love it!

I did have a question though, have you thought about possible adding the ability to parse these DB?

http://www.pathfindercommunity.net/home/databases/full-bestiary
http://www.pathfindercommunity.net/home/databases/npcs

Would love to have a full Bestiary with all spells and abilities already done (usually takes up 1/2 of my prep time), but i'm balking at going through and manually building the text file to parse out, and these DB's are regularly updated so it would be simple to continually update with newer info. Anyways still a very awesome tool!

Trenloe
June 5th, 2014, 19:12
I did have a question though, have you thought about possible adding the ability to parse these DB?

http://www.pathfindercommunity.net/home/databases/full-bestiary
http://www.pathfindercommunity.net/home/databases/npcs

Would love to have a full Bestiary with all spells and abilities already done (usually takes up 1/2 of my prep time), but i'm balking at going through and manually building the text file to parse out, and these DB's are regularly updated so it would be simple to continually update with newer info. Anyways still a very awesome tool!
I've considered it when I get through doing a few updates to the parser. However, there are "format issues" with some of the data in the databases that results in about 5-10% of the creatures not coming across fully into FG and this has stopped me looking at these databases at the moment.

Blackfoot
June 6th, 2014, 19:39
I am working on updating my Summonables modules to include the spell features now available... quick question about the parser...
You aren't actually doing any building of the pieces of the spells right? (effects, damage, cast, heal) That's all being done by FG once the creature is created?
I'm not seeing anything in the parsed creature that seems to be directing this sort of traffic.

Trenloe
June 6th, 2014, 19:53
You aren't actually doing any building of the pieces of the spells right? (effects, damage, cast, heal) That's all being done by FG once the creature is created?
Correct, essentially it is the same as dragging all of the spells from the library into the PC, FG attempts to parse the spell description to create effects.


I'm not seeing anything in the parsed creature that seems to be directing this sort of traffic.
A flag is set in each NPC spellset record <parse type="number">1</parse> that forces an FG parse of the spells when the NPC is opened (NPCs with a lot of spells can take a few seconds top open).

darrenan
June 6th, 2014, 20:08
Is it just me, or is the spell parsing broken now in 3.0.4? Seems like all the healing and damage entries are empty now and I'm having to go back and manually fix them for all my NPCs. (perhaps this should go into a different thread, sorry)

Moon Wizard
June 6th, 2014, 20:10
It's probably the expanded effect tags extension, which needs to be updated for v3.0.4.

Regards,
JPG

Trenloe
June 6th, 2014, 20:10
Is it just me, or is the spell parsing broken now in 3.0.4? Seems like all the healing and damage entries are empty now and I'm having to go back and manually fix them for all my NPCs. (perhaps this should go into a different thread, sorry)
Is this a new NPC opened for the first time in 3.0.4, or has it been opened before?

I've just opened a new NPC in 3.0.4 and the spells parsed out OK.

Blackfoot
June 6th, 2014, 20:14
Hmm.. so if I don't set that parse flag.. then it won't try and build it and I could set the bits up manually? So .. for example .. a Mephit has a generic 'summon' spell that cannot be parsed by the parser because it is not a standard spell (it is a variation of summon monster obviously) .. I'm thinking it would be 'best' if I brought it in with an effect 'summon mephit' with a duration of 6 (caster level of the mephit).

Do you know where those codes/tags might be found by any chance?
This is a lot of work for the higher level summonables.. but it seems like it would be worth it as it makes them usable immediately... many parsed spell actions are 'casts' that don't do anything.

Trenloe
June 6th, 2014, 20:23
Do you know where those codes/tags might be found by any chance?
Which codes/tags?

darrenan
June 6th, 2014, 20:28
These are existing NPCs in modules that I created previous to 3.0.4. If open these modules either in the campaign I used to create the modules, or my main campaign which loads the modules, all my spell-using NPCs so far that I've seen have had empty damage and healing entries in their spells. I have had to go back and fill in all the healing and damage entries by hand. I haven't tried deleting the spells and re-dragging them over from the library modules though, is there a chance that might work better? (I'm not at home right now so I can't try it, but I will looking at this more tonight)

Blackfoot
June 6th, 2014, 20:32
Which codes/tags?

The ones for setting up the spell elements.... effect/cast/damage/heal...

Trenloe
June 6th, 2014, 20:32
These are existing NPCs in modules that I created previous to 3.0.4. If open these modules either in the campaign I used to create the modules, or my main campaign which loads the modules, all my spell-using NPCs so far that I've seen have had empty damage and healing entries in their spells. I have had to go back and fill in all the healing and damage entries by hand. I haven't tried deleting the spells and re-dragging them over from the library modules though, is there a chance that might work better? (I'm not at home right now so I can't try it, but I will looking at this more tonight)
Are you running any extensions?

darrenan
June 6th, 2014, 20:37
Are you running any extensions?

In my module creation campaigns I usually have all extensions disabled, but I'll double check when I get home.
In my main campaign that loads the modules, I have the extensions that have been identified as problematic with 3.0.4 disabled, but I suppose some other extension might be causing problems. Again, I'll check when I get home tonight.

Trenloe
June 6th, 2014, 20:41
Thanks darrenan - when you have time tonight could you please check and if there are still issues provide steps to recreate. Including posting the modules you are using (with just the NPC content). Thanks.

Note that it is only NPCs created in V2 creature parser that have the <parse> flag set initially. Once they have been opened within the campaign this flag may no longer be set and so won't try to parse the spells.

darrenan
June 6th, 2014, 20:44
Thanks darrenan - when you have time tonight could you please check and if there are still issues provide steps to recreate. Including posting the modules you are using (with just the NPC content). Thanks.

Note that it is only NPCs created in V2 creature parser that have the <parse> flag set initially. Once they have been opened within the campaign this flag may no longer be set and so won't try to parse the spells.

And again, this may be the wrong thread entirely, because 95% of my NPCs were not created with the creature parser, I only recently started using it in some of my newer modules.

Blackfoot
June 6th, 2014, 23:14
Correct, essentially it is the same as dragging all of the spells from the library into the PC, FG attempts to parse the spell description to create effects.


A flag is set in each NPC spellset record <parse type="number">1</parse> that forces an FG parse of the spells when the NPC is opened (NPCs with a lot of spells can take a few seconds top open).
Hrm. I tried removing the <parse> tag and setting it to 0... in both cases it went ahead and parsed the spell and ignored the code I put in there to setup an effect... I guess I'm not quite as clever as I was hoping I was.

<actions>
<id-00001>
<durdice type="dice"></durdice>
<durmod type="number">0</durmod>
<durmult type="number">1</durmult>
<durstat type="string">cl</durstat>
<durunit type="string">min</durunit>
<label type="string">Summon Mephit</label>
<order type="number">1</order>
<targeting type="string">self</targeting>
<type type="string">effect</type>
</id-00001>
</actions>

Trenloe
June 6th, 2014, 23:20
Hrm. I tried removing the <parse> tag and setting it to 0... in both cases it went ahead and parsed the spell and ignored the code I put in there to setup an effect...
Did you remove <parse> from every spell entry? i.e. one for each spell?

Blackfoot
June 7th, 2014, 00:51
Did you remove <parse> from every spell entry? i.e. one for each spell?
Yeah.. and from the monster in general. I'm just testing this out so it's a creature with only one spell.
I didn't add all the other misc tags.. only the ones that related to adding an 'effect' type action... could that be the issue?

Trenloe
June 7th, 2014, 01:22
Yeah.. and from the monster in general. I'm just testing this out so it's a creature with only one spell.
I didn't add all the other misc tags.. only the ones that related to adding an 'effect' type action... could that be the issue?
Test it with a complete spell entry and enter the effect through the FG interface. Get it working with FG created XML first to get the format right.

darrenan
June 8th, 2014, 00:17
After having used this fabulous tool now a few times, a very handy feature springs to mind: How hard would it be to have an option to generate a new campaign containing the parsed NPCs instead of a module? That would make it much easier to load it up in FG, do any edits/touchups on the parsed creatures, and then re-export the module. As someone who has generated a half-dozen of my own modules so far, I find it absolutely essential to be able to make changes and re-export like this.

A little context might help. I just got my Emerald Spire PDF and was going to start by extracting all the baddies in the Bestiary chapter. Paizo has seen fit to superscript every spell or ability that isn't in the core rulebook with a two letter abbreviation of which book it's from. Unfortunately, this seems to mess up your parsing and generates errors such as this: Cannot find spell XML element with name <shadowstepum> cannot parse this spell - skipping. This spell is in the "all paizo spells" module, so I'm guessing you would have parsed it just fine if it didn't have that code appended.

Also, if the user has selected the "Parse Spells" checkbox, I think you can skip emitting the prepared spells block to the "Other" tab, or make it so that can be turned off.

That's all!

darrenan
June 8th, 2014, 00:39
Question, do you have plans to eventually parse traps also?

Trenloe
June 8th, 2014, 02:10
After having used this fabulous tool now a few times, a very handy feature springs to mind: How hard would it be to have an option to generate a new campaign containing the parsed NPCs instead of a module? That would make it much easier to load it up in FG, do any edits/touchups on the parsed creatures, and then re-export the module. As someone who has generated a half-dozen of my own modules so far, I find it absolutely essential to be able to make changes and re-export like this.
It would be a lot of work to generate the resulting creatures in a campaign. Do you know that you can drag the creatures from the library window directly into the NPC list? This makes a copy of the creature in the campaign allowing you to edit and export to a campaign based module as needed. You can then close the creature module if you've dragged all the NPCs you need.


Also, if the user has selected the "Parse Spells" checkbox, I think you can skip emitting the prepared spells block to the "Other" tab, or make it so that can be turned off.
Any particular reason? Does it annoy you having it in 2 places? ;) I find for creatures with a lot of spells, and for some creatures where the spells haven't been matched, it is very handy to be able to quickly look on the other tab to scan through what they have. I'll see if adding an option to remove the spell block in the other tab would be easy, if it isn't then I'm sorry but I won't change it.

Trenloe
June 8th, 2014, 02:11
Question, do you have plans to eventually parse traps also?
Not in the short term - I still have a lot of plans for the NPC parser.

darrenan
June 8th, 2014, 02:19
It would be a lot of work to generate the resulting creatures in a campaign. Do you know that you can drag the creatures from the library window directly into the NPC list? This makes a copy of the creature in the campaign allowing you to edit and export to a campaign based module as needed. You can then close the creature module if you've dragged all the NPCs you need.
I did not know, I'll give that a try.


Any particular reason? Does it annoy you having it in 2 places? ;) I find for creatures with a lot of spells, and for some creatures where the spells haven't been matched, it is very handy to be able to quickly look on the other tab to scan through what they have. I'll see if adding an option to remove the spell block in the other tab would be easy, if it isn't then I'm sorry but I won't change it.
I turns out that having it there was handy for me too, just a few minutes ago, so i wouldn't worry about it.

I did just send you a link to the input .txt file so you can see an example of the superscripts i was talking about. Also, the module generated from that input file loaded with script errors. It looks like having multiple types of Spell-Like abilities is throwing things off. It was easy enough to fix up manually in a text editor though, not a big deal.

Cheers!

darrenan
June 8th, 2014, 02:22
Not in the short term - I still have a lot of plans for the NPC parser.

The only reason I ask is because Emerald Spire has a butt-load of traps, way more than I've seen in any other adventure path. But traps are small, and easy enough to put in by hand, no worries.

Trenloe
June 8th, 2014, 02:23
Also, the module generated from that input file loaded with script errors. It looks like having multiple types of Spell-Like abilities is throwing things off. It was easy enough to fix up manually in a text editor though, not a big deal.
Yeah, this is a know limitation (mentioned in post #1) and is on the development roadmap to address.

Funau
June 8th, 2014, 19:50
Hello. I want to translate the ADHUKAIT into German. After my Translation I missed two Options behind some Spells.

Screenshot:
http://www.schwarzerdrache.info/sd/images/Adhukait.jpg

How can this be?

Trenloe
June 8th, 2014, 19:56
The Fantasy Grounds ruleset parses the spell description in English to attempt to find specific phrases that are used to create the effects you see in the image on the left. Changing the description to German will break this auto-parse of effects functionality.

The parsing is done the first time you open the creature in FG. You might be able to get it to work if you drag the creature (in English) from the library module into the NPC list in a campaign and then manually edit the creature once within the campaign.

Funau
June 8th, 2014, 21:44
The Fantasy Grounds ruleset parses the spell description in English to attempt to find specific phrases that are used to create the effects you see in the image on the left. Changing the description to German will break this auto-parse of effects functionality.

The parsing is done the first time you open the creature in FG. You might be able to get it to work if you drag the creature (in English) from the library module into the NPC list in a campaign and then manually edit the creature once within the campaign.

Great! That's it!

Funau
June 9th, 2014, 05:08
I still noticed something. After parsing a Creature included some Spell Like Abilities (Example: ABOLETH) there is a Dice Button at every Spell. A Mouse Over such a Button shows a Box with "CAST and SAVE". This ABOLETH (left Screenshot) is directly parsed with the Creature Parser. If this ABOLETH dragged from the library module into the NPC list in a campaign (right Screenshot), all SAVE Informations added a "1".

Screenshot:
http://www.schwarzerdrache.info/sd/images/Aboleth_Spell.jpg

Is there something wrong?

Trenloe
June 9th, 2014, 15:59
I still noticed something. After parsing a Creature included some Spell Like Abilities (Example: ABOLETH) there is a Dice Button at every Spell. A Mouse Over such a Button shows a Box with "CAST and SAVE". This ABOLETH (left Screenshot) is directly parsed with the Creature Parser. If this ABOLETH dragged from the library module into the NPC list in a campaign (right Screenshot), all SAVE Informations added a "1".

Screenshot:
http://www.schwarzerdrache.info/sd/images/Aboleth_Spell.jpg

Is there something wrong?
This is related to how Fantasy Grounds calculates the save for spell cast actions. When in a library module it does not take the casting stat or the base 10 into account. Once a creature is dragged into the campaign (the NPC list or directly to the combat tracker) the base 10 is taken into account but the casting stat will not show on the hover tooltip unless the creature is in edit mode. However, once in the campaign if a cast check is made against a target the correct DC (10 + spell level + caster stat) will be used. So, spells should not be used directly from the locked library entries, the creature should be dragged to the NPC list or the combat tracker first.

