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  1. #281
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    Quote Originally Posted by nickabbey View Post
    Are the guidelines you have in the first few posts, in terms of tips and formatting blocks the same for the AB NPC parser?
    Similar, but not exactly the same. I think your best bet for either is make sure you're adhering to the Paizo statblock standard: https://paizo.com/pathfinderRPG/prd/...roduction.html


    Quote Originally Posted by nickabbey View Post
    Is there like, a reference doc or spec the logic in each of these parsers? I'll be giving this a go on my next module, as I bought the AB before I knew about this product (to help me get through the current module)
    Not specifically. The Paizo statblock standard and the extensive hints/tips/gotchas at the beginning of this thread will get you going using this parser.
    FG Wiki: How to Compile the FG Logs

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  2. #282
    I'm having trouble parsing this 2 blocks:

    Code:
    Jesker Helton CR 5
    XP 1,600
    Male human ex-cleric of Erastil 6
    CE Medium humanoid (human)
    Init -1; Senses detect good; Perception +4
    DEFENSE
    AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
    hp 48 (6d8+18)
    Fort +6, Ref +3, Will +9
    OFFENSE
    Speed 30 ft.
    Melee dagger +5 (1d4+1/19-20)
    Ranged +1 composite longbow +4 (1d8+2/x3)
    Special Attacks 
    Constant-detect good, misdirection
    At will-detect thoughts (DC 17), greater
    teleport (self plus so lbs. of objects only),
    telekinesis (DC 20)
    7/day-channel negative energy (DC 15, 3d6)
    3/day-chaos hammer (DC 19), desecrate,
    greater invisibility, major image (DC 18),
    suggestion (DC 18)
    1/day-blasphemy (DC 22), saying
    (DC 19), summon (level 3, 1 succubus
    or incubus 65%)
    1/week-unhallow (only one such effect can be active at a time).
    Spell-Like Abilities
    (CL 6th; concentration +10)
    7/day- calming touch (1d6+6),
    touch of evil (3 rounds)
    Cleric Spells Prepared (CL 6th;
    concentration + 10)
    3rd-create food and water, dispel
    magic, prayer, protection from
    energy
    2nd- align weapon, cure
    moderate wounds (2), hold person (DC 16), spiritual
    weapon
    1st- bless, command (DC 15), cure light wounds, endure
    elements, shield of faith
    0 (at will)-create water, light, mending, purify food and drink
    D domain spell; Domains Community, Evil
    TACTICS
    Before Combat jesker casts endure elements and create food
    and water daily to survive while he waits for the PCs to arrive.
    During Combat jesker's first action in combat (one he takes
    in the surprise round if none of the PCs succeeds at a Sense
    Motive check as detailed above) is to simply step forward
    and fall into the river of lava; as he does so, the demon
    abandons his host as an immediate action, appearing in the
    flesh on the lava's edge. If the PCs work to prevent jesker's
    suicide, jesker fights back with his spells for a few roundsthe demon would greatly prefer for jesker's death to be
    at the hands of the PCs, if possible. If the PCs manage to
    separate jesker from his demonic controller, he becomes an
    ex-cleric and drops to his knees in shame. See Development
    below for further implications.
    STATISTICS
    Str 12, Dex 8, Con 13, Int 10, Wis 18, Cha 14
    Base Atk +4; CMB +5; CMD 14
    Feats Combat Casting, Extra Channel, Lightning Reflexes, Toughness
    Languages Common
    Skills Diplomacy +11, Knowledge (religion) +9, Survival +10
    Morale While possessed, jesker fights to the death.
    Combat Gear +1 vermin-bane arrows (8); Other Gear +1
    studded leather, dagger, +1 composite longbow (+1 Str) with
    12 arrows, silver holy symbol of Erastil worth 25 gp, 21 gp
    
