DICE PACKS BUNDLE
Page 2 of 3 First 123 Last
  1. #11
    Quote Originally Posted by Blahness98 View Post
    Here's my start to an effects listing. I have yet to progress through the classes to get their specific abilities coded. I did go through the weapons, items and feats and coded for everything that I could hit with an effect. This does include the weapon critical effects for all weapons in the CRB. Granted there are numerous feat effects that are not needed (Great Fortitude, Lightning Reflexes, Spell Penetration, ect) that I included as proof of concept. I will work on the classes and spells (if wanted) in the next few days. Let me know if anything is incorrect as I did most of this right before passing out for the night.

    These effects are saved as a character sheet as I thought that would be easier for people to drag and drop from one sheet to another. If not, I can make a giant effects module that would be searchable. It just would not copy over to a sheet as cleanly.
    Good work, I will attach it in the first post
    DMed in this :
    Pathfinder,Forgotten realms, Dark sun, Birthright, Ravenloft, Mystara, Own creation
    2e, 3.5 & 5

  2. #12
    Might be better to make a module... might be easier to use.
    But overall nice to hear.... means I don't have to bang my head against the desk as much anymore..... >.>
    Ultimate License owner

    Starfinder Corebook and alien archives 1 and 2, armory, pact world owner.

  3. #13
    Blahness98's Avatar
    Join Date
    Jan 2007
    Location
    Somewhere in Wisconsin
    Posts
    950
    I can scrape the effects out once I get everything completed and make a module. I went with the character sheet method as it would support drag and drop if you are doing local character management, easier for me to make comments on for everything and how the effects work and once all classes are completed (see my other thread), will allow to load a single sheet to copy effects over. As far as I recall, you can't drag effects from out of a module (or the effects window) and dump them onto your sheet. Granted you can copy and paste them, but, with some effects (I'm looking at you "Not in the Face") it was easier to explain how to use the effects in accompanying spell sheet.
    Ultimate License Holder

    Running:
    Nothing at the moment.

    Time Zone: Central Time (GMT -6)

  4. #14
    Makes sense just seemed odd making it as a character sheet... but then in a way does make sense.
    Ultimate License owner

    Starfinder Corebook and alien archives 1 and 2, armory, pact world owner.

  5. #15
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    33,406
    Quote Originally Posted by Treviron Riaxx View Post
    Makes sense just seemed odd making it as a character sheet... but then in a way does make sense.
    Effects in a module are just single line effects. They don't have actions associated with them. Whereas putting ability actions and effects in a character sheet gives much more scope and flexibility to what can be provided and drag/drop-ability.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  6. #16

    Join Date
    Apr 2008
    Location
    Virginia Beach
    Posts
    3,096
    Can you put the characters in a module? Or I guess you can just export the character.

  7. #17
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    33,406
    Quote Originally Posted by Bidmaron View Post
    Can you put the characters in a module? Or I guess you can just export the character.
    It's a bunch of manual XML to put a PC in a module. And then it basically gives you a screen that you need to click the + button to add the PC to the character selection screen - and then close the module because it's not longer needed.

    More work and more confusion. Just import the PC XML - one action, done.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  8. #18
    Also makes it essier to learn how it was done, come think of it for folks like me that are still figuring how xml works. Make it esier ehen it comes to making custom races, spells, clases etc. And learning.
    Ultimate License owner

    Starfinder Corebook and alien archives 1 and 2, armory, pact world owner.

  9. #19
    Quote Originally Posted by Dyark View Post
    Hi

    i am trying to create the Deadly aim effect, everything is good except the half level, my understanding is the effect should be this : ATK:-2; DMG: H[LVL];
    But the damage does't compile, is it because it is flooring the value or my sentence is not correct ?

    Deadly Aim : ATK:-2; DMG: "To be determined"; I did not find a way to use Basice attack yet.
    Solarian - Graviton mode : SAVE: 1, reflex ; You need to change the bonus every 9 levels.
    Solarian - Photon mode : DMG: 1 ; You need to change the bonus every 6 levels.

    File attach, Thanks to Blahness98
    This is awesome, thank you.

  10. #20
    Hopefully a wiki with all the possible effects functions will be made so can better figure it out. Guessing either some of the syntax is different or not supported yet as far as half level.
    Ultimate License owner

    Starfinder Corebook and alien archives 1 and 2, armory, pact world owner.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
STAR TREK 2d20

Log in

Log in