Skip to content

Commit

Permalink
Update additonal instances of inline damage to new format (#16246)
Browse files Browse the repository at this point in the history
  • Loading branch information
ammalagonc authored Aug 30, 2024
1 parent 7f0b7c1 commit d781890
Show file tree
Hide file tree
Showing 21 changed files with 28 additions and 23 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "offensive",
"description": {
"value": "<p>With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit.</p>\n<p>Instead, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} for 1 day, and the ghost regains [[/r (max(1,floor(@actor.level/2)))[healing]]]{HP equal to half its own level}.</p>"
"value": "<p>With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit.</p>\n<p>Instead, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1} for 1 day, and the ghost regains @Damage[(max(1,floor(@actor.level/2)))[healing]]{HP equal to half its own level}.</p>"
},
"publication": {
"license": "ORC",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "offensive",
"description": {
"value": "<p><strong>Requirements</strong> The ghoul is adjacent to the corpse of a creature that died within the last hour.</p>\n<hr />\n<p><strong>Effect</strong> The ghoul devours a chunk of the corpse and regains [[/r 1d6[healing]]] Hit Points plus 1d6 for every 2 levels it has.</p>\n<p>It can regain Hit Points from any given corpse only once.</p>"
"value": "<p><strong>Requirements</strong> The ghoul is adjacent to the corpse of a creature that died within the last hour.</p><hr /><p><strong>Effect</strong> The ghoul devours a chunk of the corpse and regains @Damage[(1+(max(0,floor(@actor.level/2))))d6[healing]] Hit Points plus 1d6 for every 2 levels it has.</p>\n<p>It can regain Hit Points from any given corpse only once.</p>"
},
"publication": {
"license": "ORC",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "defensive",
"description": {
"value": "<p>harmed by [damageType] ([[/r {0d8}]]{0d8 damage}, [[/r {0d4}]]{0d4 damage} from areas or persistent damage); healed by [damageType] (area [[/r 0d4[healing]]] Hit Points); slowed by [damageType]</p>\n<hr />\n<p>A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.</p>\n<ul>\n<li><strong>Harmed By</strong> Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.</li>\n<li><strong>Healed By</strong> Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.</li>\n<li><strong>Slowed By</strong> Any magic of this type that targets the golem causes it to be @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for [[/br 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.</li>\n<li><strong>Vulnerable To</strong> Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.</li>\n</ul>"
"value": "<p>harmed by [damageType] ([[/r {0d8}]]{0d8 damage}, [[/r {0d4}]]{0d4 damage} from areas or persistent damage); healed by [damageType] (area [[/r 0d4[healing]]] Hit Points); slowed by [damageType]</p><hr /><p>A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.</p><ul><li><strong>Harmed By</strong> Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.</li><li><strong>Healed By</strong> Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.</li><li><strong>Slowed By</strong> Any magic of this type that targets the golem causes it to be @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for [[/br 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.</li><li><strong>Vulnerable To</strong> Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.</li></ul>"
},
"publication": {
"license": "OGL",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "offensive",
"description": {
"value": "<p>Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a @Template[line|distance:60] of energy or a @Template[cone|distance:30] of energy when they activate this ability. The energy deals [[/r ((@actor.level)d6)[energy]]]{1d6 damage per level} with a @Check[reflex|dc:|basic] save. The mutant can't use Energy Blast again for [[/br 1d4 #Recharge Energy Blast]]{1d4 rounds}.</p>"
"value": "<p>Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a @Template[line|distance:60] of energy or a @Template[cone|distance:30] of energy when they activate this ability. The energy deals @Damage[((@actor.level)d6)[energy]]{1d6 damage per level} with a @Check[reflex|dc:|basic] save. The mutant can't use Energy Blast again for [[/br 1d4 #Recharge Energy Blast]]{1d4 rounds}.</p>"
},
"publication": {
"license": "OGL",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "defensive",
"description": {
"value": "<p>The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals [[/r (max(1,floor(@actor.level/2)))[cold]]]{cold damage equal to half the skeleton's level} to all adjacent creatures at the start of the skeleton's turn (@Check[reflex|dc:|basic] save with a standard DC for its level).</p>"
