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SoloJoke
April 14th, 2020, 14:59
So with 5e, there are a list of conditions you can apply such as stunned, prone, blinded etc, these conditions have their own effects added to them that are applied when you add them onto a target. When you open up the condition box there is a section to the right where you can create custom conditions, but if you create a new condition all you can do is determine its name and for how long it lasts for, is there a place where I can actually give the condition its effects?

Trenloe
April 14th, 2020, 15:00
You need to code that in the individual action managers. For example, scripts\manager_action_attack.lua for conditions that impact an attack.

SoloJoke
April 14th, 2020, 15:18
So you arent able to use the inbuilt effects that you can add onto spells/powers and add them onto a new condition? Wait, then I dont get why the custom conditions is there?

Zacchaeus
April 14th, 2020, 15:46
So you arent able to use the inbuilt effects that you can add onto spells/powers and add them onto a new condition? Wait, then I dont get why the custom conditions is there?

You would need to create the effect in the character's actions tab. So if you wanted to create an effect of say sleepy and that meant that attacks against the creature would be at advantage then you would create an effect of 'sleepy' and put that on the target and then create an effect of IFT: CUSTOM(sleepy):ADVATK on the person attacking it.

See video Six in this series which goes into more detail on the CUSTOM function https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E

SoloJoke
April 14th, 2020, 16:17
Thats a very good video and it answered some questions I was going to have in the future, but it wasnt exactly what I was referring to. I wanted to know specifically if you can create a new condition, similar to stunned, paralyzed, prone etc, in the custom section in the effects tab, and give that custom condition effects just like the base conditions.

For example, I can drag the stunned condition onto an enemy, or use a power effect to apply it to an enemy, and once applied, it automatically applies the effects of stunned, so if I make an attack against it, my attack has advantage. Or I can apply the frightened condition onto the enemy and target a pc, and if that enemy tries to attack the PC, it has disadvantage on its attack roll. I'm wondering if I can input these same effects onto a custom condition.

For example I want to add a new bleeding condition. I create the condition, name it Bleed and then open a box somewhere that will let me input the effect: ((DMGO: 1d4+2) 1 Minute) onto Bleed, so that I could for example make a spell that applies the Bleed condition, or I could have a magic item apply it on hit and they would both point to the new condition.

superteddy57
April 14th, 2020, 16:50
Moved to the 5E forums.

SoloJoke
April 14th, 2020, 16:54
Thanks

Trenloe
April 14th, 2020, 16:58
You need to code that in the individual action managers. For example, scripts\manager_action_attack.lua for conditions that impact an attack.
Sorry, I thought you were just referring to the already existing condition buttons.

SoloJoke
April 14th, 2020, 17:01
Its alright, thanks for trying to help!

Zacchaeus
April 14th, 2020, 17:28
Thats a very good video and it answered some questions I was going to have in the future, but it wasnt exactly what I was referring to. I wanted to know specifically if you can create a new condition, similar to stunned, paralyzed, prone etc, in the custom section in the effects tab, and give that custom condition effects just like the base conditions.

For example, I can drag the stunned condition onto an enemy, or use a power effect to apply it to an enemy, and once applied, it automatically applies the effects of stunned, so if I make an attack against it, my attack has advantage. Or I can apply the frightened condition onto the enemy and target a pc, and if that enemy tries to attack the PC, it has disadvantage on its attack roll. I'm wondering if I can input these same effects onto a custom condition.

For example I want to add a new bleeding condition. I create the condition, name it Bleed and then open a box somewhere that will let me input the effect: ((DMGO: 1d4+2) 1 Minute) onto Bleed, so that I could for example make a spell that applies the Bleed condition, or I could have a magic item apply it on hit and they would both point to the new condition.

As Trenloe says you would need to delve into the lua code to do that and write an extension. You can't do it within Fantasy Grounds itself.

SoloJoke
April 14th, 2020, 17:51
Oh thats a shame, can I ask what the Custom section in the effects tab is for then?

Zacchaeus
April 14th, 2020, 17:57
Oh thats a shame, can I ask what the Custom section in the effects tab is for then?

