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ShadeRaven
December 4th, 2020, 22:35
Okay, so the goal here is to give some insight and reveal some of the details behind trying to set up automation for the Bestiaries (and related products). For starters, some links:

Automation FG Wiki Page (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation)

Video(s)
PF2 Creature Automation Effects (Youtube Video) (https://youtu.be/P88kTpxKsmU)
Step-by-Step Automation: Necrophidius (Youtube Video) (https://youtu.be/tWOXRq-1_-c)

Note: I really do plan on adding to this catalogue, but I've honestly just haven't had the time I thought I'd have to do more here. I will though! I'll update here when I get to it. :)

Spreadsheets of Automation
Bestiary Automation (https://docs.google.com/spreadsheets/d/14T4SN__GeuOyYg7Hs6MnTGZraOHtfwNyqESRs9VRRyE/edit?usp=sharing)

The spreadsheet needs a little more in-depth description of what it gives you when looking at it. For starters, the automation field is in parsing format which doesn't mean much except for the inclusion of the \n (new line) within them. So for example, if you were to want to do something similar to the Swallow Whole of the Ogre Glutton, you'd take this:


"Athletics check opposed by the grabbed creature's Reflex DC"|VsDC:Athletics:vs:REF\n"swallows the creature"|Effect: Swallowed (Rupture 14, Suffocating, Escape DC 22); DMGO: 2d4+4 bludgeoning\n"2d4+4 bludgeoning damage"|Damage: 2d4+4 bludgeoning

And turn it into this (replacing the \n with carriage returns):

"Athletics check opposed by the grabbed creature's Reflex DC"|VsDC:Athletics:vs:REF
"swallows the creature"|Effect: Swallowed (Rupture 14, Suffocating, Escape DC 22); DMGO: 2d4+4 bludgeoning
"2d4+4 bludgeoning damage"|Damage: 2d4+4 bludgeoning
Placing the above within the automation field of a creature inside fantasy ground will replicate in what the Bestiary creature has. With all of the examples, it will be a simple matter of then adjusting them (if need be) to suit what it is you want to accomplish.

I've tried to detail the initial application of automation in that Google Spreadsheet. It's possible that, as the automation system gets refined, some of those will have or will be changed in time. At worst, hopefully it gives a good guiding point to find your own style or application of the automation system for creatures you want to update, enhance, or create yourself.

As always, I am open to feedback, inquires, and suggestions. The hope here is that this will be an aid to anyone interested in the automation system with the intent of giving all of us PF2 fans the best possible experience within Fantasy Grounds.

Enjoy!

ShadeRaven
December 4th, 2020, 22:37
Update: Both the Bestiary 1 and 2 have automation for Creatures of Level 9 added to the queue for Tuesday Updates. You will see both of them included in the Spreadsheet above and expect to see the results added in game in next week's (or the week after) update. For those who need one of them before then, you can apply the properties found in the spreadsheets to those creatures now :)

Daso
December 5th, 2020, 16:29
Awesome work! I was already using this for new npc/monsters I've been making, but i'm going to deep dive into the google doc file to see if I can use better techniques! :)

edit: too bad this stuff isn't in Starfinder as well, I could def use it there too.

Daso
December 5th, 2020, 21:25
I've got a question on how to automate something. It's for an NPC in The Fall of Plaguestone. I have a feeling this is a unique NPC ability that Paizo invented for that NPC. (I've replaced the NPC's name to avoid spoilers). The particular NPC also has sneak attack which is where I have trouble.

2-Action, One-Two Move: "NPC makes two Strikes, one with each hand; he usually attacks first with his weapon. If this first attack hits, the target is [flat-footed] to the second attack (which for NPC is usually a fist Strike). The multiple attack penalty applies to these attacks as normal."

I'm trying to program the flat-footed part of the ability. I've used all sorts of things, most of them affect the attack roll, but the effect goes away, so I can't seem to use the sneak maturation (PermEffect:IFT: flat-footed; DMG: 1d6 precision).

I've tried:
"flat-footed"|Effect: Flat-footed[ACTION] (works for attack, effect goes away before rolling dmg)
"flat-footed"|Effect: Flat-footed[ROLL] (same)
"flat-footed"|Effect: Flat-footed[SINGLE] (same)
"flat-footed"|Effect: Flat-footed[D:1] (this isn't quite right as the flat-footed is only for the 2nd attack of the ability. The target shouldn't be flat footed if I take a 3rd attack)

When I apply one of the first three, it works fine for the attack and the effect deletes itself. If I re-apply for the DMG roll, the effect stays on. works for dmg, but this will screw up the next attacks.

I'm kinda stumped!

ShadeRaven
December 7th, 2020, 18:53
Hey Daso:

Those unique situations are quite annoying, lol. Almost no way to account for it cleanly. Honestly, my suggestion is to simply reapply flat-footed with the single use before the 2nd attack and, if that hits, for the damage roll, too. You could also finagle with ATK: and DMG: effects to have them single use, but the fact that the second attack could miss makes that unreliable, too (as you don't want that damage bonus to hang around if a 3rd attack manages to hit). I think we are stuck having to re-apply flat-footed for these unusual situations.

Larsenex
December 11th, 2020, 12:57
Good morning Team!

I know that ShadeRaven and Trenloe are working tirelessly on this rule set (big thank you!).

Shade is there a general timeline on when automation for monsters Post lvl 10 are released (for the bestiaries)?

The group I am playing with are all 11th and moving towards 12th and monsters are more complex.

I can see why it takes more time to get a single entry automated.

Merry Christmas to all of you!

I look forward to playing many many years in this rule set!

Larsenex

Milke
December 11th, 2020, 16:52
These automations are so fun. I tried messing around with skills vs DCs, but it just doesn't seem to work quite right yet. So I'll keep checking back.
For elite, I did this. It's not perfect, but... I keep this in a notepad. And if I want to make a quick version of an elite monster, I put it in his stat block real fast.

PermEffect: Elite; AC: 2; ATK: 2; DMG: 2; PERC: 2;SKILL: 2; SAVE: 2|Heal:10[TEMP][SELF]|Heal:15[TEMP][SELF]|Heal:20[TEMP][SELF]|Heal:30[TEMP][SELF]

The temp hit points isn't perfect, obviously. As it doesn't account for what if the creature has fast healing or something. But it works in a pinch. And I can just click on the one I need.
I know I can just program an effect in game to drag over. But in that case, I'd have to open the stat block and manually change the hit points anyway, so...