Funau
June 11th, 2014, 21:32
Thank you for your help.

I dont know why, but your tip to "drag the creature (in English) from the library module into the NPC list in a campaign and then manually edit the creature once within the campaign" works only with one or two exported Spells. I did manually edit the XML File included more than two Spells and give them this <actions> Parameter, but nothing happend.

Example:

<actions>
<id-00001>
<savetype type="string">reflex</savetype>
<type type="string">cast</type>
</id-00001>
<id-00002>
<damagelist>
<id-00001>
<dice type="dice">d4</dice>
<type type="string">piercing</type>
</id-00001>
</damagelist>
<type type="string">damage</type>
</id-00002>
</actions>

My Goal is a full Pathfinder Bestiary and Spell Libary in german, so I think my second best Option is to copy the complete english spell-description after my german Translation. So Fantasy Ground can auto-parse the effects funcionality without a failure.

Or is there perhaps still a further solution that wants me just come up yet?

Trenloe
June 11th, 2014, 21:36
Thank you for your help.

I dont know why, but your tip to "drag the creature (in English) from the library module into the NPC list in a campaign and then manually edit the creature once within the campaign" works only with one or two exported Spells. I did manually edit the XML File included more than two Spells and give them this <actions> Parameter, but nothing happend.

Example:

<actions>
<id-00001>
<savetype type="string">reflex</savetype>
<type type="string">cast</type>
</id-00001>
<id-00002>
<damagelist>
<id-00001>
<dice type="dice">d4</dice>
<type type="string">piercing</type>
</id-00001>
</damagelist>
<type type="string">damage</type>
</id-00002>
</actions>

My Goal is a full Pathfinder Bestiary and Spell Libary in german, so I think my second best Option is to copy the complete english spell-description after my german Translation. So Fantasy Ground can auto-parse the effects funcionality without a failure.

Or is there perhaps still a further solution that wants me just come up yet?
Which XML did you edit? Did you do this before or after the NPC was dragged into the campaign?

When I said "manually edit the creature within he campaign" I meant use the FG interface to add actions, effects etc. through the NPC spells tab once within the campaign NPC list.

Funau
June 12th, 2014, 22:37
Which XML did you edit? Did you do this before or after the NPC was dragged into the campaign?

When I said "manually edit the creature within he campaign" I meant use the FG interface to add actions, effects etc. through the NPC spells tab once within the campaign NPC list.

I have edit my own XML File to a complete German Bestiary. This <actions> Edit was done after I was dragged the NPC into the campaign. I don't edit the creature using the FG Interface.

1. I have only parsed a Creature with the Creature Parser included some Spells.
2. Then I have copied this Creature into my own XML-File.
3. Then I have dragged this Creature into a new campaign and have a look into the Spell Tab.
4. After I have seen some Spell Effects there, I have exported this Creature and opend this generated XML-File.
5. Now I have copied the generated <actions> Parameter on every Spell into my own XML-File.

The Problem is, only one or two Spells works fine. But my own XML-File with a complete Pathfinder Bestiary does not accept more Spells included a <actions> Parameter.

Any Idea? Or should I leave the english Description in every Spell?

Trenloe
June 12th, 2014, 22:50
Make sure that each spell entry in the NPC XML does not contain <parse>1</parse> This will force FG to parse the spell description and overwrite any <actions> that are already there.

Funau
June 14th, 2014, 11:51
Make sure that each spell entry in the NPC XML does not contain <parse>1</parse> This will force FG to parse the spell description and overwrite any <actions> that are already there.

Thank you very much! Now it runs perfectly!

M_A_G_O
June 21st, 2014, 12:13
I am having problems in installing this in my MAC, with Crossover i am usually able to install everything for windows, but not this time. Any idea, someone in the same situation?

GMTroll
June 21st, 2014, 14:07
I have it working on Mac using WineSkin. Don't remember doing anything other than installing mono in the wrapper but I'd need to check the wrapper

M_A_G_O
June 21st, 2014, 22:20
Mmmmm, no way, both with Crossover nor with Wineskin.

I let you a pair of captures,

http://i1321.photobucket.com/albums/u547/M_A_G_O/Capturadepantalla2014-06-21alas230912_zps0973eb3e.png (http://s1321.photobucket.com/user/M_A_G_O/media/Capturadepantalla2014-06-21alas230912_zps0973eb3e.png.html)

This is trying to install the Parser with Crossover

http://i1321.photobucket.com/albums/u547/M_A_G_O/Capturadepantalla2014-06-21alas231331_zps0285f42d.png (http://s1321.photobucket.com/user/M_A_G_O/media/Capturadepantalla2014-06-21alas231331_zps0285f42d.png.html)

And this last one trying to do the same with Wineskin...

Any idea Mac-users?

GMTroll
June 22nd, 2014, 10:32
OK I've had a chance to look at the my WineSkin wrapper this morning and I have actually installed a lot of packages using wine tricks to get this working.

.Net 2.0 Service Pack 1 & 2
.Net 3.0 Service Pack 1 & 2
.Net 3.5 Service Pack 1
.Net 4 Client Profile
.Net 4 Extended
Microsoft Visual C++ 2008 Redistributable
MSXML 6.0 Parser

I am not sure if all of these are actually needed, and they make to package very large approx 1.2 GB.

I also had the error in your screenshot for WineSkin and you will need to point your WineSkin wrapper to the .exe manually. Follow these steps:

1 - Right click on your WineSkin wrapper
2 - Select 'Show Package Contents'
3 - Launch the WineSkin app that will be shown in the wrapper
4 - Press the Advanced button
5 - Set the path to the .exe file in the Window EXE field.

I found the .exe at the following path within the wrapper, however the name of the numbered folders may be different for your wrapper

/users/Wineskin/Local Settings/Apps/2.0/WA3MXBRL.K44/8M6889CO.0J3/pfrp..tion_403d954494254f63_0002.0000_f9029521ee3e 4bbc/PFRPG FG Creature Parser v2.exe

Hope that helps

damned
June 23rd, 2014, 02:04
Awesome tool - thanks Trenloe.

M_A_G_O
June 24th, 2014, 22:52
OK I've had a chance to look at the my WineSkin wrapper this morning and I have actually installed a lot of packages using wine tricks to get this working.

.Net 2.0 Service Pack 1 & 2
.Net 3.0 Service Pack 1 & 2
.Net 3.5 Service Pack 1
.Net 4 Client Profile
.Net 4 Extended
Microsoft Visual C++ 2008 Redistributable
MSXML 6.0 Parser

I am not sure if all of these are actually needed, and they make to package very large approx 1.2 GB.

I also had the error in your screenshot for WineSkin and you will need to point your WineSkin wrapper to the .exe manually. Follow these steps:

1 - Right click on your WineSkin wrapper
2 - Select 'Show Package Contents'
3 - Launch the WineSkin app that will be shown in the wrapper
4 - Press the Advanced button
5 - Set the path to the .exe file in the Window EXE field.

I found the .exe at the following path within the wrapper, however the name of the numbered folders may be different for your wrapper

/users/Wineskin/Local Settings/Apps/2.0/WA3MXBRL.K44/8M6889CO.0J3/pfrp..tion_403d954494254f63_0002.0000_f9029521ee3e 4bbc/PFRPG FG Creature Parser v2.exe

Hope that helps

Really not at the moment, but i Keep on trying. I'll let you know as soon as i get something.

Thanks anyway

GMTroll
June 25th, 2014, 00:47
@M_A_G_O, here is a link to a working wineskin wrapper for the Creature Parser https://www.dropbox.com/s/44h4evkylqlycyz/Pathfinder%20Creature%20Parser%20v2.zip

This is a new wrapper that I created after experimenting a little. I is down to only the essentials and about 700mb. For anyone wanting to build there own wineskin wrapper here is what I did.

1 - Create a new wineskin wrapper using WineSkin Winery
2 - Right click on the newly created wrapper and select show package contents
3 - Launch the wineskin.app inside the wrapper (package)
4 - On the wineskin menu select advanced
5 - In the Wineskin Advanced window click on the Tools tab at the top of the window
6 - Click on Winetricks (top middle)
7 - In the winetricks window select vbrun6 and vcrun2008 then press the Run button
8 - Once that has completed select msxml3 and press run. Note this will open a web page in your browser to download the file. Follow the instructions from the winetricks output on what to do with the downloaded file. And you will need to run msxml3 again.
9 - Now select dotnet40 and press run. If this does not work then close winetricks and manually download .net 4 standalone and install by pressing the Install Software button at the bottom of the Wineskin Advance window.
10 - To install the Creature Parser click on the Install Software button and then press Choose Setup Executable and select the Creature Parser setup.exe. Once it has installed you will get an error saying an executable cannot be found. Don't worry we just need to enter this manually (or cut and paste)
11 - In the Wineskin Advanced window press the Configuration tab and enter or copy and paste the file path to the Windows .EXE field. It should be located here users/Wineskin/Local Settings/Apps/2.0/[name varies]/[name varies]/pfrp..tion_403d954494254f63_0002.0000_f9029521ee3e 4bbc/PFRPG FG Creature Parser v2.exe. Not that two of the folders names will vary from each installation.

M_A_G_O
June 25th, 2014, 18:13
@M_A_G_O, here is a link to a working wineskin wrapper for the Creature Parser https://www.dropbox.com/s/44h4evkylqlycyz/Pathfinder%20Creature%20Parser%20v2.zip

This is a new wrapper that I created after experimenting a little. I is down to only the essentials and about 700mb. For anyone wanting to build there own wineskin wrapper here is what I did.

1 - Create a new wineskin wrapper using WineSkin Winery
2 - Right click on the newly created wrapper and select show package contents
3 - Launch the wineskin.app inside the wrapper (package)
4 - On the wineskin menu select advanced
5 - In the Wineskin Advanced window click on the Tools tab at the top of the window
6 - Click on Winetricks (top middle)
7 - In the winetricks window select vbrun6 and vcrun2008 then press the Run button
8 - Once that has completed select msxml3 and press run. Note this will open a web page in your browser to download the file. Follow the instructions from the winetricks output on what to do with the downloaded file. And you will need to run msxml3 again.
9 - Now select dotnet40 and press run. If this does not work then close winetricks and manually download .net 4 standalone and install by pressing the Install Software button at the bottom of the Wineskin Advance window.
10 - To install the Creature Parser click on the Install Software button and then press Choose Setup Executable and select the Creature Parser setup.exe. Once it has installed you will get an error saying an executable cannot be found. Don't worry we just need to enter this manually (or cut and paste)
11 - In the Wineskin Advanced window press the Configuration tab and enter or copy and paste the file path to the Windows .EXE field. It should be located here users/Wineskin/Local Settings/Apps/2.0/[name varies]/[name varies]/pfrp..tion_403d954494254f63_0002.0000_f9029521ee3e 4bbc/PFRPG FG Creature Parser v2.exe. Not that two of the folders names will vary from each installation.

Incredible!!! This works perfectly!!!!

You have saved me a lot of work, thanks a lot GMTroll!!

Lawleslisa
July 1st, 2014, 23:37
Hello;
I am using the Parser for the first time and when I open the module in FG I get this message. The creature parser itself is not giving me back any errors -- it had been, a lot of xml errors concerning spells, that I think I have fixed. But obviously something is wrong. I am not sure what this message means or how to fix it. Please advise.

Database Error: A XML parse error occurred processing file EmeraldSpireEditMonsters:db.xml - Error on line 1846: Error reading end tag.

Thanks for any help in advance

Trenloe
July 1st, 2014, 23:42
Hello;
I am using the Parser for the first time and when I open the module in FG I get this message. The creature parser itself is not giving me back any errors -- it had been, a lot of xml errors concerning spells, that I think I have fixed. But obviously something is wrong. I am not sure what this message means or how to fix it. Please advise.

Database Error: A XML parse error occurred processing file EmeraldSpireEditMonsters:db.xml - Error on line 1846: Error reading end tag.

Thanks for any help in advance
These are the hardest errors to tie down.

The parser makes an attempt to recognise various sections of text within the statblock - most notably spells, spell like abilities and special abilities; and it formats these so there are more easily read in the "Other" tab. If the original format was not what was expected the parser can create XML that is broken - which is what you're seeing here. Open up the db.xml file (it will be in a directory EmeraldSpireEditMonsters) and look which creature that line 1846 is relating to. If you understand XML and XML tags, then you may be able to see where the problem is - the error will be caused by XML tags out of order.

If you can identify which creature it is, but can't work out the error then post the text of the creature here.

One thing to keep in mind - the parser will only parse one spell like abilities section, if there are 2 then this might be causing the error remove one of the spell like abilities section.

Lawleslisa
July 2nd, 2014, 01:12
Thanks for the quick reply --
Ok, so I see a folder called "EmeraldSpireEditMonsters" made by the parser and in that folder is a db XML file. I assume that is the file I am to look in? When I open it up there is a bunch of formatted XML stuff that I do not understand. How do I find line 1846 in all that?

Thanks, again

Trenloe
July 2nd, 2014, 02:38
Ok, so I see a folder called "EmeraldSpireEditMonsters" made by the parser and in that folder is a db XML file. I assume that is the file I am to look in? When I open it up there is a bunch of formatted XML stuff that I do not understand. How do I find line 1846 in all that?
Use application like Notepad++ (free) to open the db.xml file - this will put lines numbers down the left side: http://notepad-plus-plus.org/

However, if you're not familiar with XML then you're probably not going to be able to find the error.

Remove one creature at a time from your text file and parse the module with the parser, then try opening it in Fantasy Grounds (just close/open the module in module activation). When there are no errors, then you know that the last creature you removed is causing the problem. If you're familiar with NPC statblocks you might be able to find out what the issue is with the statblock not conforming to the Paizo standard - see the first few posts of this thread for guidelines. Otherwise it might just be work you manually entering that NPC and not including it in the text file you parse.

Or, if you have identified the problem NPC statblock, but can't work out what the issue is post just the problem stat block here and someone will help you identify the issue.

Lawlesslisa
July 2nd, 2014, 15:23
Thanks, Trenloe, for your advice and help.

