DICE PACKS BUNDLE
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  1. #1

    problems with par5e

    I haveing trouble with ans driving me nuts.. class on cleric try add other domain i tr abh
    #abf; light domain;1

    #abf;Light domain;spells;1,3,5,7,9
    #ts;
    #Th;light;cleric;level;spells;
    #tr;1st;burning;hands,;faerie;fire;
    #tr;3rd;flaming;sphere,scorching;ray;
    #tr;5th;daylight,fireball;
    #tr;7th;Guardian offaith,;wall of fire;
    #tr;9th;flame;strike,scrying;
    #te;

    yet i dont see it on selction ther other issue i have in spell dont show i have watch video it dont work.
    Code:
    ##;##;Fighter
    #h;Fighter
    A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
    A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
    A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
    All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
    #h;Well-Rounded Specialists
    Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
    #h;Trained for Danger
    Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
    Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic
    Creating a Fighter
    As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
    You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
    #h; Quick Build
    You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.
    #H;Class Features
    As a fighter, you gain the following class features.
    Hit Points
    Hit Dice: 1d10 per fighter level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your
    Constitution modifier per fighter level after 1st
    Proficiencies
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two skills from Acrobatics, Animal
    Handling, Athletics, History, Insight, Intimidation,
    Perception, and Survival
    Equipment
    You start with the following equipment, in addition to
    the equipment granted by your background:
    #ls;
    #li;(a) chain mail or (b) leather, longbow, and 20 arrows
    #li;(a) a martial weapon and a shield or (b) two
    #li;martial weapons
    #li;(a) a light crossbow and 20 bolts or (b) two handaxes
    #li;(a) a dungeoneer’s pack or (b) an explorer’s pack
    #le;
    #fe;Fighting Style;1
    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
    #abf;Archery
    You gain a +2 bonus to attack rolls you make with
    ranged weapons.
    #abf;Defense;1
    While you are wearing armor, you gain a +1 bonus to AC.
    #abfDueling;1
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    #abf;Great Weapon Fighting;1
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    #abf;Protection;1
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    abf;Two-Weapon Fighting;1 
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
    #fe;Second Wind;
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Once you use this feature, you must finish a short or long rest before you can use it again.
    #abf;Action Surge;2,17
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
    #abf;Martial Archetype;3,7,10,15,18
    At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    #fe;Ability Score Improvement;4,6,8,12,14,16,19
    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    #fe;Extra Attack;5,11,20
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
    #fe;Indomitable;9,13,17
    Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish
    a long rest.
    You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
    Level
    Proficiency
    Bonus Features
    #ts;
    #th;level;bonus;feature;
    #tr;1st; +2; Fighting Style, Second Wind;
    #tr;2nd ;+2; Action Surge (one use);
    #tr;3rd ;+2; Martial Archetype;
    #tr;4th; +2; Ability Score Improvement;
    #tr;5th; +3; Extra Attack;
    #tr;6th ;+3; Ability Score Improvement;
    #tr;7th ;+3; Martial Archetype feature;
    #tr;8th ;+3; Ability Score Improvement;
    #tr;9th ;+4 ;Indomitable (one use);
    #tr;10th ;+4; Martial Archetype feature;
    #tr;11th ;+4 ;Extra Attack (2);
    #tr;12th; +4; Ability Score Improvement;
    #tr;13th ;+5; Indomitable (two uses);
    #tr;14th ;+5; Ability Score Improvement;
    #tr;15th ;+5; Martial Archetype feature;
    #tr;16th ;+5; Ability Score Improvement;
    #tr;17th ;+6; Action Surge (two uses), Indomitable(three uses);
    #tr;18th;+6 ;Martial Archetype feature;
    #tr;19th ;+6; Ability Score Improvement;
    #tr;20th ;+6 ;Extra Attack (3);
    #te;
    
    #abh;Martial Archetypes
    Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. 
    #ab;Champion

  2. #2
    El Condoro's Avatar
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    Is your problem with cleric (in the post) or fighter (in your code sample)? Is it with the table or something else? It's not clear to me exactly what issue you're having.
    A couple of things,
    In the table make the header #th; not #Th;
    ##; Fighter, not ##;##;Fighter

  3. #3

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    also I would clean it up a bit:

    #th; Cleric Level; Spells;
    #tr; 1st; burning hands, faerie fire;
    #tr; 3rd; flaming sphere, scorching ray;
    etc...

    remember your semi-colon - ; - is your column break, you have mismatched column breaks in your table.