Daso
December 15th, 2020, 19:46
These automations are so fun. I tried messing around with skills vs DCs, but it just doesn't seem to work quite right yet. So I'll keep checking back.
For elite, I did this. It's not perfect, but... I keep this in a notepad. And if I want to make a quick version of an elite monster, I put it in his stat block real fast.

PermEffect: Elite; AC: 2; ATK: 2; DMG: 2; PERC: 2;SKILL: 2; SAVE: 2|Heal:10[TEMP][SELF]|Heal:15[TEMP][SELF]|Heal:20[TEMP][SELF]|Heal:30[TEMP][SELF]

The temp hit points isn't perfect, obviously. As it doesn't account for what if the creature has fast healing or something. But it works in a pinch. And I can just click on the one I need.
I know I can just program an effect in game to drag over. But in that case, I'd have to open the stat block and manually change the hit points anyway, so...

There's a mod for that by Sasmira in the community mod thread. It works great! It's got a line similar to yours for the skills and such, but also has effects for the various health changes too (reminders, but still decent! just change it in the CT). It's much easier than adding that text to the automation for on the fly modifications.

Milke
December 15th, 2020, 20:55
This pleases me, and I will check it out.

Willot
December 16th, 2020, 08:40
I know creatures can use Skill Vs Save now can players do that yet? If not how come the creatures get all the good stuff?!!! Its bias against players!!!!! LOL :)

Milke
January 14th, 2021, 04:25
The only thing I don't like about the skill vs save automation (and this may be something that's being worked on?) is the way it's worded in the chat. It's kind of confusing the way it is worded.

Trenloe
January 14th, 2021, 10:32
The only thing I don't like about the skill vs save automation (and this may be something that's being worked on?) is the way it's worded in the chat. It's kind of confusing the way it is worded.
Please provide an example to illustrate this. Thanks.

Milke
January 14th, 2021, 17:10
Please provide an example to illustrate this. Thanks.

42847

Here's what it says in chat. It's not the action text that is weird, it's the success/failure text that's off to me. "[SAVE] Reflex [29] -> [at Bamfo] [CRITICAL SUCCESS]"

I dunno. It's... it just looks like someone is making a saving throw? I don't know what would be better. But that part just is confusing for some people.

Trenloe
January 14th, 2021, 17:21
42847

Here's what it says in chat. It's not the action text that is weird, it's the success/failure text that's off to me. "[SAVE] Reflex [29] -> [at Bamfo] [CRITICAL SUCCESS]"

I dunno. It's... it just looks like someone is making a saving throw? I don't know what would be better. But that part just is confusing for some people.
Yeah, that's not quite right. Thanks for the feedback. I'll investigate possible changes to that wording.

Trenloe
January 14th, 2021, 17:32
42847

Here's what it says in chat. It's not the action text that is weird, it's the success/failure text that's off to me. "[SAVE] Reflex [29] -> [at Bamfo] [CRITICAL SUCCESS]"

I dunno. It's... it just looks like someone is making a saving throw? I don't know what would be better. But that part just is confusing for some people.
The next release will have something like the below. Thanks for taking the time to provide the screenshot and feedback.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42848

Milke
January 14th, 2021, 19:18
Yes. That would be perfect! Thanks a lot, Trenloe.

Milke
January 22nd, 2021, 17:27
I didn't see it in 4.08 yet. Sometimes I play drunk, tho. So I'll check it out this weekend.

Trenloe
January 22nd, 2021, 18:05
I didn't see it in 4.08 yet. Sometimes I play drunk, tho. So I'll check it out this weekend.
It's not in a base FGU update. It's in a PFRPG2 (ruleset) and bestiary products updates, which are detailed in the City Hall Tuesday update announcements. These have been out for a while. For example, the December 15th release mentions that the Bestiary and Bestiary 2 products now have creature automation included up to level 9: https://www.fantasygrounds.com/forums/showthread.php?64475-Release-Updates-for-December-15th-2020

Milke
January 22nd, 2021, 20:12
Oh, dang it. I'm always getting core updates and PF2 specific stuff wrong.

ShadeRaven
January 25th, 2021, 16:42
It probably won't hit this week, but automation for both Bestiaries was done for level 10. The following Tuesday it should go into the live update.

In the meantime, the scripting for the automation can be found for those levels in the spreadsheet you'll find on the first page. :)

Enjoy!

Larsenex
January 25th, 2021, 17:02
It probably won't hit this week, but automation for both Bestiaries was done for level 10. The following Tuesday it should go into the live update.

In the meantime, the scripting for the automation can be found for those levels in the spreadsheet you'll find on the first page. :)

Enjoy!

Awesome News Shade! Thank you!

Milke
February 2nd, 2021, 22:51
I don't want to seem like one of those people who doesn't understand things people say to him. But when was that script fix supposed to go in for the vsDC? Every Tuesday I check it after the update, but it still is the same.

Trenloe
February 2nd, 2021, 22:53
I don't want to seem like one of those people who doesn't understand things people say to him. But when was that script fix supposed to go in for the vsDC? Every Tuesday I check it after the update, but it still is the same.
You'll know about the update (not really a "fix" because nothing is actually broken) when the City Hall update announcement mentions a PFRPG2 ruleset update, and the specific update you're interested in is listed in the updates for that ruleset.

Milke
February 3rd, 2021, 21:33
Okay. That's it. I just wasn't clear on what I was looking for on the forums, as far as that. Didn't mean to seem dim!
These automations are so cool and save so much time.

hawkwind
February 9th, 2021, 14:51
dumb question on Automation. I parse a creature and i get automation boxes to edit I close the creature or lock it and the reopen it or unlock it and the automation box disappears, how do i get it back?

edited i found the button in options

hawkwind
February 11th, 2021, 12:27
Is there any plans to bring automation to hazards?

Trenloe
February 11th, 2021, 14:01
Is there any plans to bring automation to hazards?
Yes. Maybe release 19 or 20.

toastsniffer187
March 2nd, 2021, 13:57
i watched the video did everything the same but none of my creatures have the automation box "field"...how do i get this field?