"value": "<p>The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals @Damage[(max(1,floor(@actor.level/2)))[cold]]{cold damage equal to half the skeleton's level} to all adjacent creatures at the start of the skeleton's turn (@Check[reflex|dc:|basic] save with a standard DC for its level).</p>"
},
"publication": {
"license": "OGL",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
},
"category": "defensive",
"description": {
"value": "<p>Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns.</p>\n<p>The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage).</p>\n<p>At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains [[/r (max(1,@actor.level))[healing]]]{HP equal to its level} (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.</p>"
"value": "<p>Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns.</p>\n<p>The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage).</p>\n<p>At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains @Damage[(max(1,@actor.level))[healing]]{HP equal to its level} (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.</p>"
},
"publication": {
"license": "OGL",
Expand Down
3 changes: 2 additions & 1 deletion packs/blood-lords-bestiary/demilich-skull.json
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@
},
"category": null,
"description": {
"value": "<p><strong>Trigger</strong> A living creature approaches within 10 feet of the skull</p>\n<hr />\n<p><strong>Effect</strong> The spirits haunting the skull activate one of the skull's ruined gemstones, casting one of the following four spells determined randomly:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.spells-srd.Item.Cast into Time], @Check[fortitude|dc:26|traits:divination]</li>\n<li>@UUID[Compendium.pf2e.spells-srd.Item.Chain Lightning], @Check[reflex|dc:26|traits:electricity,evocation|basic] (@Damage[8d12[electricity]] damage)</li>\n<li>@UUID[Compendium.pf2e.spells-srd.Item.Fireball] (6th), @Check[reflex|dc:26|traits:fire,evocation|basic] (@Damage[12d6[fire]] damage)</li>\n<li>@UUID[Compendium.pf2e.spells-srd.Item.Spellwrack], @Check[will|dc:26|traits:abjuration,curse,force] (@Damage[2d12[persistent,force]] or [[/r (2*2d12)[persistent,force]]] damage)</li>\n</ul>\n<p>The saving throw DC for any spell is 26.</p>"
"value": "<p><strong>Trigger</strong> A living creature approaches within 10 feet of the skull</p><hr /><p><strong>Effect</strong> The spirits haunting the skull activate one of the skull's ruined gemstones, casting one of the following four spells determined randomly:</p><ul><li>@UUID[Compendium.pf2e.spells-srd.Item.Cast into Time], @Check[fortitude|dc:26|traits:divination]</li><li>@UUID[Compendium.pf2e.spells-srd.Item.Chain Lightning], @Check[reflex|dc:26|traits:electricity,evocation|basic] (@Damage[8d12[electricity]] damage)</li><li>@UUID[Compendium.pf2e.spells-srd.Item.Fireball] (6th), @Check[reflex|dc:26|traits:fire,evocation|basic] (@Damage[12d6[fire]] damage)</li><li>@UUID[Compendium.pf2e.spells-srd.Item.Spellwrack], @Check[will|dc:26|traits:abjuration,curse,force] (@Damage[2d12[persistent,force]] or @Damage[(2*2d12)[persistent,force]] damage)</li></ul><p>The saving throw DC for any spell is 26.</p>"
},
"publication": {
"license": "OGL",
Expand All @@ -41,6 +41,7 @@
"ac": {
"value": 0
},
"emitsSound": "encounter",
"hardness": 0,
"hp": {
"details": "",
Expand Down
2 changes: 1 addition & 1 deletion packs/crown-of-the-kobold-king-bestiary/unsafe-stairs.json
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@
},
"category": null,
"description": {
"value": "<p><strong>Trigger</strong> A Small or larger creature attempts to climb the stairs;</p>\n<p><strong>Effect</strong> The stairs attempt a @Check[flat|dc:8] (if a Small creature triggered the hazard) or a @Check[flat|dc:16] (if a Medium or multiple Small creatures triggered it). On a failure, the stairs collapse. All creatures on the stairs fall and take [[/r (2d6 + 3)[bludgeoning]]] damage from the collapsing rubble (@Check[reflex|dc:16|basic]).</p>"
"value": "<p><strong>Trigger</strong> A Small or larger creature attempts to climb the stairs;</p>\n<p><strong>Effect</strong> The stairs attempt a @Check[flat|dc:8] (if a Small creature triggered the hazard) or a @Check[flat|dc:16] (if a Medium or multiple Small creatures triggered it). On a failure, the stairs collapse. All creatures on the stairs fall and take @Damage[(2d6 + 3)[bludgeoning]] damage from the collapsing rubble (@Check[reflex|dc:16|basic]).</p>"
},
"publication": {
"license": "OGL",
Expand Down
2 changes: 1 addition & 1 deletion packs/equipment/drake-rifle-fire.json
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@
"criticalSuccess"
],
"selector": "{item|_id}-damage",
"text": "On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to [[/r (1d4 + @item.system.damage.dice)[persistent,fire]]]{1d4 + the number of weapon damage dice}. A drake rifle does not add critical specialization effects.",
