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.
Good to know.
Really looking forward to the V2.0. Like everyone else, I hate, hate, hate inputting spells into my mobs after they are parsed. What an incredible time saver.
I'm unable to determine what is wrong with the following stat block. If I remove either of the Spells Known section, I no longer get an error. I think I saw in an earlier post that someone got a stat block working and it included two sets of Spells Known sections.
Quote:
Belster Silverkin CR 4
XP 1200
Male Human (Chondathan) Bard (Celebrity) 4/Sorcerer 1
NG Medium humanoid (human)
Init +0; Senses Perception +6
Defense
AC 11, touch 11, flat-footed 11
hp 30 (4d8+1d6)
Fort +2, Ref +5, Will +8; +4 vs. bardic performance, sonic, and language-dependant effects
Offense
Speed 30 ft.
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence
Spell-Like Abilities
7/day—laughing touch
Bard (Celebrity) Spells Known (CL 4th; concentration +8):
2nd (2/day)—cure moderate wounds, minor image (DC 16)
1st (4/day)—hypnotism (DC 17), expeditious retreat, skill lore, restful sleep (DC 15)
0 (at will)—mage hand, message, ghostharp, lullaby (DC 16), cleanse of alcohol, cloth armor
Sorcerer Spells Known (CL 1st; concentration +5):
1st (4/day)—color spray (DC 15), comprehend languages
0 (at will)—mending, detect magic, prestidigitation (DC 14), light
Statistics
Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 14
Feats Eschew Materials, Instrumental, Luck of Heroes, Quick Draw, Skill Focus (Perform), Spellsong
Traits the dalelands (human region)
Skills Acrobatics +8, Appraise +7, Bluff +15, Climb +4, Diplomacy +15, Disguise +9, Escape Artist +4, Fly +4, Intimidate +8, Knowledge (history) +8, Knowledge (religion) +10, Knowledge (The Dalelands (includes Cormanthor Drow, Elven Court) local) +10, Linguistics +6, Perception +6, Perform (string instruments) +15, Sense Motive +5, Sleight of Hand +5, Spellcraft +6, Stealth +4, Use Magic Device +9
Languages Chondathan, Common, Damaran, Elven, Halfling
SQ bardic knowledge, bloodlines (fey), famous, hero points, versatile performance abilities (string instruments), well versed
Other Gear Lute
Special Abilities
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (Su) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Eschew Materials (Ex) Cast spells without materials, if component cost is 1 gp or less.
Famous +1 (Ex) The Dales - With natives of selected region gain bonus to Diplomacy & Intimidate.
Fey (Su) +2 to save DCs from spells of the Compulsion subschool.
Instrumental (Ex) When activating a magical instrument as a fullround or standard action, you may begin a bardic performance as a free action. Your performance must use a Perform skill appropriate to the instrument Alternatively, you may expand 2 rounds of bardic performance.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Quick Draw (Ex) Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spellsong (Ex) Combine spellcasting and bardic performance.
Versatile Performance (String Instruments) +15 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Another issue I'm encountering is getting the following error when I attempt to open my NPC gallery.
Line 813 of my campaign's db.xml file is the following:Quote:
Database Error: A XML parse error occurred processing file AsGoodAsItGetsNPCs:db.xml - Error on line 813: Error reading end tag.
The following link is to the TXT file I use to convert into a Module.Quote:
<id-00007>
<public />
<holder name="Kenneth" owner="true" />
<armorcheckmultiplier type="number">0</armorcheckmultiplier>
<label type="string">Profession</label>
<misc type="number">0</misc>
<ranks type="number">0</ranks>
Line 813--> <shortcut type="windowreference">
<class></class>
<recordname></recordname>
</shortcut>
<showonminisheet type="number">0</showonminisheet>
<stat type="number">0</stat>
<state type="number">1</state>
<statname type="string">wisdom</statname>
<total type="number">0</total>
https://www.dropbox.com/s/mvv52gw5yo...ets%20NPCs.txt
The parser only checks for "spells known" once. It will do "spells prepared" in additional to "spells known" but it will only do each of these titles once.
This version of the parser only puts the spells section in the "other" tab, so you can parse the NPC twice - with a different name and only one of the "spells known" section present; and then copy/paste the extra section from/to the Other tab in the NPC when it is in FG. Or just remove one of the spells known sections and manually paste that into the NPC once in FG.
Put a period . at the end of the Sacred Summons line for Alexis Arlington. When the parser is formatting the special abilities (new lines, making the titles bold, etc.) it needs to know where the end of the previous special ability is - it does this by looking for a full-stop/period character. The majority of stat blocks have this correct - it mostly appears in statblocks generated in Hero Labs. So, just something to have a quick check when you are copying/pasting NPCs statblocks. Also the first place to look if you get an XML error similar to the one you got.
Thank you, I thought I had caught all the missing periods =)
Beta version of the creature parser v2 available here: https://www.fantasygrounds.com/forum...2-Beta-Version
omg - love you!
Thank you very much for this! I suspect that so many people have been wishing and waiting for this that we may want to just start a new thread called, Trenloe is the Best.
Is it possible to associate an Icon with a monster when designing the stat blocks?