Trenloe
March 2nd, 2021, 14:20
i watched the video did everything the same but none of my creatures have the automation box "field"...how do i get this field?
Refer to the "Automation Google Document" linked in post #1.

hawkwind
March 4th, 2021, 13:17
Click on options then scroll down to the last option

Farnaby
May 30th, 2021, 17:40
Okay, I'm being stupid, I know but I can't find the error.

I've automated the viper's poison as follows:


"DC 16 Fort save"|Save: Fortitude[DC:16]
"*** Apply All Effects ***"|ApplyAllEffects
"Poisonfail"|Damage: 1d8 poison[FAILURE]
"Poisoncritfail"|Damage: 2d8 poison[CRITFAILURE]


All 4 light up blue when I mouse over.
The fort save works, using PCROLL works but when I double-click the Apply All Effects only the PCROLL disappears from the PC, the fail and critfail are not applied.
When I double-click the fail or critfail, the posion damage is applied to the PC regardless of the outcome of the save.

Help.

Trenloe
May 30th, 2021, 19:14
I've automated the viper's poison as follows:


"DC 16 Fort save"|Save: Fortitude[DC:16]
"*** Apply All Effects ***"|ApplyAllEffects
"Poisonfail"|Damage: 1d8 poison[FAILURE]
"Poisoncritfail"|Damage: 2d8 poison[CRITFAILURE]


All 4 light up blue when I mouse over.
The fort save works, using PCROLL works but when I double-click the Apply All Effects only the PCROLL disappears from the PC, the fail and critfail are not applied.
When I double-click the fail or critfail, the posion damage is applied to the PC regardless of the outcome of the save..
ApplyAllEffects applies all "effects". It doesn't do anything special with damage. Maybe in the future there might an ability to specify which damage to apply based off the result of save, but not right now.

Farnaby
May 30th, 2021, 19:35
Oh, okay. I thought as Damage: was part of the document it also would apply.
Good to know, thanks Trenloe.

Trenloe
May 30th, 2021, 19:54
Oh, okay. I thought as Damage: was part of the document it also would apply.
There's a lot of things in the NPC Ability Automation document. Only "Effects" have "[<success level>]" listed as a parameter.

Larsenex
June 8th, 2021, 15:54
Trenloe,

So we can write automation to get effects applied and and if those effects also apply a dmg we should have a separate entry for the dmg to apply?

So an effect like 'Frightened:1' we can get applied but if its coupled with 1d6 dmg > the damage line would need its own entry and we would need to apply it manually (click it)?

Trenloe
June 8th, 2021, 15:55
So we can write automation to get effects applied and and if those effects also apply a dmg we should have a separate entry for the dmg to apply?

So an effect like 'Frightened:1' we can get applied but if its coupled with 1d6 dmg > the damage line would need its own entry and we would need to apply it manually (click it)?
One automation entry per action. Apply damage and effects are different actions, so they need different automation entries.

Farnaby
June 24th, 2021, 15:02
Is the "ApplyAllEffects" going to be added retrospectively?

hawkwind
June 30th, 2021, 09:51
is there a way to automate a straight Skill check against a DC?

Trenloe
June 30th, 2021, 10:02
is there a way to automate a straight Skill check against a DC?
Hard coded DC? Or a calculated Target DC? Could you give an example please.

hawkwind
June 30th, 2021, 10:13
All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a Fortitude save or an Athletics check to Swim with a DC of 14, with the following results.

Trenloe
June 30th, 2021, 10:30
All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a Fortitude save or an Athletics check to Swim with a DC of 14, with the following results.
This specific example is hard to automate:
1) The PCs choose which check to make.
2) The results, forced movement, aren't anything that can be automated in FG anyway. So this needs to be handled manually - ask the PCs to make either a Fortitude save or Athletics check, and adjudicate as needed.

hawkwind
June 30th, 2021, 10:35
thats what i thought but i thought i check in case of any improvements you have made that I hadn't noted

so to clarify you cannot automate a skill check against a set DC?

Trenloe
June 30th, 2021, 10:53
so to clarify you cannot automate a skill check against a set DC?
There's currently the VsDC automation that allows an NPC to roll a skill check against a target's fortitude, reflex or will DC. PC save DCs are the only DC currently supported for NPC VsDC automation. And this is for the NPC rolling a skill check, not to trigger the PCs making one. This will be expanded in Release 19, along with PC related VsDC actions.

Larsenex
July 3rd, 2021, 16:05
Shade,

Is the sheet automation correct for release 18 or later?

ShadeRaven
July 3rd, 2021, 18:12
Everything on the sheet will still work, yes, with the proper breaks between commands added when you come to the newline commands (\n) when adding it to a NPC stat block in the automation section.

That said, as Trenloe adds new features, there will be some things that will be able to be done differently/better.

ShadeRaven
July 3rd, 2021, 22:38
I tossed in a new step-by-step video on creating a copied version of a creature and automating it. It can be found on the front page.

ShadeRaven
July 3rd, 2021, 22:57
Also of very minor note, I am moving stuff off my personal YouTube account to one specific for Fantasy Grounds (under ShadeRaven).

Stargrove
July 11th, 2021, 20:07
I want to use a lion in an encounter. I see that it's Sneak Attack shows "PermEffect:IFT: flat-footed; DMG: 1d6 precision" under the ability. It does not seem to work unless I manually type that text into the lion's effects section and then it applies properly and also it does not apply when I double-click the effect text. Am I doing that properly or should it have worked without intervention?

Edit: The other effects listed like Pack Attack and Grab all apply properly when I double-click on them.

Trenloe
July 11th, 2021, 23:16
I want to use a lion in an encounter. I see that it's Sneak Attack shows "PermEffect:IFT: flat-footed; DMG: 1d6 precision" under the ability. It does not seem to work unless I manually type that text into the lion's effects section and then it applies properly and also it does not apply when I double-click the effect text. Am I doing that properly or should it have worked without intervention?

Edit: The other effects listed like Pack Attack and Grab all apply properly when I double-click on them.
PermEffect is used to apply an effect when the creature is added to the combat tracker, it is not something that is activated by double-clicking. When you add a Lion to the combat tracker, an effect of IFT: flat-footed; DMG: 1d6 precision is added. I've just tested this and it works fine for me. If it doesn't work for you, try it in a brand new campaign with no extensions.

