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  1. #171
    Blackfoot's Avatar
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    If it cannot find the spell in the sourcebooks available to it, it doesn't parse it. 'madness' isn't a spell it's a domain.. so it skips it. It doesn't parse domain abilities... just spells.

    Damn.. Darren was faster.
    Last edited by Blackfoot; January 4th, 2015 at 06:22.
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  2. #172
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    This line here:
    D Domain spell; Domains Evil, Madness
    I'm not sure that should have a D at the front of it... try it without that... actually.. lose the D Domain spell; bit.. I think that's what's messing you up.
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  3. #173
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    Quote Originally Posted by Nylanfs View Post
    Okay I'm having problems figuring out why it's balking on some NPC's I'm inputting from PCGen (again).

    I can see it's messing up on Chenashi, Master Dunrat, Terjon, Vacra, and Xaod. I'm not sure why it isn't parsing the Madness Domain because it is a corerulebook domain. I can't see any reason on why it's messing up on Master Dunrat's spells, it's like it isn't seeing the spaces. And I don't understand what "Error in ReadWriteFormattedCreature, Message: Argument 'Start' must be greater than zero." is trying to tell me.
    As has been mentioned by BF, the "cannot parse spell XML" warning is because it can't match the spellname indicated - this might be an indication that the spell is not actually a spell (in the case of "madness", for example) or that there are other formatting issues (if you see multiple words tied together).

    Most of the ones that fail with an error when trying to format the spell like abilities is because PCGen is not generating the spell like ability list in the expected Paizo statblock standard.

    For example, Vacra has: Innate Spell-Like Abilities: darkness ( 1/day)

    The Paizo statblock standard, which is what the parser is expecting, would be:

    Innate Spell-Like Abilities (CL 1st)
    1/day-darkness


    As the parser isn't encountering what it expects then it causes an error when trying to parse the spell like abilities.

    Also, Master Dunrat has 2 spell classes, the parser only currently supports 1 spell class (this is mentioned in the posts at the beginning of this thread).
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  4. #174
    Okay I hadn't realized that it didn't parse two spell classes, so that is my bad.

    I've edited all my spell-like abilities to match (this is almost enough to make me write a plain text output sheet, almost). But I can't figure out WHY it's messing up on Terjon's spells.

    Code:
    1st—command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
    0 (at will)—detect magic (2), light, read magic
    D Domain spell; Domains Law, Protection
    STATISTICS
    The "D" is part of the statblock for a cleric, but taking it out makes it parse. Grrr

  5. #175
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    Quote Originally Posted by Nylanfs View Post
    Okay I hadn't realized that it didn't parse two spell classes, so that is my bad.

    I've edited all my spell-like abilities to match (this is almost enough to make me write a plain text output sheet, almost). But I can't figure out WHY it's messing up on Terjon's spells.

    Code:
    1st—command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
    0 (at will)—detect magic (2), light, read magic
    D Domain spell; Domains Law, Protection
    STATISTICS
    The "D" is part of the statblock for a cleric, but taking it out makes it parse. Grrr
    Try "D domain spell" (lower case "d" in domain).

    I'll PM you a development version of the parser that might help in a couple of the fringe cases you're getting.
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  6. #176
    Okay, that fixed not finding the spells

  7. #177
    It is still messing up on the two clerics, but the NPC importer handles them, it also handles the dual spell casters just fine. I just don't like how that tool makes a separate module for each NPC, but that's my organizational retentiveness coming out. It doesn't particularly matter because I'm going to throw them away after I get done with the module.

    I think what I'll do is use the Creature Parser for most characters and then the NPC tool for clerics & trouble npc's.

  8. #178
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    Which 2 clerics are failing for you?

    Have you tried the dev version I sent you?
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  9. #179
    Yes I tried that version also, it's messing up on Master Dunrat and Terjon, everything else is importing just fine. I just can NOT find why those two characters are failing, I'm in the spells somewhere (because turning off parsing doesn't throw the "Start must be greater than zero" error . And with the amount of editing that needs done (eliminating double lines from htm copy/paste, altering spell like abilities, attack blocks) I think in the next week or so I'm going to document all the issues and they try and build a plain text output sheet for PCGen that needs less massaging.

  10. #180
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    The issues are all with the spell like abilities. They need to be formatted correctly to enable the parsing. However, as Blackfoot mentioned, cleric "Domain spell-like abilities" aren't actually proper spell like abilities - as they aren't spells. See the "Invalid Spell Like Abilities entries" section in post #2 of this thread for more info.

    The text below has Master Dunrat and Terjon modified so they'll parse. I removed the sorcerer spells from Master Dunrat, so there is just one spell class; and then formatted the 2 special abilities correctly. I also changed "Domain spell" to be "domain spell" but this isn't needed in the dev version I sent you.

