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lacan
April 10th, 2015, 19:16
So I bought PHB Core. How do I auto populate the effects/conditions? I assume I drag and drop the conditions from the module, but I can't seem to find them.

Trenloe
April 10th, 2015, 19:20
The main thing is that you have the power description exactly as it is in the PHB (or other publication) and FG does the parsing based off this - creating any effects it recognises in the power entry in the actions tab. If you need to manually add/change the effects you can right click on the power, select Actions and then Add Effect from the radial menu.

lacan
April 10th, 2015, 19:38
Does this apply to conditions to? The only place I see conditions, such as blinded, stunned, etc is in the reference manual? Is there a way to drag and drop conditions into effects?

Trenloe
April 10th, 2015, 19:43
Does this apply to conditions to? The only place I see conditions, such as blinded, stunned, etc is in the reference manual? Is there a way to drag and drop conditions into effects?
Just create a new effect and type in the condition name. Or, create the condition as an effect in the campaign effects list and drag drop that effect onto the entry in the combat tracker: https://www.fantasygrounds.com/wiki/index.php/Effects Or, if you don't mind a bit of XML, you could create a conditions module that you can load into each of your campaigns - some info on that here: https://www.fantasygrounds.com/forums/showthread.php?23302-Making-an-Effects-Module You can't make custom conditions, you're limited to the ones listed on the 5E effects page: https://www.fantasygrounds.com/wiki/index.php/5E_Effects

lacan
April 10th, 2015, 19:53
Just create a new effect and type in the condition name. Or, create the condition as an effect in the campaign effects list and drag drop that effect onto the entry in the combat tracker

If you do this way, this merely a note on the combat tracker right? Will calculations such as advantage have to be applied manually by the attacker? For instance if a character is "restrained" then that character has disadvantage on dexterity saving throws. If I create a restrained condition, is there a way to have it apply the disadvantage on dexterity saving throws, when that character tries to make dex saving throws? I'm just testing the level of automation that FG has.

lacan
April 10th, 2015, 19:57
'Retrained' does indeed apply mechanical disadvantage on attack rolls. Very nice.

Trenloe
April 10th, 2015, 19:58
If you do this way, this merely a note on the combat tracker right? Will calculations such as advantage have to be applied manually by the attacker? For instance if a character is "restrained" then that character has disadvantage on dexterity saving throws. If I create a restrained condition, is there a way to have it apply the disadvantage on dexterity saving throws, when that character tries to make dex saving throws? I'm just testing the level of automation that FG has.
If you use the condition name from this list: https://www.fantasygrounds.com/wiki/index.php/5E_Effects#Conditions the relevant modifiers listed will be applied. If you use a "condition" name other than those supported then that will just be a label.

lacan
April 10th, 2015, 20:17
Makes sense. Not quite as intuitive as other aspects, but it works.

Also, is there a way to make token name and health bar larger? I've turned them on in options, but they are tiny to me, almost not useable. The health bar filled to max is only 1/2 the token size and names are only readable at full zoom.

Trenloe
April 10th, 2015, 20:25
Also, is there a way to make token name and health bar larger? I've turned them on in options, but they are tiny to me, almost not useable. The health bar filled to max is only 1/2 the token size and names are only readable at full zoom.
This is based off the token size and the grid size - some info in this thread: https://www.fantasygrounds.com/forums/showthread.php?23552-Token-title-health-dot-too-minute-to-see

Zacchaeus
April 10th, 2015, 20:50
Also, is there a way to make token name and health bar larger? I've turned them on in options, but they are tiny to me, almost not useable. The health bar filled to max is only 1/2 the token size and names are only readable at full zoom.

Another thing to try - this works for me.
Place a token on the map then right click on it and select 'release token scale'. (The token should jump in size - probably). Right click on it again and select 'lock token scale'. Then delete the token and drag it back into the grid. Hopefully it will now autoscale to your grid. I found that it was rather easy to bugger up my scales and end up with an entire module where in every map the scale was wrong. But as long as I did the above after first loading a new map and drawing the grid the token scale was fine afterwards.

Trenloe
April 10th, 2015, 23:20
I've quickly thrown a 5E conditions module together: https://www.fantasygrounds.com/forums/showthread.php?23720-5E-Conditions-module Provides valid 5E conditions in the campaign effects list which can be dragged to targets etc..