More details on the PermEffect NPC automation in the Google doc linked in post #1.

Stargrove
July 12th, 2021, 02:02
It works as you described. I my haste to test things it probably did that and I probably cleared it out not realizing where it came from. Then, when I wanted it back I could not figure out how to get it back and that is what confused me. SO...nothing to see here...move along now. Thanks.

Zieg
July 21st, 2021, 17:25
Well, I'm currently trying to automate the hazards on Pathfinder 2 Core Rulebook and it seems the new automations for PCROLL don't work on them. When you click on Apply all Effects it only removes the effect asking for saving rolls. Is this subject planned to be implemented soon?

Trenloe
July 23rd, 2021, 09:18
Well, I'm currently trying to automate the hazards on Pathfinder 2 Core Rulebook and it seems the new automations for PCROLL don't work on them. When you click on Apply all Effects it only removes the effect asking for saving rolls. Is this subject planned to be implemented soon?
It was implemented, but there was an issue matching the ID reference to tie the save results back to the original ability.

A fix should be available in the update next week. Thanks for reporting the issue.

Trenloe
July 27th, 2021, 20:36
Well, I'm currently trying to automate the hazards on Pathfinder 2 Core Rulebook and it seems the new automations for PCROLL don't work on them. When you click on Apply all Effects it only removes the effect asking for saving rolls. Is this subject planned to be implemented soon?
With today's release this should now be fixed. Thanks again for reporting the issue.

https://www.fantasygrounds.com/forums/showthread.php?69804-Release-Updates-for-July-27th-2021

Zieg
July 27th, 2021, 21:19
With today's release this should now be fixed. Thanks again for reporting the issue.

https://www.fantasygrounds.com/forums/showthread.php?69804-Release-Updates-for-July-27th-2021

Yes

Thanks!

Surge
August 2nd, 2021, 17:39
I've finally had some time to explore some of the new automations in Release 18, and have come across an issue where effects are being properly applied in an Offensive Ability of an NPC.

The damage is applied if I double-click "Stage 1", but not the named effect or the Flat-footed
Clumsy effect is applied if I double-click "Stage 2", but neither the named effect or Flat-footed is applied.
The named effect is applied if I double-click "4 rounds"

I've spotted a semi-colon in the "Stage 1" automation text which should probably be a pipe, but changing that doesn't correct anything.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=48541&stc=1&d=1627922047

ShadeRaven
August 2nd, 2021, 18:34
Surge: Where did you get that Anadi Venom entry out of? Is that your creation based on something I did or was that straight from one of the projects I am involved in?

For automation, a single line with the multiple piping to separate multiple applications isn't in. I will say, that's an interesting thought, though, for more complex applications of an instance. Trenloe will have to chime in to say whether or not it's a relatively easy implementation.

For now, what I have done in examples like the above is to create separate applications of items that have different "calls" (IE: Effects and Damage). When I put in a stage 1 marker, I put in the damage indicator as just a reminder that it's happening. So you'll see what you see above:

"Stage 1"|Effect: Anadi Venom (Stage 1): 1d6 poison; Flat-footed[D:1]
That'll apply the duration and the stage marker (#) with Flat-footed.

After that, I'd put in a separate line with the damage application:

"1d6 poison"|Damage: 1d6 poison
That'll then be clicked to apply the damage to the afflicted creature.

For stage 2, it would be similar, though the Clumsy and the Flat-footed can be combined with the Stage marker, so it would need only 1 entry:

"Stage 2"|Effect: Anadi Venom (Stage 2): 1d6 poison; Flat-footed; Clumsy: 1[D:1]
The damage application would be the same, so I'd let that be applied by using the Stage 1 damage entry.

Hope that helps!

Trenloe
August 2nd, 2021, 18:50
I've finally had some time to explore some of the new automations in Release 18, and have come across an issue where effects are being properly applied in an Offensive Ability of an NPC.

The damage is applied if I double-click "Stage 1", but not the named effect or the Flat-footed
Clumsy effect is applied if I double-click "Stage 2", but neither the named effect or Flat-footed is applied.
The named effect is applied if I double-click "4 rounds"

I've spotted a semi-colon in the "Stage 1" automation text which should probably be a pipe, but changing that doesn't correct anything.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=48541&stc=1&d=1627922047
This is actually an issue in the ruleset code (FGU handling things slightly different from FGC where the code was developed). I'll look into it.

Thanks for reporting the issue.

ShadeRaven
August 2nd, 2021, 19:18
Ah ha! I should probably pay more attention to updates and get my nose out of notepad++ occasionally :p I'll try to make some sweeping changes in the automation of the Bestiaries and APs I worked on once FGU gets sorted out.

Surge
August 2nd, 2021, 19:41
Surge: Where did you get that Anadi Venom entry out of? Is that your creation based on something I did or was that straight from one of the projects I am involved in?

It's from the NPC Renali in the Age Of Ashes Hellknight Hill module.

Montis
August 8th, 2021, 11:20
I found two automation issues in the Titan Centipede Venom of the Titan Centipede from Bestiary 2:


"Fortitude DC 28"|Save: Fortitude[DC:28]
"6 rounds"|Effect: Titan Centipede Venom[D:6]
Stage 1"|Effect: Titan Centipede Venom (Stage 1): 2d6 poison; Clumsy: 2[DC:28][D:1]
[...]

In the first line "Fortitude DC 28" is inconsistent with the text of the ability, which actually reads "DC 28 Fortitude", therefore the automation doesn't take.
The third line is missing a quotation mark at the beginning, again causing the automation to not work.

ShadeRaven
August 8th, 2021, 15:03
In the first line "Fortitude DC 28" is inconsistent with the text of the ability, which actually reads "DC 28 Fortitude", therefore the automation doesn't take.
The third line is missing a quotation mark at the beginning, again causing the automation to not work.Good catches, Montis! I'll update that right away. Probably won't go through until the 17th (following Tuesday update).

Farnaby
August 21st, 2021, 08:18
Xulgath Stench Ability has wrong automation.

First of all the ApplyAllEffects does not work as there is no success level.
Second, there is no success/crit success effect.

