PDA

View Full Version : Can par5e npcs have a spell section like monsters from the srd?



Fudly
June 29th, 2016, 21:56
If you go to the Acolyte in the SRC Bestiary, it has a spell section followed by "Light cantrip at will", followed by a full spell block with line breaks.

I don't see how to do a spell section in the par5e docs. Is it possible?

If I have to make the spells all actions, there is no way to use linebreaks in an action description right?

Zacchaeus
June 29th, 2016, 22:05
Below is the markup you need to use for spellcasters

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: \rCantrips (at will): light, sacred flame, thaumaturgy\r1st level (3 slots): bless, cure wounds, sanctuary

Note the spacing, the capital and lower case letters. Basically do it exactly as shown and it will work.
When the npc is opened in FG and provided that the SRD (or PHB) is open then the spells will automatically be populated

Fudly
June 29th, 2016, 23:45
Do I have this right? The /r's are creating newlines, but it's not auto-populating spells from the SRD (I have the SRD enabled/open). It also still doesn't have a "SPELLS" heading.


Acolyte
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: \rCantrips (at will): light, sacred flame, thaumaturgy\r1st level (3 slots): bless, cure wounds, sanctuary
ACTIONS
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
##;
Source: monster manual

I've also tried this (and many others)

Acolyte
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. Spellcasting ability is intelligence (spell save DC 15, +7 to hit with spell attacks).\rCantrips (at will): fire bolt
ACTIONS
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
##;
Source: monster manual

which matches the format in the official tutorial. https://www.youtube.com/watch?v=8uOdhB2GDoU

Zacchaeus
June 30th, 2016, 00:02
The numbers after STR etc should be all on the same line as the STR etc.

Fudly
June 30th, 2016, 00:07
The par5e tutorial says that is optional, but I tried changing it to one line. It did not fix my issue with spellcasting. Have you made one for an acolyte that works? AFAIK the stats for the acolyte is OGL, so you should be able to post it.

Zacchaeus
June 30th, 2016, 00:17
I just par5ed what you posted and it works; here's a screenshot.

Try deleting your output folder and par5e it again.

Fudly
June 30th, 2016, 01:30
I shut down fg. I deleted my module from fg. I deleted everything from the output folder. I reparsed the first acolyte I posted. No go.

Do you need the PHB for it to work? Will you try it with that disabled and the SRD enabled?

I'm using fantasy grounds 3.1.7 and par5e v0.0.9-b62 on windows 7.

Varsuuk
June 30th, 2016, 09:00
Doh!

Spell casting. ... section - didn't see it in the DD5E PAR5E manual. Is the description in a changelog (which I don;t think I ever read) or was it something just divulged on forums?
Any other sections to be found by not in that PARSE manual?

Zacchaeus
June 30th, 2016, 09:50
I shut down fg. I deleted my module from fg. I deleted everything from the output folder. I reparsed the first acolyte I posted. No go.

Do you need the PHB for it to work? Will you try it with that disabled and the SRD enabled?

I'm using fantasy grounds 3.1.7 and par5e v0.0.9-b62 on windows 7.

I've just figured out what your problem is and I apologise for not catching on to this last night. If you par5e the NPC as reference then there will be no spells section when you open it up in the library. However if you drag the NPC into the NPC dialog or onto the CT then the spells will populate. If you par5e the NPC as a campaign NPC then the spells will be there when you open the NPC from the library. In testing your .txt file I had the Cmp checked rather than the ref checked when I par5ed, so that particular point passed me by.
I've tested your input file again this morning and it opens fine with just the SRD and nothing else present.

Zacchaeus
June 30th, 2016, 10:03
Doh!

Spell casting. ... section - didn't see it in the DD5E PAR5E manual. Is the description in a changelog (which I don;t think I ever read) or was it something just divulged on forums?
Any other sections to be found by not in that PARSE manual?

There is nothing in the manual and as you might have noticed there's nothing in the changelog for v b62 which is the public version. I suspect that what has happened is that Zeus was working on a number of things in par5e at the time par5e ceased to be public,including adding linkages and also the spell par5ing part of NPCs. Not all of the changes were fully implemented which is why the public version of is a bit iffy around linking. I believe the /r thing was mentioned in a forum post and it obviously is in the public version but again around that time it was causing unforeseen problems and was withdrawn. It was fixed in a later version.

