NPC Flavors
This is an extension that adds flavors to the name of NPCs that are added to the combat tracker through encounters. It replaces the numbering (if enabled) FG normally puts at the end of the NPC name.
This flavor is only applied to a certain percent of the added NPCs. You can set that percentage in the options panel. If no flavor is applied to the NPC, the numbering is not replaced.
Version 1.11 (Pleasantly slouched)
Tested with FGU 4.3.2
- Fixed 2E not being flavored
- Added Swade / Pathfinder for Savage Worlds support
You can get the extension through Forge here:
https://forge.fantasygrounds.com/shop/items/290/view
Or download it from here if you'd rather:
https://www.fantasygrounds.com/forum...ine=1464037930 Tideturner says: Quote:
Example:
https://www.fantasygrounds.com/forum...6&d=1510234966
Unidentified names:
https://www.fantasygrounds.com/forum...1&d=1535035893
Older
Version 1.10 (Powerful giggle)
Tested with FGU 4.2.2
- Fixed a bug that prevented flavoring NPC's after changes in the CoreRPG based rulesets
Special thanks to bmos for help with this one.
Version 1.9 (Odor-resistant turban)
Tested with FGU 4.0.10 / FGC 3.3.14
- Now supports NPC type data for 5E, 2E and PF1 - All other CoreRPG rulesets use "humanoid" as type for determining flavor.
- Fixed a bug where settings would incorrectly show flavor percent as 10%
Version 1.8 (Geometric pants)
Tested with FG 3.3.10
- Changed how the extension hooks into FG. This should make it compatible with most CoreRPG rulesets and other extensions that does stuff to the combat tracker.
Version 1.5 (Infected head)
Tested with FG 3.3.7 (version 1.4 still works if you do not feel like updating)
- Added more build type suffixes (pre. was a lot of fat or thin NPC's, now they can be "strangely spherical" which is, I dare say, a lot more sexy)
- Added the NPC name itself when choosing NPC type for flavor. For now it's just zombies (since I'm running ToA) being able to wear clothes and have hair, behavior, body parts and build. (before zombies were just "undead" which did not get flavored)
- Ran a spellchecker on the data files, hopefully most words are now correct. If not feel free to point at me and tell me I'm very handsome but a bad speller.
Version 1.4 (Idiotic footwork)
This version is campatible with FG 3.3.6 Non identified state of NPCs
There's also a new setting to change the default "Unknown Creature" when an NPC is in the unidentified state.
- "Default" - uses FG's own string (Unknown Creature)
- "Unknown" - uses "Unknown" for all non id NPCs
- "Unknow [type]" - replaces the non id name with f.ex. "Unknow undead" or "Unknown beast"
- "[type]" - replaces the non id name with just the type of NPC. f.ex. "Humanoid" or "Dragon"
- "Arrrgh Monster" - replaces the non id name with just... you know, I'm not sure this is going to be used... but the non id name get's replaced by "Arrrgh Monster"... I dunno... perhaps for those nervous types of adventurers? No shame in fleeing really. Gotta live to"fight" another day, right?
Even older
I have updated the addon to v1.2.
The extension should now be compatible with most other extensions that works on the combat tracker. Not a guarantee though. (For info: I now use addBattle instead of addNPC)
I have added a lot of NPC types as being valid for certain flavors. You can now encounter this scary fellow: Vampire (Bouncy lip hair)
A few notes on that though:
I have only included NPC types from the DMG. No supplements.
Not all NPC types get flavors, but I tried to include a lot where it made just remotely sense with the flavor types the extension can currently construct.
Current flavor sets:
- clothing (dapper baret)
- bodyparts (tattooed shoulders)
- hair and beards (mangled pencil moustache)
- build (noticeably short)
- behavior (bitter scream)
- fur (unmanageable fuzz)
- characteristic (broken nose)
If you see a flavor that is combination that is too out there, or an NPC with a flavor that really doesn't make sense, please let me know.
If you have any additions to that, or suggestions for making the extension more fun / better to use, don't hesitate to say so :)
And if you're interested you can find the source for the extension here: https://github.com/Tideturner/npc-flavors/
Specifically this file is used for constructing the flavors themselves:
https://github.com/Tideturner/npc-fl...avors_data.lua
And this file is used for determining which flavors are assigned to which NPC type:
https://github.com/Tideturner/npc-fl...y_npctypes.lua
Download, place in extension folder and enable for your campaign.
You can turn it on and off in the options menu.
There you can also increase or decrease the chance an NPC is created with a flavor.
And lastly you can also turn the flavors by type of. If you do that all NPCs will be treated as the "humanoid" type.
Edit 2018-02-06: v1.3 (Adjustable cardigan) - Compatible with FG v3.3.4
Edit 2018-08-23: v1.4 (Idiotic footwork) - Compatible with FG v3.3.6
Edit 2018-12-20: v1.5 (Infected head) - Compatible with FG v3.3.7
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Original message:
Hi,
I run a campaign with 7 players. I often scale up encounters by adding NPCs and in general we like big fights with many actors.
Those fights often slow down though, because of me losing track and being overwhelmed by the info in the combat tracker :)
We were talking about this in our group, and one of the guys suggested it would be cool if the NPCs also had random names. Like "Thug 1 (Brian)", "Thug 2 (Ann)", "Beholder 8 (Horatius)"
Or perhaps even better distinctive features instead of numbering. "Thug (Torn bandana)", "Thug (Scarred hand)", "Beholder 8 (Bad breath)"
Is this something that is possible to make as an extension?
Also doing big fights very often leads to me losing track of who (of the NPCs) are doing what.
And if the tokens are on a white background, I often have a hard time finding them on the map, because the active token outline is also white.
Is it possible to change the color of the token outline somehow? Perhaps through an extension as well?
Regards,
Tideturner