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BioPhreak
October 14th, 2017, 15:12
I checked on the Wiki (https://www.fantasygrounds.com/wiki/index.php/Effects) and while it explains what an effect is, it lacks the information needed to actually make it useful.

Is there a list for all the effects syntax that one can add/modify for both the Effects button and the Effects area on the Combat Tracker?

I want to know the syntax so that these effects can be applied automatically when rolls need to be made, I do not want text saying "on fire". I want the damage roll applied each round with a failed save, or if effect gives +AC I want that applied when they are attacked, or if they have advantage/disadvantage etc.

I have included a screenshot of the Effects area I am referring to outside of the Combat Tracker

Using Full Licence FG, Windows 10, 5e Ruleset.

21014

Zacchaeus
October 14th, 2017, 16:38
The syntax for the effects area is the same as the syntax for creating effects in the actions tab. It is covered in the wiki here (https://www.fantasygrounds.com/wiki/index.php/5E_Effects#A_Word_on_Syntax).

For an ongoing damage effect use DMGO: ndn, <type>, for increases in AC use AC: x; for advantage use ADVATK for disadvantage use DISATK etc. Any of the keywords noted in the wiki can be used in that area. Note that normally effects should be created in the PC character sheet actions tab. NPC effects will appear in the CT when the NPC is dropped into the CT. If you have something more specific in mind post again.

LordEntrails
October 14th, 2017, 17:53
...
Is there a list for all the effects syntax that one can add/modify for both the Effects button and the Effects area on the Combat Tracker?

In short no. Because there are probably ten thousand different possibilities for effects and effect combinations. Many of the effects can be found here in the forums if you search for the name of the ability that you want an effect for. You can also check out the effects modules on the DMSGuild and those associated with the various "Complete" class packages here on the forums.

BioPhreak
October 14th, 2017, 18:03
The syntax for the effects area is the same as the syntax for creating effects in the actions tab. It is covered in the wiki here (https://www.fantasygrounds.com/wiki/index.php/5E_Effects#A_Word_on_Syntax).

For an ongoing damage effect use DMGO: ndn, <type>, for increases in AC use AC: x; for advantage use ADVATK for disadvantage use DISATK etc. Any of the keywords noted in the wiki can be used in that area. Note that normally effects should be created in the PC character sheet actions tab. NPC effects will appear in the CT when the NPC is dropped into the CT. If you have something more specific in mind post again.

That list is exactly what I need. Just want to create a few custom 'Effects' for common modifiers that are not in the default 'Effects' button so they can be quickly added to a PC/NPC with one click and not have to manually type it out every time on the Combat Tracker. Example of a simple bonus that could come up frequent in any game would be 'Cover'. Having this (or any other common modifier) added in the User Custom Effects so they can be added and the effects automatically included in the Tracker (once added using the running man? icon) is ideal.

Thanks!

Zacchaeus
October 14th, 2017, 22:00
You can get the cover and other modifiers from the modifiers dialog (the one with the +/- icon on it). The problem with using the effects dialog is that it can cause some confusion. For example say you have an NPC who is going to be shooting at a PC and the PC is in cover if you apply the effect to the PC (by dragging it onto the PC) whilst the NPC is the active actor on the CT then the effect will be applied to the PC by the NPC - if that makes sense. It is better in this kind of case that the player simply click the cover button on the modfiers dialog before the NPC fires off its shot. If you just click on the running man icon the effect will be applied to the active actor on the CT which in the scenario above would be wrong since it's the PC who is in cover not the NPC.

Eric M. Payne
December 26th, 2017, 02:18
I need an effect that gives all opponents disadvantage to hit you until you receive new wounds. Any ideas?

Zacchaeus
December 26th, 2017, 02:22
Welcome to the forums Eric. Answered in the PM you sent at the same time you posted here.