I only became aware that it worked in the public version a while ago. All that it does is force a line break - it can be used in other places (such as in actions) to force a line break so that things scan better rather than being forced into one huge paragraph.

The actual spell population magic is done by FG itself; but it will only be picked up if the correct format is used as noted above.

I can't think of anything else that isn't documented.

Varsuuk
June 30th, 2016, 15:33
Ah, I looked at the generated xml code, now I see why it didn't have a "section" - I was just added a "Spellcasting." regular expression handler for this in my parser and when I went to add it to my xml generator section of the code I realized t's not a new section but instead FG handles this as a special Trait instead and must on-the-fly add the Spells section.

Cool, thanks :)

Varsuuk
June 30th, 2016, 16:33
One last thing, kind of tangential - sorry, what do the other attributes beyond name do/mean? When I wrote the generation, I simply hardcoded these values but wondering what they can be used for.

<category name="NPCs - DevTest" baseicon="2" decalicon="1">

I'm assuming that this refers to some array/list of icons (salute me, I am CAPTAIN Obvious!) but not sure where you define these resources. May become more self-explanatory as I continue implementing other parts of this but curious, so asking now.

Thanks!

Fudly
June 30th, 2016, 17:10
I've just figured out what your problem is and I apologise for not catching on to this last night. If you par5e the NPC as reference then there will be no spells section when you open it up in the library. However if you drag the NPC into the NPC dialog or onto the CT then the spells will populate. If you par5e the NPC as a campaign NPC then the spells will be there when you open the NPC from the library. In testing your .txt file I had the Cmp checked rather than the ref checked when I par5ed, so that particular point passed me by.
I've tested your input file again this morning and it opens fine with just the SRD and nothing else present.

That does work. Thank you.

Zacchaeus
June 30th, 2016, 17:40
One last thing, kind of tangential - sorry, what do the other attributes beyond name do/mean? When I wrote the generation, I simply hardcoded these values but wondering what they can be used for.

<category name="NPCs - DevTest" baseicon="2" decalicon="1">

I'm assuming that this refers to some array/list of icons (salute me, I am CAPTAIN Obvious!) but not sure where you define these resources. May become more self-explanatory as I continue implementing other parts of this but curious, so asking now.

Thanks!

You are asking the wrong person; assuming you were asking me :)

Moon Wizard
June 30th, 2016, 18:30
The category icons are defined in the ruleset, and are an array as you suspected. They can't be defined in modules.

Regards,
JPG

Varsuuk
June 30th, 2016, 19:16
Cool, thank you - I'll definitely be getting to rulesets in the future. I just have this "easily distracted" thing going on so I try not to delve into rulesets lest I start down a rabbit hole :)

Happy Holidays btw to all. I'm actually posting midday because was on a train to PA where my son went to a STEM camp this week with my wife. I took these 2 days and all of next week. I hope to actually zip through the rest of the engine in between the I am sure huge amounts of home projects I'll be given come Mon/Tues.

kp9911
July 5th, 2016, 15:25
You could try the NPC parser that I made, it allows for auto formatting of input so you dont get confused with it.

Fudly
July 5th, 2016, 20:04
You could try the NPC parser that I made, it allows for auto formatting of input so you dont get confused with it.

I appreciate the offer, but I have the monsters parsing correctly now. The only problem I know I have is that when I browse my monsters by CR, it's missing categories for CRs less than 1. Does anyone know how to fix that?

Zacchaeus
July 5th, 2016, 21:58
I can't remember for sure but I believe there was a bug in Par5e which meant that CR below 1 wasn't working. I don't think that was sorted before Par5e ceased to be in the public domain.

El Condoro
July 6th, 2016, 04:02
Check the order and scroll right down the list. My 1/4, 1/8 and 1/2 CR critters are showing up near the bottom - correct category name, just not in a logical order.

Fudly
July 6th, 2016, 04:22
Check the order and scroll right down the list. My 1/4, 1/8 and 1/2 CR critters are showing up near the bottom - correct category name, just not in a logical order.

