PDA

View Full Version : A new CreatureGen for Starfinder



madman
November 18th, 2018, 21:21
So I have taken the original "CreatureGen for Starfinder" and made some changes to make it again functional..
Import Starfinder creature statblocks in FG on the fly with just a couple clicks. Adds spells to spell tab, special abilities parse to their own link.
Save more time, Have more fun...

This now works in Classic and in Unity. Thanks Moon!


Thank You to KenL for the original work on this tool.
Along with Samarex For the Original start with this

all info for each so they work
HP and RP on its own line
EAC on its own line
KAC on its own line

otherwise I have done about 100 tests and they seem to work just fine

there will be some edge cases, I will look at as they are posted but no "promises"
I can make it work.

Good gaming and have fun

Also thanks to
Mysteran for the help along the way "Abilities. Specialabilities, Alignment would not work as they do without his help"


Madman..

New Version fixes the problem with no "Special Abilities causing error"

gamerleveldad
November 21st, 2018, 03:45
What format is expected?

I tried using output from https://sfrpgtools.com/monster-builder and I am getting

Error when populating character record: [string "cgen/lua/creaturegen.lua"]:262: bad argument #1 to 'pairs' (table expected, got nil)

EDIT:
This error was created when I didn't have a special ability.
Solution posted here: https://www.fantasygrounds.com/forums/showthread.php?46576-A-new-CreatureGen-for-Starfinder&p=414871&viewfull=1#post414871

madman
November 21st, 2018, 06:14
I guess all the ones I tested had Special abilities I will look at that!

Fixed! New file in the original post!

stephan_
December 16th, 2018, 21:21
Thanks, if I remember to use it, it's really useful. :)

Dyark
December 17th, 2018, 21:53
do you have an example before paste to use it ?

stephan_
December 17th, 2018, 22:29
I got it to work with the space goblin manark copied from the CRB pdf and the Robot (Security), Observer-Class Security Robot [Combatant] from the SRD (http://aonsrd.com/AlienDisplay.aspx?ItemName=Observer-Class%20Security%20Robot&Family=Robot%20(Security)).

From the pdf I had to
* delete a few new lines
* add a new line after defense
* Change EAC 34; KAC 35 to
EAC 34
KAC 35

From the PRD I just had to change the AC line (same as above).

madman
December 17th, 2018, 23:35
Discription on first line
GENETICALLY ENHANCED CR 4 (Name and CR on one line)
N Small magical beast (Alien Archive 44)(on one line)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15(on one line)
DEFENSE (must have the Defense tag)
HP 45(on one line)
RP 3(on one line)
EAC 18(on one line)
KAC 17(on one line)
Fort +5; Ref +9; Will +3(on one line)
Immunities electricity(on one line)
Weaknesses
DR
OFFENSE(must have the Offense tag)
Speed 30 ft., fly 30 ft. (Ex, average)(on one line)
Melee tail slap +11 (1d4+5 B; critical siphon)(on one line)
Ranged
Multiattack
Offensive Abilities electrical discharge (1d6+5 E plus staggered, Reflex DC 15 half)(on one line)
STATISTICS(must have the Statastics tag)
Str +1; Dex +5; Con +1; Int –4; Wis +3; Cha –1(on one line)
Feats Mobility(on one line)
Skills Acrobatics +10, Athletics +10, Stealth +15, Survival +15(on one line)
TACTICS (must have the Tactics tag)
Before Combat(on one line)
During Combat(on one line)
Morale(on one line)
SPECIAL ABILITIES (must have the Special Abilities tag)
Electrical Discharge (Ex) As a standard action, an electrovore can spend 1 Resolve Point to discharge some of its stored electrical energy as a powerful attack. All creatures within 10 feet of the electrovore take 1d6+5 electricity damage and are staggered for 1 round. A target can attempt a DC 15 Reflex save to take half this damage and negate the staggered effect.(on one line)
Siphon (Ex) Whenever an electrovore scores a critical hit against a living creature, a construct with the technological subtype, or a technological piece of gear, it siphons off a portion of the target’s electrical energy. This restores 1 Resolve Point (up to its maximum of 3).(on one line)

Each Special Ability has to be on its own line(select all text and Ctrl-j)

madman
December 17th, 2018, 23:44
Hope that helps...

