Closed Zamrod closed 4 months ago
Wow. You found a doozy there. I have fixes for 1, 2, and 6 locally and I'm working on the others.
About the Mythic Actions, it looks like someone requested that support for them be added to the 5e system here. Hopefully it won't take too much longer to get in a release.
About #5, it can only import spells that exist in a compendium. And since Psychic Scream is a Xanathar's Guide to Everything spell, you need to have a custom compedium with that spell in it. Only spells in the SRD are included with the 5e system by default.
Would it be possible to create a dummy entry with just the name so I know the creature has it?
On Wed, Apr 27, 2022 at 12:01 AM James Haywood @.***> wrote:
About #5 https://github.com/jbhaywood/5e-statblock-importer/issues/5, it can only import spells that exist in a compendium. And since Psychic Scream is a Xanathar's Guide to Everything spell, you need to have a custom compedium with that spell in it. Only spells in the SRD are included with the 5e system by default.
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-- Chris Wachal
I could, but I'll have to think about it. My main concern is that I'd go from getting bugs that a spell isn't importing to getting bugs that a spell isn't working.
Maybe a setting to let each person decide how they wanted it to work? Even better if it would just import a spell from a compendium if it exists. Especially for those of us who have customized automated versions of all the spells (srd included) saved in a compendium.
On Wed, Apr 27, 2022 at 8:53 PM James Haywood @.***> wrote:
I could, but I'll have to think about it. My main concern is that I'd go from getting bugs that a spell isn't importing to getting bugs that a spell isn't working.
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-- Chris Wachal
just import a spell from a compendium if it exists
This is the direction I'm leaning. It's pretty easy to add and I'm trying to stay from adding settings to keep it really simple.
Alright, these should be fixed in release 1.4.0 (except for the Mythic items).
I changed it so that it searches all compendiums. So let me know if it finds "Psychic Scream" for you now.
You go this route, you’d need a setting anyways to select the compendium to import from. I already have a compendium with spells in it and it would suck to have to rename it to a specific name just to import from your module.
On Wed, Apr 27, 2022 at 9:37 PM James Haywood @.***> wrote:
just import a spell from a compendium if it exists
This is the direction I'm leaning. It's pretty easy to add and I'm trying to stay from adding settings to keep it really simple.
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-- Chris Wachal
You go this route, you’d need a setting anyways to select the compendium to import from. I already have a compendium with spells in it and it would suck to have to rename it to a specific name just to import from your module. -- Chris Wachal
I'm not sure what you mean. It searches all compendiums and finds spells based on name. If there's a spell named "Psychic Scream" in the spell list, and you've got a spell named "Psychic Scream" in a compendium it'll find it. No renaming required.
What happens if you have the same spell listed multiple times in multiple compendiums?
On Tue., Oct. 11, 2022, 10:24 p.m. James Haywood, @.***> wrote:
You go this route, you’d need a setting anyways to select the compendium to import from. I already have a compendium with spells in it and it would suck to have to rename it to a specific name just to import from your module. -- Chris Wachal
I'm not sure what you mean. It searches all compendiums and finds spells based on name. If there's a spell named "Psychic Scream" in the spell list, and you've got a spell named "Psychic Scream" in a compendium it'll find it. No renaming required.
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Yeah, in that case it'll pick the first one. I'll go ahead and reopen this. It sounds like there are two issues here...
I'll think about it and see what I can come up with.
I think my issue may be related, although all the spells I'm looking at are SRD spells. I'm trying to import MCDM's Flee, Mortals monsters and often the spells get missed even though they are 5e spells because they do things like put the spells in a separate "utility spells" section. Even when I move that section up, it doesn't parse correctly. I love this book, and I'm willing to massage the data to get the import working, but I can't figure out how to do it without changing the intent of the stat block. I've attached an image of an example and the text for convenience. BTW, I did remove the superscript and that didn't help.
