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<blockquote data-quote="smiteworks" data-source="post: 6467493" data-attributes="member: 87795"><p>This caught my attention as well. </p><p></p><p>In Fantasy Grounds, you can also easily adjust the # appearing in an encounter and you can link story entries, encounters or even specific NPCs directly to a place on the map. There are built-in calendars for many settings and you have the ability to customize your own. One example might be to layout your map of your dungeon or town and place story entries which describe everything that is there and static. Then each story entry could have links to the various creatures that may or may not be there depending on the time or date. </p><p></p><p>If the party is engaged in battle (or dialog) with encounter 8 in the Western Corridor room, there might also be a link for an encounter with a roaming patrol that you add to the combat or encounter. You could have pre-placed the creatures from Encounter 8 on the map where they start out and then leave the roaming encounter monsters unplaced until you actually launch that encounter. Depending on the result of the battle, you could decide whether or not to reward the pre-entered treasure parcel to the party and assign them out to the party while you auto-distribute the coins evenly.</p><p></p><p>With more advanced scripting, you may even be able to move the pre-placement coordinates around to previously saved locations based on the current game calendar entry. Everything is basically stored in XML and there is an API that you can use to make your own enhancements like that.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 6467493, member: 87795"] This caught my attention as well. In Fantasy Grounds, you can also easily adjust the # appearing in an encounter and you can link story entries, encounters or even specific NPCs directly to a place on the map. There are built-in calendars for many settings and you have the ability to customize your own. One example might be to layout your map of your dungeon or town and place story entries which describe everything that is there and static. Then each story entry could have links to the various creatures that may or may not be there depending on the time or date. If the party is engaged in battle (or dialog) with encounter 8 in the Western Corridor room, there might also be a link for an encounter with a roaming patrol that you add to the combat or encounter. You could have pre-placed the creatures from Encounter 8 on the map where they start out and then leave the roaming encounter monsters unplaced until you actually launch that encounter. Depending on the result of the battle, you could decide whether or not to reward the pre-entered treasure parcel to the party and assign them out to the party while you auto-distribute the coins evenly. With more advanced scripting, you may even be able to move the pre-placement coordinates around to previously saved locations based on the current game calendar entry. Everything is basically stored in XML and there is an API that you can use to make your own enhancements like that. [/QUOTE]
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