Darrenan was kind enough to help me out with this module and I am all set now :)

Willot
July 6th, 2014, 01:29
cant figure out whats going wrong with this one


Two pairs of stretched and veiny leather wings adorn the back of this shrouded reptilian nightmare.
Dorvae CR 11
XP 12,800
NE Medium outsider (evil)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +24
DEFENSE
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 123 (13d10+52)
Fort +8, Ref +13, Will +10
DR 10/good; Immune mind-affecting effects, poison; SR 22
OFFENSE
Spd 30 ft., fly 60 ft. (good)
Melee 2 claws +18 (3d8+4/19-20 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks writhing snakes
Spell-Like Abilities (CL 11th; concentration +14)
Constant—see invisibility
At Will—detect thoughts (DC 15)
3/day—bestow curse (DC 17), dimension door
1/day—feeblemind (DC 18), lesser geas (DC 17)
STATISTICS
Str 18, Dex 21, Con 18, Int 17, Wis 14, Cha 17
Base Atk +13; CMB +20 (+24 grapple); CMD 33
Feats Agile Maneuvers, Dodge, Flyby Attack, Improved Critical (claw), Mobility, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +21, Bluff +19, Diplomacy +13, Fly +18, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Stealth +21
Languages Abyssal, Celestial, Common, Infernal; telepathy 50 ft.
ECOLOGY
Environment any (evil planes)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Writhing Snakes (Ex) When a dorvae succeeds at a grapple check against an opponent, the serpents of its body writhe around the grappled foe, biting wherever they can gain purchase. This deals 2d8 points of piercing damage, and the grappled foe is subject to the dorvae's supernatural poison. Dorvae Poison (Su) Writhing snakes-injury; save DC 20; frequency 1/round for 12 rounds; effect 1d4 Wis and on the first failed save the target is susceptible to the dorvae's lesser geas no matter its Hit Dice for 24 hours. Cure 3 saves. The save DC is Constitution-based.
The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.


The result works until TYPE: it just keeps adding onto the string. It's like if doesnt see the word Init.

Trenloe
July 6th, 2014, 02:39
cant figure out whats going wrong with this one


Two pairs of stretched and veiny leather wings adorn the back of this shrouded reptilian nightmare.
Dorvae CR 11
XP 12,800
NE Medium outsider (evil)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +24
DEFENSE
AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp 123 (13d10+52)
Fort +8, Ref +13, Will +10
DR 10/good; Immune mind-affecting effects, poison; SR 22
OFFENSE
Spd 30 ft., fly 60 ft. (good)
Melee 2 claws +18 (3d8+4/19-20 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks writhing snakes
Spell-Like Abilities (CL 11th; concentration +14)
Constant—see invisibility
At Will—detect thoughts (DC 15)
3/day—bestow curse (DC 17), dimension door
1/day—feeblemind (DC 18), lesser geas (DC 17)
STATISTICS
Str 18, Dex 21, Con 18, Int 17, Wis 14, Cha 17
Base Atk +13; CMB +20 (+24 grapple); CMD 33
Feats Agile Maneuvers, Dodge, Flyby Attack, Improved Critical (claw), Mobility, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +21, Bluff +19, Diplomacy +13, Fly +18, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Stealth +21
Languages Abyssal, Celestial, Common, Infernal; telepathy 50 ft.
ECOLOGY
Environment any (evil planes)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Writhing Snakes (Ex) When a dorvae succeeds at a grapple check against an opponent, the serpents of its body writhe around the grappled foe, biting wherever they can gain purchase. This deals 2d8 points of piercing damage, and the grappled foe is subject to the dorvae's supernatural poison. Dorvae Poison (Su) Writhing snakes-injury; save DC 20; frequency 1/round for 12 rounds; effect 1d4 Wis and on the first failed save the target is susceptible to the dorvae's lesser geas no matter its Hit Dice for 24 hours. Cure 3 saves. The save DC is Constitution-based.
The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.


The result works until TYPE: it just keeps adding onto the string. It's like if doesnt see the word Init.
I've just copied the above into a text file and parsed and it worked fine.

What version of the parser are you using?

Trenloe
July 6th, 2014, 03:16
cant figure out whats going wrong with this one

The result works until TYPE: it just keeps adding onto the string. It's like if doesnt see the word Init.
Attached is the file I used that worked fine.

Willot
July 6th, 2014, 03:19
Version is 2.0.0.1

I should of said it "compiles" Fine but when you look at it its messed up

Heres the fpf


DESCRIPTION:Two pairs of stretched and veiny leather wings adorn the back of this shrouded reptilian nightmare.
NAME:Dorvae CR 11
XP:12800
TYPE:NE Medium outsider (evil) Init*+5;*Senses*darkvision 60 ft.,*see invisibility; Perception +24 DEFENSE AC*24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural) hp*123 (13d10+52) Fort*+8,*Ref*+13,*Will*+10 DR*10/good;*Immune*mind-affecting effects, poison;*SR*22 OFFENSE Spd*30 ft., fly 60 ft. (good) Melee*2 claws +18 (3d8+4/19-20 plus grab) Space*5 ft.;*Reach*5 ft. Special Attacks*writhing snakes Spell-Like Abilities*(CL 11th; concentration +14) Constant-see invisibility At Will-detect thoughts*(DC 15) 3/day-bestow curse*(DC 17),*dimension door 1/day-feeblemind*(DC 18),*lesser geas*(DC 17) STATISTICS Str*18,*Dex*21,*Con*18,*Int*17,*Wis*14,*Cha*17 Base Atk*+13;*CMB*+20 (+24 grapple);*CMD*33 Feats*Agile Maneuvers, Dodge, Flyby Attack, Improved Critical (claw), Mobility, Skill Focus (Perception), Weapon Focus (claw) Skills*Acrobatics +21, Bluff +19, Diplomacy +13, Fly +18, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Stealth +21 Languages*Abyssal, Celestial, Common, Infernal; telepathy 50 ft. ECOLOGY Environment*any (evil planes) Organization*solitary Treasure*standard SPECIAL ABILITIES Writhing Snakes (Ex)*When a dorvae succeeds at a grapple check against an opponent, the serpents of its body writhe around the grappled foe, biting wherever they can gain purchase. This deals 2d8 points of piercing damage, and the grappled foe is subject to the dorvae's supernatural poison.*Dorvae Poison (Su)*Writhing snakes-injury;*save*DC 20;*frequency*1/round for 12 rounds;*effect*1d4 Wis and on the first failed*save*the target is susceptible to the dorvae's*lesser geas*no matter its Hit Dice for 24 hours.*Cure*3 saves. The save DC is Constitution-based. The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
INIT:The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
AC:e dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
HP:The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
SAVES:The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
DEFENSIVEABILITIES:The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes. Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.


mmm ok odd yours works

Willot
July 6th, 2014, 03:31
Well anyways there must be some special character thats getting transplanted across or something. Ive gotten this done at least. If its any help to you guys

Formatted Beastary 4 (https://drive.google.com/file/d/0BwaMe0ApGapgbWxhazNNN1ZUdlk/edit?usp=sharing)

There might be the odd mistake tho. But it may help speed things along

Trenloe
July 6th, 2014, 05:51
Well anyways there must be some special character thats getting transplanted across or something. Ive gotten this done at least. If its any help to you guys

Formatted Beastary 4 (https://drive.google.com/file/d/0BwaMe0ApGapgbWxhazNNN1ZUdlk/edit?usp=sharing)

There might be the odd mistake tho. But it may help speed things along
Thanks, that's nice of you to share. :)

But, I take it you didn't realise there was an ongoing group effort to compile Bestiary 4?? http://www.fantasygrounds.com/forums/showthread.php?21490-Bestiary-4-Group-effort-to-put-stats-together-for-Creature-Parser

Complete as of about 10 minutes ago. ;)

Willot
July 6th, 2014, 07:30
Yep Just noticed! Good timing ! lol

Wintermute
July 10th, 2014, 18:46
I just found this wonderful utility. Thanks for your hard work on this.

darrenan
July 27th, 2014, 23:11
Stat blocks with "XP" in the creature name fail to parse. For example "ARCANE EXPERIMENTER CR 13".

darrenan
July 27th, 2014, 23:29
does 2.0.0.1 have the fix for Blindness/Deafness? I seem to be hitting this issue and haven't been able to figure out a rename that gets around it.

Trenloe
July 28th, 2014, 21:39
does 2.0.0.1 have the fix for Blindness/Deafness? I seem to be hitting this issue and haven't been able to figure out a rename that gets around it.
I PM'd you a test version on June 6th - V2.0.0.6 that has a fix.

Trenloe
July 28th, 2014, 21:52
Stat blocks with "XP" in the creature name fail to parse. For example "ARCANE EXPERIMENTER CR 13".
Thanks for the heads-up - this issue was caused by a change in the parser to handle Combat Manager statblocks which have a slightly different format for the XP line. I'll look to move the checking for XP to the beginning of the line - so then there will only be issues with creatures called Xperimenter or similar... :)

darrenan
July 31st, 2014, 19:56
I PM'd you a test version on June 6th - V2.0.0.6 that has a fix.

Can you send it again, I can't find it. I'd like to have the XP fix as well. Thanks!

darrenan
August 1st, 2014, 19:24
It's great that you've been adding domains, and other stuff to the spell list. The one I commonly run into is the summon universal monster ability. I think that one would be relatively easy to special case, because you don't really need to build a full spell for it. Just make the title of the spell the full summon text, such as "summon (level 4, 1 babau 35%)" and get the uses/day correct (at least that's how I do it). You don't really need to add casts or effects for that one, just build a mostly-empty spell. I'm sure you've already thought about how to do it. In my mind, that's the last bit of 'noise' that the parser is generating right now.

Blackfoot
August 1st, 2014, 19:33
It probably should have an effect with a duration, at least that's how I did it when I manually built it into Summonable Monsters... even though summoned monsters cannot actually summon anything.... hrm.. why'd I do that.

Trenloe
August 1st, 2014, 19:50
I'll think about how to do it. I'm certainly not going to over complicate it as that leads to the possibility of too much breaking, so will more than likely look at something like what Darren says above.

darrenan
August 2nd, 2014, 04:05
I have attached a problematic file that is causing the parser to just hang. No errors reported, but it gets done with the first pass over the file and then the app becomes unresponsive and I have to kill it. Since it isn't producing any errors, and the log and fpf files appear clean to me, I'm leaving this in your capable debugging hands. This is with v2.0.0.8 you sent me.

7168

Trenloe
August 2nd, 2014, 06:13
I have attached a problematic file that is causing the parser to just hang. No errors reported, but it gets done with the first pass over the file and then the app becomes unresponsive and I have to kill it. Since it isn't producing any errors, and the log and fpf files appear clean to me, I'm leaving this in your capable debugging hands. This is with v2.0.0.8 you sent me.
The Myceloid had "Spell like Ability" rather than "Spell Like Abilities". This had been seen once before (I've got it listed as item 8 on my to fix list at the beginning of this thread). The log file gave the clue to this as the last entry was the line before in the stat block: "Written Special Attacks as: spore cloud"

darrenan
August 2nd, 2014, 18:57
Yup, now that I look at it this morning with fresh eyes it's pretty obvious.

darrenan
August 3rd, 2014, 00:08
The following line:

Domain Spell-Like Abilities (CL 15th; concentration +22)
10/day—bleeding touch (7 rounds), touch of evil (7 rounds)

Is generating this in the .fpf file:

SPELLLIKEABILITIES:(CL 15th; concentration +22) 10/day-bleeding touch (7 rounds), touch of evil (7 rounds)</p><list><li></li></list>

This appears to start happening when uses/day gets to ten. I have a bunch of other Domain Spell-Like Abilities entries in the same file that parse fine, and they all have <10 uses/day. And there's one other 10/day that exhibits the same error. Known issue?

P.S. Is there a workaround, or should I just remove the Domain Spell-Like Abilities lines from these two stat blocks?

Trenloe
August 3rd, 2014, 01:10
This appears to start happening when uses/day gets to ten. I have a bunch of other Domain Spell-Like Abilities entries in the same file that parse fine, and they all have <10 uses/day. And there's one other 10/day that exhibits the same error. Known issue?
The parser only supports 9/day as a maximum daily use rate. When I designed the parser I looked through a lot of statblocks and this was the most I ever saw. However, more statblocks are putting class abilities (domain, school, bloodline, etc.) in a spell like ability section. Which wasn't the case for a few years - they were usually covered in special attacks or special qualities sections.

I'll review the parser code to see if there is a reliable way to increase this without breaking the parser for other statblocks.


P.S. Is there a workaround, or should I just remove the Domain Spell-Like Abilities lines from these two stat blocks?
Other than creating 2 entries for the class ability - one at 9/day and one at 1/day, there's not a work around to get it fully parsing in the current version. You can either move the info to the EXTRA FORMATTED DATA section of the statblock, or put the individual entries in the special attacks or special qualities section.

Trenloe
August 3rd, 2014, 02:55
I'll think about how to do it. I'm certainly not going to over complicate it as that leads to the possibility of too much breaking, so will more than likely look at something like what Darren says above.
Going through the new Bestiary 3 community project I've noticed there are the odd spell like ability whose details are listed in the Special Abilities section for that creature.

What I'm thinking of doing if a spell couldn't be matched is this:

Still flag in the parser log window that the spell couldn't be found.
Create a spell entry in the Level 0 section of spell like abilities on the spells tab with the title being the exact text from the statblock and a note in the description to refer to the creature special abilities and/or universal monster rules for more details.

The spell-like ability won't be in the right place in terms of the "spell" level for any saving throws, but it will allow the GM to see there is an ability to use and to track usage in the spells tab.

hawkwind
August 13th, 2014, 11:36
Hi Trenloe

I can't for the live of me work out why this npc won't parse, I'm sure its something obvious......

Trenloe
August 13th, 2014, 15:06
Hi Trenloe

I can't for the live of me work out why this npc won't parse, I'm sure its something obvious......
The x in the x3 of the shortbow crit is a weird character.

hawkwind
August 13th, 2014, 16:30
thanks

hawkwind
August 13th, 2014, 21:58
this one runs ok in in the parser but produces this error message


Database Error: A XML parse error occurred processing file aspart1a:db.xml - Error on line 1591: Error reading end tag.

Trenloe
August 13th, 2014, 23:42
this one runs ok in in the parser but produces this error message


Database Error: A XML parse error occurred processing file aspart1a:db.xml - Error on line 1591: Error reading end tag.
Which one?