See "token reference" in post #1 of this this. I also recommend you use v2 of this parser: https://www.fantasygrounds.com/forum...2-Beta-Version
You can add a token to the creature/s once you have parsed and opened the module in FG. Drag the creature from the library to your campaign NPC list so that you can modify it (you can't modify the Libary entry), unlock the NPC and drag a token to the token entry on the NPC window.
I still haven't switched over to the new Alpha version, I'm getting a number of XML errors. In the meantime the beta is still working nicely for me.
The issue I'm currently encountering is with the Ecology section. If I have anything listed after the Treasure entry, it is all placed under the Treasure entry rather than in its own set of paragraphs. How do I get it to accept it as the ecology description?
Aurumvorax CR 9
XP 6,400
N Small magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC 23, touch 15, flat-footed 19 (+4 Dex, +8 natural, +1 size)
hp 132 (12d10+48)
Fort +14; Ref +12; Will +7
Defensive Abilities ferocity; DR 10/piercing or slashing; Immune poison; Resist fire 10
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +18 (1d6+5 plus grab), 4 claws +18 (1d4+5 plus grab)
Special Attacks rake (4 claws +18, 1d4+5)
TACTICS
During Combat The aurumvorax attacks by biting a foe and holding on with its powerful jaws. It then rips the foe apart with its claws. An aurumvorax that grabs its prey with its jaws does not release the hold unless broken until either it or its prey is dead.
STATISTICS
Str 21, Dex 18, Con 18, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +16 (+24 grapple); CMD 30 (42 vs. trip)
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Perception +13, Stealth +17
ECOLOGY
Environment temperate plains, hills, or forests
Organization solitary or pair
Treasure standard
Aurumvoraxes are very aggressive creatures, and lead solitary lives except when they mate. Adults typically claim the hunting area within a mile of their warrens, ruthlessly driving away other predators. In addition to fresh meat, aurumvoraxes are fond of gnawing on metals (particularly gold and copper), though whether they do this to sharpen their teeth or because of some nutritional need is unknown. Aurumvorax warrens can stretch for thousands of feet, often winding deep into the earth. The avaricious appetite of aurumvoraxes has earned them the appellation "golden gorger" among dwarves, who have lost more than a few miners to the dangerous beasts.
In battle, an aurumvorax latches onto its victim with its jaws and gouges savage wounds with its claws. It rarely looses its grip before it or its foe is dead. It typically attacks the nearest living creature regardless of size, and ignores any wounds it suffers at the hands of others until its prey is dead.
A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for it is densely packed with muscle and thick, sturdy bones. Its fur is golden, while its claws are black and sharp. Its weight relative to its body size makes it a poor swimmer, and most dislike crossing water, though they can trundle along the bottom of still or slow water if necessary.
Adult aurumvoraxes are impossible to train, but their offspring are valued for training as guard beasts. A healthy aurumvorax kit can be sold for 5,000 gp or more to a discerning buyer. Female aurumvoraxes rarely give birth to more than one offspring at a time, and are ferociously protective of their young.
An aurumvorax drags its prey back to its lair to consume at its leisure, and its bone-midden often contains valuable belongings from past kills. Uneaten precious metals, discarded gems, and well-chewed metal items can also be found in its warrens. Despite its metallic coloration, an aurumvorax is not vulnerable to attacks that target metal, such as heat metal or the touch of a rust monster—in fact, aurumvoraxes easily kill and eat rust monsters, and some dwarf clans use aurumvorax pets to protect their storehouses against them.
SPECIAL ABILITIES
Grab (Ex) An aurumvorax can grab a foe of up to one size category larger than itself. It gains a +8 racial bonus to grapple attempts due to its multiple claws.
Critical Focus (Ex) Aurumvorax receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Bleeding Critical (Ex) Whenever the Aurumvorax scores a critical hit with its claws or bite, its opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
That doesn't conform to the Paizo Statblock standard. Ecology doesn't actually have descriptive text like that. More info here: https://paizo.com/pathfinderRPG/prd/...roduction.html
This would more be covered by the "Description" field (put before the Name/CR line) however that field was never really meant to have a lot of text (although it could) as it was just meant for the physical description that Paizo frequently puts before the create name, especially in the bestiary books.
Version 2 of the parser caters for text such as this using the EXTRA FORMATTED DATA section at the end of the statblock, see post #2 of the V2 Beta thread: https://www.fantasygrounds.com/forum...l=1#post169001
Trying to parse an entry from the NPC codex and it's failing on the first line:
ARCANE EXPERIMENTER CR 13
Seems that if I change the word "EXPERIMENTER" to anything else (such as "ARCANE TINKERER") it works. Also, just the word "EXPERIMENTER" by itself fails to parse. I'm guessing it's the "XP"? Any way around this?
UPDATE: Ignore. I was using an old version of the parser. Re-installed and the issue went away.
Getting an error that is telling me I have an error in a line that is beyond how many lines I have in my text. Uncertain where to look for the problem.
Any advice?
Hello, Trenloe!
The v2 version wouldn't work on my computer, so i'm still using this version. (Or trying, tbh).
However, even when using the examples you send with the files i get numerous errors! I'll send an example.
https://snipboard.io/X6PMLK.jpg
How could i solve this?
QQ: Does this handle PP for spell points?