  4. #4
    problem with both i did clean up some but i cant add light domain to cleric. It doesnt show at all. fighter class say warning

  5. #5
    Your tags are not in the correct order. It should be as follows:

    #fe; ..... ;
    #fe; ..... ;
    #fe; ..... ;

    #abh;

    #ab;
    #abf; …. ;
    #abf; …. ;
    #abf; …. ;

    #ab;
    #abf; …. ;
    #abf; …. ;
    #abf; …. ;

    abh = Cleric Domains (Include this only once)
    ab = Different Domain Names, such as Light, etc.
    abf = Features of the Domain


    Looking at your code, I see fe after abf, and then a table at the end. The tables come first, followed be Class Features, then fe, then abh (one only), then ab / abf. Also, you must pay attention to when you need a final ; followed by a number (after fe and abf), and when you do not need it.

    Kevin

  6. #6

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    Further to what spoofer pointed out.
    under the fighter
    fe;Fighting Style;1
    you should have the styles as:
    #bp;Archery not #abf;Archery
    However, I think I know what you wanted, and so to make that possible what I did in my parse of the fighter class was, when I got to the Martial Archetypes (the abh; part), I did this:
    #ab;Fighting Style
    #abf;Archery;1
    etc. for each of the fighting styles. This made a droppable tag for the individual fighting styles.

  7. #7
    El Condoro's Avatar
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    Quote Originally Posted by Emerald_wind View Post
    However, I think I know what you wanted, and so to make that possible what I did in my parse of the fighter class was, when I got to the Martial Archetypes (the abh; part), I did this:
    #ab;Fighting Style
    #abf;Archery;1
    etc. for each of the fighting styles. This made a droppable tag for the individual fighting styles.
    But that means a fighter will get *all* of the fighting styles when it is dragged onto the character sheet. It would be better if they got to choose from the list of styles, similar to when skills are chosen as part of the drag and drop.

  8. #8

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    Quote Originally Posted by El Condoro View Post
    But that means a fighter will get *all* of the fighting styles when it is dragged onto the character sheet. It would be better if they got to choose from the list of styles, similar to when skills are chosen as part of the drag and drop.
    How does that mean they get *all* the styles? You drag and drop *one* of the styles. Also remember the champion gets further fighting styles at higher levels, this means they get to drop a second fighting style.

    If you JUST use the one under "features" THAT one drops ALL the fighting styles. This one drops a single style. I'm currently using it this way. But anyway, it's just my way of doing it, and the one I'm using in my games.

  9. #9
    El Condoro's Avatar
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    No, what I mean is, the parse is set up so that you can drag and drop a whole class onto the character sheet and it will automatically populate all the traits, skills and abilities according to the level of the character class. So when you drag "Fighter" onto a character sheet it will populate with all the traits that a character class can get at its next class level. For a Fighter you would see Fighting Style and Second Wind at 1st level; for a Cleric going to 2nd level you would see Channel Divinity, and so on.

    If you put all the Fighting Styles as their own feature #fe;Feature Name;1 etc then, when you drag Fighter onto the character sheet all the features will drag on.

    If you're just dropping them one at a time, then, sure, go for it, but it means you miss out on a lot of the parser's functionality.

    BTW I'm not criticising you, just saying how the drag and drop works.
    Last edited by El Condoro; October 11th, 2014 at 05:33.

  10. #10

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    I wasn't taking it as a criticism, I just wasn't seeing how it automatically populated to the character sheet. Of course I did it a little differently, and hadn't realized it.

    So what I was seeing (and maybe I'm doing this wrong) is that the features automatically populate to the character sheet when you drag and drop a the class on to the character sheet. However, until you drop the ability header onto the character sheet, it doesn't populate the ability features into the character sheet. So what I did was simply choose the ability feature, drop it onto the character sheet and not choose the fighting style header. That way, only one fighting style is populated to the character sheet.

    If I'm wrong, let me know, but that's what I'm seeing.
    Any day in which you learn something is not a complete waste - Polgara

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