"DC 16 Fortitude save"|Save: Fortitude[DC:16]
"sickened 1"|Effect: Sickened: 1; DC: 16
"-5-foot status penalty to its Speeds"|Effect: SPEED: -5 status[D:1]
"-2 circumstance penalty"|Effect: SAVE: -2[ROLL]

Here my suggestion:

"DC 16 Fortitude save"|Save: Fortitude[DC:16]
"immune"|Effect: Xulgath Stench Immunity [D:10][SUCCESS][CRITSUCCESS]
"sickened 1"|Effect: Xulgath Stench; Sickened: 1; DC: 16[FAILURE][CRITFAILURE]
"-5-foot status penalty to its Speeds"|Effect: SPEED: -5 status[D:1][CRITFAILURE]
"-2 circumstance penalty"|Effect: SAVE: -2[ROLL]

ShadeRaven
August 23rd, 2021, 12:29
Thanks for the feedback, Farnaby! I'll tuck that into Xulgath here and we should see it update by next Tuesday.

ShadeRaven
September 29th, 2021, 21:47
As some of you may have noticed, I have started a all-encompassing update of the Bestiaries to fine tune the automation available to them (plus, when possible, catch any corrections that may have had unnoticed needs before). This started with the 1st in the series.

That said, there's a lot to catch when it comes to all the possible automation. A lot of [SUCCESS]s and [FAILURES]s possible in doing a project this large. This will always be an ongoing process as there are going to be more automation updates in the future, but for now, I'd like to be as zeroed in on what we can accomplish now.

So with that in mind, if I missed anything, even minor, please throw something in here or contact me direction or whatever works best and let me know what might be missing, what isn't working, or even what you'd like to see. If it's within the purview of current ruleset's capabilities, I am more than happy to act on it.

The goal is to have the latest creature capabilities ready to drop into any campaign or session for use. I certainly want everyone to feel as though they are getting the most out of these fine products.

Montis
October 6th, 2021, 15:01
Not an automation issue but in Bestiary 1 the Hill Giants have Items: "Greatpick", which should be Greatclub instead. The attacks are listed correctly though.

Hope this is the right thread for it, wasn't sure if to post in here or in the generic DLC issues thread.

ShadeRaven
October 8th, 2021, 12:38
Not an automation issue but in Bestiary 1 the Hill Giants have Items: "Greatpick", which should be Greatclub instead. The attacks are listed correctly though.

Hope this is the right thread for it, wasn't sure if to post in here or in the generic DLC issues thread.Either or works. Thanks for reporting! :)

Larsenex
December 6th, 2021, 10:17
Good morning Team Smiteworks,

Indirectly to Shade, will there be a 'Bestiary automation' update for any of the three we currently have?

I know the holidays slow everything down (including my game) as everyone has plans or double shifts or visiting family.

Hope you all are doing well and I am wishing you a Merry Merry Christmas!

rennyo
December 22nd, 2021, 11:47
I'm doing something wrong..
IFT: Flat-footed; SKILL: +2 status, athletics
is not working, while
IFT: Flat-footed; DMG: 1d6 precision
is working. Why this is happens?

kaernunnos
December 22nd, 2021, 13:41
I'm doing something wrong..
IFT: Flat-footed; SKILL: +2 status, athletics
is not working, while
IFT: Flat-footed; DMG: 1d6 precision
is working. Why this is happens?

Pretty sure its because Skill rolls are not targeted rolls in the current version of the ruleset. The second detects a target and adds the damage, but the first never checks for a target, so the bonus is not applied.

AsmodeusUltima
March 22nd, 2022, 10:17
Having some automation woes.

Not sure if the Vampiric Mist is supposed to be in the spreadsheet or not, but I am not seeing it either way. (CR3, Bestiary 2 pg. 278)

Tried my hand at writing the automation code myself, THOUGHT I had a pretty good handle on it, but nothing seems to be working correctly:

When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a [DC 22 Fortitude save]. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour.
Success The creature is unaffected.
Failure The creature is [drained 1], and the vampiric mist gains [5 temporary Hit Points].
Critical Failure The creature is [drained 2]. The vampiric mist gains [10 temporary Hit Points] and takes on an intense red until the end of its next turn. During this time, it gains a [+2 status bonus to AC and saves and is quickened]. It can use its extra action only to Strike.

The automation I wrote:
"DC 22 Fortitude save"|Save:fortitude[DC:22]
"drained 1"|Effect: Blood Siphon; Drained: 1[FAILURE]
"5 temporary Hit Points"|Heal: Blood Siphon; Heal:5[SELF][TEMP]
"drained 2"|Effect: Blood Siphon; Drained: 2[CRITFAILURE]
"10 temporary Hit Points"|Heal: Blood Siphon; Heal:10[SELF][TEMP]
"+2 status bonus to AC and saves and is quickened"|Effect:Blood Siphon; AC: 2 status[D:2][SELF]; SAVE: 2[D:2][SELF]; quickened[[D:2][SELF]

And in practice it gave an effect to the target that read PCROLL: fortitude [ID:1]. When I click any of the other effects like the drained or temp HP it lists it in the chat log "GM: [EFFECT] Blood Siphon; Drained: 1" and "Vampiric Mist: [HEAL] Blood Siphon [TEMP]", but does not actually do anything.

The last one fails altogether with the error code "[ERROR] Effect dropped on target which is not listed in the combat tracker."

Any help would be appreciated; I am new to GMing using FG and would love to learn how to use it more effectively!

stephan_
March 22nd, 2022, 11:05
I can't currently test it but one thing that regularly trips me up is that I forget to open up the NPC sheet copy from the combat tracker (edit: it will only work if the NPC is put in the combat tracker and the NEW copy from the combat tracker is opened up) - the last error seems to indicate you may be trying to activate the effect from an NPC sheet not currently in the combat tracker.

AsmodeusUltima
March 22nd, 2022, 14:55
Ah, thank you stephan_, that was indeed a big part of the problem it seems. The drain part now works as expected. The rest still has a few hiccups, however:

Still leaving that PCROLL effect on the target. It can just be deleted, of course, but it would be nice if there was a way to not have to deal with it at all.
The temp hp don't seem to be working at all. Whichever one I activate it says it adds 0 temporary hp instead of the 5 or 10 specified.
The buff effect is not working as expected. It creates two effects that both give a +2 status bonus to AC, instead of one to AC, one to Saves, and the quickened effect, as hoped for. Do I have to make these three separate effects in the automation?

