Thread: Pathfinder Creature Parser V2
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June 6th, 2014, 20:10 #51FG Wiki: How to Compile the FG Logs
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June 6th, 2014, 20:14 #52
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.Standard License Operator - You must have a License to play in my games.
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June 6th, 2014, 20:23 #53FG Wiki: How to Compile the FG Logs
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June 6th, 2014, 20:28 #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)
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June 6th, 2014, 20:32 #55
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June 6th, 2014, 20:32 #56FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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June 6th, 2014, 20:37 #57
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.
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June 6th, 2014, 20:41 #58
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.FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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June 6th, 2014, 20:44 #59
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June 6th, 2014, 23:14 #60
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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