It's not used at all by Fantasy Grounds. But, it has been addressed in the V2 parser, which I'll release once I've tested it with FG 3.0 live.
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That's what I figured.. I just wanted to be sure you were aware of it.
The creature parser is my favourite thing ever. Can wait for the next version. Did you say you were adding spells?
Yep, spells (And spell like abilities) being added is the main functionality upgrade in the creature parser. There are others - bug fixes, formatting changes to the other tab, etc..
Here is a teaser of a spell tab. This is the Star Archon from the Bestiary 1 - straight copy/paste of the statblock gives this auto adding of spells.
https://dl.dropboxusercontent.com/u/...l%20Teaser.JPG
Omg, thats awesome. I seriously cant wait for this :)
DAMN!!!!
I think Trenloe just became my favorite person!!!!
Having spells auto-populate by having them in stat block is AWESOME!!!! I have found setting up spells/spell-like abilities to be the more time consuming of all activities in getting FG set up to run a game.
I may just wait until V 2.0 is released make the campaign I have planned, I can spend my time making/finding maps instead.
Are the spell actions (Cast, Damage, Heal and Effect) still created by the internal FG parsing? Or does the Creature Parser have some effect on what the spell actions for each spell are?
I believe he mentioned at one point that it was using the FG parsing to gather the data... so it still won't build effects for all of your spells but it will do more than half the job for you.
After consultation with M_W he said that it would be best if I don't build the effects directly into the spells and keep with the internal FG parsing. At the time he said that there were plans for spells and effects so it would be best if I kept things as they are with the current spell format and not do too much extra. I don't know if the changes are still planned to spells/effects or not, not what the changes might be.