Green Hag Medium Fey, Typically Neutral Evil Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4) Skills Arcana +4, Deception +6, Perception +4, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Primordial, Sylvan Proficiency Bonus +2 Envenom. Each ally within 30 feet of the hag deals an extra 3 (1d6) poison damage with weapon attacks, provided the hag isn’t incapacitated. ACTIONS Multiattack. The hag makes one Poison Claw attack and uses Granny Says. Poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) poison damage. Granny Says. The hag affects one other willing creature they can see within 30 feet of them with one of the following effects: • The target magically switches places with the hag. • The target uses their reaction, if available, to make an attack. Naughty Mousey (3/Day; 5th-Level Spell; Concentration). The hag chooses a creature they can see within 60 feet of them and attempts to transform them into a Beast of the hag’s choice with a challenge rating of 2 or lower. The target must succeed on a DC 14 Wisdom saving throw or be transformed for 1 minute (save ends at end of turn). While transformed, the target’s game statistics are replaced by the statistics of the chosen Beast, though they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. The target’s gear melds into the new form. They can’t activate, use, wield, or otherwise benefit from any of their equipment. They can’t speak or cast spells but can take any action the Beast can take. If the target drops to 0 hit points while in this form, they revert back to their original form with half the number of hit points they had before they transformed. REACTIONS Get Gone. When an ally within 30 feet of the hag is targeted with an attack, the hag can turn the target invisible until the start of the target’s next turn, potentially imposing disadvantage on the triggering attack roll and causing it to miss. To use this reaction, the hag must be able to see the ally and the attacker. UTILITY SPELLS In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: alter self A, dancing lights A, minor illusion A 3/day each: animal messenger A, legend lore + , speak with animals A 1/day: scrying+ CR 3 Support 700 XP
Hm, I thought I had utility spells working. I'll take a look.
@pixel7777 Try again with the newest version, 1.81.4. Here's what I get using the text you posted.
In your example, the Scrying spell was omitted. In my result, the Speak with Animals was omitted. I just ran it with a fresh 5e world and only this module running and updated this module. I tried "cleaning up" the text, removing extra line breaks and those little superscripts MCDM likes to use, but I could never get all the spells to appear.
I tried putting the text straight from the PDF into chat GPT and asking it to reformat the text. It didn't do a perfect job, but whatever it did make the import work. Below is the revised text and the outcome. I thank you for your work on this module; I can make this workflow work!
Green Hag Medium Fey, Neutral Evil
Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4) Skills Arcana +4, Deception +6, Perception +4, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Primordial, Sylvan Proficiency Bonus +2
Envenom: Each ally within 30 feet of the hag deals an extra 3 (1d6) poison damage with weapon attacks, provided the hag isn’t incapacitated.
ACTIONS
Multiattack: The hag makes one Poison Claw attack and uses Granny Says. Poison Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) poison damage. Granny Says: The hag affects one other willing creature they can see within 30 feet of them with one of the following effects: The target magically switches places with the hag. The target uses their reaction, if available, to make an attack. Naughty Mousey (3/Day; 5th-Level Spell; Concentration): The hag chooses a creature they can see within 60 feet of them and attempts to transform them into a Beast of the hag’s choice with a challenge rating of 2 or lower. The target must succeed on a DC 14 Wisdom saving throw or be transformed for 1 minute (save ends at end of turn). While transformed, the target’s game statistics are replaced by the statistics of the chosen Beast, though they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. The target’s gear melds into the new form. They can’t activate, use, wield, or otherwise benefit from any of their equipment. They can’t speak or cast spells but can take any action the Beast can take. If the target drops to 0 hit points while in this form, they revert back to their original form with half the number of hit points they had before they transformed.
REACTIONS
Get Gone: When an ally within 30 feet of the hag is targeted with an attack, the hag can turn the target invisible until the start of the target’s next turn, potentially imposing disadvantage on the triggering attack roll and causing it to miss. To use this reaction, the hag must be able to see the ally and the attacker. UTILITY SPELLS In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: alter self (A), dancing lights (A), minor illusion (A) 3/day each: animal messenger (A), legend lore (+), speak with animals (A) 1/day: scrying (+) Challenge 3 (700 XP)
I see the problem with the missing "scrying" spell. It doesn't have a space before the + sign. I updated the module to account for that. Version 1.81.5 should fix that.
About the ChatGPT version, I'm surprised that the spells work because it put parenthesis around the superscripts, which the parser isn't expecting. But 🤷♀️.
The following stat block from an Adventurer's League adventure fails to import in a couple of ways:
There's also issues with Mythic Actions but since I don't think those are currently supported in the system, I'll just need to make due.