Dyark
December 18th, 2018, 15:13
Hope that helps...

that is what I was looking for, thanks

Talen
August 5th, 2019, 03:52
Any help explaining why this stat line wont populate would be appreciated(error message says Error when populating character record: [string "cgen/lua/creaturegen.lua"]:262: bad argument #1 to 'pairs' (table expected, got nil and No concentration bonus found for spell-like abilities)

RAVAL DOMUNSEIR CR 2
XP 1
Female drow mystic (Starfinder Alien Archive 42)
NE Medium humanoid (elf)
Init +2; Senses darkvision 60 ft.; Perception +13
DEFENSE
HP 23
RP 3
EAC 12
KAC 12
Fort +1; Ref +1; Will +7; +2 vs. enchantment
Immunities sleep; SR 8
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4+2 S)
Ranged thunderstrike sonic pistol +6 (1d8+2 S; critical deafen)
Offensive Abilities create darkness, share pain
Spell-Like Abilities (CL 2nd)
At will—dancing lights, detect magic
Mystic Spell-Like Abilities (CL 2nd)
At will—mindlink
Mystic Spells Known (CL 2nd, ranged +6)
1st (3/day)—charm person (DC 15), mind thrust (1st level, DC 15)
0 (at will)—fatigue, telekinetic projectile
Connection mindbreaker
TACTICS
During Combat Raval finds cover, creates darkness around her, and waits until a PC closes, at which point she casts mind thrust. Raval uses share pain whenever hit for 2 or more damage. If the PCs don’t close to get her attention, she spends standard actions shooting at fleeing quorlu citizens to goad the PCs into closing or targeting her.
Morale Raval fights to the death.
STATISTICS
Str +0; Dex +2; Con +0; Int +0; Wis +4; Cha +1
Skills Diplomacy +7, Intimidate +8, Mysticism +12, Sense Motive +12
SPECIAL ABILITIES

stephan_
August 5th, 2019, 07:22
Since the last update, the parser does not parse creatures with no special abilities correctly.

Add a line with "None (Ex) None" and it should parse.

Talen
August 6th, 2019, 17:16
That did work - thanks

brunocalado
September 12th, 2019, 18:26
What an impressive job.

I think this could be put into github to allow more people to develop it.

deer_buster
September 13th, 2019, 04:39
So, this results in 10 constitution...

Str +0; Dex +3; Con —; Int +4; Wis +1; Cha +4

And this doesn't fill out the Spell Abil.

Spell-Like Abilities (CL 10th) 1/day--hold monster (DC 20), plane shift (self only) 3/day--synaptic pulse (DC 19) At will--invisibility

madman
September 13th, 2019, 05:08
the - con thing is being looked at. can you post the stat block for the spell problem cause they dont use the double dash.
Spell-Like Abilities (CL 10th)
1/day--hold monster (DC 20), plane shift (self only)
3/day--synaptic pulse (DC 19)
At will--invisibility

try it like this
the double dash should work but they need to be on separate lines.

deer_buster
September 13th, 2019, 06:35
I get this message when it imports.


No concentration bonus found for Spell-Like Abilities

Also, the long dash converts to a -- on the "Other" tab...

madman
September 13th, 2019, 08:35
That is left over pathfinder code.. I will look at getting rid of it

deer_buster
September 13th, 2019, 15:08
The Concentration check, or the long dash to double dash conversion, or both?

madman
September 13th, 2019, 21:15
The Concentration check.

deer_buster
September 14th, 2019, 04:11
Yeah, well it still didn't import into the Spell Abil slot even with the changes you suggested.

madman
September 14th, 2019, 09:40
I asked you to post the stat block, if you look...
then maybe I can help.