Finally... I haven't seen anything like this, so maybe it is not yet available in the program, but is there a way I can set it up where the PC makes the save and then the appropriate effect is applied automatically based on the outcome of that save? If no, and I have to go in and apply it manually, not a big deal, but don't want to be doing things the hard way if there is an easier one. Thanks again for the advice!

Trenloe
March 22nd, 2022, 15:31
First things first, make sure you're following the Automation Google Document linked in post #1. This details each NPC automation type with syntax and examples. It also goes through how to use the automation at the beginning of that document - where it mentions "One automation action per line" which is what is causing some of your automation to fail.


Still leaving that PCROLL effect on the target. It can just be deleted, of course, but it would be nice if there was a way to not have to deal with it at all.
Turn off the campaign option Experimental Development -> Players roll PC targeted saves.



The temp hp don't seem to be working at all. Whichever one I activate it says it adds 0 temporary hp instead of the 5 or 10 specified.
Follow the syntax in the automation document exactly. You have a Heal: Blood Siphon; entry in each line which does nothing and also stops the second heal entry from working. Make sure you have one automation entry per line and use the correct syntax.


The buff effect is not working as expected. It creates two effects that both give a +2 status bonus to AC, instead of one to AC, one to Saves, and the quickened effect, as hoped for. Do I have to make these three separate effects in the automation?
You can only use the [] tags once in an automation entry. These are applied at the end of a valid effect line. With Effect:Blood Siphon; AC: 2 status[D:2][SELF]; SAVE: 2[D:2][SELF]; quickened[[D:2][SELF] the [D:2][SELF] entry is essentually the end of the automation, so the rest is ignored. Try Effect:Blood Siphon; AC: 2 status; SAVE: 2; quickened[D:2][SELF]


Finally... I haven't seen anything like this, so maybe it is not yet available in the program, but is there a way I can set it up where the PC makes the save and then the appropriate effect is applied automatically based on the outcome of that save? If no, and I have to go in and apply it manually, not a big deal, but don't want to be doing things the hard way if there is an easier one. Thanks again for the advice!
It's a two step process: make the saves for the targeted creatures (if PCs you can trigger the saves or use the PCROLL functionality) and then use the ApplyAllEffects functionality (if the various effect actions have the save result state attached to them).

This video shows that process: https://www.youtube.com/watch?v=4ed5FwEsi6c The interface has changed slightly (e.g. there is now an ApplyAllEffects button) but this covers PCROLL and apply result state based effects.

AsmodeusUltima
March 23rd, 2022, 07:48
Awesome, thanks Trenloe! With your advice it is nearly there, and I am learning a lot! Already read that document, that's how I got this far, but reread it to refresh.

What I have learned thus far:

1) Always use abilities from the specific instance of the entity contained in the Combat Tracker. Using it directly from the Bestiary won't work correctly.
2) If you use the Apply All Effects button, that PCSAVE effect goes away on its own. Makes sense, it was just storing the variable of what level of success the save was. Since I do want PCs to roll their own saves, this all works out.
3) A Heal effect works very differently than an Effect effect, and I need to pay attention to those differences. For one, don't use an ability descriptor. In retrospect this seems obvious, as there is no place in the HP fields where such a descriptor would even be displayed. Unfortunately that means that a few automation abilities are not available for healing or temp hp, including a duration (temp hp lasts for 1 hour, etc), and the ability to be included in the Apply All Effects button. (Have to apply the temp hp effect manually, erased the [FAILURE] and [CRITFAILURE] flags since those are for Effects, not Heals, and therefore were pointless.
4)Only use a given flag once in a line, even for an Effect with multiple, er, effects, all at the end.

I now have it thus: the Vampiric Mist attacks the PC. On a hit it deals damage, persistent damage (is there a way to automate this too? There is no automation field under Melee, so I am unsure where I would write the PERS: 1d6 bleed), and Blood Siphon. I double-click the Save, the PC rolls their save, then I click Apply All Effects. If the save was a success or better, than is the end. If a failure, the automation applies Drained: 1 to the PC and I double-click the 5 Temp HP effect to add that to the monster. If the save was a crit failure, it applies Drained: 2, I click 10 Temp instead, and, presumably, the automation also applies an effect to the Vampiric Mist that gives it a +2 status bonus to AC and saving throws and the quickened condition until the end of its next turn. The only problem I am having now is that that last effect is being applied to the PC rather than the monster, despite the [SELF] flag. Here is the current code:

"DC 22 Fortitude save"|Save:fortitude[DC:22]
"drained 1"|Effect: Blood Siphon; Drained: 1[FAILURE]
"5 temporary Hit Points"|Heal: Heal:5[SELF][TEMP]
"drained 2"|Effect: Blood Siphon; Drained: 2[CRITFAILURE]
"10 temporary Hit Points"|Heal: Heal:10[SELF][TEMP]
"+2 status bonus to AC and saves and is quickened"|Effect:Blood Siphon; AC: 2 status; SAVE: 2 status; quickened[D:2][SELF][END][CRITFAILURE]

I was careful to put the flags in the order shown in the Google doc: Duration, Self, End, Result. What little syntax hiccup am I missing?

Trenloe
March 23rd, 2022, 15:03
The only problem I am having now is that that last effect is being applied to the PC rather than the monster, despite the [SELF] flag. Here is the current code:

"+2 status bonus to AC and saves and is quickened"|Effect:Blood Siphon; AC: 2 status; SAVE: 2 status; quickened[D:2][SELF][END][CRITFAILURE]

I was careful to put the flags in the order shown in the Google doc: Duration, Self, End, Result. What little syntax hiccup am I missing?
The save result functionality is only used for matching effects to a target, not to self. It would cause issues with multiple targets and multiple save results stacking together. I've updated the documentation with a note around this. That effect action will need to be applied manually if one of the targets critically failed the save.

AsmodeusUltima
March 24th, 2022, 07:49
Ah, good to know it was not yet another thing I missed. Thank you again!

