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Ardem
March 27th, 2016, 09:49
Using the CoreRPG is it possible to make a module that would populate the modifiers section, and if so what is the best way in doing this?

I did a search for modules and modifiers but nothing seemed to resonate here. Any samples would be great.

damned
March 27th, 2016, 12:52
Try this Ardem.

Ardem
March 28th, 2016, 13:51
awesome thanks damned will work on it during the week.

Ardem
March 31st, 2016, 04:42
Works brilliantly, thanks once again for this.

Ardem
March 31st, 2016, 05:00
Also guys thanks to damned, so now I knew what to look for. If people wish to include TABLES to their CoreRPG in a module.

Use the code below in the module

damned
March 31st, 2016, 07:37
Woot!

Trenloe
March 31st, 2016, 17:27
If people wish to include TABLES to their CoreRPG in a module.
FYI - You can use the standard module export functionality to create modules with tables: https://www.fantasygrounds.com/wiki/index.php/Library#Module_Export Much easier than hand coding Tables in XML. :)

You can't export modifiers this way, so damned's template module is good for modifiers.

Ardem
April 1st, 2016, 00:56
Good to know the last time I looked at exporting I never saw that new field called table, is that locked down to CoreRPG only. Either way great to know.

Trenloe
April 1st, 2016, 01:52
It should be in any CoreRPG based ruleset. It's the bottom of the list so be sure to scroll down to see it.

swest
September 2nd, 2016, 11:23
Also guys thanks to damned, so now I knew what to look for. If people wish to include TABLES to their CoreRPG in a module.

Use the code below in the module

Sorry to revive an old thread, but I'm wondering about this mod. Isn't PFRPG/3.5E based on CoreRPG? In other words, shouldn't this module be usable in a PFRPG campaign?

I went in and changed the ruleset to 3.5E, and then I could see it... but that's not the real question.


I don't understand the point of your post Ardem (I think Trenloe might have addressed it in his post, but I didn't quite understand that either ;-). You created a second download, with the same name, Modifiers.mod. I see that it has additional modifiers, but what does it provide that is different from damned's Modifiers.mod (besides the additional modifiers)?

And, how does Trenloe's post relate to all this? Are you, Trenloe, pointing out that Tables are now exportable? But, why is the 'Modifiers' table excepted? Is it because it's not really a table, but part of the Modifiers window?

Just tryin' to keep it all straight...

Also, is there a more lengthy list of Modifiers? I have seen other possibilities, like 'favored enemy' as an example. Is there a such a thing as a complete list of PFRPG Modifiers?

Thanks.

- s.west

damned
September 2nd, 2016, 11:34
You can use this module in 3.5e/PF but it was only meant as an example set of data. You want to flesh it out and add many more options. You can do it direct in the xml or you can do it in game, open the db.xml and copy the relevant section out and put into the modules db.xml
For tables just export them from within FG.

Ardem
September 2nd, 2016, 11:47
Wow you have revived an old post.

The Ruleset Extinction Event is for CoreRPG Ruleset and nothing to do with PFRPG or 3.5E directly. I am the author of the paper ruleset and also the Fantasy Ground Ruleset. My question if I can remember was in relation to supplying Modifiers and Tables as apart of the Library module for the ruleset.

The code above was trenloe giving me the direction how to do this. You can download my ruleset and module and delve into it how I fully did this. Again you can not use my example for any other ruleset it is specific for Extinction Event.

Also at the time I did not know you could export tables, so that was a bonus. But I exported the tables and included them into the ruleset library. However I do remember it being easier to do it in the code and not in the export, as I remember it was easier to copy paste and expand quickly.

swest
September 2nd, 2016, 11:52
You can use this module in 3.5e/PF but it was only meant as an example set of data. You want to flesh it out and add many more options. You can do it direct in the xml or you can do it in game, open the db.xml and copy the relevant section out and put into the modules db.xml
For tables just export them from within FG.

Thanks, so much, for the response (and so quick!)

Yes, I did figure out its example-ness... However, I was still confused that I couldn't open it in my PFRPG campaign unless I changed the ruleset from CoreRPG to 3.5E (or, presumably, PFRPG). Shouldn't a CoreRPG module be visible (openable) by a derived ruleset?

Also, since I have your ear, do you have any insight into my other question about a more extensive list of PFRPG-applicable modifiers?

Thanks, again.

- s.west

swest
September 2nd, 2016, 11:54
Wow you have revived an old post.

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Thanks, Ardem, for the clarification.

- s.west

damned
September 2nd, 2016, 12:11
Thanks, so much, for the response (and so quick!)

Yes, I did figure out its example-ness... However, I was still confused that I couldn't open it in my PFRPG campaign unless I changed the ruleset from CoreRPG to 3.5E (or, presumably, PFRPG). Shouldn't a CoreRPG module be visible (openable) by a derived ruleset?

Also, since I have your ear, do you have any insight into my other question about a more extensive list of PFRPG-applicable modifiers?

Thanks, again.

- s.west

Just make them in game as you need them. You can copy them out into the first modifiers.mod sample to use in later games.

swest
September 2nd, 2016, 19:20
Yup. I get it now... Thanks, again.