This module allow to generate npcs or creatures.
Skeroujvapluvit
Deutsch : ivan-hr
- EN
- FR
- DE (Not tested)
IMPORTANT : If a translate module is used, it's very important to wait the end of the translate module patching
This module need the Warhammer Fantasy Roleplay 4e system and the wrfp4e-core module from C7
- System : https://foundryvtt.com/packages/wfrp4e
- wrfp4e-core : https://foundryvtt.com/packages/wfrp4e-core/
For other language than English, if you want the generate NPC have his Native Tongue as Skill, you have to install the translate module of wfrp4e-core and have the system language same as your translate module
- FR : https://gitlab.com/LeRatierBretonnien/foundryvtt-wh4-lang-fr-fr
- DE : https://github.com/StefanMasz/WFRP4e-de
On the first usage of NPC or Creature generator, All Items and Actors (Actors are not loaded for NPC generator) from compendium are loaded in memory. This initial load can take a few time depend of the numbers of Compendium you have and the quality of your internet connection
Estimation :
- Down : 8 Mb/s
- Up : 1 Mb/s
- NPC Generator => About 3 seconds
- Creature Generator => About 11 seconds
- Actor is created with npc template
- Actor have the following career path :
- If only one career is selected during the career chooser step :
- The career path is the selected career and all the career at the same career group before the career level of selected career
- If more than one career are selected during the career chooser step :
- The career path is your selections of careers in the same order
- If only one career is selected during the career chooser step :
- All careers are completed and the last career of the career path is the current
- Actor have all his career skills, species skills, native tongue skill, basic skills and Lore(Birth Place) if choosing
- All career skills have 5 x career level advance
- Majors species skill have 5 advance if not present in career
- Minors species skill have 3 advance if not present in career
- Actor have all his career talent since the level 1 career and species talents
- Only one advance by talent
- Talent are added after Actor creation to attach effect
- Actor have adverage characteristic
- Each characteristics have +/- 0-5
- All career characteristics have 5 x career level advance
- If active, actor have all his class trappings
- If active and if items are found by equal or partial match, actor have all his career trappings
- If active, actor have an effect to indicate if you want to generate random money on token creation
- If active, actor have an effect to indicate if you want to generate random weapons, corresponding to you Melee or Ranged Skill, on token creation
- If active, actor can be linked to his token
- If active, actor can be generated with random money
- If active, actor can be generated with random weapons
- If active, skills/talents/traits can be edited just before generation
- Advance and groups can be edited in this step
- If active, Trappings can be edited just before generation
- If active, Spells, Prayers and mutations can be added just before generation
- Actor is created with creature template
- Actor is created from an existing creature template from Compendiums or World
- Actor abilities can be change :
- Generate with basic skill or not
- Generate with Swarm trait
- Generate with Weapon trait and specifie his base value
- Generate with Armour trait and specifie his base value
- Generate with Ranged trait and specifie his base value and range
- Generate with a size from all existing system size
- Add/Remove traits from all Compendiums or World Items or Compendium or world Actors traits
- Add/Remove skills (and specifie advance) from all Compendiums or World Items or Compendium or world Actors skills
- Add/Remove talents (and specifie advance) from all Compendiums or World Items or Compendium or world Actors talents
- Actor have adverage characteristic
- Each characteristics have +/- 0-5
- S, T and Ag are modified by the new Size if changed
- If active, actor have an effect to indicate if you want to generate random money on token creation
- If active, actor can be linked to his token
- If active, actor can be generated with random money
- If active, Trappings can be edited just before generation
- If active, Spells, Prayers and mutations can be added just before generation
- All function fired during token generation work only if token is not link with actor data
- Those effect can be manualy created on existing NPC to activate this function, not only by the NPC generator
If this effect is present and active on passive effect :
- en : "Generate money on token creation"
- fr : "Générer l'argent à la création du Token"
- de : "Geld bei der Token-Erstellung generieren"
Money is added to token data during creation with this rules :
- Gold standing : tier x GC + 5D10 SS + 10D10 BP
- Silver standing : tier x 1D10 SS + 10D10 BP
- Brass standing : tier x 2D10 BP
- Money is finaly consolidate to have the fewest coins
For Creature, a status is randomly generated
If this effect is present and active on passive effect :
- en : "Generate weapons on token creation"
- fr : "Générer des armes à la création du Token"
- de : "Waffen bei der Token-Erstellung generieren"
Weapons are added to token data during creation with this rules :
- One random weapon per each Melee or Ranged Skills, Two weapons for Melee (Basic), existing actor weapons are counting to determinate if a new weapon is generate
- Melee (any) and Ranged (any) are replaced by a random other group and a weapon is generate
- For Ranged, a random ammunition for this weapon is added with a minimum quantity of 10 (apply for existing weapon, not only the generated ones)
- Add a create button on folder
- create a chat command
- Manage other language
