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  1. #131
    Quote Originally Posted by Thegroo View Post
    Found a bug/feature:

    If there is a ' in a feature-name, it wont parse.

    Bye the way, thanks for your work
    It seems to work for me, I've checked it on

    Feature Name
    Archtype Name
    Ability Feature Name

    In all the three cases I have had it correctly parse.

    Can you share a screen shot of whats not working for you so that I can try to replicate it?
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  2. #132

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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
    error fg5eparser.jpg

    PS: I posted the wrong char last night, sorry
    Last edited by Thegroo; November 20th, 2016 at 12:13.

  3. #133
    Goody! Thanks for reporting. I'll have this fixed up in the next build. Currently I'm busy analyzing reference and story entries.
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  4. #134
    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.

  5. #135
    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
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  6. #136
    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
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  7. #137
    Myrdin Potter's Avatar
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    For fields like hit points and such, what is the expected format for the entry?

    "1d10 (6)" for example?
    Ultimate License. Running a 5e campaign blending together PoTA and SKT. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044

  8. #138
    Quote Originally Posted by kp9911 View Post
    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

    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;
    and nothing beyond that. But it did clear the windows of any input.

  9. #139
    Quote Originally Posted by Myrdin Potter View Post
    For fields like hit points and such, what is the expected format for the entry?

    "1d10 (6)" for example?
    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

    Quote Originally Posted by spite View Post
    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;
    and nothing beyond that. But it did clear the windows of any input.
    Strange, if this homebrew is open source could you please direct me to a link I'll try my hand at it as well.
    My Project : FG5EParser LINK

    Current Projects : Revamped FG5eParser v2!

  10. #140
    Myrdin Potter's Avatar
    Join Date
    Oct 2015
    Location
    East Bay, SF
    Posts
    1,674
    Blog Entries
    4
    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 a 5e campaign blending together PoTA and SKT. 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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