Thread: PF2CreatureParser Extension
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January 12th, 2024, 01:42 #201
- Join Date
- Feb 2018
- Posts
- 11
I have found that it seems to be the campaign Im missing it from. This campaign is labeled P"athfinder (2E Legacy)". I have another campaign that the ruleset is just "Pathfinder (2E)" and I can see it there as well as others that I cant see in the first one.
In the first campaign (The problem one) the extensions I have are:
-Pathbuilder Import
-Big Portraits
-PFRPG2 GM Enhyancements
-Success Level Colors
In the older campaign I have:
-Pathbuilder Import
-Big Portraits
-Cohorts and Companions
-PFRPG2 GM Enhancements
-PFRPG2 Upgrades
-PF2ECreatureParser
-Success Level Colors
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January 12th, 2024, 12:54 #202
@Darrenan - any PFRPG2 extension needs to be updated to also be available for the PFRPG2-Legacy ruleset. Unfortunately there's nothing that can be done inside the ruleset to cater for this, so the extension needs to be modified. Sorry for the hassle.
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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January 12th, 2024, 15:40 #203
Ah yes, I forgot I had noticed that was a thing with this one. Actually the number one reason I've switched most of my campaigns over to Remastered is so I could keep using this extension.
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March 11th, 2024, 19:02 #204
Version 1.4 has just been pushed to the Forge. This fixes incompatibilities with FG v4.5.0. I only did rudimentary testing, so please report any issues you run into, thanks.
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August 15th, 2024, 17:43 #205
Is there any chance of this being updated to work with Starfinder 2e?
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October 17th, 2024, 17:08 #206
- Join Date
- Mar 2018
- Posts
- 3
I am unable to parse any stat blocks. The console displays the following:
[10/17/2024 10:52:54 AM] [ERROR] Script execution error: [string "PF2CreatureParser:..s/pf2creatureparser.lua"]:36: attempt to index local 'sName' (a nil value)
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October 18th, 2024, 01:58 #207
Thanks for the sample stat blocks you PM'd me. I don't see what is obviously wrong, but I'll do a deep dive tomorrow and see if I can figure it out.
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October 18th, 2024, 02:09 #208
ok schedule this evening freed up. I tried both of the stat blocks you provided and they both parsed correctly without any errors, with no other extensions loaded.
As usual, if you're using other extensions, disable all of them except this one and then enable them one by one until you find the extension that's causing the conflict.
Also, since the stat blocks you provided were copy and pasted several times, including once into notepad++, please make sure the text you are pasting into the NPC does not contain any hidden or special characters. Also make sure you are using the parse TEXT button, NOT the parse JSON button. The latter option is only to be used when copying JSON from the PF2E Monster Tool website (although I tested this, and it generates an entirely different error than the one you provided in your PM to me).
Also verify that the version in the announcement message sent to the chat window says 1.4, which is the latest version.Last edited by darrenan; October 18th, 2024 at 02:12.
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Today, 12:39 #209
- Join Date
- Mar 2018
- Posts
- 3
All extensions other than PF2CreatureParser V1.4 have been disabled.
I created a new campaign (not a legacy campaign) and retried multiple stat blocks.
I manually typed in a stat block.
I copied a stat block direct from a PDF, modified only to satisfy line formatting required for the module.
All the above fail with the same original error on both my MacBook and Windows 10 systems.
I tried to create a stat block using the PF2E Monster Tool website, export the JSON, and import it. That operation fails with the following error.
[10/21/2024 6:33:30 AM] [ERROR] Script execution error: [string "PF2CreatureParser:..s/pf2creatureparser.lua"]:922: decodeJSON: Invalid argument
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Today, 19:11 #210
@Draggin64 - I can't reproduce your issue. Can you try with the Giant Skunk text from post 191? (Included below).
Code:Giant Skunk Creature 1 N Large Animal Source Bestiary 3 pg. 246 Perception +6; low-light vision, scent (imprecise) 40 feet Skills Acrobatics +7, Athletics +6, Stealth +7 Str +3, Dex +4, Con +3, Int -4, Wis +1, Cha +0 AC 16; Fort +8, Ref +9, Will +4 HP 21 Speed 25 feet Melee [one-action] jaws +8 [+3/-2], Damage 1d6+3 piercing Melee [one-action] claw +8 [+4/+0] (agile), Damage 1d4+3 slashing Spray Blinding Musk [two-actions] (poison) The giant skunk propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 17 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 3. Critical Failure The target is blinded for 1 round, becomes sickened 3, and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
If you still have issues using this text and following the steps in the video, then please provide a video or screenshots showing the steps carried out to recreate the issue.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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