It sounds easy until you look at the specifics. Just a few examples:Man-thing said:Really that should be so hard to code. It would be time consuming to enter the data but it should be okay.
*WOTC's half-fiend template add wings and flight, but only if the creature is at least Large.
*Apocalyptic and Dreadnaught templates add max HP per HD. Apocalyptic also increases the number of HD.
*Drider template adds Climb speed = half ground speed, unless creature already has a climb speed that is higher.
*Ebon Servitor gains +2 profane bonus to AC.
*Elemental template bestows a bonus to AC; the amount of the bonus depends on type of elemental and size.
*Elemental template (fire) adds fire damage to melee attacks; the amount of the fire damage is dependent on the elemental's size.
*Half-Nymph gains Charming Presence (Su), but only if its Charisma score is 11 or higher.
*Aberrant has four charts associated with it: Special Attacks, Special Abilities, Corrosive Slime damage, Poison damage.
*Ablative reduces HD and AC by 20%.
*Some templates can only be applied to certain types/subtypes - if enforced, we would need to include an override.
*Some templates change a base creature's type, prompting re-figuring stats. Unfortunately, the charts in the MM are full of exceptions (for instance, Humanoids gain one good save (any)). The program will need to prompt the user for a choice.
Now, each of these items (and many others) can be programmed into a fairly complex Excel spreadsheet, but the point is that they would have to be programmed in. Creating a sheet that adds a few bonuses to stats and lists a special ability or three is easy. Creating a sheet that accurately accounts for all the esoteric changes templates can bestow gets complicated. And we haven't even touched on the issue of multiple templates...
I'm not saying it's impossible. I am saying that it's not as easy as it looks at first glance (and no one is more disappointed by that fact than I am).