    Blackfire Adepts CR 8
    XP 4,800
    Human sorcerer 6/ Blackfire Adept 3 (Pathfinder Campaign
    Setting: Paths of Prestige 12)
    CE Medium humanoid (human)
    Init +2; Senses Perception +9
    DEFENSE
    AC 23, touch 13, flat-footed 20 (+4 armor, +2 Dex, +1 dodge,
    +2 natural, +4 shield)
    hp 66 (9d6+33)
    Fort +5, Ref +5, Will +7; +2 vs. poison
    Resist electricity 5
    OFFENSE
    Speed 30 ft.
    Melee mwk dagger +6 (1d4+1/19-20) or
    2 claws +5 (1d4+1 plus 1d6 fire)
    Special Attacks blackfire pact
    Sorcerer Spells Known (CL 8th; concentration +12)
    4th (4/day)-dimension door
    3rd (6/day)-rage, stinking cloud (DC 18), summon monster II
    2nd (7/day)-bull's strength, glitterdust (DC 17 ), mirror
    image, rope trick
    1st (7/day)-cause fear (DC 15), grease (DC 16), mage
    armor, magic missile, protection from good, shield
    0 (at will)-acid splash, bleed, detect magic, light, mage
    hand, message, open/close, read magic
    Bloodline abyssal
    TACTICS
    Before Combat A Blackfire Adept casts bull's strength, mage
    armor, and shield before combat.
    During Combat A Blackfire Adept prefer to hang back in
    combat. She begins by casting mirror image, followed by a
    summon monster Ill spell to summon a dretch. An Adept is
    fond of using grease on weapons or holy symbols, and of
    preparing an action to cast magic missile at spellcasters in
    order to disrupt their spellcasting.
    Morale A Blackfire Adept saves at least one 4th-level
    spell to escape, casting dimension door once
    reduced to fewer than 15 hit points to relocate
    to area Q16, where she knocks on the door
    to area Q19 to report. Adepts may be
    encountered again at Vang's side if the
    PCs reach area Q19 within 24 hours;
    otherwise, adepts return to their
    duties. At Vang's side, a Blackfire
    Adept fights to the death.
    STATISTICS
    Str 12, Dex 14, Con 14, Int 12, Wis 10, Cha 18
    Base Atk +4; CMB +5; CMD 18
    Feats Augment Summoning,
    Craft Wondrous Item, Dodge,
    Eschew Materials, Extend Spell,
    Spell Focus (conjuration), Sacred
    SummonsM, Toughness
    Skills Bluff +12, Knowledge (arcana) +13, Knowledge (planes) +13, Linguistics +2, Perception +9, Spellcraft +13
    Languages Abyssal, Common, Infernal
    SQ blackfire taint, bloodline arcana (summoned creatures gain DR 3/good).
    SPECIAL ABILITIES
    Blackfire Pact (Su) As a standard action, a Blackfire Adept can create a destructive resonance between herself and a target within 30 feet. She gains a +1 profane bonus on attack rolls and caster level checks against the target, while the target takes a -1 penalty on saves against the adept's attacks and spells (-2 against conjuration effects). This effect lasts for 2 rounds (Will DC 16 reduces to 1 round), and the effect ends if the target moves more than 30 feet away from the Blackfire Adept.
    Blackfire Taint (Su) A Blackfire Adept gains a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks against demons.
    Combat Gear wand of summon monster IV (14 charges); Other Gear amulet of natural armor +2, 17 pp
    In the Jesker Block some blocks get mixed, this is the best I've been able to format where the feats block gets mixed with the languages, on the blackfire blockl the special abilities is getting mixed with the SQ block, I tried to go over all the points of the first page without any luck, any idea what can be causing the issue?

    Thanks

  3. #283
    Trenloe's Avatar
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    For Jesker, the standard order is Feats, Skills then Languages. Move languages from before skills to after.

    For the Blackfire Adept, Special Abilities should be the last section you have (unless you use the parser specific FORMATTED TEXT for additional text at the end). The "Combat Gear" section will be screwing this up. Move this to before Special Abilities.

    When you get issues like you're seeing (sections being lumped together) this usually means that the parser can't identify where sections begin or end (another section begins). The parser expects headings in order based on the Paizo Stat Block standard detailed here: https://paizo.com/pathfinderRPG/prd/...roduction.html. "Gear" is part of the "Treasure" section and so comes before Special Abilities.
    Last edited by Trenloe; July 6th, 2016 at 10:12.
    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!

  4. #284
    Thanks Trenloe! is a great tool.

  5. #285
    Slowly getting it figured out.
    Last edited by Milke; July 24th, 2016 at 17:34.

