Does the parser not pick up hardness in a way that FG understands or does hardness not actually work? I can't seem to get it to work right.
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Does the parser not pick up hardness in a way that FG understands or does hardness not actually work? I can't seem to get it to work right.
Feature Request: Add thumbnail support. Add thumbnail picker controls to the UI, and include the selected thumbnail in the module. Probably already on your todo list right?
Yep, it is easy. But FGs /export has this functionality, so it would be nice feature parity with that. No rush, just a suggestion.
Attachment 7478
I am not able get my Hero Lab Caster Cleric to import his spells.
The sorcerer works fine.
Up there is the importer errors. Here is the text I'm using.
SL Cleric Caster 14 CR 14
XP 14
Male Human Cleric of Moloch 14
LE Medium humanoid (human)
Init +3; Senses Perception +21
Defense
AC 30, touch 16, flat-footed 27 (+7 armor, +6 shield, +3 Dex, +1 natural, +3 deflection)
hp 157 (14d8+84)
Fort +16, Ref +13, Will +19
Offense
Speed 30 ft.
Melee +3 heavy mace +16/+11 (1d8+6)
Special Attacks channel negative energy 2/day (DC 16, 7d6), weapon master (14 rounds/day)
Domain Spell-Like Abilities (CL 14th; concentration +21)
10/day—battle rage (+7 damage) , fire bolt (1d6+7 fire) , touch of darkness (7 rounds)
Cleric Spells Prepared (CL 14th; concentration +21):
7th—destruction (DC 24), disintegrateD (DC 24), ethereal jaunt , regenerate
6th—antilife shell , banishment (DC 23), blade barrier (DC 23), heal, planar ally , shadow walkD (DC 23)
5th—commune, flame strike D (DC 22), plane shift (DC 22), slay living (DC 22), true seeing , wall of
stone
4th—cure critical wounds , discern lies (DC 21), divination, divine powerD, lesser planar ally , restoration,
sending
3rd—blindness/deafness (DC 20), cure serious wounds , fireballD (DC 20), invisibility purge , prayer,
protection from energy , summon monster iii
2nd—augury, blindness/deafness (blindness only) D (DC 19), cure moderate wounds , find traps , hold
person (DC 19), lesser restoration , shield other , status
1st—burning handsD (DC 18), command (DC 18), comprehend languages , cure light wounds , hide from
undead (DC 18), shield of faith , shield of faith , summon monster i
0 (at will)— detect magic , light, mending, purify food and drink (DC 17)
D Domain spell; Domains Ash, Darkness, Fire, War
Statistics
Str 16, Dex 16, Con 18, Int 18, Wis 25, Cha 8
Base Atk +10; CMB +13; CMD 29
Feats Blind-Fight, Combat Casting, Command Undead, Enlarge Spell, Extend Spell, Lightning Reflexes,
Quicken Spell, Still Spell, Toughness
Traits deft dodger, Highlander (Ex) (hills or mountains)
Skills Appraise +8, Diplomacy +16, Heal +24, Linguistics +8, Perception +21, Sense Motive +24, Spellcraft
+17, Stealth +19 (+21 in hilly or rocky areas), Use Magic Device +13; Racial Modifiers Highlander (Ex) (hills or
mountains)
Languages Abyssal, Aklo, Common, Elven, Erutaki, Shadowtongue
SQ aura, eyes of darkness (7 rounds/day), wall of ashes
Other Gear +3 chain shirt , +4 heavy steel shield , +3 heavy mace , amulet of natural armor +1 , cloak of
resistance +3 , headband of mental prowess +4 (Int, Wis) , ring of protection +3 , 150 gp
Special Abilities
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Battle Rage (10/day) (Sp) Touch ally to grant +7 to a melee dam for 1 rd.
Blind-Fight (Ex) Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 7d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Isn't it the 10/day that's messing things up? I remember you saying before that wasn't supported. If you change the 10/day to 9/day, and then go manually change it back in the output, I think it will work.
Using v2.0.0.8. Does there need to be something between SQ and SPECIAL ABILITIES? From the following stat block snippet:
Languages Common, Hallit
SQ adaptive learning, charge weapon, self-repair
SPECIAL ABILITIES
Adaptive Learning (Ex) A gearsman has a number of skill
points equal to 4 + its
Int modifier per Hit Die,
and treats Craft and
The following is emitted in the .fpf file:
LANGUAGES:Common, Hallit
SQ:adaptive learning, charge weapon, self-repair SPECIAL ABILITIES Adaptive Learning (Ex) A
NOMATCH:sman has a number of skill points equal to 4 + its Int modifier per Hit Die, and treats Craft and
I've tried changing the SQ line to end in a period, use semi-colon delimitters, insert an empty ECOLOGY block etc. but nothing I do seems to make any difference. Thoughts?
EDIT: It's the word "gear" that's doing it. I had to change all the occurrences of that word to fix the issue. Kinda ugly.