Open the db.xml file and look at that line (line number 1591) it will give you an idea which part of the XML is the issue. It is more than likely the spell or special ability parsing that causes the XML error. Do the usual checks: special abilities descriptions end in a full-stop, only one spell like ability and spells class, spell uses are formatted correctly, etc..

Blackfoot
August 20th, 2014, 03:59
Does the parser not pick up hardness in a way that FG understands or does hardness not actually work? I can't seem to get it to work right.

Trenloe
August 20th, 2014, 04:03
Does the parser not pick up hardness in a way that FG understands or does hardness not actually work? I can't seem to get it to work right.
FG doesn't understand hardness.

darrenan
August 31st, 2014, 20:40
Feature Request: Add thumbnail support. Add thumbnail picker controls to the UI, and include the selected thumbnail in the module. Probably already on your todo list right?

Trenloe
August 31st, 2014, 21:18
Feature Request: Add thumbnail support. Add thumbnail picker controls to the UI, and include the selected thumbnail in the module. Probably already on your todo list right?
Nope, wasn't planning it as adding a .png image file called thumbnail.png to the module afterwards is pretty simple.

I'll consider it for a future release if it's easy to do.

darrenan
August 31st, 2014, 22:07
Yep, it is easy. But FGs /export has this functionality, so it would be nice feature parity with that. No rush, just a suggestion.

PhilFischer
September 19th, 2014, 02:37
7478

I am not able get my Hero Lab Caster Cleric to import his spells.
The sorcerer works fine.

Up there is the importer errors. Here is the text I'm using.

SL Cleric Caster 14 CR 14
XP 14
Male Human Cleric of Moloch 14
LE Medium humanoid (human)
Init +3; Senses Perception +21
Defense
AC 30, touch 16, flat-footed 27 (+7 armor, +6 shield, +3 Dex, +1 natural, +3 deflection)
hp 157 (14d8+84)
Fort +16, Ref +13, Will +19
Offense
Speed 30 ft.
Melee +3 heavy mace +16/+11 (1d8+6)
Special Attacks channel negative energy 2/day (DC 16, 7d6), weapon master (14 rounds/day)
Domain Spell-Like Abilities (CL 14th; concentration +21)
10/day—battle rage (+7 damage) , fire bolt (1d6+7 fire) , touch of darkness (7 rounds)
Cleric Spells Prepared (CL 14th; concentration +21):
7th—destruction (DC 24), disintegrateD (DC 24), ethereal jaunt , regenerate
6th—antilife shell , banishment (DC 23), blade barrier (DC 23), heal, planar ally , shadow walkD (DC 23)
5th—commune, flame strike D (DC 22), plane shift (DC 22), slay living (DC 22), true seeing , wall of
stone
4th—cure critical wounds , discern lies (DC 21), divination, divine powerD, lesser planar ally , restoration,
sending
3rd—blindness/deafness (DC 20), cure serious wounds , fireballD (DC 20), invisibility purge , prayer,
protection from energy , summon monster iii
2nd—augury, blindness/deafness (blindness only) D (DC 19), cure moderate wounds , find traps , hold
person (DC 19), lesser restoration , shield other , status
1st—burning handsD (DC 18), command (DC 18), comprehend languages , cure light wounds , hide from
undead (DC 18), shield of faith , shield of faith , summon monster i
0 (at will)— detect magic , light, mending, purify food and drink (DC 17)
D Domain spell; Domains Ash, Darkness, Fire, War
Statistics
Str 16, Dex 16, Con 18, Int 18, Wis 25, Cha 8
Base Atk +10; CMB +13; CMD 29
Feats Blind-Fight, Combat Casting, Command Undead, Enlarge Spell, Extend Spell, Lightning Reflexes,
Quicken Spell, Still Spell, Toughness
Traits deft dodger, Highlander (Ex) (hills or mountains)
Skills Appraise +8, Diplomacy +16, Heal +24, Linguistics +8, Perception +21, Sense Motive +24, Spellcraft
+17, Stealth +19 (+21 in hilly or rocky areas), Use Magic Device +13; Racial Modifiers Highlander (Ex) (hills or
mountains)
Languages Abyssal, Aklo, Common, Elven, Erutaki, Shadowtongue
SQ aura, eyes of darkness (7 rounds/day), wall of ashes
Other Gear +3 chain shirt , +4 heavy steel shield , +3 heavy mace , amulet of natural armor +1 , cloak of
resistance +3 , headband of mental prowess +4 (Int, Wis) , ring of protection +3 , 150 gp
Special Abilities
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Battle Rage (10/day) (Sp) Touch ally to grant +7 to a melee dam for 1 rd.
Blind-Fight (Ex) Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 7d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.

Trenloe
September 19th, 2014, 03:01
7478

I am not able get my Hero Lab Caster Cleric to import his spells.
The sorcerer works fine.

Remove the domain spell like abilities.

darrenan
September 19th, 2014, 04:01
Isn't it the 10/day that's messing things up? I remember you saying before that wasn't supported. If you change the 10/day to 9/day, and then go manually change it back in the output, I think it will work.

Trenloe
September 19th, 2014, 04:12
Isn't it the 10/day that's messing things up?
Yeah, that'll be it.

darrenan
September 20th, 2014, 20:24
Using v2.0.0.8. Does there need to be something between SQ and SPECIAL ABILITIES? From the following stat block snippet:

Languages Common, Hallit
SQ adaptive learning, charge weapon, self-repair
SPECIAL ABILITIES
Adaptive Learning (Ex) A gearsman has a number of skill
points equal to 4 + its
Int modifier per Hit Die,
and treats Craft and

The following is emitted in the .fpf file:

LANGUAGES:Common, Hallit
SQ:adaptive learning, charge weapon, self-repair SPECIAL ABILITIES Adaptive Learning (Ex) A
NOMATCH:sman has a number of skill points equal to 4 + its Int modifier per Hit Die, and treats Craft and

I've tried changing the SQ line to end in a period, use semi-colon delimitters, insert an empty ECOLOGY block etc. but nothing I do seems to make any difference. Thoughts?

EDIT: It's the word "gear" that's doing it. I had to change all the occurrences of that word to fix the issue. Kinda ugly.

Trenloe
September 21st, 2014, 02:11
The problem is that "gear" is used in a lot of stat blocks for equipment. Gear, combat gear and other gear are frequently used after SQ - hence the parser found it and thought that was an equipment entry. The further issue with gear is that it is rarely at the beginning of a line (especially combat gear and other gear) so the parser can't just look specifically for "gear" at the beginning of the line.

What you're experiencing is a very rare occurrence that would be hard to fix 100% without opening up other/different possibilities of a similar issue. But, for a possible future release, I'll see if there's a relatively efficient and reliable way to not look for gear once special abilities is reached. I'm at the point where I don't want to rewrite key areas of code as these have been extensively tested with only a few issues. The danger of rewriting code is that you introduce new issues where the code worked previously.

darrenan
September 21st, 2014, 02:18
Making it obvious what was causing the problem would be good, even if fixing it isn't an option. But I hear ya on cracking open stable chunks of code.

Trenloe
September 21st, 2014, 02:28
Making it obvious what was causing the problem would be good, even if fixing it isn't an option.
"Making it obvious" would probably take more code than fixing it.

And, to be perfectly honest, I saw straight away what the issue was - "gear" was the only word missing at the NOMATCH section in the .fpf file. This is really the best way to debug these one-in-ten-thousand rare occurrences - look at the .fpf file first then enable logging and see if there are any clues to an issue. There is no way that I could even attempt to make things obvious for every possible occurrence of an issue - it would take lots of coding and would probably be wrong just as often as it was right.

I know this isn't what you want to hear. If something was breaking the parser on a regular basis I'd look to provide a reliable fix, if there's something that rarely occurs then I'm afraid it is going to be very low on the fix list. I, and other GMs I'm sure, would much rather my creature parser development time is spent on adding new features (such as feat and universal monster rule parsing) and fixing more regularly occurring issues.

darrenan
September 21st, 2014, 03:08
yeah, that's how I finally figured it out. thanks.

Darmus
October 6th, 2014, 17:40
Hi i have this error and i don't know why :Error in btnStartParse_Click, Message: character of not valid name in ' The invasiondelaplaiedumonde '. The character ' ', hexadecimal value 0x27, cannot be included in a name

can you help me

Trenloe
October 6th, 2014, 17:56
Hi i have this error and i don't know why :Error in btnStartParse_Click, Message: character of not valid name in ' The invasiondelaplaiedumonde '. The character ' ', hexadecimal value 0x27, cannot be included in a name
Remove any non alphanumeric characters from the creature name. In this case there is an apostrophe ' in the name, remove that.

Darmus
October 6th, 2014, 18:23
I sanw my mistake my file name have an apostrophe

Tanks ^^

but now i have this one :Error in ReadWriteFormattedCreature, Message: the empty chain(channel) " does not establish(constitute) a local valid name

i m on my files for see were is my error

swest
October 25th, 2014, 20:40
Well, I finally got to the point where I had to use the Creature Parser, so I downloaded and installed version 2.0.0.1, but, alas, it looks like it failed on me on my first attempt.

The .mod that was shared with me for RotRL is missing the Goblin Commando (page 18 of the Anniversary Edition). So, I created a text file with the stat block I had lifted directly from the .pdf:


GOBLIN COMMANDO XP
200
CR
1/2
HP
12
Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee mwk horsechopper +4 (1d8+1)
Ranged shortbow +5 (1d4/×3)
Special Attacks favored enemy (animals +2)
TACTICS
During Combat The goblin commando makes sure to use his
Mounted Combat feat as often as possible to try to negate an
attack each round against his mount, and uses his superior
mobility to remain out of melee so he can shoot at the PCs with
his bow from dogback (taking the standard –4 penalty for using a
ranged weapon while mounted). If all of his goblin warriors are
defeated, he drops his bow and races in to fight the PCs in melee.
Morale The commando fights to the death—yet does so more by
accident than out of bravery.
STATISTICS
Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Mounted Combat
Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9,
Stealth +13, Survival +5
Languages Common, Goblin
SQ track +1, wild empathy +0
Combat Gear potion of cure moderate wounds; Other Gear
studded leather, masterwork horsechopper, shortbow with
20 arrows

Fed it to the Creature Parser, and this is what it says in the diagnostic output window:


Reading data file: C:\Users\swest\Desktop\tmp\PF FG Parser - V2.0.1\GoblinCommando.txt
Logging to: C:\Users\swest\Desktop\tmp\PF FG Parser - V2.0.1\GoblinCommando.txt.log
Formatting creature stat block: 20 arrows
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: The empty string '' is not a valid local name.
Error in btnStartParse_Click, Message: The Writer is closed or in error state.
Module file created: C:\Users\swest\Desktop\tmp\PF FG Parser - V2.0.1\GoblinCommando.mod
Module file copied to : C:\Users\swest\AppData\Roaming\Fantasy Grounds\modules\GoblinCommando.mod
Parsing ended - check text above for errors.

The contents of the GoblinCommando.txt.fpf file are:


DESCRIPTION:GOBLIN COMMANDO XP 200 CR 1/2 HP 12 Male goblin ranger 1 (Pathfinder RPG Bestiary 156) NE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 12 (1d10+2) Fort +4, Ref +5, Will +2 OFFENSE Speed 30 ft. Melee mwk horsechopper +4 (1d8+1) Ranged shortbow +5 (1d4/x3) Special Attacks favored enemy (animals +2) TACTICS During Combat The goblin commando makes sure to use his Mounted Combat feat as often as possible to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard -4 penalty for using a ranged weapon while mounted). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee. Morale The commando fights to the death-yet does so more by accident than out of bravery. STATISTICS Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8 Base Atk +1; CMB +1; CMD 14 Feats Mounted Combat Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5 Languages Common, Goblin SQ track +1, wild empathy +0 Combat Gear potion of cure moderate wounds; Other Gear studded leather, masterwork horsechopper, shortbow with 20 arrows
NAME:20 arrows
XP:arrows
TYPE:20 arrows
INIT:20 arrows
AC:arrows
HP:20 arrows
SAVES:20 arrows
DEFENSIVEABILITIES:20 arrows

So, what did I do wrong :cry:?

Thanks.

- s.west

Blackfoot
October 25th, 2014, 20:43
The CR needs to follow the name on the same line and the XP needs to be on the following line.. your statblock doesn't look like it follows the standard format exactly.

swest
October 25th, 2014, 20:45
p.s., I based my trial upon the following statement:


The parser is designed to allow the GM to copy NPC statblocks directly from an adventure PDF, paste into a text file and parse the text file. If the NPC being copy/pasted adheres to the Paizo statblock standard and there are no strange characters introduced during the copy/paste process (sometimes this happens when copying from a PDF - erroneous spaces or other characters can be introduced).

I saw no extraneous characters... and so I assumed, since this was coming directly from a Paizo document, that it would work.

- s.west

Blackfoot
October 25th, 2014, 20:47
The first bit should look like this:

GOBLIN COMMANDO CR 1/2
XP 200
Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE

swest
October 25th, 2014, 20:50
The CR needs to follow the name on the same line and the XP needs to be on the following line.. your statblock doesn't look like it follows the standard format exactly.

Well, that was all it took. I changed:


GOBLIN COMMANDO XP
200
CR
1/2
HP
12
.
.

to


GOBLIN COMMANDO CR 1/2
XP 200
HP 12
.
.


And now I get no errors.

Thanks, a lot!

- s.west

Blackfoot
October 25th, 2014, 20:52
I don't 'think' that extra HP line should be in there.. it may cause you some issues... check your creature carefully for errors.

swest
October 25th, 2014, 20:55
Ok, will do.

However, now that it has converted it, do I have to bring in that one, single, NPC as a new "module"?

Is that right?

swest
October 25th, 2014, 21:04
p.s., the .fpf output now looks like this:


DESCRIPTION:
NAME:GOBLIN COMMANDO CR 1/2
XP:200
TYPE:HP 12 Male goblin ranger 1 (Pathfinder RPG Bestiary 156) NE Small humanoid (goblinoid)
INIT:Init +3; Senses darkvision 60 ft.; Perception +5
AC:17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
HP:hp 12 (1d10+2)
SAVES:Fort +4, Ref +5, Will +2
DEFENSIVEABILITIES:
SPEED:30 ft.
MELEE:mwk horsechopper +4 (1d8+1)
RANGED:shortbow +5 (1d4/x3)
SPECIALATTACKS:favored enemy (animals +2)
TACTICS:</p><p><b>During Combat</b> The goblin commando makes sure to use his Mounted Combat feat as often as possible to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard -4 penalty for using a ranged weapon while mounted). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee. </p><p><b>Morale</b> The commando fights to the death-yet does so more by accident than out of bravery.
ABILITYSCORES:Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
BASEATTACK:Base Atk +1; CMB +1; CMD 14
FEATS:Mounted Combat
SKILLS:Handle Animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5
LANGUAGES:Common, Goblin
SQ:track +1, wild empathy +0
GEAR:Combat Gear potion of cure moderate wounds; Other Gear studded leather, masterwork horsechopper, shortbow with 20 arrows

So, yeah, the HP 12 got sucked into the Description. I'm not sure about the rest of the output... Like the GEAR, for example.

