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ghrast
June 3rd, 2020, 18:40
Importing AD%D 2e Monsters into fantasy grounds. Need the "template" for stat block. Is this detailed anywhere?

I just need an example to import a npc or monster into fantasy grounds. I have been having issues getting this done.

thanks in advance

celestian
June 3rd, 2020, 18:42
Importing AD%D 2e Monsters into fantasy grounds. Need the "template" for stat block. Is this detailed anywhere?

I just need an example to import a npc or monster into fantasy grounds. I have been having issues getting this done.

thanks in advance

Any single monster entry in the Monstrous Manual.

I'm assuming you mean the text import?

The importer is setup to make best effort importing text that looks like entries in the Monstrous Manual and should work for Compendium.

ghrast
June 3rd, 2020, 18:55
I guess what I am saying is can someone post "a goblin" From D&D 2e statblock that works from the monster manual. When I see the exact format (Does the text need ";" separators between the info for the import to work)

celestian
June 3rd, 2020, 19:27
https://www.youtube.com/watch?v=mpDthPd8pvo&list=PLWGEr1ExG6TTU8N2ezP333fr4kdf48Fpo&index=5

https://www.youtube.com/watch?v=3L087qCL1Bg&list=PLWGEr1ExG6TTU8N2ezP333fr4kdf48Fpo&index=6

ghrast
June 3rd, 2020, 23:42
Thank you!

That worked. I'm still having trouble with it.

When I use this statblock

New Creature
CLIMATE/TERRAIN: Any, but usually tropical, and temperate/Forest, plain, and urban
FREQUENCY: Uncommon
ORGANIZATION: Band
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: M, Q; (D, I, T)
ALIGNMENT: Lawful or chaotic evil
NO. APPEARING: 2-20
ARMOR CLASS: 4
HIT DICE: 2
THAC0: 19
MOVE: 6. Run 15 *, Glide 18
ATTACKS: 2 or 1
DAMAGE: l-4/1-4 or by weapon
SPECIAL ATTACK: Nil
SPECIAL DEFENSE: Nil
MAGIC RESIST: 20%
SIZE: M (5 tall)
MORALE: Elite (13)
XP VALUE: 175

Everything imports but the notes section shows this instead of importing into the proper fields. Im just trying to understand how to get it working right.

SPECIALATTACK: Nil SPECIAL DEFENSE: Nil MAGIC RESIST: 20%

3644336444

celestian
June 4th, 2020, 00:18
SPECIALATTACK: Nil SPECIAL DEFENSE: Nil MAGIC RESIST: 20%


There is no space in that "Special Attack".

It's very specific on it's requirements. "KEY: Value" in general. If the key doesn't match it assumes it's something else (like description text) and places it in the description.

Copy/paste the entire thing (including description). The description will get some context highlighting if you do... it also tries to clean up formatting.

ghrast
June 4th, 2020, 00:51
What I am saying is I have the text above like this

SPECIAL ATTACK: Nil
SPECIAL DEFENSE: Nil
MAGIC RESIST: 20%

and the output is like this in the notes section

SPECIALATTACK: Nil SPECIAL DEFENSE: Nil MAGIC RESIST: 20%.

Its close enough. I did another one but I head to clean up the formatting. Thank you for your patience Celestian!

I input this one and it worked fine.

Automaton, monster
CLIMATE/TERRAIN: Any warm land or subterranean
FREQUENCY: Very rare
ORGANIZATION: Special
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Non- (0)
TREASURE: Any possible (guardian)
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVEMENT: 9
HIT DICE: 7+7
THACO: 13
NO. OF ATTACKS: 3
DAMAGE ATTACK: 1D12/1D12/2D4 + Special
SPECIAL ATTACKS: Electrical sting
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 35%; see below
SIZE: H (12'+ long)
MORALE: Special
XP VALUE: 5,000