deer_buster
September 14th, 2019, 19:16
Sure, it's just the TEKHOINOS from AA2

TEKHOINOS CR 10
XP 9,600
N Medium outsider (aeon, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +19
DEFENSE
HP 145
EAC 23
KAC 24
Fort +11; Ref +9; Will +13
Defensive Abilities adaptive defense, unflankable; Immunities cold, critical hits, poison; Resistances electricity 10, fire 10; SR 21
OFFENSE
Speed 20 ft., fly 40 ft. (Su, perfect)
Melee slam +19 (2d8+12 B)
Multiattack 3 slams +13 (1d10+12 B)
Ranged telekinetic blast +21 (2d8+10 B; critical knockdown)
Offensive Abilities pattern bind
Spell-Like Abilities (CL 10th)
1/day-hold monster (DC 20), plane shift (self only)
3/day-synaptic pulse (DC 19)
At will-invisibility
STATISTICS
Str +2; Dex +5; Con +2; Int +2; Wis +8; Cha +3
Skills Acrobatics +19 (+27 to fly), Culture +19 (+29 to recall knowledge), Engineering +19, Life Science +19 (+29 to recall knowledge), Mysticism +24 (+34 to recall knowledge), Sense Motive +19, Stealth +24
Languages envisaging
Other Abilities no breath
ECOLOGY
Environment any (Outer Planes)
Organization solitary, pair, or collective (3-10)
SPECIAL ABILITIES
Adaptive Defense (Ex) When a tekhoinos takes acid, electricity, fire, or sonic damage, it gains resistance 10 to that damage type. This resistance does not apply to the triggering attack, and it lasts for 1 hour or until the tekhoinos takes damage of another of those types, triggering a new resistance. This resistance stacks with other sources of energy resistance.
Pattern Bind (Su) As a standard action, a tekhoinos can force a creature within 100 feet to repeat its actions unless it succeeds at a DC 19 Will saving throw. Whatever full, standard, or move actions the creature takes on its turn after being subjected to this effect, the target must repeat on the following turn. The creature must take the same actions in the same order (for example, moving its speed and casting a specific spell) and must act against the same target or targets. However, the creature doesn't have to make exactly the same choices (such as moving the same number of squares or choosing the same command for the command spell). If the target is unable to repeat an action, it is unable to act and its turn ends immediately. A creature that is affected by pattern bind can't delay, and if it readies an action on the first turn it is affected, it must ready the same action on its following turn using the same trigger. Whether or not a creature succeeds at its saving throw against this ability, it is immune to further instances of this effect for 24 hours.
Telekinetic Blast (Ex) A tekhoinos's telekinetic blast has a range increment of 50 feet.

madman
September 14th, 2019, 20:21
That was the problem. Paizo uses the — but, not every time for some reason. If the single dash is there just add another dash.

spell_parse.gif (https://cdn.discordapp.com/attachments/445744996222500875/622511381375221770/spell_parse.gif)

Madman..

deer_buster
September 15th, 2019, 03:44
Yep, that seems to have gotten it. Did you see the question about the Constitution?

Ulric
November 11th, 2019, 19:32
As a new SF GM I could not find any documentation on how to start this extension. After mush searching I noted a small button on the NPC window. Here is an image of where to click.
30127

After clicking this button this window will open.
30128

After you have pasted in your STAT Block and made any adjustments to the format of the text click the "generate" button.
30129

In the chat log you will get one of two results.
30130 You need to fix the format of your STAT Block text and click the "generate" button

30131 Your import worked and a new NPC window opened.

See my next post for the final steps.

Ulric
November 11th, 2019, 19:36
You should now have this window
30132

Once you have reviewed you new NPC and made any needed changes be sure to click the padlock to stop editing the NPC.

Your window should now look like this window.
30133

StaticAvis
July 16th, 2020, 02:28
What does "must have defense" tag mean for those not well versed with this kind of stuff?

madman
July 16th, 2020, 02:39
What does "must have defense" tag mean for those not well versed with this kind of stuff?


This extension is assuming you are using the format from Alien Archive to import the information.

NE Small humanoid (halfling)
Init +12; Senses darkvision 60 ft.; Perception +22
DEFENSE <-- this line is used to pull the correct information and put it where it needs to be.
HP 115
EAC 20
KAC 21
Fort +8; Ref +11; Will +12; +2 vs. fear
Defensive Abilities evasion, uncanny agility
OFFENSE

Madman..

