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Campaign_Properties.txt
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* Create a new Campaign Properties -> Token Properties Token Type called "MonsterBlock".
* Add the "Monster Block" properties to the MonsterBlock Token Type.
* Create a new Campaign Properties -> Token Properties Token Type called "LibMonsterCreator".
* Add the "LibMonsterCreator" properties to the LibMonsterCreator Token Type.
=============================
=== MONSTER BLOCK ===
=============================
__BASEINFO__
*name (Name)
*type (Type)
size (Size)
alignment (Alignment)
*elevation (Elevation)
*#AC
HP
MaxHP
TempHP
TempMaxHP
eMaxHP:{MaxHP + TempMaxHP}
eHP:{HP + TempHP}
*#DisplayHP (HP):{eHP}/{eMaxHP} [r, if(TempHP>0):" (+" + TempHP + ")"]
HD
*#CR
__MOVE__
walk
climb
swim
fly
*Movement:Walk: {walk}; Climb: {climb}; Swim: {swim}; Fly: {fly}
__STATS__
*#Strength (STR)
*#Dexterity (DEX)
*#Constitution (CON)
*#Intelligence (INT)
*#Wisdom (WIS)
*#Charisma (CHA)
__SENSES__
sDV
sBS
sTS
*Sight:Darkvision:{sDV}; Blindsight: {sBS}; Truesight: {sTS}
*PP (Passive Perception)
__MODIFIERS__
StrMod:[r: floor(Strength / 2 - 5)]
DexMod:[r: floor(Dexterity / 2 - 5)]
ConMod:[r: floor(Constitution / 2 - 5)]
IntMod:[r: floor(Intelligence / 2 - 5)]
WisMod:[r: floor(Wisdom / 2 - 5)]
ChaMod:[r: floor(Charisma / 2 - 5)]
__SAVES__
StrSave
DexSave
ConSave
IntSave
WisSave
ChaSave
__SKILLS__
*#Proficiencies
*#Initiative:{DexMod + InitiativeBonus}
InitiativeBonus:0
__VULNERABILITIES RESISTANCES and IMMUNITIES__
*#vuln (Vulnerabilities)
*#res (Resistances)
*#imm (Immunities)
*#cimm (Condition Immunities)
__PROCESSING__
jsonblock
addjsonblock
dataFromSource
statSheetSpecAb
statSheetAction
statSheetLEAction
rechargeAbilities
=============================
=== LIBMONSTERCREATOR ===
=============================
p5aURL
p5tURL
pAbilityList
pStatList
pBasicMobMap
pDefaultSource
pCriticalFormula
libversion