Thanks. They are there. They're just between CR 19 and 20 for some reason.

damned
July 6th, 2016, 09:07
19
1/2
1/4
1/8
20
The system that orders doesnt recognise 1/2 as a fraction.

Varsuuk
July 7th, 2016, 14:37
It does sort but in an alphabetical not a numeric sort since the data sorted is a string in the XML. Bugged me too (I have issues... ;) ) so in my new Parser I converted input into an enumeration of sorts which cleanly sorts and whose "toString()" converted to expected value, e.g CR1_2 => "1/2" and appears in proper order. Actually, for the most part most of my XML output is in sorted order for easy of finding things when it grows large.


By the way, in addition to "Spellcasting.", there is also the "Innate Spellcasting." section which if you format as indicated above will also break out spells and use/day etc.

kp9911
July 9th, 2016, 08:19
It does sort but in an alphabetical not a numeric sort since the data sorted is a string in the XML. Bugged me too (I have issues... ;) ) so in my new Parser I converted input into an enumeration of sorts which cleanly sorts and whose "toString()" converted to expected value, e.g CR1_2 => "1/2" and appears in proper order.


After checking it out, it seems my parser has the same problem! I think I will rework this little area, thanks for the advice :D

Fudly
July 9th, 2016, 08:40
Why do you guys all have your own parser?

Zacchaeus
July 9th, 2016, 09:25
They are trying to basically re-write par5e from what I can gather. Only without the bugs and with more stuff :)

Varsuuk
July 9th, 2016, 21:41
And speaking for me, my company (Nasdaq) HEAVILY uses Java - my product is solely in C++ and I am happy with that as that is the language I have become somewhat of an expert in over the last 23+ years.

While I like checking out languages, I already did some Java work in the Aughts converting Java exchange feed parsers to our C++ frameworks (other company) and briefly, for 2 years around 2001 I did Java work for the first time using Java 1.4 but mainly EE version (eek talk about coding with books/webpages open lol.

So.... combining the desire to practice another language with my love of coding as a hobby... A NEW PARSER! since at times I found out PAR5E couldn't do something.

BUT... as far as I can tell, for what is really needed, PAR5E does an amazing job and minor editing covers anything else in the rare cases you need to. As long as you are careful to avoid Backgrounds like "Caravan Specialists" ;) - tip: rename it to Caravan Specialiiiist or something then seach and replace in the XML to "list" and you can fix it without knowing how to code.

kp9911 ==> Glad could help in even minor way ;) - I am purposely not checking out the other parsers posted while I write mine because I want to see what form my first run takes as well as learn Java as I go. I suspect the code will NOT be up to snuff for regular Java devs ;) as i will likely reinvent wheels I didn't know existed in Java (a lot more of those than pre C++11/14/17 has) But I look forward to checking them out after my first Beta is released.

kp9911
July 10th, 2016, 07:47
Yup I am creating my own parsers just for fun and also for completeness, they are good side projects and I try to help out the community in my own way :D. Nothing compares to the work of the almighty Zeus!

@Varsuuk => I like this approach a lot, I even use it at work, 90% of the time I look for the weirdest solution and when I find one its oh so rewarding!

The Basilisk
March 10th, 2017, 03:16
You could try the NPC parser that I made, it allows for auto formatting of input so you dont get confused with it.

Do you just type it in the spaces that say:

Name
Armor class
etc...?

kp9911
March 10th, 2017, 03:47
Yup can see the output on the side.

Salva
March 24th, 2017, 04:48
Hello all, im having a little issue when Parsing NPC, and it is with the spell section on the CT.
The spells populate correctly but without the number of slots. Is this something PAR5E cant do or im making a mistake?
18313
Thank you very much

Trenloe
March 24th, 2017, 05:13
Hello all, im having a little issue when Parsing NPC, and it is with the spell section on the CT.
The spells populate correctly but without the number of slots. Is this something PAR5E cant do or im making a mistake?
18313
Thank you very much
You'll need to phrase the traits/abilities in the correct format that FG is expecting. It's (probably) not related to PAR5E. See this thread for details: https://www.fantasygrounds.com/forums/showthread.php?35937-How-to-Automate-effects-on-NPCs

