Thread: Pathfinder Creature Parser V2
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May 20th, 2016, 00:51 #281
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
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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July 5th, 2016, 22:46 #282Crusader
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I'm having trouble parsing this 2 blocks:
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?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
Thanks
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July 6th, 2016, 01:53 #283
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!
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July 6th, 2016, 13:13 #284Crusader
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Thanks Trenloe! is a great tool.
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July 24th, 2016, 16:35 #285
Slowly getting it figured out.
Last edited by Milke; July 24th, 2016 at 17:34.
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July 31st, 2016, 04:19 #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.
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July 31st, 2016, 08:33 #287
Moved this post to the Parser thread.
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 14915FG 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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July 31st, 2016, 13:48 #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.
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July 31st, 2016, 17:53 #289FG 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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July 31st, 2016, 19:18 #290
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