Thread: Fantasy Grounds 5E Parser
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November 20th, 2016, 12:08 #131
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That's one the offending Strings: (From a UA-PDF with the revised Ranger)
#abf;Stalker’s Dodge;15
Seems to be a charset problem: If i replace ’ with ' all is working fine.
Here the error message
Attachment 16496
PS: I posted the wrong char last night, sorryLast edited by Thegroo; November 20th, 2016 at 12:13.
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November 20th, 2016, 21:28 #132
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Goody! Thanks for reporting. I'll have this fixed up in the next build. Currently I'm busy analyzing reference and story entries.
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November 24th, 2016, 08:27 #133
Are you meant to hit add to list for each section before moving on? Unfortunately I did the entire class and then clicked add to list but only the first section (hp equip etc) was added to the file.
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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November 24th, 2016, 14:48 #134
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No, you need to add to list only after completing all sections...
This is a bug most likely. I'll have a look when I get home. Sorry for the inconvenience :c
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November 24th, 2016, 16:24 #135
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Spite you might have chanced upon a special scenario case I just did this and it both the dummy classes were written to the file. Could you let me know what you were tying to input?
Code:##;Necromance asdasdasdddasdasdasddd Hit Points Hit Dice: asdasd Hit Points at 1st Level: asdas Hit Points at Higher Levels: asdasdasd Proficiencies Armor: asdasd Weapons: asd Tools: sd Saving Throws: asd Skills: asd Equipment #ls; #li;asdasdasdasd #le; #fe;asdasdasddd;1 asdasdasd #fe;asdasdasd;3,4 asdasdasd#archtype;#abh;arc #ab;arc1 asdasdasd #abf;asfdsdfsdfssfsd;4 asdasdasdasd ##;Magickarp asdasdasd Hit Points Hit Dice: asdasd Hit Points at 1st Level: asdsad Hit Points at Higher Levels: asdasd Proficiencies Armor: asd Weapons: asd Tools: asd Saving Throws: asd Skills: asd Equipment #ls; #li;asd #le; #fe;asdasd;1 asdasd #fe;lalalala;2 asdasd#archtype;#abh;Spalsh #ab;Use Splash asdasdasd #abf;asdasdj;6 sdfsdfsdf
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November 24th, 2016, 16:42 #136
For fields like hit points and such, what is the expected format for the entry?
"1d10 (6)" for example?Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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November 24th, 2016, 18:19 #137
I had just filled in all sections, 4 archetypes, descriptions, abilities etc. Clicked "add to list" and the list only gave me
Code:##;Alchemist A drow crouches quietly in a small, dark room with an array of bottles, pouches, and small crossbow bolts spread out before him on an impromptu table. With great care, he dips the bolts into several substances and places them into a carefully crafted leather bracer strapped to his forearm. Packing away his things and drawing his hand crossbow, he quaffs a small vial of clear liquid and fades into invisibility, then slips into the hallway. Far at the end, he spots the guard and raises the first envenomed missile to deliver silent death. Axes rise and fall as screams fill the air and travelers are butchered like livestock. In the back of a caravan wagon, a halfling sees a band of orcs killing his friends as he anxiously wrings his hands, seemingly conflicted about what to do. Steeling himself, he smears a cold, greasy paste onto his neck and feels a sheath of frost cover his body from head to toe. Blowing out a sigh, he trips the trigger in his mind and wills his grim, alter ego to take control as his entire body violently shifts and contorts. Vicious claws and teeth rapidly grow out of his small features. With a sneer, the monstrous figure leaps out of the wagon and sinks its fangs into a passing orc. A half elf speaks quietly to his friends as he hands them each a vial of ruddy liquid. He bids them all to drink, and each of his companions seems to swell with vigor and confidence for the battle ahead. As the paladin prepares to kick in the door, the half elf quaffs a mixture of his own, then sets his jaw as his skin transforms into something dark and tough like tree bark. A human charges headlong across a bloody battlefield, screaming defiance at her enemies. An empty vial tumbles free of her fingers as she moves with supernatural speed across the chaos. She perches atop a small rise and spies four enemy soldiers in the trench beneath her. With deft hands, she mixes and then throws a cluster of bombs at them. She runs off to another part of the battle even before the thunderous reports of the explosions stop echoing through the trench. Alchemists are scientists who research and study to understand the world around them. They use their training to create alchemical creations like smoke sticks, alchemist’s fire, acids, and sundry other useful items. Alchemists are also individuals who understand that conventional science and magic are not two diametrically opposed forces, but rather two sides of the same coin in many ways. By combining