Bestiary 2 mod available for download here.Quote:
Originally Posted by Trenloe
:)
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Bestiary 2 mod available for download here.Quote:
Originally Posted by Trenloe
:)
Quote:
Originally Posted by Trenloe
I did know that (and thank you)- but trying to pull myself up by the bootstraps and figure out where my mistakes are. I still cant efficiently find them with the log, but, I did learn the following:
1. As you identified, hp need the hit dice entry as well.
2. Defense saves need to be on the same line.
3. You cannot have 2 "Treasure" entries using the same label.
4. Related to the above - you cant have a colon after the "Treasure" label.
5. Senses need to be separated by a semicolon.
In the Bestiary2, I've come cross the slam attack entry for the Giant Amoeba which did not parse the attack. The funny thing is that when I parsed the same creature entry from a different source (the First Steps Part 2 scenario) - it also did not parse the attack properly. Is the "and grab" description gumming it up?
Hey Talen - when you say didn't parse the attack are you saying that there was an error caused or that the attack string isn't being recognised by Fantasy Grounds?Quote:
Originally Posted by Talen
The current B2 mod has parsed has the attack listed as: "slam +3 (1d3+1 plus 1d3 acid and grab)". If you change the "and grab" to "plus grab" the attack should work.
I'll keep an eye out for attacks like this and see what I can build into the parser.
I mean fg won't make the attack ( it does parse in the sense that it shows up in the entry).
I'll keep an eye out for those too.
Yeah, it's an FG thing. The attack doesn't work with 2 damage types listed as "x and y" e.g. "1d6 fire and acid" I had to manually change it to "1d6 fire, acid". So, unfortunately, it's not just a case of changing any "and" in the attack line to plus...Quote:
Originally Posted by Talen
I'll compile a few examples and see what the options are and see what is best for importing into FG...
My trouble shooting skills are on the fritz, so looking for an assist - anyone know where Im missing the error here? I thought it might be the sneak attack damage or the racial modifiers, but changing the format of the attack and removing the racial modifiers didnt yield any results.
Spriggan High CR 3
xp 100
CE Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee mwk morningstar +5 (1d6–1)
Ranged light crossbow +8 (1d6/19–20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +4)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
TACTICS
During Combat The spriggan grows to Large size as soon as
possible and lumbers into combat, concentrating on the
most dangerous opponents (see below for Large statistics).
The spriggan does not much like the atomies, and so avoids
harming PCs that seem to be concentrating their attacks
against the diminutive duelists.
Morale The grim spriggan expects and offers no quarter. He
fights until slain.
STATISTICS
Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9
Base Atk +3; CMB +1; CMD 15
Feats Combat Reflexes, Weapon Focus (morningstar)
Skills Climb +1, Disable Device +11, Perception +7, Sleight of
Hand +11, Stealth +15; Racial Modifiers +2 Climb, +2 Disable
Device, +2 Perception, +2 Sleight of Hand, +2 Stealth
Languages Aklo, Gnome
SQ size alteration, spriggan magic, spriggan skills
Gear leather armor, light crossbow with 10 bolts, masterwork
morningstar
SPECIAL ABILITIES
Size Alteration (Su) At will as a standard action, a spriggan
can change his size between Small and Large. Weapons,
armor, and other objects on the spriggan’s person grow
proportionally when he changes size (objects revert to
normal size 1 round after a spriggan releases them). When a
spriggan becomes Large, his speed increases to 30 feet, he
gains +12 Strength, –2 Dexterity, and +6 Constitution, and
he takes a –2 size penalty to his AC. While Large, a spriggan
cannot use his sneak attack or his racial spell-like abilities.
Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on
concentration checks and to save DCs for all of its racial
spell-like abilities.
Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight
of Hand, and Stealth are class skills for spriggans.
This one's a hard one - it's actually the re-use of the word "skills" in the special abilities section. Parsing out the data from the Statistics section of the statblock is a difficult task as there can be a lot of freeform text here and a lot of the usual headings can be missing so it's harder to know for sure where one section starts and another begins. Although, I think I have an idea how I can do this a bit better - I'll do this is a future update.Quote:
Originally Posted by Talen
For now, you can get this create to parse by changing the Special ability "Spriggan Skills (Ex)" to Spriggan Skill (Ex)" - so the parser won't think there are multiple "skills" headings in the stat block.
New version now available in post #1.
I've been doing a lot of work behind the scenes ironing out a few wrinkles. I now feel that this is ready to be called a full release (not an Alpha release) - I've jumped straight past any Beta releases! :D
See post #1 for new features - and the changelog in the readme.txt in the installation zip file.
Also - get the updated Bestiary 2 module here. It's been created with the latest parser (and a bug fixed statblock file) so this should be much nicer and more accurate to use.
UPDATE - 16th November 2011. Full Version 1.0.0.12
New features/items fixed:
- Multiple attacks formatted into single attacks - full implementation.
- Cancel parse button.
- Massively increased logging.
- Disable logging option (handy on slow PCs or when parsing large creature lists).
- Will process if no HD entry pressent on HP line.
- Processing of saves with ; seperator (Tome of Horrors). Standard seperator is a comma (,).
- Process headings with a colon at the end of the label.
- Handle saves with additional multipliers - e.g. +4 vs. fear.
- Handle parsing of "Spell-like" abilities - Tome of Horrors.
- Process weaknesses line and place in Special Qualities (SQ).
- Rename "vulnerable" weaknesses to "vulnerability" - Fantasy Grounds will not recognise "vulnerable".
- Much better formatting of special abilities in the "other" tab.
I was just wondering no that you have worked through doing the Monster Parser, Is there any chance for a spell parser (PLEASE) Feat Parser (Please)
Would it be Worth it to do.
Just curious, Thank You For everything you have done so far.
P.S. and thanks for the cool stuff to come(as I know it will)
Madman
Chris