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  1. #51
    Trenloe's Avatar
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    Quote Originally Posted by darrenan View Post
    Is it just me, or is the spell parsing broken now in 3.0.4? Seems like all the healing and damage entries are empty now and I'm having to go back and manually fix them for all my NPCs. (perhaps this should go into a different thread, sorry)
    Is this a new NPC opened for the first time in 3.0.4, or has it been opened before?

    I've just opened a new NPC in 3.0.4 and the spells parsed out OK.
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  2. #52
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    Hmm.. so if I don't set that parse flag.. then it won't try and build it and I could set the bits up manually? So .. for example .. a Mephit has a generic 'summon' spell that cannot be parsed by the parser because it is not a standard spell (it is a variation of summon monster obviously) .. I'm thinking it would be 'best' if I brought it in with an effect 'summon mephit' with a duration of 6 (caster level of the mephit).

    Do you know where those codes/tags might be found by any chance?
    This is a lot of work for the higher level summonables.. but it seems like it would be worth it as it makes them usable immediately... many parsed spell actions are 'casts' that don't do anything.
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  3. #53
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    Quote Originally Posted by Blackfoot View Post
    Do you know where those codes/tags might be found by any chance?
    Which codes/tags?
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  4. #54
    These are existing NPCs in modules that I created previous to 3.0.4. If open these modules either in the campaign I used to create the modules, or my main campaign which loads the modules, all my spell-using NPCs so far that I've seen have had empty damage and healing entries in their spells. I have had to go back and fill in all the healing and damage entries by hand. I haven't tried deleting the spells and re-dragging them over from the library modules though, is there a chance that might work better? (I'm not at home right now so I can't try it, but I will looking at this more tonight)

  5. #55
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    Quote Originally Posted by Trenloe View Post
    Which codes/tags?
    The ones for setting up the spell elements.... effect/cast/damage/heal...
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  6. #56
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    Quote Originally Posted by darrenan View Post
    These are existing NPCs in modules that I created previous to 3.0.4. If open these modules either in the campaign I used to create the modules, or my main campaign which loads the modules, all my spell-using NPCs so far that I've seen have had empty damage and healing entries in their spells. I have had to go back and fill in all the healing and damage entries by hand. I haven't tried deleting the spells and re-dragging them over from the library modules though, is there a chance that might work better? (I'm not at home right now so I can't try it, but I will looking at this more tonight)
    Are you running any extensions?
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  7. #57
    Quote Originally Posted by Trenloe View Post
    Are you running any extensions?
    In my module creation campaigns I usually have all extensions disabled, but I'll double check when I get home.
    In my main campaign that loads the modules, I have the extensions that have been identified as problematic with 3.0.4 disabled, but I suppose some other extension might be causing problems. Again, I'll check when I get home tonight.

  8. #58
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    Thanks darrenan - when you have time tonight could you please check and if there are still issues provide steps to recreate. Including posting the modules you are using (with just the NPC content). Thanks.

    Note that it is only NPCs created in V2 creature parser that have the <parse> flag set initially. Once they have been opened within the campaign this flag may no longer be set and so won't try to parse the spells.
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  9. #59
    Quote Originally Posted by Trenloe View Post
    Thanks darrenan - when you have time tonight could you please check and if there are still issues provide steps to recreate. Including posting the modules you are using (with just the NPC content). Thanks.

    Note that it is only NPCs created in V2 creature parser that have the <parse> flag set initially. Once they have been opened within the campaign this flag may no longer be set and so won't try to parse the spells.
    And again, this may be the wrong thread entirely, because 95% of my NPCs were not created with the creature parser, I only recently started using it in some of my newer modules.

  10. #60
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    Quote Originally Posted by Trenloe View Post
    Correct, essentially it is the same as dragging all of the spells from the library into the PC, FG attempts to parse the spell description to create effects.


    A flag is set in each NPC spellset record <parse type="number">1</parse> that forces an FG parse of the spells when the NPC is opened (NPCs with a lot of spells can take a few seconds top open).
    Hrm. I tried removing the <parse> tag and setting it to 0... in both cases it went ahead and parsed the spell and ignored the code I put in there to setup an effect... I guess I'm not quite as clever as I was hoping I was.
    Code:
    					  <actions>
    						<id-00001>
    							<durdice type="dice"></durdice>
    							<durmod type="number">0</durmod>
    							<durmult type="number">1</durmult>
    							<durstat type="string">cl</durstat>
    							<durunit type="string">min</durunit>
    							<label type="string">Summon Mephit</label>
    							<order type="number">1</order>
    							<targeting type="string">self</targeting>
    							<type type="string">effect</type>
    						</id-00001>
    					  </actions>
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