Blackfoot
October 25th, 2014, 21:08
The Gear looks fine.

What 'I' tend to do with these modules is open them in my campaign and then drag the individual critters to my NPC tab... so it doesn't much matter if you have multiple modules or not... since ultimately you are copying them into your campaign anyway.

swest
October 25th, 2014, 21:29
Thanks for the guidance.

Since I'm lucky enough to have your attention for a bit, can you help me with my CT question (see it here (https://www.fantasygrounds.com/forums/showthread.php?22407-How-to-set-default-Faction-and-Visibility-when-pre-configuring-an-encounter&p=190219#post190219))?

Thanks, again.

- s.west

swest
October 25th, 2014, 23:23
Ok, so I brought the GoblinCommando.mod into my campaign, opened it, drug the new NPC onto my own NPC page, added the NPC to an encounter, and everything was working...

I then closed the GoblinCommando.mod, restarted FG, went to look at the encounter where I added the GoblinCommando, and when I clicked on him, I got Ameiko Kaijitsu, instead of the Goblin Commando.

I re-opened that module in my campaign, and checked the encounter entry for GoblinCommando again, and... Ameiko Kaijitsu.

So, I deleted the GoblinCommando from the encounter, re-copied the .mod version of the GoblinCommando to my NPCs page, and then added back the GoblinCommando to the encounter. Now I see the GoblinCommando when I click on it...

I'm afraid to try closing the .mod again.

I have to have that GoblinCommando.mod open? I thought the GoblinCommando was copied into my campaign?

- s.west

Blackfoot
October 25th, 2014, 23:35
It should have been. I'm not really sure where you went wrong.

You have 2 modules right? The broken one and the one with just the commando in it?
Open the module and look at the commando as it appears in the module without copying it. Does it appear correctly there?

darrenan
October 26th, 2014, 00:11
Here is the correct stat block:

Goblin Commando CR 1/2
XP 200
Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee mwk horsechopper +4 (1d8+1)
Ranged shortbow +5 (1d4/×3)
Special Attacks favored enemy (animals +2)
TACTICS
During Combat The goblin commando makes sure to use his
Mounted Combat feat as often as possible to try to negate an
attack each round against his mount, and uses his superior
mobility to remain out of melee so he can shoot at the PCs with
his bow from dogback (taking the standard –4 penalty for using a
ranged weapon while mounted). If all of his goblin warriors are
defeated, he drops his bow and races in to fight the PCs in melee.
Morale The commando fights to the death—yet does so more by
accident than out of bravery.
STATISTICS
Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Mounted Combat
Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9,
Stealth +13, Survival +5
Languages Common, Goblin
SQ track +1, wild empathy +0
Combat Gear potion of cure moderate wounds; Other Gear
studded leather, masterwork horsechopper, shortbow with
20 arrows

Blackfoot
October 26th, 2014, 00:32
I had one more thought... when you built your encounter.. you pulled the Commando from the NPCs right.. and NOT the module? Once you've copied an NPC from a module to the NPCs tab you should work with the copied version from that point on.

Once copied it shouldn't matter at all if you close the creature module.

Trenloe
October 26th, 2014, 01:39
p.s., I based my trial upon the following statement:


The parser is designed to allow the GM to copy NPC statblocks directly from an adventure PDF, paste into a text file and parse the text file. If the NPC being copy/pasted adheres to the Paizo statblock standard and there are no strange characters introduced during the copy/paste process (sometimes this happens when copying from a PDF - erroneous spaces or other characters can be introduced).

I saw no extraneous characters... and so I assumed, since this was coming directly from a Paizo document, that it would work.

- s.west
The key thing here is that NPC statblocks in the RotRL *do not* adhere to the standard NPC statblock - the beginning headers - name, CR, HP, type, alignment and race/class are *not* in the standard stat block format. You'll see this issue in the NPC Codex as well. See the information at the start of post #2 in this thread - which includes links to the Paizo statblock standard and a ton of example creature statblocks that follow this format.

swest
October 26th, 2014, 08:04
I had one more thought... when you built your encounter.. you pulled the Commando from the NPCs right.. and NOT the module? Once you've copied an NPC from a module to the NPCs tab you should work with the copied version from that point on.

Once copied it shouldn't matter at all if you close the creature module.

Yes, I am 99.9% sure that is how I did it, because that made the most sense to me... copy from the .mod into the NPC's page, and then populate the encounter from the NPC's page.

Anyway, I managed to get through tonight's session (barely). This was our first complete night of gaming with FG. I had other problems later that were ... frustrating, shall we say. I'll try to put together something concise, and post it tomorrow.

Thanks guys.

- s.west

swest
October 26th, 2014, 08:15
The key thing here is that NPC statblocks in the RotRL *do not* adhere to the standard NPC statblock - the beginning headers - name, CR, HP, type, alignment and race/class are *not* in the standard stat block format. You'll see this issue in the NPC Codex as well. See the information at the start of post #2 in this thread - which includes links to the Paizo statblock standard and a ton of example creature statblocks that follow this format.

Yes, with the other commentary, and re-reading the relevant posts from your thread, I did figure it out, and got it right. I was just under pressure to get it working, because the encounters in the .mod I was using were referencing non-existent NPC records (I think there was a second module that I was supposed to have to make this one complete). Anyway, I think I get the format picture. Now if I could just figure out some of the other things that went wrong in tonight's session, I'll be going ok... but not now. sleep now.

Thanks!

damned
October 26th, 2014, 08:41
swest - I think its been said before but here goes just in case -
dont try an do everything on your first couple of sessions. this is a complicated application and its different from running face to face - so you shouldnt expect to just get it all right first time - but it will get easier as you get used to it.

Callum
October 26th, 2014, 16:48
The .mod that was shared with me for RotRL is missing the Goblin Commando (page 18 of the Anniversary Edition).

You're definitely not using my version, then, as that does have the Goblin Commando in it. I can send you the latest version of mine, if you like - I've completed the top level of Thistletop now. Alternatively, I've made all my NPC stat blocks available here (https://www.fantasygrounds.com/forums/showthread.php?22402-OGL-material-for-use-in-Fantasy-Grounds&p=190280&viewfull=1#post190280).

swest
October 26th, 2014, 20:29
swest - I think its been said before but here goes just in case -
dont try an do everything on your first couple of sessions. this is a complicated application and its different from running face to face - so you shouldnt expect to just get it all right first time - but it will get easier as you get used to it.

Yeah, I know. We'll get it. I had other things go wrong that had nothing to do with Fantasy Grounds... it was just a bit of a frustrating evening.


You're definitely not using my version, then, as that does have the Goblin Commando in it. I can send you the latest version of mine, if you like - I've completed the top level of Thistletop now. Alternatively, I've made all my NPC stat blocks available here.
It's quite possible that I did something else wrong to lose that NPC, and that it had nothing to do with the .mod... But that's what it looked like to me. Thanks for the link.

- s.west

darrenan
November 9th, 2014, 20:30
I have a stat block that is failing to parse. It looks like the following two lines from the log file describe the problem, which is that the Ecology section is not getting parsed because 'Ecology' is being removed for some reason, causing the remainder of the stat block to show up in the languages field:

11/9/2014 12:18:25 PM: FormatDataFile: Remaining data to parse = Str -, Dex 16, Con -, Int 13, Wis 17, Cha 18 Base Atk +8; CMB +11 (+13 sunder); CMD 28 (30 vs. sunder) Feats Combat Expertise, Improved Shield Bash, Improved Sunder, Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword) Skills Fly +10, Intimidate +18, Knowledge (religion) +10, Perception +17, Ride +10, Sense Motive +15, Survival +13 Languages Common ECOLOGY Environment any (Worldwound) Organization solitary, squad (2-6), or platoon (7-16) Treasure none SPECIAL ABILITIES Agent of Despair ...<remainder of this line removed for brevity>
11/9/2014 12:18:25 PM: Removed "Ecology"

I've tried putting period, comma or semi-colon after 'Common'. If I remove ECOLOGY, Environment, Organization and Treasure lines, then the stat block parses correctly.

EDIT: Figured it out, there was an Ecology paragraph header down in EXTRA FORMATTED DATA that was apparently getting picked up.

Nylanfs
December 10th, 2014, 14:13
I'm currently attempting to recreate the Return to the Temple of Elemental Evil module in Pathfinder and I'll be recreating the NPC's in PCGen and exporting using the default PFRPG statblock and importing them into FG using this parser. I'll let everyone know how it goes. :)

Nylanfs
December 13th, 2014, 20:52
Okay I'm having some problems importing a NPC made in PCGen. I'm converting the Return to the Temple of Elemental Evil from 3e to 35e to Pathfinder. And I'm attempting to recreate the NPC's in PCGen, export them out as a statblock using csheet_fantasy_statblock_pathfinder.htm.ftl which as far as I can tell matches Pazio's statblock format. And it's giving me the following error.


Reading data file: C:\Users\Nylanfs\Documents\PCGen_char\RttToEE_PFS\ Elmo_Parser_test.txt
Logging to: C:\Users\Nylanfs\Documents\PCGen_char\RttToEE_PFS\ Elmo_Parser_test.txt.log
Formatting creature stat block: ELMO CR 5
Error in FormatDataFile, Message: Object reference not set to an instance of an object.
Formatting creature stat block: Wild Empathy (Ex) You can improve the attitude of an animal.
Processing creature: ELMO
Processing creature:
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: The empty string '' is not a valid local name.
Error in btnStartParse_Click, Message: The Writer is closed or in error state.
Module file created: C:\Users\Nylanfs\Documents\PCGen_char\RttToEE_PFS\ Elmo_Parser_test.mod
Parsing ended - check text above for errors.

I'm attaching a zip file that contains:

the character pcg file for PCGen
a htm file of the statblock
the plain text file containging the copy and past of the htm minus the spaces
the fpf and log file
the resulting module
an xml for using the default FG export
an xml file using the updated xml export sheet (http://www.fantasygrounds.com/forums/showthread.php?21025-Updated-PCGen-exportsheet)



Would it be possible for the parser to read the character import xml to be able to make an NPC?

Trenloe
December 13th, 2014, 21:23
Okay I'm having some problems importing a NPC made in PCGen.
The clue's in the .fpf file: SPEED:30 ft. Ranged masterwork longbow (composite/+4) +11/+6 (1d8+4/x3)

This shows that it's having a problem around the speed and ranged sections of the Offense section. Looking at this section:

OFFENSe
Speed 30 ft.
Ranged masterwork longbow (composite/+4) +11/+6 (1d8+4/x3)
Melee battleaxe +1 +13/+8 (1d8+6/x3)
Melee shield +1 (heavy/wooden) +11/+6 (1d4+5)
The two things here are:

Melee should come before ranged.
There should only be one melee entry per statblock, not two (or more).

Change the above 4 lines to the following 3:

OFFENSE
Speed 30 ft.
Melee battleaxe +1 +13/+8 (1d8+6/x3) or shield +1 (heavy/wooden) +11/+6 (1d4+5)
Ranged masterwork longbow (composite/+4) +11/+6 (1d8+4/x3)
These changes will allow the NPC to parse.

However... When you come to open this NPC in Fantasy Grounds you will get a "Database Error: A XML parse error occurred processing file..." error raised and the NPC won't open. The most common cause of this is the format of the special abilities section (the second most common is the spell list format). FG does some nice formatting in the special abilities section - separating each one into it's own paragraph and bold highlighting the ability name. This relies on two things:


The special ability headings having (sp), (su) or (ex) after the title.
The paragraph preceeding the new special ability heading ends in a full stop (period).

Looking at the special abilities section of the statblock, the Favored Terrain (Plains) (Ex) line doesn't end in a period - add one in. Also remove the and duplicate line for "Wild Empathy" you should be able to open this NPC in FG without an issue.

Nylanfs
December 13th, 2014, 22:46
Okay I had the longbow equipped and the battle axe carried, putting both of them in the carried section fixed the order. I'll find out why PCGen is outputing the Wild Empathy line.

I'm going to work with Andrew and Stefan about getting a custom plain text output sheet for parsing. That way we don't have to do too much cutting and pasting.

Although it would be really nice to just be able to use the xml sheet that already works for importing characters wink, wink, nudge, nudge you know what I mean Doug and John?

Trenloe
December 13th, 2014, 22:54
I'm going to work with Andrew and Stefan about getting a custom plain text output sheet for parsing. That way we don't have to do too much cutting and pasting.

Although it would be really nice to just be able to use the xml sheet that already works for importing characters wink, wink, nudge, nudge you know what I mean Doug and John?
I haven't given this community app a go, so don't know how robust and detailed it is: https://www.fantasygrounds.com/forums/showthread.php?21480-PCGen-export-to-NPC-Module-utility

Nylanfs
December 14th, 2014, 02:03
That worked like a dream.

trevorgall
December 28th, 2014, 16:11
Great work mate. Able to parse these critters from module, where PAR5E wasn't. Thanks heaps.

Nylanfs
December 30th, 2014, 00:47
I'm going to start talking with Andrew to get a plain text file output of the Paizo statblock outputed from PCGen. Is it better that the text be ANSI, Unicode, or UTF-8?

Trenloe
December 30th, 2014, 02:02
ANSI will be safest.

Nylanfs
December 30th, 2014, 02:31
http://jira.pcgen.org/browse/OS-394 hopefully Andrew or Stephan will be able to get to it in the next week or so.

Nylanfs
January 4th, 2015, 06:11
Okay I'm having problems figuring out why it's balking on some NPC's I'm inputting from PCGen (again).