    Code:
    MASTER DUNRAT 	CR 4
    XP 1,200
    Male human sorcerer 1 / cleric of Tharizdun 4
    CE Medium humanoid (human)
    Init +0; Senses Perception -1
    Aura aura of chaos, aura of evil
    DEFENSE
    AC 16, touch 10, flat-footed 16 (+6 armor)
    hp 36 (5 HD; 1d6+4d8+14)
    Fort +6, Ref +1, Will +5
    OFFENSE
    Speed 20 ft.
    Melee dagger +3 (1d4/19-20)
    Ranged dagger (thrown) +3 (1d4/19-20) or crossbow, heavy +3 (1d10/19-20)
    Special Attacks channel negative energy (2d6, DC 14, 3/day), elemental ray (1d6+0, 3/day), touch of evil (4/day), vision of madness (4/day)
    Domain Spell-Like Abilities (CL 4th)
    4/day-Touch of Evil
    3/day-Elemental Ray
    Cleric Spells Prepared (CL 4th, concentration +5):
    2nd-death knell (DC 15), hold person (DC 15), touch of idiocy D (DC 17)
    1st-bane (DC 14), cause fear (DC 14), command (DC 14), curse water (DC 14), protection from good D
    0 (at will)-detect magic, light, read magic, resistance
    D domain spell; Domains Evil, Madness
    STATISTICS
    Str 10, Dex 10, Con 14, Int 11, Wis 13, Cha 11
    Base Atk +3; CMB +3; CMD 13
    Feats Combat Casting, Eschew Materials, Improved Channel, Insanity, Silent Spell, Still Spell
    Skills Acrobatics -3, Bluff +4, Climb -3, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (History) +4, Knowledge (Planes) +6, Knowledge (Religion) +7, Perception -1, Ride -3, Sense Motive -1, Spellcraft +4, Stealth -3, Survival -1, Swim -3
    Languages Common
    SQ aura, aura of chaos, aura of evil, bloodline arcana, bonus feat, cantrips, elemental bloodline (fire), orisons, skilled, spontaneous casting, weapon and armor proficiency, weapon and armor proficiency
    Combat Gear bead of force; Other Gear masterwork breastplate, dagger, crossbow, heavy, brooch of shielding, ring of mind shielding, holy symbol (obex), bolt, crossbow (20)
    SPECIAL ABILITIES
    Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
    Aura of Chaos (Ex) You project a moderate chaotic aura.
    Aura of Evil (Ex) You project a moderate evil aura.
    Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to Fire.
    Bonus Feat Humans select one extra feat at 1st level.
    Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
    Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 2d6 (DC 14 for half) 3/day.
    Domains
    Elemental Bloodline (Fire) The power of the elements resides in you, and at times you can hardly control its fury.
    Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage. You can use this ability 3 times per day.
    Eschew Materials
    Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
    Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.
    Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack.
    Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack.
    Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
    Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
    
    TERJON 	CR 5
    XP 1,600
    Male human cleric of St. Cuthbert 6
    LG Medium humanoid (human)
    Init +1; Senses Perception +3
    Aura aura of law
    DEFENSE
    AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +1 dodge, +2 shield)
    hp 55 (6d8+24)
    Fort +10, Ref +5, Will +10
    Defensive Abilities resistant touch (6/day);
    OFFENSE
    Speed 20 ft.
    Melee mace +1 (heavy) +6 (1d8+1)
    Ranged crossbow, light +5 (1d8/19-20)
    Special Attacks channel positive energy (3d6, DC 12, 2/day)
    Domain Power Spell-Like Abilities (CL 6th)
    6/day-Resistant Touch, Touch of Law
    Cleric Spells Prepared (CL 6th, concentration +9):
    3rd-daylight, magic circle against chaos D, prayer, searing light
    2nd-bear's endurance, bull's strength, hold person (DC 15), remove paralysis, shield other D
    1st-command (DC 14), detect chaos, magic weapon, sanctuary D (DC 14), shield of faith
    0 (at will)-detect magic (2), light, read magic
    D domain spell; Domains Law, Protection
    STATISTICS
    Str 11, Dex 13, Con 16, Int 10, Wis 16, Cha 8
    Base Atk +4; CMB +4; CMD 17
    Feats Brew Potion, Combat Casting, Dodge, Weapon Focus (Mace (Heavy))
    Skills Acrobatics -6, Acrobatics (Jump) -10, Climb -7, Craft (Alchemy) +4, Diplomacy +4, Escape Artist -6, Fly -6, Heal +10, Knowledge (Arcana) +6, Knowledge (Religion) +6, Ride -6, Sense Motive +7, Spellcraft +7, Stealth -6
    Languages Common
    SQ aura, aura of law, bonus feat, orisons, skilled, spontaneous casting, touch of law (6/day)
    Combat Gear potion of delay poison, potion of lesser restoration, scroll (cure light wounds), scroll (dispel magic); Other Gear chainmail, mace +1 (heavy), crossbow, light, shield, heavy wooden, ring of protection +1, coin (gold piece) (69), bolt, crossbow (20)
    SPECIAL ABILITIES
    Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
    Aura of Law (Ex) You project a strong lawful aura.
    Bonus Feat Humans select one extra feat at 1st level.
    Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 2 times per day.
    Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
    Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +2 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day.
    Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
    Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 6 times per day.
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