dsaraujo
January 20th, 2022, 05:34
Here is my latest extension. It adds two buttons at the bottom of any NPC/Monster entry: Weak and Elite. Pressing one of the button, the extension creates a new monster entry applying the Elite/Weak template from Bestiary 1 (page 6). I spend some time making this manually and it sucks, so here it is for the community. I used a lot of the great module PFRPG2 Elite/Weakened Effects (https://www.fantasygrounds.com/forums/showthread.php?57773-PFRPG2-Elite-Weakened-Effects-mod) by Sasmira, buy it always caused confusion when the chat showed the EFFECT+X specially when the creature had additional modifiers. This is how it looks like:
51083
Please keep in mind this is very BETA and it does write on your campaign DB. Please backup your stuff. Once some people post their feedback here, I'll add to the forge. Please download below.
51084
Automations should be updated correctly, and the new monster is left unlocked to any manual adjustments required.
Known Issues:
The AC parser only updates the first number found. Entries like AC 20 (22 with raised shield) will only update the first number.
I currently do not update any limited damage to +4/-4 as recommended, as it can be tricky to identify those. I am planning to make it work every time I encounter an ability with a cooldown automatically, but I couldn't find a way to identify "per day" abilities, for example.
Spellcasters are tricky. I do update their caster level, DC and Spell Attacks, but spells remain as-is.
Any damage without a modifier currently does not get modified. For example, a creature that deals 1d6 piercing damage wouldn't change to 1d6-2 or 1d6+2 as expected for now. Additional damage listed without modifiers (like 2d6 sneak attack) also are not modified.
Edit: There is a (paid) new version of this extension in the Forge if you want to check out, including many other features: https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension
51083
Please keep in mind this is very BETA and it does write on your campaign DB. Please backup your stuff. Once some people post their feedback here, I'll add to the forge. Please download below.
51084
Automations should be updated correctly, and the new monster is left unlocked to any manual adjustments required.
Known Issues:
The AC parser only updates the first number found. Entries like AC 20 (22 with raised shield) will only update the first number.
I currently do not update any limited damage to +4/-4 as recommended, as it can be tricky to identify those. I am planning to make it work every time I encounter an ability with a cooldown automatically, but I couldn't find a way to identify "per day" abilities, for example.
Spellcasters are tricky. I do update their caster level, DC and Spell Attacks, but spells remain as-is.
Any damage without a modifier currently does not get modified. For example, a creature that deals 1d6 piercing damage wouldn't change to 1d6-2 or 1d6+2 as expected for now. Additional damage listed without modifiers (like 2d6 sneak attack) also are not modified.
Edit: There is a (paid) new version of this extension in the Forge if you want to check out, including many other features: https://www.fantasygrounds.com/forums/showthread.php?73170-PFRPG2-GM-Enhancement-extension