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October 8th, 2011, 05:50 #11Originally Posted by Talen
Now you can create custom creatures and bad add NPCs in HL and import them to FG with this parser.Last edited by Trenloe; October 8th, 2011 at 11:34.
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October 9th, 2011, 19:34 #12
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I'm not sure if this is just an error on my part so I thought I would ask. I have tested both a Hero Lab stat block and a sample monster from Bestiary 2 with no issues parsing either using the instructions provided.
The issue I am having is both creatures AC are correct in the module however both have their AC changed to 10 when I place them on the combat tracker.
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October 9th, 2011, 22:27 #13Originally Posted by Koryn
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October 9th, 2011, 22:52 #14
When errors do arise, how do you pinpoint the spot with the error occurred using the log file? Does the log pinpoint the creature where the first error occurred?
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October 9th, 2011, 23:08 #15Originally Posted by Talen
You should see something like this in the log at the beginning of each creature stat block:
Code:7/10/2011 10:33:03 PM: Entered Sub FormatDataFile. 7/10/2011 10:33:03 PM: FormatDataFile: Read past starting blank lines (if any). 7/10/2011 10:33:03 PM: FormatDataFile: Opened StreamWriter. 7/10/2011 10:33:03 PM: FormatDataFile: Written DESCRIPTION line: A shimmering, colorless mass congeals to form a four-armed humanoid shape with an eye-like pattern in its torso. 7/10/2011 10:33:03 PM: FormatDataFile: Written NAME line: Aeon, Bythos CR 16 7/10/2011 10:33:03 PM: FormatDataFile: Reading and formatting creature stat block: Aeon, Bythos CR 16 7/10/2011 10:33:03 PM: FormatDataFile: Written XP line: XP 76,800 7/10/2011 10:33:03 PM: FormatDataFile: Written TYPE line: N Large outsider (aeon, extraplanar)
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October 10th, 2011, 13:01 #16
New Release - 1.0.0.9
Thanks for the feedback Talen and Koryn. There's a new release available (see first post) that addresses the AC issue and has some other minor improvements.
Please keep feedback coming - I'd like any issues reported so that we can get this parser working for 99.9% of creature stats...
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October 10th, 2011, 21:14 #17
Just wanted to give you guys a big thanks for a. Coding this and B. Testing it out, I know it will be a real boon for running adventure paths, and having the Bestiary 2 available to use as well.
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October 11th, 2011, 00:29 #18
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Everything I have thrown at it is working great after the last update. I have been doing some testing with Tome of Horrors with success after a bit of editing to the text doc pre parse.
My thanks to you Trenloe for the work you have put into this. It is greatly appreciated.
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October 11th, 2011, 01:15 #19Originally Posted by Koryn
Tome of Horrors was going to be my next check - what editing did you have to do to get it to work?
EDIT: Actually, I see what is up. The Tome of Horrors doesn't use the section headings that normal stat blocks do (Defense, Offense, Statistics, Ecology and Special Abilities) - the parser relies heavily on these headings to be able to extract information across multiple lines with some sub-headings sometimes being there and other times not (e.g. Aura appears rarely).
So, for other people's information, Tome of Horrors creatures will need the section headings putting into the stat block - Koryn, I'm sure that's what you've already found out...Last edited by Trenloe; October 11th, 2011 at 01:33.
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October 11th, 2011, 04:50 #20
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So, for other people's information, Tome of Horrors creatures will need the section headings putting into the stat block - Koryn, I'm sure that's what you've already found out...
I was perusing the legal appendix at the back of ToH and pondering whether materials in the book could be compiled for general use. Not sure if this is something each user would need to do for themselves.
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