I can see it's messing up on Chenashi, Master Dunrat, Terjon, Vacra, and Xaod. I'm not sure why it isn't parsing the Madness Domain because it is a corerulebook domain. I can't see any reason on why it's messing up on Master Dunrat's spells, it's like it isn't seeing the spaces. And I don't understand what "Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero." is trying to tell me.

I think the Parser just does NOT like casters from PCGen.


Reading data file: C:\Users\Nylanfs\Documents\PCGen_work\RttToEE_PFS\ RttToEE_NPCs.txt
Logging to: C:\Users\Nylanfs\Documents\PCGen_work\RttToEE_PFS\ RttToEE_NPCs.txt.log
Formatting creature stat block: CHATRILON UNOSH CR 5
Formatting creature stat block: CHENASHI CR 1
Formatting creature stat block: GRUNE CR 1/3
Formatting creature stat block: INGRITH CR 6
Formatting creature stat block: MARIDOSEN CR 2
Formatting creature stat block: MASTER DUNRAT CR 4
Formatting creature stat block: QUESTIN HIMMBLE CR 3
Formatting creature stat block: REDITHIDOOR HALFMOON CR 1/2
Formatting creature stat block: RUFUS CR 7
Formatting creature stat block: SEBBEKAI CR 1/2
Formatting creature stat block: SPUGNOIR CR 6
Formatting creature stat block: TERJON CR 5
Formatting creature stat block: TORIDAN CR 1
Formatting creature stat block: VACRA CR 2
Formatting creature stat block: XAOD THE SLAYER CR 3
Processing creature: CHATRILON UNOSH
Processing creature: CHENASHI
Cannot find spell XML element with name <madness> cannot parse this spell - skipping.
Processing creature: GRUNE
Processing creature: INGRITH
Processing creature: MARIDOSEN
Processing creature: MASTER DUNRAT
Cannot find spell XML element with name <resistancedomainspelldomainsevil> cannot parse this spell - skipping.
Cannot find spell XML element with name <madness> cannot parse this spell - skipping.
Cannot find spell XML element with name <readmagiccleric> cannot parse this spell - skipping.
Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero.
Processing creature: QUESTIN HIMMBLE
Processing creature: REDITHIDOOR HALFMOON
Processing creature: RUFUS
Processing creature: SEBBEKAI
Processing creature: SPUGNOIR
Processing creature: TERJON
Cannot find spell XML element with name <readmagicdomainspelldomainslaw> cannot parse this spell - skipping.
Cannot find spell XML element with name <protection> cannot parse this spell - skipping.
Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero.
Processing creature: TORIDAN
Processing creature: VACRA
Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero.
Processing creature: XAOD THE SLAYER
Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero.
Written definition.xml and db.xml to : C:\Users\Nylanfs\Documents\PCGen_work\RttToEE_PFS\ RttToEE_NPCs
Module file created: C:\Users\Nylanfs\Documents\PCGen_work\RttToEE_PFS\ RttToEE_NPCs.mod
Parsing ended - check text above for errors.

darrenan
January 4th, 2015, 06:14
The cannot parse spell messages aren't errors, and that's pretty normal for spell like abilities that aren't in the list of spells.

Taking a look at the other errors...

Blackfoot
January 4th, 2015, 06:15
If it cannot find the spell in the sourcebooks available to it, it doesn't parse it. 'madness' isn't a spell it's a domain.. so it skips it. It doesn't parse domain abilities... just spells.

Damn.. Darren was faster.

Blackfoot
January 4th, 2015, 06:22
This line here:
D Domain spell; Domains Evil, Madness
I'm not sure that should have a D at the front of it... try it without that... actually.. lose the D Domain spell; bit.. I think that's what's messing you up.

Trenloe
January 4th, 2015, 06:33
Okay I'm having problems figuring out why it's balking on some NPC's I'm inputting from PCGen (again).

I can see it's messing up on Chenashi, Master Dunrat, Terjon, Vacra, and Xaod. I'm not sure why it isn't parsing the Madness Domain because it is a corerulebook domain. I can't see any reason on why it's messing up on Master Dunrat's spells, it's like it isn't seeing the spaces. And I don't understand what "Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero." is trying to tell me.
As has been mentioned by BF, the "cannot parse spell XML" warning is because it can't match the spellname indicated - this might be an indication that the spell is not actually a spell (in the case of "madness", for example) or that there are other formatting issues (if you see multiple words tied together).

Most of the ones that fail with an error when trying to format the spell like abilities is because PCGen is not generating the spell like ability list in the expected Paizo statblock standard.

For example, Vacra has: Innate Spell-Like Abilities: darkness ( 1/day)

The Paizo statblock standard, which is what the parser is expecting, would be:

Innate Spell-Like Abilities (CL 1st)
1/day-darkness

As the parser isn't encountering what it expects then it causes an error when trying to parse the spell like abilities.

Also, Master Dunrat has 2 spell classes, the parser only currently supports 1 spell class (this is mentioned in the posts at the beginning of this thread).

Nylanfs
January 4th, 2015, 16:17
Okay I hadn't realized that it didn't parse two spell classes, so that is my bad. :)

I've edited all my spell-like abilities to match (this is almost enough to make me write a plain text output sheet, almost). But I can't figure out WHY it's messing up on Terjon's spells.


1st—command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
0 (at will)—detect magic (2), light, read magic
D Domain spell; Domains Law, Protection
STATISTICS

The "D" is part of the statblock for a cleric (http://paizo.com/pathfinderRPG/prd/npcCodex/core/cleric.html), but taking it out makes it parse. Grrr

Trenloe
January 4th, 2015, 18:03
Okay I hadn't realized that it didn't parse two spell classes, so that is my bad. :)

I've edited all my spell-like abilities to match (this is almost enough to make me write a plain text output sheet, almost). But I can't figure out WHY it's messing up on Terjon's spells.


1st—command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
0 (at will)—detect magic (2), light, read magic
D Domain spell; Domains Law, Protection
STATISTICS

The "D" is part of the statblock for a cleric (http://paizo.com/pathfinderRPG/prd/npcCodex/core/cleric.html), but taking it out makes it parse. Grrr
Try "D domain spell" (lower case "d" in domain).

I'll PM you a development version of the parser that might help in a couple of the fringe cases you're getting.

Nylanfs
January 4th, 2015, 19:58
Okay, that fixed not finding the spells

Nylanfs
January 5th, 2015, 03:19
It is still messing up on the two clerics, but the NPC importer (http://www.fantasygrounds.com/forums/showthread.php?21480-PCGen-export-to-NPC-Module-utility) handles them, it also handles the dual spell casters just fine. I just don't like how that tool makes a separate module for each NPC, but that's my organizational retentiveness coming out. It doesn't particularly matter because I'm going to throw them away after I get done with the module.

I think what I'll do is use the Creature Parser for most characters and then the NPC tool for clerics & trouble npc's.

Trenloe
January 5th, 2015, 03:23
Which 2 clerics are failing for you?

Have you tried the dev version I sent you?

Nylanfs
January 5th, 2015, 04:04
Yes I tried that version also, it's messing up on Master Dunrat and Terjon, everything else is importing just fine. I just can NOT find why those two characters are failing, I'm in the spells somewhere (because turning off parsing doesn't throw the "Start must be greater than zero" error . And with the amount of editing that needs done (eliminating double lines from htm copy/paste, altering spell like abilities, attack blocks) I think in the next week or so I'm going to document all the issues and they try and build a plain text output sheet for PCGen that needs less massaging.

Trenloe
January 5th, 2015, 04:40
The issues are all with the spell like abilities. They need to be formatted correctly to enable the parsing. However, as Blackfoot mentioned, cleric "Domain spell-like abilities" aren't actually proper spell like abilities - as they aren't spells. See the "Invalid Spell Like Abilities entries" section in post #2 of this thread for more info.

The text below has Master Dunrat and Terjon modified so they'll parse. I removed the sorcerer spells from Master Dunrat, so there is just one spell class; and then formatted the 2 special abilities correctly. I also changed "Domain spell" to be "domain spell" but this isn't needed in the dev version I sent you.


MASTER DUNRAT CR 4
XP 1,200
Male human sorcerer 1 / cleric of Tharizdun 4
CE Medium humanoid (human)
Init +0; Senses Perception -1
Aura aura of chaos, aura of evil
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 36 (5 HD; 1d6+4d8+14)
Fort +6, Ref +1, Will +5
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20) or crossbow, heavy +3 (1d10/19-20)
Special Attacks channel negative energy (2d6, DC 14, 3/day), elemental ray (1d6+0, 3/day), touch of evil (4/day), vision of madness (4/day)
Domain Spell-Like Abilities (CL 4th)
4/day-Touch of Evil
3/day-Elemental Ray
Cleric Spells Prepared (CL 4th, concentration +5):
2nd-death knell (DC 15), hold person (DC 15), touch of idiocy D (DC 17)
1st-bane (DC 14), cause fear (DC 14), command (DC 14), curse water (DC 14), protection from good D
0 (at will)-detect magic, light, read magic, resistance
D domain spell; Domains Evil, Madness
STATISTICS
Str 10, Dex 10, Con 14, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 13
Feats Combat Casting, Eschew Materials, Improved Channel, Insanity, Silent Spell, Still Spell
Skills Acrobatics -3, Bluff +4, Climb -3, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (History) +4, Knowledge (Planes) +6, Knowledge (Religion) +7, Perception -1, Ride -3, Sense Motive -1, Spellcraft +4, Stealth -3, Survival -1, Swim -3
Languages Common
SQ aura, aura of chaos, aura of evil, bloodline arcana, bonus feat, cantrips, elemental bloodline (fire), orisons, skilled, spontaneous casting, weapon and armor proficiency, weapon and armor proficiency
Combat Gear bead of force; Other Gear masterwork breastplate, dagger, crossbow, heavy, brooch of shielding, ring of mind shielding, holy symbol (obex), bolt, crossbow (20)
SPECIAL ABILITIES
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a moderate chaotic aura.
Aura of Evil (Ex) You project a moderate evil aura.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to Fire.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 2d6 (DC 14 for half) 3/day.
Domains
Elemental Bloodline (Fire) The power of the elements resides in you, and at times you can hardly control its fury.
Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage. You can use this ability 3 times per day.
Eschew Materials
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.
Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

TERJON CR 5
XP 1,600
Male human cleric of St. Cuthbert 6
LG Medium humanoid (human)
Init +1; Senses Perception +3
Aura aura of law
DEFENSE
AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield)
hp 55 (6d8+24)
Fort +10, Ref +5, Will +10
Defensive Abilities resistant touch (6/day);
OFFENSE
Speed 20 ft.
Melee mace +1 (heavy) +6 (1d8+1)
Ranged crossbow, light +5 (1d8/19-20)
Special Attacks channel positive energy (3d6, DC 12, 2/day)
Domain Power Spell-Like Abilities (CL 6th)
6/day-Resistant Touch, Touch of Law
Cleric Spells Prepared (CL 6th, concentration +9):
3rd-daylight, magic circle against chaos D, prayer, searing light
2nd-bear's endurance, bull's strength, hold person (DC 15), remove paralysis, shield other D
1st-command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
0 (at will)-detect magic (2), light, read magic
D domain spell; Domains Law, Protection
STATISTICS
Str 11, Dex 13, Con 16, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +4; CMD 17
Feats Brew Potion, Combat Casting, Dodge, Weapon Focus (Mace (Heavy))
Skills Acrobatics -6, Acrobatics (Jump) -10, Climb -7, Craft (Alchemy) +4, Diplomacy +4, Escape Artist -6, Fly -6, Heal +10, Knowledge (Arcana) +6, Knowledge (Religion) +6, Ride -6, Sense Motive +7, Spellcraft +7, Stealth -6
Languages Common
SQ aura, aura of law, bonus feat, orisons, skilled, spontaneous casting, touch of law (6/day)
Combat Gear potion of delay poison, potion of lesser restoration, scroll (cure light wounds), scroll (dispel magic); Other Gear chainmail, mace +1 (heavy), crossbow, light, shield, heavy wooden, ring of protection +1, coin (gold piece) (69), bolt, crossbow (20)
SPECIAL ABILITIES
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Law (Ex) You project a strong lawful aura.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 2 times per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +2 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 6 times per day.

Nylanfs
January 5th, 2015, 04:58
I swore that I had formatted those like you have and it failed on me. I'm still going to be looking at making a better output though.

Also the NPC import makes the cleric's combat abilities (positive/negative blast) a spell section, that's kinda nice.

Nylanfs
January 5th, 2015, 23:29
Found out how to place the magical bonus in front of the weapon, There's a set called PCGen Re-namer that puts the plus in front of the items, Having slashes in the names though are screwing up the weapon attack blocks.

Trueshots
January 22nd, 2015, 11:28
Can someone tell me why I keep getting errors. Its only creating 11 of the 13 mobs. I can't figure it out. Thanks


Reading data file: C:\users\kiron\Desktop\Aaron Pathfinder\GM. Silver Hex Chronicles\SilverHex Creatures.txt
Logging to: C:\users\kiron\Desktop\Aaron Pathfinder\GM. Silver Hex Chronicles\SilverHex Creatures.txt.log
Formatting creature stat block: Rhiannon Sarvio CR 3
Formatting creature stat block: Triumph CR 1
Formatting creature stat block: Zephyr CR 1
Formatting creature stat block: Sicklewit CR 1
Formatting creature stat block: Elk CR 2
Formatting creature stat block: Local Celebrity CR 2
Formatting creature stat block: Brigand CR 1
Formatting creature stat block: Rager CR 1
Formatting creature stat block: Giant Spider CR 1
Formatting creature stat block: Ulisha CR 1
Formatting creature stat block: Striker CR 1
Processing creature: Rhiannon Sarvio
Processing creature: Triumph
Processing creature: Zephyr
Processing creature: Sicklewit
Processing creature: Elk
Processing creature: Local Celebrity
Processing creature: Brigand
Processing creature: Rager
Processing creature: Giant Spider
Processing creature: Ulisha
Processing creature: Striker
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: The empty string '' is not a valid local name.
Error in btnStartParse_Click, Message: The Writer is closed or in error state.

Trenloe
January 22nd, 2015, 14:23
Can someone tell me why I keep getting errors. Its only creating 11 of the 13 mobs. I can't figure it out. Thanks
The info provided doesn't help with troubleshooting at all - it will be an issue in the format of the statblocks you're using. Go through the instructions in post #2 of this thread. Also look at the .fpf file produced by the parser - this is an intermediary file that puts the data from the statblock into fixed statblock sections - you can usually spot an issue with a particular statblock by looking at this file: if data is being stored in the wrong section then look at the statblock around the point that the data stopped being stored in the right section.

