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Thread: Project: Par5e

  1. #601

  2. #602
    tlavalle's Avatar
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    ok, i guess i cant figure this out.
    Last edited by tlavalle; August 16th, 2014 at 23:01.
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  3. #603
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    Quote Originally Posted by tlavalle View Post
    ok, i guess i cant figure this out.
    Apologies. I missed your posted screenshots.

    In either case take a look at this earlier post in which I provide some guidance on how to setup PAR5E to parse a module. From looking at your screenshots, you cannot set the module source path, temp path and FG module paths all to be the same. Also, the module ID should be a unique name that can include numbers but it should not be a single number on its own.

    I included extensive documentation with PAR5E. I'd recommend spending 5 minutes reading through the user guide again.
    FG Project Development
    Next Project(s)*: Starfinder v1.2 Starship Combat

    Current Project:
    Starfinder v1.1 - Character Starships
    Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
    * All fluid by nature and therefore subject to change.

  4. #604
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    Quote Originally Posted by Zeus View Post
    Yes. I just forgot to add that to the docs. I'll add it for next update. Here's the updated syntax for NPCs

    Code:
    [{Name of Monster}\n
    {Tiny|Small|Medium|Large|Huge|Gargantuan} {Aberration|Beast|Celestial|Construct|Dragon|Elemental|Fey|Fiend|Giant|Humanoid|Monstrosity|Ooze|Plant|Undead}, {alignment}\n
    Armor Class #\n
    Hit Points # (#d#);
    Speed {speeds}\n
    STR DEX CON INT WIS CHA # (-/+#) # (-/+#) # (-/+#) # (-/+#) # (-/+#) # (-/+#)
    Saving Throws {text}\n
    Skills {text}\n
    Damage Vulnerabilities {text}\n
    Damage Resistances {text}\n
    Damage Immunities {text}\n
    Condition Immunities {text}\n
    Senses {senses}\n
    Languages [{language},]\n 
    Challenge # (# XP)\n
    [{trait name}. {trait text}\n ]
    ACTIONS\n
    [{action name}. {action text}\n ]
    REACTIONS\n
    [{reaction name}. {reaction text}\n ]
    LEGENDARY ACTIONS\n
    [{legendary action name}. {legendary action text}\n ]
    Thanks, but no matter what I do I can't get them to appear. Is it definitely in the FG ruleset build? Maybe the parse is working but there's no field on the NPC sheet for it?

    Edit: Dumb of me not to check first but there does not appear to be a Legendary Actions field on the NPC sheet.

  5. #605
    tlavalle's Avatar
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    sorry, i am getting nothing in the module once loaded in FG, also in the db.xml file.
    Ultimate License holder.

    Cluster bombing from B-52s is very, very accurate. The bombs always hit the ground.

  6. #606
    Working on spells now:

    #@;
    Cleric Spells

    Cantrips (0 Level)
    Guidance
    Light
    Resistance
    Sacred Flame
    Spare the Dying
    Thaumaturgy

    1st Level
    Bless
    Command
    Cure Wounds
    Detect Magic
    Guiding Bolt
    Healing Word
    Inflict Wounds
    Sanctuary
    Shield of Faith


    ##;
    Aid
    2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours
    Your spell bolsters your allies with toughness and
    resolve. Choose up to three creatures within range.
    Each target’s hit point maximum and current hit points
    increase by 5 for the duration.
    At Higher Levels. When you cast this spell using
    a spell slot of 3rd level or higher, a target’s hit points
    increase by an additional 5 for each slot level above 2nd.

    Antimagic Field
    8th-level abjuration
    Casting Time: 1 action
    Range: Self (10-foot-radius sphere)
    Components: V, S, M (a pinch of powdered iron or iron filings)
    Duration: Concentration, up to 1 hour
    AA 10-foot-radius invisible sphere of antimagic surrounds
    you. This area is divorced from the magical energy that
    suffuses the multiverse. Within the sphere, spells can’t
    be cast, summoned creatures disappear, and even magic
    items become mundane. Until the spell ends, the sphere
    moves with you, centered on you.
    Spells and other magical effects, except those created
    by an artifact or a deity, are suppressed in the sphere
    and can’t protrude into it. A slot expended to cast
    a suppressed spell is consumed. While an effect is
    suppressed, it doesn’t function, but the time it spends
    suppressed counts against its duration.
    STargeted Effects. Spells and other magical effects,
    such as magic missile and charm person, that target
    a creature or an object in the sphere have no effect on
    that target.
    Areas of Magic. The area of another spell or magical
    effect, such as fireball, can’t extend into the sphere.
    If the sphere overlaps an area of magic, the part of
    the area that is covered by the sphere is suppressed.
    For example, the flames created by a wall of fire are
    suppressed within the sphere, creating a gap in the wall
    if the overlap is large enough.
    Spells. Any active spell or other magical effect on a
    creature or an object in the sphere is suppressed while
    the creature or object is in it.
    Magic Items. The properties and powers of
    magic items are suppressed in the sphere. For
    example, a +1 longsword in the sphere functions as a
    nonmagical longsword.
    A magic weapon’s properties and powers are
    suppressed if it is used against a target in the sphere or
    wielded by an attacker in the sphere. If a magic weapon
    or a piece of magic ammunition fully leaves the sphere
    (for example, if you fire a magic arrow or throw a magic
    spear at a target outside the sphere), the magic of the
    item ceases to be suppressed as soon as it exits.
    Magical Travel. Teleportation and planar travel
    fail to work in the sphere, whether the sphere is the
    destination or the departure point for such magical
    travel. A portal to another location, world, or plane of
    existence, as well as an opening to an extradimensional
    space such as that created by the rope trick spell,
    temporarily closes while in the sphere.
    Creatures and Objects. A creature or object
    summoned or created by magic temporarily winks out
    of existence in the sphere. Such a creature instantly
    reappears once the space the creature occupied is no
    longer within the sphere.
    Dispel Magic. Spells and magical effects such as
    dispel magic have no effect on the sphere. Likewise, the
    spheres created by different antimagic field spells don’t
    nullify each other.

    Which once parsed looks like this:Attachment 7290 Not sure why the Cantrips aren't showing up as cantrips on the list

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  7. #607
    El Condoro's Avatar
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    The documentation says to make it "Cantrips (0 level)" but my spells.txt - which parses fine - only has it as "Cantrips". Try that and see how it goes.

  8. #608
    tlavalle's Avatar
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    ok here is what i get after the par5e. Attachment 7291 if anyone has any ideas please help me i am at a loss
    Ultimate License holder.

    Cluster bombing from B-52s is very, very accurate. The bombs always hit the ground.

  9. #609
    Getting the same result when I knock the (o level) from cantrips

    Visit my YouTube channel for tutorials
    https://www.youtube.com/user/khersheyjr?feature=guide

  10. #610
    El Condoro's Avatar
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    Quote Originally Posted by khersheyjr View Post
    Getting the same result when I knock the (o level) from cantrips
    Since spells.txt needs exactly the same names for spells in the block of names as in the spell block under it - start with a couple of spells and see if you can parse them. So maybe:

    #@;
    Cleric Spells

    Cantrips
    Guidance
    Light

    ##;
    Guidance
    (Details)

    Light
    (Details)

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