them, alchemists are able to create strange and wonderful effects to empower the mind and body. Their scope does not end there, however, as alchemists also frequently experiment with potent destructive machinations. #h;Scholarship and Discovery Generally speaking, an alchemist is part student, part adventurer, and part mad scientist. They seek to understand the world and how it works by using their prolific intellects to conduct experiments and study the results. While wizards do study magic and treat it as an academic pursuit, alchemists are, on the whole, more interested in understanding the nature of the world, the multiverse, and reality itself than magic in the abstract. Whereas a wizard may study magic out of a desire to understand the essence of magic, alchemists tend to focus on the interaction of the many variables that conspire in any given situation. To an alchemist, magic is just one factor in the grand equation that makes up reality, and it is no more or less important than flesh and blood, steel and stone, or even sentient thought. With that in mind, alchemists use all of the tools at their disposal, magic included, to hunt down new discoveries about the forces which keep existence in motion. #h;Hands on Experience Scholars, students, and researchers typically do not evoke the image of an adventurer when one thinks of them. In all practicality, though, there is only so much that can be learned in a classroom. Most alchemists have some degree of formal training, perhaps from a school or a personal mentor, but there comes a time when even the most stalwart bookworm realizes that their studies cannot effectively advance without experience in the real world. The world outside of the classroom is a varied and often dangerous place full of apparent randomness. While the controlled conditions of a sterile laboratory are often helpful for conducting experiments, most alchemists reach a point where they welcome this unpredictability in order to broaden their horizons. Every situation one encounters while out adventuring forces one to look at a situation while in different states of mind and from new perspectives. Each crisis is an opportunity to learn some new secret that is just waiting for some visionary or pioneer to stumble upon it. The laboratory cannot produce the same opportunities for greatness that a life of adventuring can, and so it is understandable why many alchemists take up the mantle of the adventurer as they attempt to further their educations. #h;#h;Creating an Alchemist When you create an alchemist character, probably the first piece of the puzzle that makes up your character’s identity is determining where they got their start as an alchemist. Alchemy is a fairly esoteric pursuit, and its practice is not typically common knowledge. Whereas science and magic both have their places in most societies, it is somewhat rare that the two are systematically integrated together. Did your character attend a school of some sort which imparted the secrets of alchemy? Or did you perhaps have access to a private tutor provided by your wealthy family? Or maybe you befriended a local hermit near your village who had more than a few tricks up his sleeve. In any case, knowing how you got your start down the path of the alchemist is critical to your character’s background. What was your relationship like with your teacher(s)? Are you still in contact with them? Perhaps you work for them. Perhaps you were cast out by them. How does that relationship affect who you are, what you are doing, and why you are doing it? The next important question is, what is your character’s motivation to study alchemy? What is it that you hope to discover or learn from your career of study and experimentation? Is there a particular goal you’re after, or is the pursuit of knowledge alone enough for you? In any case, what is it that drove you out into the world and a life of adventure? What is it that you want to learn so badly that you are willing to risk life, limb, or worse just to catch a glimpse of it? Or do you just welcome the challenge as something to test your skills against? #h;Quick Build You can make an alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage or cloistered scholar background. Third, choose the following 1st level formulae for your formula book: Armor of Agathys, Cure Wounds, Disguise Self, Expeditious Retreat, False Life, and Shield of Faith. Lastly, choose the High Yield Reaction alchemical esotery. Hit Points Hit Dice: 1d8 per alchemist level Hit Points at 1st Level: 8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, blowgun, thrown improvised weapons Tools: Alchemist's Supplies Saving Throws: Intelligence, Constitution Skills: Choose two skills from Animal Handling, Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand Equipment #ls; #li;Any simple weapon #li;(a) a light crossbow and 20 bolts or *(b)* a blowgun and 30 darts #li;(a)* a scholar’s pack, or *(b)* an explorer’s pack #li;Leather armor, a formula book, a dagger, and alchemist’s supplies #li; #le;
Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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November 24th, 2016, 18:54 #138
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Check out spites entry here fot the alchemist. It should be as is in the player handbook or what ever source file you're using.