If you still have issues then see the last paragraph of post #2 for the information I'll need to troubleshoot.

Nylanfs
January 22nd, 2015, 17:16
Were these creating using PCGen? If so I've found that several of the class abilities and feats are missing ending periods.

Trueshots
January 23rd, 2015, 01:46
Go through the instructions in post #2 of this thread. went through post 1-4 last night a number of times

Also look at the .fpf file produced by the parser - this is an intermediary file that puts the data from the stat block into fixed stat block sections - you can usually spot an issue with a particular stat block by looking at this file: if data is being stored in the wrong section then look at the statblock around the point that the data stopped being stored in the right section. I am no able to open the file .txt.fpf what program do I need to open and look at that? I Googles it and it says its an IKEA home store file???


If you still have issues then see the last paragraph of post #2 for the information I'll need to troubleshoot. I've done. I'm adding some pic so you can see a few of the errors that are inside the ones that actually do import, but import incorrectly.


Were these creating using PCGen? If so I've found that several of the class abilities and feats are missing ending periods. No just copy pasting into a text doc, then loading into the creature parser, then parsing.

Lastly when I copy and past into the text editor, how much editing to I need to do once its in there. Ill give an example below:


[When I first copy and paste I get this]
Trumph CR 1
XP 1
N Tiny animal
Init +3; Senses low-light vision; Perception +14
Defense
AC 15, touch 15, flatfooted
12 (+3 Dex,
+2 size)
hp 4 (1d8)
Fort +2, Ref +5,
Will +2
Offense
Speed 10 ft., fly 60 ft.
(average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 2, Wis
14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier
+8 Perception
Ecolo gy
Environment temperate forests
Organization solitary or pair
Treasure none

[I then edit it to look like this]
Triumph CR 1
XP 1
N Tiny animal
Init +3; Senses low-light vision; Perception +14
Defense
AC 15, touch 15, flatfooted 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
Ecology
Environment temperate forests
Organization solitary or pair
Treasure none


Am I doing something wrong by editing it further to make sure the stats don't go to another line, etc?

Blackfoot
January 23rd, 2015, 01:56
What editor are you using? Notepad or something similar? It seems like you are getting extra formatting characters in there... you want to be using clean text files. It might be best if you were to upload the text file you are working with.

Trueshots
January 23rd, 2015, 02:00
Black, I'm using Text wrangler for Mac. Give me about 2 mins and I'll up load the actually .txt file. There's something I'm continually not doing or not understanding how to fix. I've never just put the info in and it work I always spend hours getting it to work.

Trueshots
January 23rd, 2015, 02:05
It might be best if you were to upload the text file you are working with.
can't upload a .txt file to the forums, its not a proper extension, but check you Skype if your around, i sent it to you there, if you have a sec to look at it

Trenloe
January 23rd, 2015, 02:19
I am no able to open the file .txt.fpf what program do I need to open and look at that?
It's a plain text file, open it in a text editor.

ZIP the .txt file you're using and attached the ZIP file here.

Trenloe
January 23rd, 2015, 02:22
And the base .txt file you're using should be in ANSI text encoding to keep it to a bare minimum of text. Set your text editor to use ANSI encoding, if the one you're using doesn't support it then find another that does.

Trueshots
January 23rd, 2015, 02:25
It's a plain text file, open it in a text editor.

ZIP the .txt file you're using and attached the ZIP file here.

Theres numbers options with in my text editor as well. Plain text, rich text, html. etc.....I assume just choose plain text?

Trenloe
January 23rd, 2015, 02:31
Theres numbers options with in my text editor as well. Plain text, rich text, html. etc.....I assume just choose plain text?
Plain text with ANSI encoding. The text file you attached is using UTF-8 encoding and that introduces bad characters in the text (mostly where hyphens are, but not limited to that). Find a way to run your text editor in ANSI encoding, then go through the text file looking for weird looking characters.

Trueshots
January 23rd, 2015, 02:54
Plain text with ANSI encoding. The text file you attached is using UTF-8 encoding and that introduces bad characters in the text (mostly where hyphens are, but not limited to that). Find a way to run your text editor in ANSI encoding, then go through the text file looking for weird looking characters.

Yea I think this is a Mac thing....again....there is no option on 3 different mac editors that I've downloaded for the Ansi that you're speaking of. If anyone knows of one let me know, I'll purchase this it, I'm just tired of having some many problems making games....

Trueshots
January 23rd, 2015, 03:02
Ok may have the answer. Everything on Google is saying to use Text Wrangler and choose Western (Windows Latin 1). This is suppose to be the equivalent. But there are 3 options i need to pick from could you guys tell me what to choose? Thanks

Trenloe
January 23rd, 2015, 03:10
But there are 3 options i need to pick from could you guys tell me what to choose? Thanks
Windows. Try it, see what happens.

Trenloe
January 23rd, 2015, 03:22
Theres numbers options with in my text editor as well. Plain text, rich text, html. etc.....I assume just choose plain text?
Having a quick look, there are a few issues in these statblocks:

The celebrity has "o" (oh) instead for 0 for the 0 level spells.
The rager doesn't have the init/senses line, also there is no alignment in the type. This is causing this statblock and the following to get mixed together.
The Striker doesn't have a proper alignment and type (which is causing an error) nor does it have a class and level, but this is not required whereas proper type is.

I'm sure there's more but those are at first glance.

Trueshots
January 23rd, 2015, 07:25
@Trenloe, think I finally got it. It has to be put in TextWrangler on the settings I mentioned is the only way you can get those funky characters that come from an improper copy paste. It worked perfect after I fixed that except there was 1 creature I could not parse i tried forever. I simply copied and pasted him into another .txt file and parsed separately and he looks perfect. No clue why it wouldn't do it with the others! As always thanks for the help!

Nylanfs
January 23rd, 2015, 13:54
I like using jEdit personally.

hawkwind
March 10th, 2015, 10:01
Hi Trenloe i''m getting this error meassage in Fantasy groun
Database Error: A XML parse error occurred processing file pfs615v2:db.xml - Error on line 397: Error reading end tag.

it parses fine in the tool

I have checked line 397 but can't see any problem

Trenloe
March 10th, 2015, 10:22
I have checked line 397 but can't see any problem
There's 2 spell-like abilities entries in the statblock. Remove the Bloodline Spell-Like Abilities from the statblock and parse again.

darrenan
May 9th, 2015, 20:34
deleted

darrenan
May 9th, 2015, 20:34
deleted

falconflyboy
May 21st, 2015, 18:02
I'm having a problem where the creatures are parcing out ok, but when i open them in FG the full text is showing up in the "Type" section. anyone running into anything similar?

Trenloe
May 21st, 2015, 18:22
I'm having a problem where the creatures are parcing out ok, but when i open them in FG the full text is showing up in the "Type" section. anyone running into anything similar?
Please provide an example of the text you're parsing. Also, look at the gotchas on the first few posts of this thread and the example formats in the zip file.

falconflyboy
May 22nd, 2015, 00:18
Here's one that's having the problem:

SEF CR 3
XP 800
Female skulk rogue 2 (Pathfinder RPG Bestiary 2 248) CE Medium humanoid (skulk)
lnit +8; Senses low-light vision; Perception +9
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 32 (5 HD; 3d8+2d8+ 10)
Fort + 3, Ref + 10, Will +2
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +8 (1d6/19-20)
Ranged dagger +7 (1d4/19-20)
Special Attacks sneak attack +2d6
TACTICS
During Combat Set keeps hidden during combat for as long
as she can and makes ranged sneak attacks. She does so by
hurling flasks of a lchemist's fire and thrown daggers before
using her fast stealth rogue talent to move deeper into the
shadows to hide again. If cornered, she lashes out with her
short sword until she can break free and run, but always
returns after eluding (or fooling) pursuit, waging guerrilla
attacks to wear down her opposition.
Morale Set surrenders if reduced to fewer than 10 hit points,
begging for mercy. She gives up all the information and
treasures she has in return for the cha nce to slink awaywhether
or not she harbors a grudge and returns later to get
revenge on the PCs is left to you to decide.
STATISTICS
Str 11 , Dex 18, Con 15, Int 12, Wis 12, Cha 11
Base Atk +3; CMB +3; CMD 17
Feats Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Climb +8, Disable Device +12, Knowledge (engineering) +4,
Knowledge (local) +6, Perception +9, Sleight of Hand +9,
Stealth +23, Survival +6
Languages Common, Undercommon
SQ camouflaged step, chameleon skin, rogue talents (fast
stealth), trapfinding +1
Combat Gear a lchemist's fire (2), liquid ice",smokesticks (3);
Other Gear daggers (10), mwk short sword, 35 gp, 18 sp

Trenloe
May 22nd, 2015, 06:30
Here's one that's having the problem:

SEF CR 3
XP 800
Female skulk rogue 2 (Pathfinder RPG Bestiary 2 248) CE Medium humanoid (skulk)
lnit +8; Senses low-light vision; Perception +9
...
The "I" at at the beginning of Init is not an "I" it's a lowercase "L". Change it to a capital "i" and you should be fine.

Blackfoot
May 22nd, 2015, 06:32
Dang. Now that was a sneaky one.

pierce768
May 25th, 2015, 19:52
This might have been answered somewhere and I am still looking but I figured I would ask it here as well.

Is there a way to consolidate modules? So I have parsed a ton of creatures and it is really bogging down my library. Plus there is no search feature. So is there a way I can combine all of them into one? Sort of like my own bestiary book?

Trenloe
May 25th, 2015, 19:57
This might have been answered somewhere and I am still looking but I figured I would ask it here as well.

Is there a way to consolidate modules? So I have parsed a ton of creatures and it is really bogging down my library. Plus there is no search feature. So is there a way I can combine all of them into one? Sort of like my own bestiary book?
Put all of the stat blocks in a single file (one blank line between each creature) and parse that one file to create a single module that is searchable in the library.

Blackfoot
May 25th, 2015, 20:24
Alternatively, you can edit the modules and create one module out of multiples.. but it takes a bit of coding work.. it's not too bad to do.. once you figure it out.

Nickademus
May 26th, 2015, 00:31
The "I" at at the beginning of Init is not an "I" it's a lowercase "L". Change it to a capital "i" and you should be fine.

Can't rep you again yet, but you deserve it for catching that. Wow.

damned
May 26th, 2015, 02:27
Can't rep you again yet, but you deserve it for catching that. Wow.

Do what the prompt says - spread some rep around too :) There are lots of people posting good stuff :)

Nickademus
May 26th, 2015, 05:32
Do what the prompt says - spread some rep around too :) There are lots of people posting good stuff :)

But, but, I have incredibly high standards. We need more Trenloes...

damned
May 26th, 2015, 13:29
But, but, I have incredibly high standards. We need more Trenloes...

That would be... interesting....

Redbishop
August 27th, 2015, 16:05
I'm getting an index out of bounds error with creatures with 2 sources of spell-like abilities:
Half-Nabasu Spell-Like Abilities (CL 6th; concentration +9)
3/day-darkness
1/day-silence (DC 15), unholy blight (DC 1 7)
Inquisitor Spell-Like Abilities (CL 6th; concentration +10)
At will-detect alignment, lore keeper (25), remote viewing (6 rounds/day)
6 rounds/day-discern lies

When I switched the blocks it went through the parser but the db.xml wasn't valid

Trenloe
August 27th, 2015, 16:10
I'm getting an index out of bounds error with creatures with 2 sources of spell-like abilities:
Half-Nabasu Spell-Like Abilities (CL 6th; concentration +9)
3/day-darkness
1/day-silence (DC 15), unholy blight (DC 1 7)
Inquisitor Spell-Like Abilities (CL 6th; concentration +10)
At will-detect alignment, lore keeper (25), remote viewing (6 rounds/day)
6 rounds/day-discern lies

When I switched the blocks it went through the parser but the db.xml wasn't valid

See post #2, where it mentions "Spell Like Abilities - will only parse one entry."

There are a few statblocks around that list class abilities as spell like abilities - these aren't really spell like abilities as 99% of them aren't actually spells. Move the Inquisitor class abilities to Special attacks or the SQ section of the statblock (depending on what the abilities are), this is where they should actually be.

Redbishop
August 28th, 2015, 00:50
Ooops missed that note, sorry, I fixed it by combining them, it worked well enough for my purpose, thanks.

Blackfoot
November 7th, 2015, 17:58
I'm not sure if this has been addressed previously, but there is an <xp> tag that is created by the parser... this is set as a number type but when the parser runs it puts 'XP 800' or something similar into that field.. Seems like it would be more effective if it either stripped the XP off of it or created it as text.

Trenloe
November 7th, 2015, 18:26
I'm not sure if this has been addressed previously, but there is an <xp> tag that is created by the parser... this is set as a number type but when the parser runs it puts 'XP 800' or something similar into that field..

I don't see this in any of the modules I have that were created with the parser. I see something like this: <xp type="number">1600</xp> with purely the XP number being stored.

But, it's a moot point, as the PFRPG ruleset doesn't use this field, nor do any extensions that I'm aware of. I put it in the creature record purely for completeness.

Blackfoot
November 7th, 2015, 18:30
Maybe I was pulling this out of an older version... I'm working on updating some issues in the Summon Nature's Allies Module. I don't believe it was created using V2. Sorry.. like I said, I wasn't sure if it had been addressed. Thanks for checking it out.

darrenan
November 13th, 2015, 04:08
Did you ever officially release 2.0.0.8? The link in the first post still has 2.0.0.1. Just curious. It mysteriously stopped working for me after I installed some patches yesterday, so I uninstalled and reinstalled and was surprised by the version.

Trenloe
November 13th, 2015, 05:07
Did you ever officially release 2.0.0.8?
Retry the link in post #1.

darrenan
November 13th, 2015, 06:25
I've tried that one twice and it just sits and spins when I run setup.exe and never installs (have to kill it via Task Manager). Also, there seem to be two .application files in that zip, is that correct?

Blackfoot
November 13th, 2015, 06:26
Ran fine for me.. I did it after Trenloe posted.

darrenan
November 13th, 2015, 07:07
It refuses to run on my machine. Even tried running it as admin.