monster are automatons, scorpion-like guardian monsters originally created by a mage named Trobriand. Rumor has it
that some of these cold, methodical killers are released with orders to simply destroy all living things they encounter-fnr
that is how many of them behave. Combat: These smoothly-moving metallic constructs attack by grabbing prey with two huge pincer claws while they also lash out with their sting-equipped tails. Thus, a monster can potentially fight three opponents at one time. The claws do 1d12 points of damage when they close on a victim, repeating that damage each round thereafter until the victim breaks free. Victims may try to escape a claw once per combat with a successful bend bars/lift gates roll. If the roll fails, they are trapped
until the monster drops them to grasp another opponent. Trapped beings are automatically struck by the monster's sting, no attack roll is required for the sting attack. Trapped victims are also used to bludgeon other beings or surroundings- the pincer does not release the victim but makes an attack roll; if successful, it bludgeons an opponent for ld4 damage, which does an already-gripped victim an additional 1d6 damage. A monster's sting does 2d4 points of physical damage, and also delivers an electrical discharge of 1d12 points to any victim it "stings." This attack can be generated by the monster only once per turn, but its sting can be augmented by electrical attacks, lightning strikes, and by magic cast at it. monster absorb all electrical attacks and all magic missiles. The former are retained as stored energy; calculate the hit points of damage of the attack and retain it-each point of damage equals one point of stored energy. The monster's stored energy is released by the tail sting in d12 discharge attacks. The monster cannot release its stored energy in a "sting" unless it has 12 points or more stored away. monster can absorb magic missiles. These serve to heal hit points of damage suffered by the monster. The magical energy :an be used to heal the monster only during the round the
magic missiles hit. After that time, the magical energy is dissipated and lost. monster take only half damage from ire-and-heat-based
attacks, and half from all edged or piercing weapon attacks. The "metal monsters" are immune to disintegrate, maze, cystalbrittle,
and any acid- or cold-based spells. Attempts to mentally influence a monster will always fail, making charm, control, and illusion spells useless; unless one is the creator of a particular monster, or another being identified by the same creator as a legitimate "controller," characters will never command monsters with powers less than a full wish. monster can climb trees and rockpiles, albeit clumsily, but cannot swim or float. They can temporarily operate underwater without impairment; treat their electrical "stings" as 30
foot radius fireballs, doing the monster itself no harm. However, the metallic scorpions rust within ld20 days, reducing them to half movement rate, and later (another ld20 days) into total immobility. Habitat/Society: The monster form no social groupings; they
are encountered singly or in groups as ordered and deployed by their controllers. monster are always aware of the presence of others of their own kind within 100 feet. This detection also applies to sensing their creator or controller. If a monster is attacked within the range of others, they all immediately sense the threat-and may aid their fellow if their current operational orders allow
it. In a like manner, the controller of a monster can mentally or verbally communicate an order to all monster within 100 feet.
A controller can only mentally command monster if he has one of the rings of Trobriand. Some wizards have attempted to devise specific spells allowing them to control encountered monster, while others are rumored to have attempted to make their own monster. If any mages have achieved success, they have so far kept silent. It is suspected that Trobriand has created some monster to destroy any "inferior models" of monster made by other wizards. Ecology: monster eat nothing, and function as predators ody
when ordered to do so. Most serve as guardians of their controller's keep, programmed with a specific range. and specific

celestian
June 4th, 2020, 04:08
Here is a list of the text of everything the import will try and capture.



local text_matches = {
{"^frequency:","frequency"},
{"^rarity:","frequency"},
{"^no. encountered:","numberappearing"},
{"^no. appearing:","numberappearing"},
{"^number encountered:","numberappearing"},
{"^size:","size"},
{"^move:","speed"},
{"^movement:","speed"},
{"^armour class:","actext"},
{"^armor class:","actext"},
{"^ac:","actext"},
{"^armorclass:","actext"},
{"^hit dice:","hitDice"},
{"^hitdice:","hitDice"},
{"^hd:","hitDice"},
{"^hit dice:","hdtext"},
{"^hitdice:","hdtext"},
{"^hd:","hdtext"},
{"^attacks:","numberattacks"},
{"^attack:","numberattacks"},
{"^no. of attacks:","numberattacks"},
{"^damage:","damage"},
{"^damage/attack:","damage"},
{"^damag.attack:","damage"},
{"^damag..attack:","damage"},
{"^special attacks:","specialAttacks"},
{"^special defences:","specialDefense"},
{"^special defenses:","specialDefense"},
{"^special:","specialDefense"},
{"^magic resistance:","magicresistance"},
{"^lair probability:","inlair"},
{"^%% in lair:","inlair"},
{"^in lair:","inlair"},
{"^intelligence:","intelligence_text"},
{"^alignment:","alignment"},
{"^morale:","morale"},
{"treasure:","treasure"},
{"^treasure type:","treasure"},
{"^diet:","diet"},
{"^organization:","organization"},
{"^climate/terrain:","climate"},
{"^climat.terrain:","climate"},
{"^active time:","activity"},
{"^activity cycle:","activity"},
{"^type:","type"},
};
local number_matches = {
{"^thac[o0]:","thaco"},
};

ghrast
June 4th, 2020, 11:53
I finally understand why the problem I had occurred.

the syntax is {"^special attacks:","specialAttacks"},
I was using "special attack" and it had some weird behavior.

Thanks again :) I hate not knowing why things don't work. My GF who codes explained it to me.