Salva
March 24th, 2017, 06:08
Actually if you do it that way:
"Spellcasting
If the NPC can cast spells then you can automate the population of the actual spells into the NPC sheet. Additionally with the correct wording FG will work out the attacks and spell save DCs where those are present in the spell/ The trait should be named 'Spellcasting' and the wording should be as follows:
The [NPC] is a nth-level spellcaster. Its spell casting ability is [ability] (spell save DC x, +x to hit with spell attacks). The [NPC] has the following spells prepared.
Cantrips (at will): <spell name>,<spell name>
1st level (4 slots): <spell name>, <spell name>
2nd level (2 slots): <spell name>, <spell name>
It is important that the wording is exactly as above including the punctuation. All spell names should be in lower case separated by a comma.
If the NPC has innate spellcasting abilities then replace the heading with 'Innate Spellcasting' and replace the 1st level, 2nd level etc with 3/day, 1/day or whatever the NPC rate of casting is."
It doest work at all but if you do it like Zacchaeus suggested in one of his posts:
""Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: \rCantrips (at will): light, sacred flame, thaumaturgy\r1st level (3 slots): bless, cure wounds, sanctuary"
it works but the only think it does not appear is the spell slot count in the CT.
Im doing this way:
"Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water"
Any idea whats wrong?
Thank you

Trenloe
March 24th, 2017, 06:26
Im doing this way:
"Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water"
Any idea whats wrong?
Thank you
Works for me directly in FG:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18315

Trenloe
March 24th, 2017, 06:27
But, I don't think you can do NPC slots. Sorry, I didn't see that specific question until now.

Mentioned here: https://www.fantasygrounds.com/forums/showthread.php?34205-NPC-Spell-slots-5E

Salva
March 24th, 2017, 06:55
Oh :( ok
Just to be clear, you used this formatting right?:
"Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water"
So the other one:
"Spellcasting
If the NPC can cast spells then you can automate the population of the actual spells into the NPC sheet. Additionally with the correct wording FG will work out the attacks and spell save DCs where those are present in the spell/ The trait should be named 'Spellcasting' and the wording should be as follows:
The [NPC] is a nth-level spellcaster. Its spell casting ability is [ability] (spell save DC x, +x to hit with spell attacks). The [NPC] has the following spells prepared.
Cantrips (at will): <spell name>,<spell name>
1st level (4 slots): <spell name>, <spell name>
2nd level (2 slots): <spell name>, <spell name>
It is important that the wording is exactly as above including the punctuation. All spell names should be in lower case separated by a comma.
If the NPC has innate spellcasting abilities then replace the heading with 'Innate Spellcasting' and replace the 1st level, 2nd level etc with 3/day, 1/day or whatever the NPC rate of casting is."
Doesnt work right?
Thanks

Trenloe
March 24th, 2017, 07:36
Doesnt work right?
Well, it works as shown above - creating all of the spell entries and associated actions. As mentioned above also, it won't show spell slots.

I did this directly in FG - I didn't use PAR5E. But that shouldn't make a difference, as PAR5E doesn't have anything to do with the creation of actions. As long as your NPC looks like mine in post #34 it will create the actions, etc.. But no spell slots.

kp9911
March 24th, 2017, 09:19
Um I don't think NPCs have slots unless someone's created a mod for it.

Zacchaeus
March 24th, 2017, 10:15
Indeed, NPCs don't have slots. The (3 slots) etc is there as a reminder to the DM how many slots the NPC has but they don't appear anywhere on the character sheet or the CT.

Salva
March 24th, 2017, 15:30
Indeed, NPCs don't have slots. The (3 slots) etc is there as a reminder to the DM how many slots the NPC has but they don't appear anywhere on the character sheet or the CT.
Hi Zac, actually i was making reference of the (3 slots) reminder (my english betrayed me once more) and actually they do appear in some npc in the npc sheet and also in the CT and thats why i was asking on how to do that: (#slots reference highlighted in the image):
18318
You can see there that this npc has the #slots reference thing in all the spells that populated in the CT.