Hit Dice: 1d8 per alchemist level
Strange, if this homebrew is open source could you please direct me to a link I'll try my hand at it as well.
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November 26th, 2016, 00:36 #139
How do you enter the standard table for each class with level, proficiency bonus, features and then spells known per level if applicable? Or step up the proficiency bonus as a character goes up in level?
I am trying to do the UA Ranger right now. If I just cut and paste the table in descriptions and call it a table, any spaces are replaced by ; so you end up with weird columns.Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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November 26th, 2016, 06:15 #140
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Tables by far are the hardest thing to copy from the PDF, what I do first is format the text in Note Pad++ (Free to download and use). So this is what it looks like after the hidden spaces are removed.
Code:The Ranger Proficiency Level Bonus Features 1st +2 Favored Enemy, Natural Explorer 2nd +2 Fighting Style, Spellcasting 3rd +2 Primeval Awareness, Ranger Conclave 4th +2 Ability Score Improvement 5th +3 Ranger Conclave feature 6th +3 Greater Favored Enemy 7th +3 Ranger Conclave feature 8th +3 Ability Score Improvement, Fleet of Foot 9th +4 — 10th +4 Hide in Plain Sight 11th +4 Ranger Conclave feature 12th +4 Ability Score Improvement 13th +5 - 14th +5 Vanish 15th +5 Ranger Conclave feature 16th +5 Ability Score Improvement 17th +6 — 18th +6 Feral Senses 19th +6 Ability Score Improvement 20th +6 Foe Slayer
Code:#h;The Ranger #bp;Proficiency #ts; #th;Level;Bonus;Features ; #tr;1st;+2;Favored;Enemy,;Natural;Explorer #tr;2nd +2;Fighting;Style,;Spellcasting #tr;3rd +2;Primeval;Awareness,;Ranger;Conclave #tr;4th +2;Ability;Score;Improvement #tr;5th +3;Ranger;Conclave;feature #tr;6th +3;Greater;Favored;Enemy #tr;7th +3;Ranger;Conclave;feature #tr;8th +3;Ability;Score;Improvement,;Fleet of;Foot #tr;9th +4;— #tr;10th;+4;Hide;in Plain;Sight #tr;11th;+4;Ranger;Conclave;feature #tr;12th;+4;Ability Score;Improvement #tr;13th;+5;- #tr;14th;+5;Vanish #tr;15th;+5;Ranger;Conclave feature #tr;16th;+5;Ability Score;Improvement #tr;17th;+6;— #tr;18th;+6;Feral;Senses #tr;19th;+6;Ability;Score;Improvement #tr;20th;+6;Foe;Slayer #te;
Code:#h;The Ranger #ts; #th;Level;Proficiency;Bonus Features #tr;1st;+2;Favored Enemy, Natural Explorer #tr;2nd;+2;Fighting Style, Spellcasting #tr;3rd;+2;Primeval Awareness, Ranger Conclave #tr;4th;+2;Ability Score Improvement #tr;5th;+3;Ranger Conclave feature #tr;6th;+3;Greater Favored Enemy #tr;7th;+3;Ranger Conclave feature #tr;8th;+3;Ability Score Improvement, Fleet of Foot #tr;9th;+4;— #tr;10th;+4;Hide in Plain Sight #tr;11th;+4;Ranger Conclave feature #tr;12th;+4;Ability Score Improvement #tr;13th;+5;- #tr;14th;+5;Vanish #tr;15th;+5;Ranger Conclave feature #tr;16th;+5;Ability Score Improvement #tr;17th;+6;— #tr;18th;+6;Feral Senses #tr;19th;+6;Ability Score Improvement #tr;20th;+6;Foe Slayer #te;
Last edited by kp9911; November 26th, 2016 at 06:17.
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