Thread: Effects library
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October 18th, 2017, 05:29 #221
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October 18th, 2017, 06:20 #222
It was setup by the developers and they regularly monitor it.
They dont do it just because its on the list but it does help them gauge what the community is thinking.
Things that are on there and not done are one or more of the following: 1) impossible on current engine 2) conflict with other features in some way 3) in or slated for FGU and possible but too expensive to build into this engine 4) being considered 5) not practical under the current interface (screenspace or mouse clicks or other) 6) not in the developers vision for the product
Things like Dual Monitor support are impossible with the current engine. Dice Mechanics are in FGU and it was deemed too costly to back build into this engine. Ruleset Builder... too complex. But many, many things on there have been implemented as well as many other features.
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October 18th, 2017, 16:34 #223
As Blackfoot says, add an additional spell class, call it something like "Abilities", add some spells and then create the effects. See the Pathfinder Society pregens here for examples: https://www.fantasygrounds.com/forum...rs-(FG-format)
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October 18th, 2017, 20:07 #224
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I am doing a custom Race for a player and one of the Con's is the character only gets half the effects from Healing -- How can I add that to their character ?
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October 18th, 2017, 20:27 #225Full License Operator - You must have a 'Lite' License to play in my games.
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October 18th, 2017, 21:30 #226
To add to Damned's answer, the default sort order you see on the wishlist is by popularity. That means that the things that will be shown first have lots of votes, and that happens when they are older. If you sort by date instead, you will see that there are things that have been added this month (if not more recent).
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October 23rd, 2017, 20:53 #227
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Didn't want to start a new thread since I had a question about effects I thought I could put it here hope that's fine.
One of my players has an ability that lets them bypass DR on one attack, is there a way to make that an effect without just giving him all the damage types for one attack? Thanks!
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October 23rd, 2017, 21:38 #228
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No, there is no effect which bypasses DR or resistance.
Regards,
JPG
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July 26th, 2018, 18:50 #229
Is it possible to add an effect which gives a bonus to a specific skill?
We are creating a group of NPCs with core classes, but we're doing generic NPCs. We are making them all humans, but we were thinking of creating racial effects... add 2 to dex, minus 2 to con, +2 to perception to turn the human into an elf, for example.
Is there commandstring that would allow that?
EDIT:
Skill: 99 stealth
that's how you do it. =)Last edited by merkvah; July 26th, 2018 at 19:14. Reason: figured out the answer
A.J.
It isn't Narnia, you know," sobbed Lucy. "It's you. We shan't meet you there. And how can we live, never meeting you?"
"But you shall meet me, dear one," said Aslan.
"Are -are you there too, Sir?" said Edmund.
"I am," said Aslan. "But there I have another name. You must learn to know me by that name. This was the very reason why you were brought to Narnia, that by knowing me here for a little, you may know me better there.
― C.S. Lewis, The Voyage of the Dawn Treader
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July 26th, 2018, 19:45 #230
You want the SKILL to be all in caps like this though:
SKILL: 2 perceptionFull License Operator - You must have a 'Lite' License to play in my games.
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