Ok, I'm looking a npc_spells.lua, and it goes through the class list control to create new spell classes. I'm going to try to emulate that logic instead...
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Ok, I'm looking a npc_spells.lua, and it goes through the class list control to create new spell classes. I'm going to try to emulate that logic instead...
Well then, Paizo needs to better edit their adventures don't they? ;-)
Version 0.9 is now attached to Post #2.
does this work on hazards?
negative
Question. Not sure if I'm doing something wrong.
When I paste the stats into the parser, it comes out looking great at first. But creature's spell-like abilities or spells only show up when the little lock at the top of the document is unlocked. When I lock it, the spells go away. They come back when I unlock it.
The abilities I'm adding as spells are probably not being set as 'prepared' by default. The workaround would be to set the mode to 'preparation' (cycler control at the top of the actions tab) and prepare all spells appropriately, and then change the mode to 'combat'. In the 3.5/PF ruleset, I've noticed that sometimes the actions tab doesn't register prepared spells until you close and re-open the sheet, not sure if the PF2 ruleset has the same behavior.
In any case, I will take a look at this when I have the time, probably tomorrow at the earliest, and see what can be done.
Thanks for the report!
Ohhh. I see. Okay. Yea, that worked. Thanks for the tip.
When the creature level is -1 it changes to 1, check your low level creature levels if you've use this, works pretty good other than parsing spells is still flaky.
Updated version, with fix for negative level issue, is now in post #2.
Can you expound on "parsing spells is still flaky"? If you provide an example or two I can see what can be done to improve it.
Here ya go,
Attachment 31908
Attachment 31909
Hope it makes sense
Upon further review, it seems there are some major chunks of work in the spells area that didn't get done. I was missing more than half of the focus spell class/type/traditions, and slots for spontaneous casters never got coded up. I started work on it today, will try to get it done in the next day or two.
Nice! ;)
I did get the feeling that sometimes it simply didnt recognize things.
Paizo decided to change the way they specify focus points. Focus points can come from two different places. Gamemastery Guide specifies them before DC. Example:
Bard Composition Spells 1 Focus Point, DC 22; 3rd counter...
Bestiary specifies them within the spell level, within parentheses. Example:
Champion Devotion Spells DC 20; 3rd (1 Focus Point) lay on hands
This is complicating parsing a little bit...
v1.1 has been uploaded to post #2. I think most of the spell issues are resolved now. As always, if you find something that doesn't work point me to the stat block and I'll take a look.
Just for the hell of it I tried it in FGU, the button labels are blank. I suspect it because you used FGF fonts. Apparently FGU wont support them (which is why the Action symbols dont work either I believe). Other than that it seemed to work
I've been trying to parse the gmg npcs and occasionally I get the error "Script Error: [string "scripts/manager_string.lua"]:11: attempt to index local 's' (a nil value)" Some NPCs parse fine, others give me that error.
I take the stat block and put it in notepad and adjust it as necessary, but I can't figure out what causes it. Usually when I get that error it doesn't parse past the npcs speed field.
Edit: I'm sure I've got a space somewhere there shouldn't be. I'm just not sure where to look for it.
Can you let me know a stat blocks that exhibit this? I have the GMG PDF so I can try to replicate on my side. Thanks.
One thing I did notice is that the GMG is not representing the action icons in the same way as the bestiary. In the bestiary, if you copy a stat block and then paste it into notepad you'll see that the action icons are actually translated to something readable like "[one-action]". They weren't nice enough to do that in the GMG, instead you get some unreadable junk that you need to manually convert.
Also, all the stat blocks in the bestiary have line breaks in right place and use word wrap. Looks like whoever authored the GMG used line breaks extensively. I would recommend after pasting stat blocks from the GMG to do the following:
1) find any action icons that were turned into garbage characters and convert them to [one-action], [two-actions], [three-actions], [reaction] or [free-action] as appropriate. The parser will then handle those correctly.
