Lavaeolous / PF1-StatBlock-Converter-Module

FoundryVTT Module to convert PF1 Statblocks into Foundry Actors (PC or NPC).
MIT License
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In Preview Window, many fields are not populating correct in Foundry v10 #603

Closed ElSriracho closed 2 years ago

ElSriracho commented 2 years ago

The Preview window doesn't correctly display Creature Name, Initiative, AC, Touch, Flat-footed, Base Atk, CMB and CMD. They all remain blank. It does seem to import correctly however.

Lavaeolous commented 2 years ago

Hey, try to update to v4.0.1 of sbc, there the preview should be generated correctly. If thats not the case or you already are on that version, could you send me an example statblock where the error occurs?

Lavaeolous commented 2 years ago

I could recreate that on my system now as well, e.g. with this:

Ghoul Commander

CR 8

XP 4,800

Ghoul antipaladin 7 (Pathfinder RPG Advanced Player's Guide 118)

CE Medium undead

Init +3; Senses darkvision 60 ft.; Perception +15

Aura cowardice (10 ft.)

DEFENSE

AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)

hp 99 (9 HD; 2d8+7d10+52)

Fort +13, Ref +9, Will +15

Defensive Abilities channel resistance +2; Immune disease, undead traits

OFFENSE

Spd 20 ft.

Melee mwk greataxe +15/+10 (1d12+7/19-20/x3), bite +8 (1d6+2 plus disease and paralysis) or
bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis)

Ranged mwk composite shortbow +12/+7 (1d6+5/x3)

Space 5 ft.; Reach 5 ft.

Special Attacks channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)

Antipaladin Spell-Like Abilities (CL 7th; concentration +11)
At Will—detect good

Antipaladin Spells Prepared (CL 4th; concentration +8)
2nd—desecrate
1st—disguise self, inflict light wounds (DC 15)

TACTICS

Before Combat The ghoul commander is usually accompanied by a fiendish dire boar mount. If he is defending an area, he casts desecrate on the area (these bonuses are not included in his statistics).

During Combat The commander begins combat by charging in on his boar. He prefers to attack with his greataxe.

STATISTICS

Str 20, Dex 17, Con -, Int 13, Wis 16, Cha 18

Base Atk +8; CMB +13; CMD 26

Feats Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)

Skills Bluff +11, Intimidate +16, Perception +15, Ride +12

Languages Common, Undercommon

SQ cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)

Combat Gear scroll of inflict serious wounds; Other Gear mwk breastplate, mwk composite shortbow with 20 arrows, mwk greataxe, belt of giant strength +2, 79 gp
ElSriracho commented 2 years ago

Hello, sorry for the late reply, this went into a spam folder.

Not sure if you attempted a fix but I am still experiencing the issue.

[image: image.png]

I attached a text file with the text.

On Thu, Oct 6, 2022 at 5:55 AM Lavaeolous @.***> wrote:

I could recreate that on my system now as well, e.g. with this:

Ghoul Commander

CR 8

XP 4,800

Ghoul antipaladin 7 (Pathfinder RPG Advanced Player's Guide 118)

CE Medium undead

Init +3; Senses darkvision 60 ft.; Perception +15

Aura cowardice (10 ft.)

DEFENSE

AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)

hp 99 (9 HD; 2d8+7d10+52)

Fort +13, Ref +9, Will +15

Defensive Abilities channel resistance +2; Immune disease, undead traits

OFFENSE

Spd 20 ft.

Melee mwk greataxe +15/+10 (1d12+7/19-20/x3), bite +8 (1d6+2 plus disease and paralysis) or bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis)

Ranged mwk composite shortbow +12/+7 (1d6+5/x3)

Space 5 ft.; Reach 5 ft.

Special Attacks channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)

Antipaladin Spell-Like Abilities (CL 7th; concentration +11) At Will—detect good

Antipaladin Spells Prepared (CL 4th; concentration +8) 2nd—desecrate 1st—disguise self, inflict light wounds (DC 15)

TACTICS

Before Combat The ghoul commander is usually accompanied by a fiendish dire boar mount. If he is defending an area, he casts desecrate on the area (these bonuses are not included in his statistics).

During Combat The commander begins combat by charging in on his boar. He prefers to attack with his greataxe.

STATISTICS

Str 20, Dex 17, Con -, Int 13, Wis 16, Cha 18

Base Atk +8; CMB +13; CMD 26

Feats Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)

Skills Bluff +11, Intimidate +16, Perception +15, Ride +12

Languages Common, Undercommon

SQ cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)

Combat Gear scroll of inflict serious wounds; Other Gear mwk breastplate, mwk composite shortbow with 20 arrows, mwk greataxe, belt of giant strength +2, 79 gp

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Flailing Dreadnaught CR 12 XP 19,200 CN Huge aberration Init +5; Senses blindsight 200 ft., magnetic perception 200 ft.; Perception +19 DEFENSE AC 31, touch 9, flat-footed 30 (+1 Dex, +22 natural, –2 size) hp 157 (15d8+75 plus 15) Fort +10, Ref +6, Will +9 SR 26 OFFENSE Speed fly 40 ft. (average) Melee bite +17 (2d8+12/19–20) Space 15 ft.; Reach 10 ft. Special Attacks flailing fury STATISTICS Str 27, Dex 12, Con 21, Int 4, Wis 10, Cha 14 Base Atk +11; CMB +21; CMD 32 (can’t be tripped) Feats Hover, Improved Critical (bite), Improved Initiative, Power Attack, Cleave, Great Cleave, Skill Focus (Perception), Toughness Skills Fly +2, Perception +19, Survival +6 (+10 to avoid becoming lost) Languages Abyssal SPECIAL ABILITIES Flailing Fury (Ex) Once every 1d4 rounds, as a full-round action, the dreadnought can separate the metal plates that cover its body, releasing dozens of metallic tentacles tipped with blades, barbs, and spikes. In that round the tentacles flail in every direction, striking every being in a 30-foot radius. The dreadnought makes a +17 melee attack against every creature in that area and deals 2d12+12 points of damage on a successful attack. For the duration of the flailing round, there is a –8 penalty to attack rolls for ranged attacks that pass through that area, a missiles are batted aside by the whirling tentacles. However, during this round, the dreadnought’s natural armor is reduced by half (AC 20, touch 9, flat-footed 19) as its armored hide opens to unleash the tentacles. Magnetic Perception (Ex) The whole body of a flailing dreadnought is very sensitive to electromagnetic fields; it can discern the position and condition of every metal object within 200 feet. This gives the creature an uncanny sense of orientation and a +4 racial bonus to Survival checks to avoid getting lost.

Lavaeolous commented 2 years ago

It's on my list, i hope to push a new version today

Lavaeolous commented 2 years ago

Fixed in v4.0.2