Stargrove
April 11th, 2022, 01:46
PF2 Bestiary 2, Page 132, Gorgon

In the module the name of the creature is spelled wrong as it shows: Gorgan and should instead be Gorgon

The link for the picture opens a window with a white background titled: << New Image >>

There is no token associated with the Gorgon

ShadeRaven
April 11th, 2022, 08:38
PF2 Bestiary 2, Page 132, Gorgon

In the module the name of the creature is spelled wrong as it shows: Gorgan and should instead be Gorgon

The link for the picture opens a window with a white background titled: << New Image >>

There is no token associated with the GorgonAll three of those things are related, unlike the Gorgan to the Gorgon. Fixed.

John30
May 10th, 2022, 23:07
Flat Check Automation

is there a way to get flat checks automated other than for persistent effects, e.g. Effect: Dropped the dancing dagger[DC:6F][SELF]
It applies the effect just as typed without giving a result. Using Save does not work either.

Thanks

Trenloe
May 11th, 2022, 01:25
Flat Check Automation

is there a way to get flat checks automated other than for persistent effects, e.g. Effect: Dropped the dancing dagger[DC:6F][SELF]
It applies the effect just as typed without giving a result. Using Save does not work either.

Thanks
That isn't coded in the ruleset - the effect DC for effects, other than PERS, is purely for reference. There aren't any plans in the short term to change that.

John30
May 13th, 2022, 10:25
That isn't coded in the ruleset - the effect DC for effects, other than PERS, is purely for reference. There aren't any plans in the short term to change that.
Ok. Thank you.

Delares
November 18th, 2022, 10:42
Hi. Help which skill to use when I put "automatically Grabs"|Effect: Grabbed; Escape DC 15[D:2][END] on a player, for the automation to work.

stephan_
November 18th, 2022, 10:47
Do you mean automation for the Escape attempt? That has to be done manually.

Delares
November 18th, 2022, 11:06
Thx!

ShadeRaven
February 14th, 2023, 12:55
Just want to do an update here to let you all know that I am doing a overhaul of the automation (as it currently exists) for the Bestiaries (including the naming convention). There's a specific focus on the Bestiary 2 which will take some additional time, but you'll see the changes starting with today's update.

That said, this is an enormous project and there's a lot that goes into the automation process - it's very possible I will miss something so please come here and let me know what you catch. B2 still has some gaps in it that I will work through in the coming days, so it'll be more helpful to have reports on that one be about included automation that isn't working or is missing something (like the Apply All Effects tags - which I have been trying to go though and catch them all). For B1 and B3, anything you find I'd appreciate the feedback on :)

I appreciate all the input and expect this process to be never ending as Trenloe continues to improve the ruleset, but for now, I'd love to have automation as complete as possible in its current iteration.

Thanks!

Larsenex
February 23rd, 2023, 12:05
Its been over two years since I secured a lifetime license for Fantasy Grounds Unity. Since Pathfinder 2 was launched you have been tireless in making this platform and the rule set work and be fun using it. I have said it before but FGU is the Rolls Royce of Virtual Table tops in quality and automation and that is in large part thanks to you and Trenloe.
I look forward to many more years of gaming thanks to both of you.

spoonhead
March 1st, 2023, 12:26
How will the updated creatures in the Bestiaries get fed through to the published adventure, if at all? I noticed that the Misflits in Abominations Vaults don't have the spell effect for Bane, only the save roll, but in the Bestiary they do.

ShadeRaven
March 1st, 2023, 21:06
How will the updated creatures in the Bestiaries get fed through to the published adventure, if at all? I noticed that the Misflits in Abominations Vaults don't have the spell effect for Bane, only the save roll, but in the Bestiary they do.
As FGU continues to improve, some things automatically update and other things have to be handled individually. It's always a good idea to report anything amiss or needing attention in any product so that the individual developer can update as needed.

Spells have an additional layer that sometimes causes some of the automation to be missed in older products (or products updated prior to various changes). I did AV and will be happy to take a peek at the self-loathing gremlin. Perhaps it hates itself due to the lack of Bane automation ;)

spoonhead
March 2nd, 2023, 07:41
If it matters, I have the individual AP, rather than the newer 3-part version.

Farnaby
March 3rd, 2023, 21:24
How will the updated creatures in the Bestiaries get fed through to the published adventure, if at all? I noticed that the Misflits in Abominations Vaults don't have the spell effect for Bane, only the save roll, but in the Bestiary they do.

As I am having Mitflits in my upcoming session (Strength of Thousands) I checked but in the Bestiary I cannot see Bane included properly.

56562
The left one is from the AP and I copied the Bane spell again. The right one is from the Bestiary and is missing the effect.

ShadeRaven
March 4th, 2023, 12:04
Yeah. TBH, spells need a general overhaul so that all products can benefit from the links to the master file that contains the automation. It's on our list, but Trenloe is working very hard on the upcoming big release and the DB that contains that connecting data is probably going to have to wait.

I might be able to get something to work in the meantime so that our "misfit" can get his bane going in the meantime.

Thanks for the input and extra legwork!

Rewe
April 12th, 2023, 05:41
Hi. I noted the Marilith Automation got the "}" where it should be "|". Is it a bug on my end?

Im new to PF2e, and didnt check every single monster.

Also i dont know what the "*A" Button that reads "Apply all effects..." should do. I just click on it and nothing happens.

Trenloe
April 12th, 2023, 10:41
Also i dont know what the "*A" Button that reads "Apply all effects..." should do. I just click on it and nothing happens.
It applies effects based off stored Save action results, and if there are effects that have a save result tagged to them. It also clears any stored save results and removes any PCROLL effects.

There needs to be something to apply for it to work. The button appears if there's *any* automation for the ability, as it's difficult to exactly determine the need for the button, so sometimes pressing the button won't do anything, as there's nothing to do. Check the automation for the ability in question to see what it does - if there's a save and there's some effects with the result included in the effect, e.g. [SUCCESS] or a [PCROLL] effect, then ApplyAllEffects will have something to do.

Trenloe
April 12th, 2023, 10:44
Hi. I noted the Marilith Automation got the "}" where it should be "|". Is it a bug on my end?

Im new to PF2e, and didnt check every single monster.
Thanks for reporting the issue, I'll pass that along to the converter of the PF2 Bestiary.

ShadeRaven
April 14th, 2023, 12:37
Hi. I noted the Marilith Automation got the "}" where it should be "|". Is it a bug on my end?