Why when you parse them they doesnt appear, even if they are actually writen. They do appear in the npc sheet. This one is one added with parse:
18319
You can see the (#slots) reference in the npc sheet and the spells populate correctly but the (#slots)reference doesnt appear in the CT.
Hope i explained this correctly.
Any ideas?
Thank you very much.

LordEntrails
March 24th, 2017, 17:12
...
You can see there that this npc has the #slots reference thing in all the spells that populated in the CT.

Why when you parse them they doesnt appear, even if they are actually writen. They do appear in the npc sheet. This one is one added with parse:

You can see the (#slots) reference in the npc sheet and the spells populate correctly but the (#slots)reference doesnt appear in the CT.
Hope i explained this correctly.
Any ideas?
Thank you very much.
I think what you will find the difference here is not that they are added with Par5E or not (though I haven't verified this), but with how the NPC is created.

We used to create NPC spell actions by actually typing them all in as actions on the NPC sheet. But, FG now can parse the "spellcasting" trait when an NPC is added to the CT (it does this if and only if no spells are present in the NPC actions).

When FG parses the spellcasting trait when the NPC is added to the CT, it does not add the extra text indicating number of slots.

So, you'll see that on NPC's that have had the spells manually or otherwise (Par5E) added to the actions list, but not on those that rely on the spellcasting trait.

Salva
March 24th, 2017, 17:42
Hi, in the examples i have put, in both cases the spells has been added to the spellcasting trait or at least is what i see, and in one of them you can see the #slots ref and not in the other.
Is there a way to make the #slots ref appear when parsing npc spells?
Maybe adding them to the actions list? (I have tried and although the slots do appear, they do not correctly load the spells like saves and effects).
Thanks

Zacchaeus
March 24th, 2017, 17:45
Hmm, I'm not entirely sure what is happening there for you since the Orc Claw of Luthic shows the slots for me. But can I just be clear that your graphic shows the one from Volo's guide or did you par5e that one yourself?

Salva
March 24th, 2017, 18:14
I parse that one myself.
Here is an image that how it looks when you parse it like an action:
18321
As you can see the #slots ref appear but the spells didnt show its effects o saves.
:(

Zacchaeus
March 24th, 2017, 19:02
In that last graphic you have an error in the (at=will) (should be at will) and also in the 1 st level (should be 1st level). The wording needs to be very precise. Additionally it is just possible that the public version of par5e does not support this although I think it does.

Trenloe
March 24th, 2017, 19:11
Additionally it is just possible that the public version of par5e does not support this although I think it does.
@Zacchaeus - can you confirm what parsing of spellcasting etc. is in PAR5E and what is in FG when the NPC is added to the Combat Tracker? I thought there was little in PAR5E and the majority was done when adding to the Combat Tracker.

Zacchaeus
March 24th, 2017, 19:19
Yes, the spells are only parsed when the character is opened in FG or dropped onto the Combat Tracker. The OP is concerned about the (3 slots), (2 slots) etc and I'm not sure if the public version of par5e will translate that or just ignore it - hence the reason why he might not be seeing it on the CT. Certainly the wording he is using is correct as far as I can see. I might test it out just to see if I can diagnose the problem

EDIT: Just tested and with the public version of par5e the spell slots do not show on the CT.

Salva
March 24th, 2017, 19:20
In that last graphic you have an error in the (at=will) (should be at will) and also in the 1 st level (should be 1st level). The wording needs to be very precise. Additionally it is just possible that the public version of par5e does not support this although I think it does.
Have correct the mistakes but still:
18322
This is the wording i used:
ACTIONS
Multiattack. The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Cantrips (at will). guidance, mending, resistance, thaumaturgy
1st level (4 slots). bane, cure wounds, guiding bolt
2nd level (3 slots). augury, warding bond
3rd level (2 slots). bestow curse, create food and water

Salva
March 24th, 2017, 19:28
I see two ways to add the NPC spells when Parsing:
1.Adding in the Traits section with this wording:
Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water
This way the spells populate correctly in the CT with the effects and the saves but the #slot-ref doesnt show up.
2.Adding it in the Actions section with this wording:
ACTIONS
Cantrips (at will). guidance, mending, resistance, thaumaturgy
1st level (4 slots). bane, cure wounds, guiding bolt
2nd level (3 slots). augury, warding bond
3rd level (2 slots). bestow curse, create food and water
This way the #slot-ref does appear but the spells doesnt populate correctly (no saves nor spell effects in the CT)
:confused:

Salva
March 24th, 2017, 19:32
EDIT: Just tested and with the public version of par5e the spell slots do not show on the CT.
How can someone have acces to the other version of PAr5E, where this functions ok? Can be?
Thank you

Gwydion
March 24th, 2017, 19:39
Have correct the mistakes but still:
18322
This is the wording i used:
ACTIONS
Multiattack. The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Cantrips (at will). guidance, mending, resistance, thaumaturgy
1st level (4 slots). bane, cure wounds, guiding bolt
2nd level (3 slots). augury, warding bond
3rd level (2 slots). bestow curse, create food and water


Try this --> Spellcasting. The Claw of Luthic is a 5th-level spellcaster. The Claw of Luthic's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Claw of Luthic has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water

Gwydion
March 24th, 2017, 19:44
FYI, the \r are carriage returns. When you set up the way I tried to show in my response above, the spells should show up on your spellcasting section (not actions) like the attached image. If you scroll below your actions the actual spells should show up in the NPC's character sheet. Unless I made a mistake in what I posted to you, it should work as that is exactly how I parsed the night hag with the public par5e tool.

Gwydion
March 24th, 2017, 19:48
Well, I guess I came a little late to the party. Zaccaheus is right. The spell slots do show on the NPC record itself, but not in the combat tracker. They only show up in the actual NPC record.

Zacchaeus
March 24th, 2017, 19:58
How can someone have acces to the other version of PAr5E, where this functions ok? Can be?
Thank you

Par5e ceased to be in the public domain some year and a half ago now I think. It has continued to be developed and used only in-house.

Zacchaeus
March 24th, 2017, 20:00
I see two ways to add the NPC spells when Parsing:
1.Adding in the Traits section with this wording:
Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \rCantrips (at will): guidance, mending, resistance, thaumaturgy\r1st level (4 slots): bane, cure wounds, guiding bolt\r2nd level (3 slots): augury, warding bond\r3rd level (2 slots): bestow curse, create food and water
This way the spells populate correctly in the CT with the effects and the saves but the #slot-ref doesnt show up.
2.Adding it in the Actions section with this wording:
ACTIONS
Cantrips (at will). guidance, mending, resistance, thaumaturgy
1st level (4 slots). bane, cure wounds, guiding bolt
2nd level (3 slots). augury, warding bond
3rd level (2 slots). bestow curse, create food and water
This way the #slot-ref does appear but the spells doesnt populate correctly (no saves nor spell effects in the CT)
:confused:


The first version is the only correct way to get FG to recognise the spell block and to parse the spells when the NPC is placed on the CT. The second one will not work at all. All it does is simply add whatever text that you enter into the trait and won't do anything else.

Salva
March 24th, 2017, 20:01
How can someone have acces to the other version of PAr5E, where this functions ok? Can be?
Thank you

Just read in another post that this is not possible: https://www.fantasygrounds.com/forums/showthread.php?21964-PAR5E-Tutorial/page53
:(

Trenloe
March 25th, 2017, 00:44
I'm still struggling to see what PAR5E has to do with this. There is text in a "Spellcasting" trait and FG parses that text when a NPC is added to the combat tracker.

Does PAR5E add additional fields not seen in the FG GUI to the traits field that are used when adding the NPC to the combat tracker?

Gwydion
March 25th, 2017, 01:01
I'm still struggling to see what PAR5E has to do with this. There is text in a "Spellcasting" trait and FG parses that text when a NPC is added to the combat tracker.

Does PAR5E add additional fields not seen in the FG GUI to the traits field that are used when adding the NPC to the combat tracker?

I think that is it. I need to run my daughter to a game but will post when I get back in a few hrs.

Trenloe
March 25th, 2017, 01:16
Does PAR5E add additional fields not seen in the FG GUI to the traits field that are used when adding the NPC to the combat tracker?
This was actually mostly a rhetorical questions as I was on the train and pretty confident that PAR5E wasn't adding anything but couldn't check for sure at the time.