2) select any stat block lines that are broken across multiple line and hit crtl-j to consolidate them back into a single line. This usually happens for spell lines and occasionally skills and other places. My parser expects stat block items to be on a single line and will definitely get confused if they are not. I'm sorry it works that way, it's not terribly sophisticated and is not a full-blown parser. It generally relies on line breaks and regular expressions to get the job done.
I think Foxit Reader copied the action icons correctly, Adobe Reader did not.
I used Adobe Reader to copy from both Bestiary and GMG, and there is definitely a difference. When copying with Foxit do the action icons get copied the same from both books, or is there a difference?
Just double-checked: Adobe Reader does not recognize [one-action] in the ones I tested, Foxit recognizes some. Bodyguard/Mage for Hire did not work, Fence and Assassin for example worked.
Suffice it to say, there seems to be some weird formating issues going on on Paizo's end...
Ive also found cut/pasting sometimes puts in funny little invisible control characters, if it gets confused. Ive had a couple of stat blocks where they wont parse no matter what. I drop them in notepad++ (Not Notepad! Notepad++) Remove all the double spaces and funny characters and BINGO!
When I copy and parse (haha), I copy everything into notepad first. Then find the beginning of a line, backspace, hit Enter to start a new line, etc etc.
I copy everything up until I get to the first action icon. Then I just manually type in [[A]], then copy and paste the stuff after. It takes a couple of minutes, but it's not a huge deal.
I save all the stat blocks. So if I need to open one up and insert it into a certain campaign, it's right there to use. Since I don't know how to put monsters in the program that will pop up in every campaign's menu.
I don't use any fonts explicitly. It's a problem with the ruleset. I'm probably using a control template inherited from PF2 or CoreRPG that is still using FGF fonts.Quote:
Just for the hell of it I tried it in FGU, the button labels are blank. I suspect it because you used FGF fonts. Apparently FGU wont support them (which is why the Action symbols dont work either I believe). Other than that it seemed to work
EDIT: The control I'm using (button_text_large) uses this font:
Which seems to specify a TTF variant. Any idea why this wouldn't work in FGU? There isn't a ton of documentation on fonts in the wiki, none of the examples there have both <fgffile> and <ttf> elements so I'm not really sure how FG handles that. It looks like most of the fonts in CoreRPG are defined with both elements so I don't think that's the issue.Code:<font name="button-white-large">
<fgffile name="graphics/fonts/regular-11.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="14" />
<color value="#FFFFFF" />
<shadow offset="1,1" color="#000000" />
</font>
You would have to ask Trenloe but I believe he hasn't done the TTF version yet with the symbols. I suspect perhaps NotoSans-Regular.ttf doesn't exist in the graphics/font folder for PF2? But I haven't looked at the code really so couldn't be sure
PF2 doesn't explicitly delete that font. Since PF2 is layered on top of CoreRPG the font should still be there. Maybe I should just create my own button template using a different font...
https://www.fantasygrounds.com/forum...mporter/page12
Check this thread out - Celestian seems to have found a solution for the table importer extension - from what I could tell it was to add a font declaration to the main extension.xml - you could reach out to him though and see if his solution would work for you.
Folks bear with me, what is this parser used for? If I have the Monster PDFs or other PDFs from other 3rd party, does this extension allow me to copy n paste into Fantasy grounds?
Will this work in unity? (get used to me asking this now)
It should work for all statblocks that use Paizo's official format (so e.g. Bestiary, APs, SFS scenarios, ...). If 3rd parties follow the standard, it should work (with an emphasis on the "if" part).
Though be aware you'll have to do a bit of cleaning up (linebreaks, action icons, ...).
I don't know about Unity though.
Yea. Dunno about Unity yet.
But this absolutely lets you parse in your own creatures.
You just have to make sure the format is exactly right when you hit the parse button.
Make sure each line starts where it should. No extra spaces, etc.
I use notepad to get it right. Then I copy and paste.