Im new to PF2e, and didnt check every single monster.I may have been trying to emulate the Marilith by typing with six arms when I put in that automation. Setting aside my demonic efforts, this has now been fixed and should be corrected on the next update. Thanks for reporting!

webdove
April 25th, 2023, 23:21
Testing the Beginner box.
Trenloe helped me change the Ghoul Paralysis automation from
"flat-footed condition for 1 round and lose its next turn"|Effect: Ghoul Paralysis (flat-footed and lose next turn); Flat-footed[D:1] to
"flat-footed condition for 1 round and lose its next turn"|Effect: Ghoul Paralysis (flat-footed and lose next turn); Flat-footed[D:1][FAILURE][CRITFAILURE]
Then the ghoul paralysis worked.
Then I tried Hell Hound breath.
"DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge
There was no damage applied to the target and no cooldown applied to the source, though the PCROLL effect was properly cleared.

Next I tried Basilisk petrifying Gaze. The automation looks like this.
"DC 22 Fortitude save"|Save: Fortitude[DC:22]
"slowed 1 condition"|Effect: Basilisk Petrification; Slowed: 1
"turned to stone"|Effect: Basilisk Petrification; Petrified
After a failed save apply all effects did nothing.
Then I tried Trenloe's fix on each effect line in the automation
"DC 22 Fortitude save"|Save: Fortitude[DC:22]
"slowed 1 condition"|Effect: Basilisk Petrification; Slowed: 1[FAILURE][CRITFAILURE]
"turned to stone"|Effect: Basilisk Petrification; Petrified[FAILURE][CRITFAILURE]
Now after a failed save the automation is applied properly.

It looks like if I only use the Beginner Box module I will have to make this edit to all NPC effects clauses.

Trenloe told me the following about that:
The specific issue you reported, the Ghoul not having the success level assigned to the effect, is an issue with the original automation not being fully coded by the converter.
The issues was reported in the bestiary, but wasn't reported for the Beginner Box, and the converter didn't check.

As I think about that statement, I believe he means that the "converter" will properly add those [FAILURE][CRITFAILURE] tags at the end of all NPC effects without my having to do anything if I buy the Bestiary 1 module.
However as long as I only use the Beginner Box the "converter" will not add those tags and NPC effect automation will not work.

Is that true? Will the Bestiery 1 module give me working NPC effect automation whereas the Beginner Box which I have does not? I am asking so I don't spend the money and then find that Bestiary 1 does not give me NPC effect automation.

Thanks for helping.

Trenloe
April 26th, 2023, 10:41
Trenloe told me the following about that:
The specific issue you reported, the Ghoul not having the success level assigned to the effect, is an issue with the original automation not being fully coded by the converter.
The issues was reported in the bestiary, but wasn't reported for the Beginner Box, and the converter didn't check.

As I think about that statement, I believe he means that the "converter" will properly add those [FAILURE][CRITFAILURE] tags at the end of all NPC effects without my having to do anything if I buy the Bestiary 1 module.
However as long as I only use the Beginner Box the "converter" will not add those tags and NPC effect automation will not work.

Is that true? Will the Bestiery 1 module give me working NPC effect automation whereas the Beginner Box which I have does not? I am asking so I don't spend the money and then find that Bestiary 1 does not give me NPC effect automation.

Thanks for helping.
You're posting in multiple threads about this (this is the fourth thread), can you keep your posts in one place please? It'll make communicating and troubleshooting much more efficient for all involved. I appreciate you want answers, but posting in multiple threads makes it harder for us to get you those answers and can confuse other readers.

I'll answer these specific questions here, but please keep your posts about the same base issue to a single thread. Thanks very much.

1) The missing automation in the Beginner Box is an issue. It's not a case of the converter not going to add the automation, it's a case of it being overlooked or the most recent updates not being uploaded to Smiteworks. I've asked them to look into it.

2) There's a massive amount of automation coded in the official Bestiary 1 module - the spreadsheet linked in post #1 of this thread gives an idea of the automation; this hasn't been updated for recent changes to the Bestiary 1 module, but is a very good example of how to use automation and the number of automation entries in the Bestiary 1 module (well over 600).

3) The first issue you reported with the Beginner Box (the Ghoul paralysis) was fixed in an update yesterday, within 24 hours of us being made aware of the issue.

I appreciate you raising the issues as I wasn't aware of them. Thanks for doing that, we'll investigate and get fixes soon.

For any future Beginner Box issues, please keep them in this thread: https://www.fantasygrounds.com/forums/showthread.php?77617-Beginner-Box-issues

Thank you!

webdove
April 26th, 2023, 13:06
Thank you Trenloe. I realized last night that I was multi-posting partly out of confusion about where beginner box issues should go and partly out of panic that I won't be ready by this Friday to run it.

I apologize for the duplication and will use the beginner box issues thread in future.

I very much appreciate the great work that all of you are doing!

webdove
May 11th, 2023, 03:11
Hi,
For the Goliath Spider in the Bestiary the venom automation reads
"Saving Throw"|Save: Fortitude[DC:30]
"Maximum Duration"|Effect: Goliath Spider Venom (Max Duration)[D:6]
"Stage 1"|Effect: Goliath Spider Venom (Stage 1): 2d6 poison; Slowed: 1[D:1][DC:30]
"2d6 poison"|Damage: 2d6 poison
"Stage 2"|Effect: Goliath Spider Venom (Stage 2): 2d6 poison; Slowed: 2[D:1][DC:30]
"Stage 3"|Effect: Goliath Spider Venom (Stage 3): Paralyzed (2d4 hours); Paralyzed[DC:30]

Is it possible as a part of stage one to automatically trigger the target to save vs DC 30 poison or move to stage 2?
As it is, there is a chat message that the effect is expiring, but that is all.
Alternatively is it possible to create a delayed automation that triggers in one round and on a DC 30 failure applies the second stage?

Trenloe
May 11th, 2023, 08:04
Is it possible as a part of stage one to automatically trigger the target to save vs DC 30 poison or move to stage 2?
As it is, there is a chat message that the effect is expiring, but that is all.
Alternatively is it possible to create a delayed automation that triggers in one round and on a DC 30 failure applies the second stage?
The effect system doesn't have triggers for automation like that. The save has to be manually initiated by the GM at each stage.