JMunsonII
August 4th, 2018, 15:10
How would the effect be written for the Bonfire (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=2ahUKEwiwwuisydPcAhWjo1kKHdgwDlkQFjAAegQIABAB&url=http%3A%2F%2Fengl393-dnd5th.wikia.com%2Fwiki%2FCreate_Bonfire&usg=AOvVaw0DE8t-eb3UN10AY9TfL4kG) spell?

We tried this last week and failed at it - the effect never fired when the affected actor's turn came up in the CT.

TIA!

Zacchaeus
August 4th, 2018, 15:18
How would the effect be written for the Bonfire (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=2ahUKEwiwwuisydPcAhWjo1kKHdgwDlkQFjAAegQIABAB&url=http%3A%2F%2Fengl393-dnd5th.wikia.com%2Fwiki%2FCreate_Bonfire&usg=AOvVaw0DE8t-eb3UN10AY9TfL4kG) spell?

We tried this last week and failed at it - the effect never fired when the affected actor's turn came up in the CT.

TIA!

The effects for that spell (like nearly all spells) are set up when you drag the spell into the character's action tab.

JMunsonII
August 4th, 2018, 16:18
Does that one set up a per-turn effect? That is where we had a problem...

Zacchaeus
August 4th, 2018, 17:54
Does that one set up a per-turn effect? That is where we had a problem...

You would want to add a new effect to the spell once dragged in for the concentration part since it doesn't automatically add that in. So add a new effect Create Bonfire; (C) and set the duration for 1 minute and target self. In this way the caster will be forced to make concentration checks if they are hit. Otherwise the spell is right as is. If a creature is in the spells area when it is created target the creature as normal and then make the save and then damage if they fail. If a creature enters the area or ends it's turn there then again the caster would need to drag/dop the save and then damage on the creature.

Some more information on creating effects in this series of videos (https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E) and in the Wiki (https://www.fantasygrounds.com/wiki/index.php/5E_Effects).

JMunsonII
August 4th, 2018, 18:07
You would want to add a new effect to the spell once dragged in for the concentration part since it doesn't automatically add that in. So add a new effect Create Bonfire; (C) and set the duration for 1 minute and target self. In this way the caster will be forced to make concentration checks if they are hit. Otherwise the spell is right as is. If a creature is in the spells area when it is created target the creature as normal and then make the save and then damage if they fail. If a creature enters the area or ends it's turn there then again the caster would need to drag/dop the save and then damage on the creature.

Some more information on creating effects in this series of videos (https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E) and in the Wiki (https://www.fantasygrounds.com/wiki/index.php/5E_Effects).

I believe I understand. I will look at the vids - thanks for those!

Grizz
September 6th, 2018, 01:56
Tried reading through the link at the beginning of this thread, but did not see what I was looking for.

What would the effect look like for Staff of the woodland, which grants a +2 to ATK for spell casting? It already ads it for melee, but I don't see it auto-magically adding the effect for Spell Attack.

LordEntrails
September 6th, 2018, 04:28
Tried reading through the link at the beginning of this thread, but did not see what I was looking for.

What would the effect look like for Staff of the woodland, which grants a +2 to ATK for spell casting? It already ads it for melee, but I don't see it auto-magically adding the effect for Spell Attack.
You can't create an effect that will only increase the attacks for spell attacks. I think you can do a conditional for melee attacks and for ranged attacks, but their is no condition for "spell attacks".

If the character makes spell and non-spell attacks, then you can make an effect that expired on next roll and just use that when making a spell attack. Or you can make an effect that doesn't expire and then just turn it on and off as needed. (ATK: 2)

Zacchaeus
September 6th, 2018, 10:54
For increases to spell attacks and/or saving throws click the magnifying glass on the line of the Spells (1st level). This will open up a dialog and you will see two boxes into which you can add the bonus for attacks and saves. You only need to do this once and thereafter until you remove it all future spell attacks or saves will include the bonus.

Grizz
September 6th, 2018, 23:48
Thank you.