There is nothing in the "Traits" section of a NPC FG database entry other than the name of the trait and the description text. This is an example taken from the "Acolyte" in the 5E Monster Manual:


<traits>
<id-00001>
<desc type="string">The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: \nCantrips (at will): light, sacred flame, thaumaturgy\n1st level (3 slots): bless, cure wounds, sanctuary</desc>
<name type="string">Spellcasting</name>
</id-00001>
</traits>

This all directly relates to what you see in FG NPC record. There is nothing hidden behind the scenes.

All of the roll/drag highlights and combat tracker actions you see in the NPC record in the FG interface are due to code within the FG ruleset. Nothing to do with PAR5E.

Gwydion
March 25th, 2017, 03:09
What I was getting at is that Par5e needs to know the spell level to properly parse the spells it appears. See attached screenshot. On the far left is a screenshot of a night hag properly showing up using par5e. I don't show the spell in the screenshot, but they all properly show up individually at the bottom of the npc as they should. However, I had to include the spell level in the parse string as you can see in the spellcasting section (e.g. 1st level, 2nd level). Also, as has been mentioned, when you look in the CT, the slots don't show up as I think the CT is just showing the Spell level and doesn't also include the slots.

The second "test hag" is using par5e trying to parse without using the spell level but rather just "at will" or "2 slots". It parses ok, but the spells do NOT properly show up in the npc record.

The far right screenshot is a night hag from the monster manual. The spell level doesn't show in the "spellcasting" section and the spells do all show up on the record.

So, I think it has to do with the fact that you need to include the spell level for par5e to properly parse.

Gwydion
March 25th, 2017, 03:14
One other screenshot that shows the actual spells. on the left is the par5e and you can see it shows the level next to the spell (e.g. Magic Missile - 1st level). The middle screenshot is the "incrorrect Par5e so the spells do not show up. The far right is from the monster manual. See how the magic missile shows "(at will)". Maybe I should try to Parse with "1st level(at will)" without spaces to see if that works.

Salva
March 25th, 2017, 07:29
I have seen that when you only check "Cmp" the spells details are showed in the NPC sheet, but when you check all 3 they doesnt appear.
If someone can explain in detail and for dumbs the difference between the 3 of them and the possible combinations will be great. (i know there is a description in the manual but i found it too less explicit and with no detail at all).
Thank you very much

Zacchaeus
March 25th, 2017, 09:54
You should only be ticking Cmp or Ref when you par5e. Ignore the archive column - that won't do anything for you. If you are creating an adventure module then par5e as Cmp (which stands for campaign). That way you'll have all the resources appear in the menus accessible from the right hand buttons. If you are creating a reference manual use Ref. Your data will be placed into a library module which will have most of the entries locked and uneditable. Never par5e with more than one ticked.

Salva
March 26th, 2017, 01:56
You should only be ticking Cmp or Ref when you par5e. Ignore the archive column - that won't do anything for you. If you are creating an adventure module then par5e as Cmp (which stands for campaign). That way you'll have all the resources appear in the menus accessible from the right hand buttons. If you are creating a reference manual use Ref. Your data will be placed into a library module which will have most of the entries locked and uneditable. Never par5e with more than one ticked.

Thank you very much, its clear now!!!

kp9911
March 27th, 2017, 04:09
If you'll want to have a look behind the scenes you'll will actually need to check the 5e ruleset perse.

I'll tell you this however, since I am in the process of creating a parser myself, the code is where your answers lie ;p and it's not really complicated to read as well if you have some code know how.

Salva
March 27th, 2017, 05:12
You should only be ticking Cmp or Ref when you par5e. Ignore the archive column - that won't do anything for you. If you are creating an adventure module then par5e as Cmp (which stands for campaign). That way you'll have all the resources appear in the menus accessible from the right hand buttons. If you are creating a reference manual use Ref. Your data will be placed into a library module which will have most of the entries locked and uneditable. Never par5e with more than one ticked.

