jbhaywood / 5e-statblock-importer

A module for FoundryVTT that creates a new actor from any 5e monster or NPC statblock.
MIT License
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Failed import (creature type) #49

Closed nyxalteria closed 1 year ago

nyxalteria commented 1 year ago

It doesn't import the creature type. here's the statblock. It does this for several of the statblocks from the same book, Monster manaul I expanded. (and the latter books in the series)

Aboleth Slime Lord Large Aberration, Typically Lawful Evil Armor Class 18 (natural armor) Hit Points 195 (23d10 + 69) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 16 (+3) 18 (+4) 16 (+3) 18 (+4) Saving Throws Con +8, Int +9, Wis +8 Skills History +14, Perception +13 Damage Immunities acid Senses darkvision 120 ft., passive Perception 23 Languages Deep Speech, telepathy 120 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 Amphibious. The aboleth can breathe air and water. Acidic Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage and must succeed on a DC 16 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack. The aboleth makes three Tentacle attacks. Alternatively, it can use two Slime Orb attacks. Slime Orb. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (4d6) acid damage and the target must succeed on a DC 16 Strength saving throw or be restrained until the end of the aboleth's next turn. Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) acid damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 10 (3d6) acid damage. Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. Tail Swipe. The aboleth makes one Tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 17 (5d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. Slime Sphere (Costs 3 Actions). The aboleth conjures a ball of acidic slime that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 16 Strength saving throw. On a failed save, a creature takes 14 (4d6) acid damage and is restrained until until it escapes the slime. Any creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 10 fire damage to the slime (AC 12) destroys the slime and frees the target. A restrained creature takes 10 (3d6) acid damage at the start of each of the Aboleth's turns. On a successful save, a creature takes half as much damage and isn't restrained.

JPMeehan commented 1 year ago

The issue here is that the type checking is case sensitive, and this past year WotC swapped from all lowercase to capitalizing the types.

nyxalteria commented 1 year ago

Ah ok, that would make sense

jbhaywood commented 1 year ago

I'll look at this in a bit, but the parser doesn't check for letter case. It might be the "typically" throwing it off. It's possible that the Foundry 5e system doesn't support that as an identifier.

nyxalteria commented 1 year ago

I'll look at this in a bit, but the parser doesn't check for letter case. It might be the "typically" throwing it off. It's possible that the Foundry 5e system doesn't support that as an identifier.

I tested it with what JPMeehan said above ,it was the capitalization of the creature type throwing it off, not the typically. Using the above statblock, I replaced the capital A in aberration with a lower case letter and it parsed fine.

nyxalteria commented 1 year ago

Tested it with another one with the same results image Changing the capital letter in the creature type makes it parse correctly, but if I use the statblock below as is without changing it, it doesn't parse the creature type. Fire Giant Forgecaller Huge Giant, Typically Lawful Evil Armor Class 18 (plate) Hit Points 200 (16d12 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 12 (+1) 17 (+3) 14 (+2) Saving Throws Dex +4, Con +11, Cha +7 Skills Athletics +12, Perception +8 Damage Immunities fire Senses passive Perception 18 Languages Giant Challenge 13 (10,000 XP) Proficiency Bonus +5 Actions Multiattack. The giant makes two Warhammer attacks. It can use Combust in place of one Warhammer attack. Warhammer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, or 23 (3d10 + 7) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Combust. The giants targets one creature it can see within 60 feet of it. The target makes a DC 16 Wisdom saving throw. On a failed save, the target takes 25 (5d8 + 3) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire. Wrath of Surtur (Recharge 5–6). Searing flames surge from the giant and incinerate those around it. Each creature within 20 feet of the giant that is not immune to fire must succeed on a DC 16 Dexterity saving throw. On a failed save, a creature takes 42 (12d6) fire damage and gains vulnerability to fire until the end of the giant's next turn, or half as much damage and does not gain vulnerability to fire on a successful one. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: produce flame (3d8), mending, thaumaturgy 2/day each: glyph of warding (as an action), heat metal, wall of fire 1/day each: flame strike, hold monster, investiture of flame Bonus Actions Surtur's Gift. The giant targets one ally it can see within 30 feet of it. Until the start of the giant's next turn, it deals an extra 7 (2d6) fire damage with its weapon attacks.

jbhaywood commented 1 year ago

Fixed in v1.67.