For the actions, it's [[A]] for one action. [[R]] for a reaction. [[F]] for free.
It does not seem to be working particularly well in FGU. Spells don't seem to be getting fully populated, and there's a lot of weird white space everywhere. I would recommend doing all your parsing in FGC and exporting to module for now. Once exported, it _should_ be usable in FGU. I don't plan on making any effort to find and fix the issues until FGU is officially released.
I've been scouring this thread trying to find where I thought someone had posted it.. but it's all kind of a blur from staring at my screen.
Didn't someone post about how to make the action icons in Unity? I know the [[A]] and all that works in FGC, but leaves a blank space in FGU.
Check the Wiki userguide: https://www.fantasygrounds.com/wiki/...Action_Symbols
Note that the Unity symbol replacement will only work in ruleset release 14 - which is in the test channel presently.
Version 1.2 is now available from Post #2 along with version 1.1. Version 1.1 should be used with ruleset releases less than 14. Version 1.2 should be used with ruleset releases 14 and beyond. See chat window after loading campaign for the ruleset release number.
When using version 1.2 you should now split ability titles onto their own line in the stat block control. The body of abilities can be multiple lines, but the ability should be terminated with an empty line. Example:
Attachment 32678
Note that you can combine lines of text into a single line by selecting them all and pressing CTRL+J.
If you don't do the ability splitting above, the ruleset will still try to break out the ability title line from the description using a few different rules such as looking for closing parentheses and what not.
As always, there is no harm in editing the stat block after you've pushed the Parse button, and then parsing it again.
I'm trying to add the Doorwarden manually using the Creature Parser, but I'm not sure where it's going wrong. The error message I'm getting is the following:
Script Error: [string "scripts/manager_string.lua"]:11: attempt to index local 's' (a nil value) (What does this mean?)
I notice that the normal attacks aren't being parsed, but not entirely sure what I'm doing wrong.
Below you'll find what I'm trying to parse.
DOORWARDEN CREATURE 5
UNCOMMON LN LARGE CONSTRUCT
Perception +13; low-light vision, see invisibility
Languages Common
Skills Athletics +13, Intimidation +11
Str +6, Dex +0, Con +3, Int –1, Wis +1, Cha +2
Items longsword, steel shield (Hardness 5, HP 20, BT 10) with shield boss
AC 22 (24 with shield raised); Fort +12, Ref +7, Will +10
HP 60; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except bludgeoning)
Attack of Opportunity [reaction]
Reactive Shield [reaction] Trigger An enemy hits the doorwarden with a melee Strike. Effect The doorwarden can Raise its Shield and gain its shield’s benefit to AC against the triggering attack.
Shield Block [reaction] When the doorwarden uses Shield Block against a melee attack from a creature within 5 feet, it can also push the creature 5 feet.
Speed 20 feet
Melee [one-action] longsword +15 (reach 10 feet, versatile P), Damage 1d8+9 slashing
Melee [one-action] shield boss +15, Damage 1d6+9 bludgeoning
Melee [one-action] door +13, Damage 1d4+8 bludgeoningInnate Arcane Spells DC 19; 2nd see invisibility
Imitate Door [one-action] (concentrate) Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on Deception checks and DCs to pass as a door.
Slam Doors [two-actions] (concentrate) The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is grabbed—stuck between the doors. The doorwarden’s multiple attack penalty doesn’t increase until it has finished both attacks.
THE FIRST DOORWARDENS
Elves crafted the original doorwardens in honor of their goddess of portals, Alseta. Such doorwardens (such as the one in this volume’s adventure) are similar to the one presented here, but they speak Elven instead of Common, wield specially crafted elven curve blades rather than longswords, and may have great knowledge of elven culture and religion.
Doesn't repro for me with v1.1 of the extension. Can you confirm which version of the extension and ruleset you're using? Should be ruleset release 13 and v1.1. Also, what other extensions are you using?