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Post on 19-Dec-2015

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Default Template

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Public Function TemplateApply()'This is an example default template'Modify this to match your template'Consult the code of other templates for more code examples.'Change the name of the creaturecr.Name = cr.Name & ", template"'Abilities: This increases each ability by +2cr.StrBase = cr.StrBase + 2cr.DexBase = cr.DexBase + 2cr.ConBase = cr.ConBase + 2cr.IntBase = cr.IntBase + 2cr.WisBase = cr.WisBase + 2cr.ChaBase = cr.ChaBase + 2cr.AbilityCalccr.CalcAbilityMods'--- Special Attacks --- 'This adds "daylight, Smite Evil" to the Special Attacks text boxs = cr.SpecialAttackss = s & ", daylight, Smite Evil"if mid(s,1,2) = ", " then s = mid(s,3)cr.SpecialAttacks = s'--- Special Qualities --- 'This adds a string at the end of the Special Qualities strings = cr.SpecialQualitiess = s & ", darkvision 60 ft, immunity to disease, resistance to acid, cold and electricity 10"if mid(s,1,2) = ", " then s = mid(s,3)cr.SpecialQualities = s'--- Giving Feats or Special Abilities ---'For a feat/special ability to show up in the Feats tab use code like this:cr.GiveFeatName "Darkvision", "", Truecr.GiveFeatName "Resistance to energy", "", Truecr.GiveFeatName "Spell Resistance", "", True'You can also create a new feat specifically for this template and put in script code to automate tasks.'Give a +8 racial (misc) bonus to a skill (Hide in this case)n = func.GetSkillNum("Hide")cr.SkillMisc(n) = cr.SkillMisc(n) + 8'Challenge Rating: Same as the base creature + 2.cr.ChallengeRating = cr.ChallengeRating + 2'Level Adjustment: Same as the base creature +4.cr.TemplateLevelAdjust = cr.TemplateLevelAdjust + 4End Function