Trenloe
November 13th, 2015, 07:12
If you haven't tried these already:
Uninstall the previous version.
Unzip the compressed file to a directory and run from there. Don't run from within the ZIP file.

darrenan
November 14th, 2015, 02:24
It doesn't appear in the programs list in control panel. I removed all traces of it from the hard-drive, and the registry. Extracted it to a folder on the desktop. Ran setup.exe as administrator, but it still does nothing but spin when I try to run it. All previous versions of this have worked fine for me, including the earlier 2.0.0.8 you had given me privately. Not sure what might be going wrong.

darrenan
November 14th, 2015, 02:30
Turned off anti-virus and it worked. Seems like I had that issue before, just forgot. Sorry for the false alarm.

FraustTheSnowman
January 25th, 2016, 18:10
Getting a website unavailable when I click on the drop box link.

Trenloe
January 25th, 2016, 18:27
Getting a website unavailable when I click on the drop box link.
Works OK for me.

Give it another go. If it still fails, can you access dropbox.com from your location?

Weepdrag
January 29th, 2016, 00:17
Anyone have an idea how to format a multi -discipline caster, ie. A cleric / wizard? I tried the paizo.com site and can't find an example of the stat block.

BTW: The parser doesn't seem to break using the 3.5e listen, spot tags in place of perception, just in the event that someone needs to parse 3.5e material instead of pathfinder.

Trenloe
January 29th, 2016, 04:32
Anyone have an idea how to format a multi -discipline caster, ie. A cleric / wizard?
The parser only supports one spell list, as mentioned in post #1: "Spell parsing – based off spell list formatting on the “Other” tab and spell name matching in the spell XML file. Spell XML file currently hard coded. Currently only 1 spell list is supported."

Multiple spell lists are targeted for future development, but that is a way off yet.

Weepdrag
January 29th, 2016, 05:02
Thanks Trenloe, if all else fails, read the instructions.

Weepdrag
January 30th, 2016, 19:33
Another stupid question; how difficult is adding new spells to the database? I realize that I'm going off the reservation but this works great for parsing 3.5e material EXCEPT the spells. The program flagged darn near every cleric with "spell not found -skipping" messages and made a mess of the domains. I found the SpellParseRef.xml.deploy file. Is that the actual database? And are there any weirdness that I should know concerning the XML?
Thanks for any input

Trenloe
February 2nd, 2016, 18:25
I found the SpellParseRef.xml.deploy file. Is that the actual database?
That file is the spell database. You could replace the deploy file and do a re-installation of the parser.


And are there any weirdness that I should know concerning the XML?
The XML file used is of the same format as a FG spells module .XML file.

The parser reads the <spelldesc> section of the spell XML module. It then matches the spell name via the next XML tag (e.g. <acidarrow>) which is the spell name taken from the NPC spells list, with spaces etc. removed. Take the existing Xml document as an example.

Weepdrag
February 2nd, 2016, 20:41
Thanks Trenloe,
I tried to modify the database by adding Cure Minor Wounds and it still couldn't parse the spells, says that the spells couldn't be found. I'll play with it some more when I get a chance.

Thanks again

Eretas
March 7th, 2016, 05:04
I am brand new with FG tools and want to import Herolab character. As that tread is pretty old, I don't know if it's still up to date. I'm triing the demo version right now. But i can'T find how to import the Herolab file.

Trenloe
March 7th, 2016, 05:12
I am brand new with FG tools and want to import Herolab character.
Are you importing a HeroLab character as a PC or as an NPC?

If an NPC see the "HeroLab statblock output" section of post #2 at the beginning of this thread.

If a PC see the "Importing your PC from Hero Lab" section here: http://www.fg-con.com/information/pathfinder-society-organized-play/preparing-your-pc-for-fantasy-grounds/

Eretas
March 7th, 2016, 05:14
I'm need to import both PC and NPC. I will read both of them. thanks.

Eretas
March 7th, 2016, 06:22
I did convert the PC, but have somes errors with the NPC.
Reading data file: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\Night Hag allié mod.txt
Logging to: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\Night Hag allié mod.txt.log
Formatting creature stat block: Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.Night Hag allié CR 9
Formatting creature stat block: Change Shape (any humanoid, alter self) (Su) You can change your form. Combat Casting +4 to Concentration checks to cast while on the defensive. Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks. Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks. Darkvision (60 feet) You can see in the dark (black and white only). Disease (DC 20) (Su) Demon Fever: Bite - injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based. Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormentin Heartstone (Su) All night hags carry a heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt.
Processing creature: Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.Night Hag allié
Error in ReadWriteFormattedCreature, Message: Index was outside the bounds of the array.
Processing creature:
Error in ReadWriteFormattedCreature, Message: The empty string '' is not a valid local name.
Error in btnStartParse_Click, Message: The Writer is closed or in error state.
Module file created: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\NightHagalliémod.mod

Trenloe
March 7th, 2016, 14:53
I did convert the PC, but have somes errors with the NPC.
Looks like the statblock doesn't have the correct headings. Have you followed the steps in the "HeroLab statblock output" in post #2? Especially adding a XP line?

I'd recommend you read post #2 thoroughly and make sure that the statblock you're using complies with the items listed - especially the "Stat Block Titles" section.

Eretas
March 9th, 2016, 04:30
If anyone can post a correct txt file, it would be appreciate. I tried some format, but the're no "return" in my text file the text is unformated...

Weird!!! If I quoted my txt file here it is formated, but not when i opened it with the bloc-note application... Now I should be able to correct it!

Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.
--------------------
Night Hag allié CR 9
XP 6,400
Female night hag (Pathfinder RPG Bestiary 215)
NE Medium outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10+48)
Fort +14, Ref +8, Will +11
DR 10/cold iron, 10/magic; Immune charm, cold, fear, fire, sleep; SR 24
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +13 (2d6+5), 2 claws +13 (1d4+5)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14)
--------------------
Tactics
--------------------
During Combat Nostafa casts deep slumber on the first round of combat, followed by her ranged offensive spells. Once she enters into melee combat, she ferociously attacks with her claws and diseased bite. If any of her enemies fall in battle, she attempts to use her heartstone to steal their souls with soul bind.
Morale Nostafa fights to the death.
--------------------
Statistics
--------------------
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid; alter self), disease, dream haunting, heartstone
Other Gear night hag's heartstone
--------------------
Special Abilities
--------------------
Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 20) (Su) Demon Fever: Bite - injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormentin
Heartstone (Su) All night hags carry a heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt.

A heartstone's magic is fueled by the hag's spirit and proximity-once separated from its owner (or upon the hag's death), a heartstone reta
Immunity to Charm You are immune to charm effects.
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire You are immune to fire damage.
Immunity to Sleep You are immune to sleep effects.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Spell Resistance (24) You have Spell Resistance.
--------------------
A night hag oracle named Nostafa keeps watch over the sacred circle of standing stones, serving as the guardian between mother and crone. Unlike the other hags in Artrosa, she has rejected Caigreal’s coven and remains devoted to Baba Yaga. In fact, when Baba Yaga last visited Artrosa, the Queen of Witches confided to Nostafa that she had foreseen that she would soon suffer a great betrayal. Baba Yaga then gave Nostafa a bottle of messages (Ultimate Equipment 284), telling the hag that should she fail to return, Nostafa should give the bottle to her Three Riders, who would come to Artrosa to contact her. Nostafa has heard nothing from Baba Yaga or the Three Riders since, but she dutifully remains guarding the stones until she is contacted.

If she hears the PCs approach, Nostafa casts invisibility to observe the intruders. Her first impulse is to attack trespassers, but if she overhears the PCs talking about Baba Yaga or the Black Rider, she holds off on her attacks. In this case, the PCs might be able to reason with her and explain their presence with a successful Diplomacy check (Nostafa’s starting attitude is hostile). If the PCs manage to convince her that the Black Rider is dead and that they now possess his mantle of authority, Nostafa gives them Baba Yaga’s bottle of messages. Otherwise, if the PCs approach the stones, Nostafa reveals herself and attacks.

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Eretas
March 9th, 2016, 04:32
Why my last post need to be approved by a moderator???
13319


And it's working now!

Reading data file: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\Night Hag.txt
Logging to: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\Night Hag.txt.log
Formatting creature stat block: Night Hag CR 9
Processing creature: Night Hag
Written definition.xml and db.xml to : C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\NightHag
Module file created: C:\Users\eretas\Documents\Hero Lab\Portfolios\Retour Hivers IRL\NightHag.mod

Trenloe
March 9th, 2016, 05:06
Why my last post need to be approved by a moderator???
Because it has a web link in it and you only have a small number of posts on this site.


And it's working now!
I doubt it's worked fully - based off your data in the previous post. Open the module and the NPC in FG and you'll see some strange data in the NPC sheet.

I've twice recommended you follow the hero lab guidelines in post #2 of this thread, namely:
1) Add an XP line between the Name/CR line and Type line. It looks like you've done this.
Remove the --------- lines around the section titles. (remove the whole line). You haven't done this.
Remove any blank lines within each individual statblock. There's a line gap in more than one place.
Remove the HeroLab notice at the bottom. You haven't done this.
Give each special ability entry a type indicator (Su), (Ex) or (Sp) and ensure each special ability line ends in a full stop/period ( . ) This ensures the formatting of special abilities in the Other tab is correct and helps to avoid XML errors when opening the module in Fantasy Grounds. You haven't done this.

If you don't do the above then the NPC will not display the correct data in FG and the extra details on he "Other" tab won't be formatted correctly.

Eretas
March 9th, 2016, 05:24
I did every thing you told me! The text file was before modification, but as my post disappeared, I can't edited it.


1) Add an XP line between the Name/CR line and Type line. It looks like you've done this. It was already there
Remove the --------- lines around the section titles. (remove the whole line). You haven't done this. I did that
Remove any blank lines within each individual statblock. There's a line gap in more than one place. Done
Remove the HeroLab notice at the bottom. You haven't done this. Done
Give each special ability entry a type indicator (Su), (Ex) or (Sp) and ensure each special ability line ends in a full stop/period ( . ) This ensures the formatting of special abilities in the Other tab is correct and helps to avoid XML errors when opening the module in Fantasy Grounds. You haven't done this. I had (Ex) for each special ability and a dot.


But I'm not sure where the MOD file should be. Probably in the app data: C:\Users\eretas\AppData\Roaming\Fantasy Grounds II\modules, but in FG, i only have the NPC in the library and not in the NPC section.


Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.
Night Hag CR 9
XP 6,400
Female night hag (Pathfinder RPG Bestiary 215)
NE Medium outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +16
Defense
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10+48)
Fort +14, Ref +8, Will +11
DR 10/cold iron, 10/magic; Immune charm, cold, fear, fire, sleep; SR 24
Offense
Speed 30 ft.
Melee bite +13 (2d6+5), 2 claws +13 (1d4+5)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14)
Tactics
During Combat Nostafa casts deep slumber on the first round of combat, followed by her ranged offensive spells. Once she enters into melee combat, she ferociously attacks with her claws and diseased bite. If any of her enemies fall in battle, she attempts to use her heartstone to steal their souls with soul bind.
Morale Nostafa fights to the death.
Statistics
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid; alter self), disease, dream haunting, heartstone
Other Gear night hag's heartstone
Special Abilities
Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Casting +4 (Ex) to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/magic) (Ex) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) (Ex) You can see in the dark (black and white only).
Disease (DC 20) (Su) Demon Fever: Bite - injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormentin.
Heartstone (Su) All night hags carry a heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt.
A heartstone's magic is fueled by the hag's spirit and proximity-once separated from its owner (or upon the hag's death), a heartstone reta.
Immunity to Charm (Ex) You are immune to charm effects.
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire (Ex) You are immune to fire damage.
Immunity to Sleep (Ex) You are immune to sleep effects.
Mounted Combat (1/round) (Ex) Once per round you can attempt to negate a hit to your mount in combat.
Spell Resistance (24) (Ex) You have Spell Resistance.
A night hag oracle named Nostafa keeps watch over the sacred circle of standing stones, serving as the guardian between mother and crone. Unlike the other hags in Artrosa, she has rejected Caigreal’s coven and remains devoted to Baba Yaga. In fact, when Baba Yaga last visited Artrosa, the Queen of Witches confided to Nostafa that she had foreseen that she would soon suffer a great betrayal. Baba Yaga then gave Nostafa a bottle of messages (Ultimate Equipment 284), telling the hag that should she fail to return, Nostafa should give the bottle to her Three Riders, who would come to Artrosa to contact her. Nostafa has heard nothing from Baba Yaga or the Three Riders since, but she dutifully remains guarding the stones until she is contacted.
If she hears the PCs approach, Nostafa casts invisibility to observe the intruders. Her first impulse is to attack trespassers, but if she overhears the PCs talking about Baba Yaga or the Black Rider, she holds off on her attacks. In this case, the PCs might be able to reason with her and explain their presence with a successful Diplomacy check (Nostafa’s starting attitude is hostile). If the PCs manage to convince her that the Black Rider is dead and that they now possess his mantle of authority, Nostafa gives them Baba Yaga’s bottle of messages. Otherwise, if the PCs approach the stones, Nostafa reveals herself and attacks.

Eretas
March 9th, 2016, 05:33
All set now! Thank you very much.;)

Drekketh
March 18th, 2016, 00:33
One weird thing I noticed tonight concerning NPC melee ghost attacks. I parsed a ghost creature and also inserted to the combat tracker an already processed ghost creature found in Bestiary 1. All of their melee attacks were totally resisted by either PCs or NPCs (except for themselves). I am pretty sure that smth has to do with incorporeal, but I don't know...

Trenloe
March 18th, 2016, 00:42
One weird thing I noticed tonight concerning NPC melee ghost attacks. I parsed a ghost creature and also inserted to the combat tracker an already processed ghost creature found in Bestiary 1. All of their melee attacks were totally resisted by either PCs or NPCs (except for themselves). I am pretty sure that smth has to do with incorporeal, but I don't know...
See post #2 here: https://www.fantasygrounds.com/forums/showthread.php?26933-Incorporeal-Monsters

Drekketh
March 18th, 2016, 10:34
See post #2 here: https://www.fantasygrounds.com/forums/showthread.php?26933-Incorporeal-Monsters

Thank you sir Trenloe, I changed the attack corrupting touch to corrupting incorporeal touch and ... worked!