  6. #286

    Spell DCs on Creature Parser v2

    When I parsed some spellcasters from Council of Thieves, everything came out hunky dory, except one thing. When I hover my cursor over the spells, the DCs come up as simply the level of the spell. For instance, Charm Person would come up as DC 1. Hold Person would show up as DC 2, etc.
    Here is an example of one of them:

    Arael CR 2
    XP 600
    Male half-elf cleric of Iomedae 3
    LG Medium humanoid
    Init +1; Senses low-light vision; Perception +4
    Defense
    AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
    hp 20 (3d8+3)
    Fort +4, Ref +2, Will +5
    Offense
    Speed 20 ft.
    Melee mwk longsword +3 (1d8/19–20)
    Ranged light crossbow +3 (1d8/19–20)
    Special Attacks channel positive energy 5/day (2d6, DC 13)
    Domain Spell-Like Abilities (CL 3rd)
    5/day—battle rage, touch of good
    Cleric Spells Prepared (CL 3rd)
    2nd—hold person (DC 14), sound burst (already cast), spiritual weaponD
    1st—bless (2), protection from evilD, shield of faith (already cast)
    0—guidance, light, stabilize, virtue
    D domain spell (Good, War)
    Tactics
    Before Combat Arael casts guidance and virtue on any unskilled rebels present and protection from evil and shield of faith on anyone he believes is especially vulnerable.
    During Combat Arael casts bless if he has allies, uses sound burst in the hopes of stunning multiple opponents, and hold person to disable a dangerous adversary.
    Morale Arael surrenders when he reaches 5 hp if he believes his foe will accept a surrender. He is willing to hold off an enemy even at great risk to himself if it gives his allies more time to succeed at a task or escape, but prefers to make a tactical retreat rather than dying needlessly.
    Statistics
    Str 10, Dex 12, Con 13, Int 10, Wis 15, Cha 14
    Base Atk +2; CMB +2; CMD 13
    Feats Alignment Channel, Pick Alignment, Brew Potion, Skill Focus (Knowledge [local])
    Skills Diplomacy +8, Heal +6, Knowledge (history) +4, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +6
    Languages Common, Elven
    SQ elf blood, elven immunities
    Combat Gear potion of cure light wounds, potion of bull’s strength; Other Gear breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 60 gp

    His Hold Person shows up as DC 2. It's not taking the base 10 or his Wisdom into the DC. All I did was copy and paste. Not sure if there's something I need to do to it to make it show up correctly, or if it's just a general bug that's being worked out.

  7. #287
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    Moved this post to the Parser thread.

    Quote Originally Posted by Milke View Post
    When I parsed some spellcasters from Council of Thieves, everything came out hunky dory, except one thing. When I hover my cursor over the spells, the DCs come up as simply the level of the spell. For instance, Charm Person would come up as DC 1. Hold Person would show up as DC 2, etc.
    This is when you're looking directly at the NPC within the library - the NPC record is read only in the library and the FG code that calculates the Save DC can't run against the read only record and update it. The save DC will be calculated correctly once you add the NPC either to the NPC list in the campaign or to the combat tracker. Hovering over the cast button still won't show the correct save DC ( e.g. 12 for hold person, when it should be 14) but expanding the spell entry will show the correct save DC, and the correct save DC will also be used when a target makes a save. See this screenshot:

    Attachment 14915
    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!

  8. #288
    Oh, okay. So you're saying it will work out how it's supposed to, and it just looks weird when I look at that one part. Gotcha.
    On a side note, I'm new to FG and to the forums. So I don't know you as well as some of these folks do.
    You are on top of this stuff. Always helping. I would pay for this program. Do you even have a donations tab on a site somewhere? Or are you just a helpful member of the community for making this thing.
    Last edited by Milke; July 31st, 2016 at 14:01.

  9. #289
    Trenloe's Avatar
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    Quote Originally Posted by Milke View Post
    Or are you just a helpful member of the community for making this thing.
    Just a helpful community member. If you get use out of the parser, fantastic. Hopefully it's helped many Pathfinder GMs over the years...
    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!

  10. #290
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    Quote Originally Posted by Trenloe View Post
    ...Hopefully it's helped many Pathfinder GMs over the years...
    That much is for certain.
    Standard License Operator - You must have a License to play in my games.
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