Did you remove <parse> from every spell entry? i.e. one for each spell?
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After having used this fabulous tool now a few times, a very handy feature springs to mind: How hard would it be to have an option to generate a new campaign containing the parsed NPCs instead of a module? That would make it much easier to load it up in FG, do any edits/touchups on the parsed creatures, and then re-export the module. As someone who has generated a half-dozen of my own modules so far, I find it absolutely essential to be able to make changes and re-export like this.
A little context might help. I just got my Emerald Spire PDF and was going to start by extracting all the baddies in the Bestiary chapter. Paizo has seen fit to superscript every spell or ability that isn't in the core rulebook with a two letter abbreviation of which book it's from. Unfortunately, this seems to mess up your parsing and generates errors such as this: Cannot find spell XML element with name <shadowstepum> cannot parse this spell - skipping. This spell is in the "all paizo spells" module, so I'm guessing you would have parsed it just fine if it didn't have that code appended.
Also, if the user has selected the "Parse Spells" checkbox, I think you can skip emitting the prepared spells block to the "Other" tab, or make it so that can be turned off.
That's all!
Question, do you have plans to eventually parse traps also?
It would be a lot of work to generate the resulting creatures in a campaign. Do you know that you can drag the creatures from the library window directly into the NPC list? This makes a copy of the creature in the campaign allowing you to edit and export to a campaign based module as needed. You can then close the creature module if you've dragged all the NPCs you need.
Any particular reason? Does it annoy you having it in 2 places? ;) I find for creatures with a lot of spells, and for some creatures where the spells haven't been matched, it is very handy to be able to quickly look on the other tab to scan through what they have. I'll see if adding an option to remove the spell block in the other tab would be easy, if it isn't then I'm sorry but I won't change it.
I did not know, I'll give that a try.
I turns out that having it there was handy for me too, just a few minutes ago, so i wouldn't worry about it.
I did just send you a link to the input .txt file so you can see an example of the superscripts i was talking about. Also, the module generated from that input file loaded with script errors. It looks like having multiple types of Spell-Like abilities is throwing things off. It was easy enough to fix up manually in a text editor though, not a big deal.
Cheers!