StaticAvis
July 16th, 2020, 02:57
Thank you for the speedy reply! So if I'm getting the error "No DEFENSE tag found", is that something specifically wrong with the lines under the Defense tag, or is it referring to the fact that anything in the entire stat block could be wrong?

madman
July 16th, 2020, 02:57
Here is an example Stat Block

BRYRVATH CR 15 <-- Name and CR <-- must have
XP 51,200 <-- must have
CE Medium aberration (chaotic, evil)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +26
Aura impossible aura (15 ft., DC 23) <--Some creatures do not have an Aura
DEFENSE <-- must have
HP 233 <-- must have
EAC 28 <-- must have
KAC 29 <-- must have
Fort +13; Ref +13; Will +20 <-- must have
Resistances electricity 15, fire 15; SR 26 Weaknesses vulnerable to cold <--Some creatures do not have
OFFENSE <-- must have
Speed 40 ft. <-- must have
Melee claw +22 (5d8+22 S)
Ranged ray of light +24 (4d6+15 F) <--Some creatures do not have
Offensive Abilities spectrend
Spell-Like Abilities (CL 15th) <--Some creatures do not have
1/day—dominate person (DC 25), mislead (DC 25)
3/day—confusion (DC 24), greater invisibility, mind probe (DC 24), mind thrust (4th-level, DC 24)
At will—arcane sight, clairaudience/clairvoyance
STATISTICS <-- must have
Str +7; Dex +5; Con +5; Int +9; Wis +5; Cha +5
Skills Intimidate +26, Mysticism +31, Stealth +31
Languages Aklo, Common; telepathy 100 feet
Other Abilities light absorption
ECOLOGY
Environment any (Aucturn)
Organization solitary, pair, or canvas (3–7)
SPECIAL ABILITIES <--Some creatures do not have
Impossible Aura (Su) Once per hour as a swift action, a bryrvath can emit an aura of colors that could not possibly exist; these inconceivable hues ravage the sanity of any creature that stands within them. This aura has a range of 15 feet and lasts for 5 rounds. A creature that begins its turn within or enters the aura must attempt a DC 23 Will saving throw. On a failure, the creature takes 1d4 Intelligence and Wisdom damage; a success means the creature takes 2d6 damage and is sickened until the beginning of its next turn. This is a mind-affecting, sense-dependent effect.
Light Absorption (Su) When a bryrvath is within 10 feet of any light source, it can absorb a portion of the light into its body as a move action. The bryrvath attempts a caster level check (DC = 11 + the item level if the source is an item, or the spell’s caster level if the light comes from a spell); on a success, the light emitted from the target source is lowered by one step for 1 hour and the bryrvath regains 5 Hit Points.
Ray of Light (Su) As an attack, a bryrvath can unleash a focused ray of light that can burn a target like the beam of a powerful laser rifle. This ray has a range increment of 120 feet, but it doesn’t function in areas of bright light.
Spectrend (Su) In an area illuminated by dim light or brighter, a bryrvath can slash its claws through the air in a square adjacent to it, rending the spectrum into tatters. This produces a stationary anomaly of twisting and roiling, half-seen, non-Euclidean shapes that persists for 1d4 rounds. A creature that can see this anomaly at the start of its turn can attempt a DC 23 Will saving throw. If it fails, it is confused for 1 round; if it succeeds, it is instead dazzled for 1 round. This is a mind-affecting, sensedependent effect.

If you add extra text Here under SPECIAL ABILITIES it is placed on the other tab as text for reference
.
It is not finding the word DEFENSE on its own line most likely

If you post the stat Block I will know more..

StaticAvis
July 16th, 2020, 03:08
Mado CR 4

XP 1200

N Medium humanoid (lashunta)

Init +6; Perception +16

DEFENSE

HP 45

RP 4

EAC 16

KAC 17

Fort +3; Ref +6; Will +7

OFFENSE

Speed 40 ft.

Rhyolite magma blade +8 (1d8+4 F & S; critical wound)

Frostbite-class zero knife +8 (1d4+4 C; critical staggered)

Frostbite-class zero pistol +10 (1d6+4 C; critical staggered)

Spell-Like Abilities (CL 4th)

1/day -- detect thoughts

At will -- daze

Psychokinetic hand

TACTICS

During Combat Mado will try to stay hidden and sneak to good flanking points using his operative skills.

STATISTICS

Str +0; Dex +5; Con +0; Int +3; Wis +1; Cha +0

Skills Acrobatics +16, Perception +16, Sleight of Hand +16, Stealth +16, Survival +11

SPECIAL ABILITIES

Evasion (Ex) If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Uncanny Mobility (Ex) When you make a trick attack, if you choose the target of your attack before you move, your movement doesnít provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you donít provoke attacks of opportunity from that creature for this movement.