Hic Zacc, recently i have discover that this doesnt apply with an images module.
When i Parse it with only Cmp checked i can only see the image in the library module and in the image menu but not as reference. For example if a have a image reference in a NPC sheet it will not link to the correpond image in the image module.
In the other hand when you parse with the Ref checked you will no be able to see the images in the images menu nor the image module but you can se it by the image reference in the NPC sheet so for the images i have had to chek both Cmp and Ref to be able to acces the images from the images menu, the library module and the NPC reference image.
Thanks

Salva
March 27th, 2017, 05:14
If you'll want to have a look behind the scenes you'll will actually need to check the 5e ruleset perse.

I'll tell you this however, since I am in the process of creating a parser myself, the code is where your answers lie ;p and it's not really complicated to read as well if you have some code know how.

Hi kp9911, actually i always check 5E ruleset when i parse. Is there any difference in checking CoreRPG? i only play with 5E.

Thanks

Rujusu
June 16th, 2017, 13:06
So I am woking on this problem now. I get my cantrips to show:
19400
And my text in notepad++ looks like this:
ALSEID GROVEKEEPER
Medium monstrosity, chaotic neutral
Armor Class 15 (studded leather Armor)
Hit Points 71 (13d8 + 13)
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 8 (–1) 16 (+3) 8 (–1)
Skills Nature +3, Perception +5, Stealth +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Sylvan, Druidic
Challenge 3 (700 XP)
Spellcasting. The Grovekeeper's is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Grovekeeper has the following druid spells prepared: \rCantrips (at will): druidcraft, guidance, produce flame, shillelagh\r1st (4 slots): animal friendship, cure wounds, faerie fire\r2nd (3 slots): animal messenger, heat metal, lesser restoration\r3rd (2 slots): call lightning, dispel magic
ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit. 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh."
This is what I am par5eing:
19401
So way am I not seeing higher level spells?

El Condoro
June 16th, 2017, 13:25
Try putting the word "level" in, too. e.g. \r3rd level: Major Image, Hypnotic Pattern

Rujusu
June 16th, 2017, 13:30
that did not help.... :(

El Condoro
June 16th, 2017, 13:50
Do you have a module open with the spells listed in the NPC record?

If I straight copy your text, I get the cantrips but no spells. If I add "level" I get all the spells. I had to open my PHB module first, though.

Rujusu
June 16th, 2017, 14:08
Do you have a module open with the spells listed in the NPC record?

If I straight copy your text, I get the cantrips but no spells. If I add "level" I get all the spells. I had to open my PHB module first, though.

I parsed it as a ref insted of a cmp. So I cant see it in the npc info but I see it in the CT atleast :) thx

Gwydion
June 16th, 2017, 14:19
I think it looks good to me now that you added "level" next to each of the 1st, 2nd, etc.. (assuming you did that for all). I would suggest one more thing. Delete the "output" folder for your par5e and delete the mod file that has been created. At least for me, sometimes you have to wipe out the outputs so that it does a completely fresh par5e. If that doesn't work we can review again and see if you are missing a comma, period, or something!

Gwydion
June 16th, 2017, 14:25
One other thing to try that may or may not matter. After "prepared:", there is a space before \rCantrips. In my parsing, I never have a space. It is ....prepared:\rCantrips

kp9911
June 16th, 2017, 16:03
This is the result from my own custom parser thats in the works, hopefully it would work with par5e as well.

19405



ALSEID GROVEKEEPER
Medium Monstrosity, Chaotic neutral
Armor Class 15 (studded leather Armor)
Hit Points 71 (13d8 + 13)
Speed 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 12 (+1) 8 (-1) 16 (+3) 8 (-1)
Skills Nature +3, Perception +5, Stealth +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Sylvan, Druidic
Challenge 3 (700 XP)
Spellcasting. The ALSEID GROVEKEEPER is an 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ALSEID GROVEKEEPER has the following wizard spells prepared:\rCantrips (At will): druidcraft, guidance, produce flame, shillelagh\r1st Level (4 Slots): animal friendship, cure wounds, faerie fire\r2nd Level (3 Slots): animal messenger, heat metal, lesser restoration\r3rd Level (2 Slots): call lightning, dispel magic
ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.