"text": "On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to @Damage[(1d4 + @item.system.damage.dice)[persistent,fire]]{1d4 + the number of weapon damage dice}. A drake rifle does not add critical specialization effects.",
"title": "{item|name}"
}
],
Expand Down
2 changes: 1 addition & 1 deletion packs/equipment/drake-rifle-poison.json
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@
"criticalSuccess"
],
"selector": "{item|_id}-damage",
"text": "On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to [[/r (1d4 + @item.system.damage.dice)[persistent,poison]]]{1d4 + the number of weapon damage dice}. A drake rifle does not add critical specialization effects.",
"text": "On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to @Damage[(1d4 + @item.system.damage.dice)[persistent,poison]]{1d4 + the number of weapon damage dice}. A drake rifle does not add critical specialization effects.",
"title": "{item|name}"
}
],
Expand Down
2 changes: 1 addition & 1 deletion packs/feat-effects/stance-sea-glass-guardians.json
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
"name": "Stance: Sea Glass Guardians",
"system": {
"description": {
"value": "<p>Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws.</p>\n<p>If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains 4d8+8 HP, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s.</p>\n<hr />\n<p><strong>Level (+3)</strong> The healing increases by 1d8+4.</p>\n<p>[[/r ((floor((max(12,@actor.level)-12)/3)+4)d8+(floor((max(12,@actor.level)-12)/3)*4+8))[healing]]]{Leveled HP}</p>"
"value": "<p>Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws.</p>\n<p>If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains 4d8+8 HP, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s.</p><hr /><p><strong>Level (+3)</strong> The healing increases by 1d8+4.</p>\n<p>@Damage[((floor((max(12,@actor.level)-12)/3)+4)d8+(floor((max(12,@actor.level)-12)/3)*4+8))[healing]]{Leveled HP}</p>"
},
"duration": {
"expiry": "turn-start",
Expand Down
4 changes: 2 additions & 2 deletions packs/kingmaker-bestiary/oleg.json
Original file line number Diff line number Diff line change
Expand Up @@ -258,7 +258,7 @@
"sourceId": "Compendium.pf2e.equipment-srd.Item.l8wky2NQduHYsY9B"
}
},
"img": "systems/pf2e/icons/default-icons/consumable.svg",
"img": "icons/magic/nature/vines-thorned-glow-teal-purple.webp",
"name": "Lover's Knot",
"sort": 500000,
"system": {
Expand All @@ -270,7 +270,7 @@
"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> envision;</p>\n<p><strong>Requirement</strong> You are trained in Medicine.</p>\n<hr />\n<p>This lock of hair is wrapped around a twig twisted into the shape of a heart. Popular among many of Restov's explorers, traders, and mercenaries, often a person carries several lover's knots on their person in case of emergency. While the original lover's knots were specific rewards granted by a particularly flirtatious Swordlord to her favored agents, time has seen these talismans become much more widespread through southern Brevoy. When you activate a lover's knot, you regain [[/r 2d6[healing]]]{2d6 Hit Points}. If you have the @UUID[Compendium.pf2e.feats-srd.Item.Battle Medicine] feat, you instead regain [[/r (2d6+7)[healing]]]{2d6+7 Hit Points}.</p>"
"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> envision;</p>\n<p><strong>Requirement</strong> You are trained in Medicine.</p><hr /><p>This lock of hair is wrapped around a twig twisted into the shape of a heart. Popular among many of Restov's explorers, traders, and mercenaries, often a person carries several lover's knots on their person in case of emergency. While the original lover's knots were specific rewards granted by a particularly flirtatious Swordlord to her favored agents, time has seen these talismans become much more widespread through southern Brevoy. When you activate a lover's knot, you regain @Damage[2d6[healing]]{2d6 Hit Points}. If you have the @UUID[Compendium.pf2e.feats-srd.Item.Battle Medicine] feat, you instead regain @Damage[(2d6+7)[healing]]{2d6+7 Hit Points}.</p>"
},
"equipped": {
"carryType": "worn",
Expand Down
2 changes: 1 addition & 1 deletion packs/kingmaker-bestiary/spiral-seal.json
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@
},
"category": null,
"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> The Spiral Seal is damaged but is above its Broken Threshold</p>\n<hr />\n<p><strong>Effect</strong> The Spiral Seal repairs itself, regaining [[/r 30[healing]]]{30 Hit Points}.</p>"
"value": "<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> The Spiral Seal is damaged but is above its Broken Threshold</p><hr /><p><strong>Effect</strong> The Spiral Seal repairs itself, regaining @Damage[30[healing]] Hit Points.</p>"
},
"frequency": {
"max": 1,
Expand Down
Loading

0 comments on commit d781890

Please sign in to comment.