Holographic Clone (Ex) You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Cloaking Field (Ex) You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesnít make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesnít end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesnít stack with invisibility) until you move.Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Trick Attack (Ex) You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your targetís CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You canít use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

madman
July 16th, 2020, 03:44
Mado CR 4
XP 1200
N Medium humanoid (lashunta)
Init +6; Perception +16
DEFENSE
HP 45 RP 4
EAC 16
KAC 17
Fort +3; Ref +6; Will +7
OFFENSE
Speed 40 ft.
Rhyolite magma blade +8 (1d8+4 F & S; critical wound) or Frostbite-class zero knife +8 (1d4+4 C; critical staggered)
Frostbite-class zero pistol +10 (1d6+4 C; critical staggered)
Spell-Like Abilities (CL 4th)
1/day -- detect thoughts
At will -- daze, psychokinetic hand
TACTICS
During Combat Mado will try to stay hidden and sneak to good flanking points using his operative skills.
STATISTICS
Str +0; Dex +5; Con +0; Int +3; Wis +1; Cha +0
Skills Acrobatics +16, Perception +16, Sleight of Hand +16, Stealth +16, Survival +11
SPECIAL ABILITIES
Evasion (Ex) If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Uncanny Mobility (Ex) When you make a trick attack, if you choose the target of your attack before you move, your movement doesnít provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you donít provoke attacks of opportunity from that creature for this movement.
Holographic Clone (Ex) You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.
Cloaking Field (Ex) You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesnít make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesnít end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesnít stack with invisibility) until you move.Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.
Trick Attack (Ex) You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your targetís CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You canít use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

StaticAvis
July 16th, 2020, 03:57
I appreciate your replies and help tonight. I copy pasted what you posted into the generator, but I still got this error message: "Error while parsing Preliminary: [string "cgen/lua/creaturegen.lua"]:1027: No DEFENSE tag found"

EDIT: Since it's based off the Alien Archive stat blocs, does that mean I need the alien archive book bought from FG?

StaticAvis
July 16th, 2020, 04:05
Another possibility I didn't consider until someone else suggested it is that it may not be compatible with unity yet?

madman
July 16th, 2020, 04:19
I have not updated it for Unity yet...

StaticAvis
July 16th, 2020, 04:59
I feel awful for wasting your time madman, but thank you so much for your help tonight!

madman
July 16th, 2020, 05:48
Here is a Unity Version.

Let me know what you think.....
Thank You Moon for the Help Previously!

stephan_
July 16th, 2020, 11:22
Shiny, thanks!

StaticAvis
July 16th, 2020, 16:16
It works great! Thanks again!

jdelcom
September 7th, 2020, 02:16
How can I get the files? I only see a clip with "attached files" text, but no link.
[solved: somehow the forum template was off, and it was not showing links]

Tuleen Donai
September 25th, 2020, 18:07
Hey! I got this to work. (When I finally installed the Unity version.)

Q: What are the 1 2 3 4 5 checkboxes for?

madman
September 25th, 2020, 18:09
Hey! I got this to work. (When I finally installed the Unity version.)

Q: What are the 1 2 3 4 5 checkboxes for?

They are no longer used. They were for logging.

Madman..

CrashTestDummy
October 10th, 2020, 18:47
Here is a Unity Version.

Let me know what you think.....
Thank You Moon for the Help Previously!

Thank you SO much for releasing a Unity version! This is going to save me hours over the course of my campaign.

TurinDM
November 16th, 2020, 10:06
I have certain problems when i create a monster with spells. Spell like invisibility and supercharge weapon cant be detected.

No concentration bonus found for Spell-Like Abilities

No concentration bonus found for Technomancer Spells Known

"Baleful Polymorph II (DC 16)" cannot be found within spell library "Starfinder Core Rulebook"

"Inject Nanobots (DC 16)" cannot be found within spell library "Starfinder Core Rulebook"

"Invisibility" cannot be found within spell library "Starfinder Core Rulebook"

"(At will) supercharge weapon." cannot be found within spell library "Starfinder Core Rulebook"

Import complete for Kezz-raji