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View Full Version : Help. NE Savage Worlds. Adding Super powers and their modifiers.



Corrossyph
March 19th, 2020, 23:12
Greetings all,

I have been hosting an irl NE campaign setting and through circumstances would like to continue through FG. I have bought the FG license, NE setting, SWD rule book and the Super Power companion 2nd ed.

However in trying to add powers to PC's; i'm able to drag and drop powers, but cannot find any way to add modifiers to this.

For instance:

Attack, Melee [2/Level]. How can you add the modifiers, for instance Focus (+3) or Armour Piercing (+1)????


If i load up a pregenerated char, eg. The Crab which has Attack, Melee [11] Damage str+2d6, AP4, Focus, Multiple attacks (pincers)., i get the following error message when i try to open the details by clicking on the icon to the right of the description.


Ruleset Error: windowcontrol: Database type mismatch for control (description) in windowclass (feat_main)
Script Error: [string "campaign/scripts/feat_main.lua"]:24: attempt to index global 'description' (a nil value)
Ruleset Error: windowcontrol: Database type mismatch for control (description) in windowclass (feat_main)
Script Error: [string "campaign/scripts/feat_main.lua"]:24: attempt to index global 'description' (a nil value)
Ruleset Error: windowcontrol: Database type mismatch for control (description) in windowclass (feat_main)
Script Error: [string "campaign/scripts/feat_main.lua"]:24: attempt to index global 'description' (a nil value)


Any help is going to be much appreciated, since i can't host a campaign when i can't make the PC's.

cheers,
C.

Weptak
March 21st, 2020, 23:49
Right clic the power in the PC sheet, many options are accessible that way

Corrossyph
March 22nd, 2020, 07:53
Right clic the power in the PC sheet, many options are accessible that way


Thanks for the reply. I have already tried that. There are several options but none of those makes it possible to add the modifier.

Dandersonjr32
March 31st, 2020, 19:31
I'm having the same problem for a Titan Effect game that I want to run. There doesn't seem to be any way to add Power Modifiers, and there's nothing under a right click that helps.

Weptak
March 31st, 2020, 19:55
What kind of modifier ?

Dandersonjr32
March 31st, 2020, 20:27
What kind of modifier ?

Umm... A power modifier for a super power. Like in the Super Powers Handbook.

zarlor
March 31st, 2020, 23:53
I'm not in front of my computer with FG on it, but you should be able to just drag-and-drop or just copy and paste the text of a modifier to the power description on the sheet, I think. In some cases I know I've created sub-powers (or sub-attacks as the case may be) for some modifiers to record how that might be a different attack type. For example I think with something like Speed I might create a sub-attack for when I want to use the Pummel modifier, things like that, if that helps any.

Weptak
April 1st, 2020, 00:32
I'm not in front of my computer with FG on it, but you should be able to just drag-and-drop or just copy and paste the text of a modifier to the power description on the sheet, I think. In some cases I know I've created sub-powers (or sub-attacks as the case may be) for some modifiers to record how that might be a different attack type. For example I think with something like Speed I might create a sub-attack for when I want to use the Pummel modifier, things like that, if that helps any.

That's also the way I do it. Most modifiers are just mentioned on the last lines of the power as a reminder.

zarlor
April 1st, 2020, 13:12
Oh, I would also add not to forget about Effects. That's one of the great things here, being able to use Effects (https://www.fantasygrounds.com/wiki/index.php/Savage_Worlds_Effects). Those are a key component to being able to get things to automatically modifying other stuff in the ruleset. Really handy stuff.

Mgrancey
April 3rd, 2020, 04:46
Its an update/edition mismatch.

Powers under the current edition of FG are on the "Combat" tab. Both versions of "The Crab" that I could find have their powers listed under Edges which is looking for different tags to pull the data from.
His pincers are coded as weapons, though Focus isn't coded I think, you can bypass it by writing the effect [AP +X], with X being some ridiculous value like 100 OR making a sub-attack of Pincers with AP 100.


NPC Maker v1.6, mostly works on original version, but not on 2nd Ed version (both versions have info about NPC on Main tab.) Some things come thru as a unique rather than linked. Most of his powers came thru with no issue, but Melee attack, didn't link though it did have essential info listed, on the other hand fixing link leaves it locked and unable to do much to adjust it and needs to encode AP 4,

zarlor
April 3rd, 2020, 18:32
Oh, yeah, if you're using NPC maker that can get you a lot of the way there, but I find I have to do some cleanup and manually pulling things over so I have all the details I really want. NPC Maker does mean I have all of the references I need right there on the sheet to make it a lot easier to do that, though.

Corrossyph
April 4th, 2020, 19:28
Thanks for the help, so far i've been adding it manually. It works that way too. It feels like it could be more streamlined though. Not complaining btw :)

Mgrancey
April 4th, 2020, 19:35
NPC maker is good for about 95%, last check has latest version as 1.6, and the only things I have seen that I need to adjust (so long as you have relevant modules open) is weapons and the last power (depending on source, currently working on The Last Sons again and PP gets mixed into the last power which needs fixed.)

zarlor
April 5th, 2020, 02:20
It may be newer since the last time I used it, but it always seemed some things would be parsed just a little off, depending on the statblock source, so you might get something, Edge, Power, whatever, that turned into a run-on thing that contained the text of the next thing in the block. But I think the bigger thing for me is manually dragging in the official version of stuff to replace some of the text things (even skills!) just so I have the adjoining text for those things that isn't in the stablock versions anyway and, perhaps most important, any Effects text that the FG versions have in them that at statblock won't (or at least not without putting those brackets around the appropriate modifier text if it's in the right format). So I think for me it's gets me more like 75% of the way there. Now for quick NPCs I might not go through the trouble, but for pulling in something like a PC from savaged.us or Hero Lab it's definitely worth going the extra mile, so to speak. For me, anyway.