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banesorka
June 6th, 2025, 19:07
So I am working on creating some custom NPCs for my campaign, and I was wondering about default effects when adding a NPC to the combat tracker.

I have the typical immune to poison and radiation effects working just fine, as well as Big. I am wondering if there is one that will get parsed into "REGEN #".

From what I can tell, the special ability BIG is being parsed and registered in the combat tracker as Big, but the special ability "STIM PUMP" does not get parsed into anything in the effects section. I know I can manually add this effect after I add the NPC to the combat tracker, but I am wondering if there is anything I can do to the NPC sheet that will make this automatic like the other effects.

Thanks in advance for all assistance!

I did find the following forge item: https://forge.fantasygrounds.com/shop/items/361/view and will be playing around with it, but I wold prefer a ruleset native method.

superteddy57
June 6th, 2025, 19:14
No, each effect that gets created is handled individually and is not "parsed" to create the effect. If it spots the name of a particular trait it gets added. An extension would have to be made to expand this. No current plans on expanding this in the ruleset at this time.

banesorka
June 6th, 2025, 19:17
Ok, so if I were to add the phrase "REGEN 3" to the NPC some where, in a special ability most likely, it would spot it and add it to the combat tracker?

Am I understanding the "spotting" correctly?

superteddy57
June 6th, 2025, 19:21
No, when adding effects to a NPC entry the CombatManager2.onNPCPostAdd function handles adding the effects to the entry when they are dropped. You can see there the specific things it checks to produce an effect on the entry.

superteddy57
June 6th, 2025, 19:22
I also want to expand a bit further that to handle any new effect you have added, it would need code to support that as well. If it's not there, it is just text on the entry.

banesorka
June 6th, 2025, 19:28
Alright.

Thanks for the info!