You can create effects in it - the same as you create effects in the actions tab. But I wouldn't recommend using that much since most effects need to be applied from the character who is applying the effect so that things like saving throw DC's; concentration and other things work properly. I don't even use the built in conditions from there since in near enough 100% of the time the condition gets applied from the PC or NPC sheet along with the correct duration etc.

The only time I use an effect from there is for example if a player or players get cursed or something similar and then I can place the effect on them from there and hide it from them so they don't know the effect is on them.

SoloJoke
April 14th, 2020, 18:14
I replied to the wrong thing. but I understand how thats used now, so if I wanted to create my own custom conditions I would need to mess with the lua files. Thanks.

Urak
April 14th, 2020, 19:47
Hi, how i can make effectfrom a racial trait, for example: Stone´s Endurance from Goliath race.... thanks in advance...

Zacchaeus
April 14th, 2020, 19:56
Hi, how i can make effectfrom a racial trait, for example: Stone´s Endurance from Goliath race.... thanks in advance...

HI Urak, welcome to FG.

Difficult one since there isn't an effect that you can create for this kind of scenario. One method would be to roll your D12 and add your CON modifier and then your DM would add that result as a negative to the modifier box before they roll for damage. You could also possibly use a heal effect but that will often give the wrong result if the heal is greater than the damage taken.

Urak
April 14th, 2020, 20:00
Many thanks.....

smuchow
April 15th, 2020, 20:43
Hi All,

If there is a better forum for this, please direct me there so I can post this to the best audience.

One thing I noticed in the programming of a CUSTOM effect.... There is no way to declare an absolute value for an ABILITY. For example, a belt of Fire Giant Strength sets a Character's STR ability to 25. That is currently handled by creating a custom effect with a 'buff' on a current player STR 14 of 'STR 11;' (14+11 = 25).

The downside to this is that any time the Character's STR Ability changes, the Effect Formula must change as well. And the effect cannot be applied to a magic item as part of its description.

I was looking at the Parser Code and it seems to me that it would be low risk to add a Suffix (or prefix) to a keyword to specify an ABSOLUTE value to set.

For example....
Belt of Fire Giant Strength; STR@ 25; [SELF]

The addition of '@' anchors the value to 25 regardless of the player STR.
A big benefit of this is that it can now put a whole class of magic items into a parcel with the effects standardized across all characters.

I haven't traced everything, but it may be less code risk to calculate the delta immediately after parsing and setting it as the current modifier and not an absolute - just to keep the core logic unchanged.

my $.02 to the effort.

kentmccullough
April 17th, 2020, 06:56
Could you make the effect be STR:25 - [STR]; that would add a bonus of whatever is needed after taking the chars strength from 25.... I haven’t tested this, but it should work. Not sure if it would have to be reapplies if their strength ever changed though.

smuchow
April 17th, 2020, 14:33
I'll have to give that a try when I get home from work today... STR:25-[STR]; - never realized from the wiki that expressions like that could be references (wrapping the ability in []).

Mysteria_Sdrassa
April 17th, 2020, 17:28
or seek out Rob2e's work.... his conditions and effects pack contains over 130 to choose from.. well worth the cost even IF the one you are looking for isn't included, you can kinda use his work as a guide on how to create your own

woodscanner
February 8th, 2021, 21:02
OK, I may be entirely wrong - but you can add custom effects that DO something (maybe there has been an update)
For instance I have "Leadership; ATK:1d4; SAVE:1d4" and I can drag this onto creatures with the effect that you would expect.

The original question was "Can I create a Bleed custom effect - and the answer is yes, isn't it? "Bleed; DMGO:1d4"

Just drag this onto the Combat Tracker and whoever you dragged it onto is taking 1d4 at the start of each of their turns for however long you set it for. I mean, you have to remember why they have it and how to take it off, but it does everything I would expect?

LordEntrails
February 8th, 2021, 21:06
The original question was "Can I create a Bleed custom effect - and the answer is yes, isn't it? "Bleed; DMGO:1d4"
Wasn't this the original question?

So with 5e, there are a list of conditions you can apply such as stunned, prone, blinded etc, these conditions have their own effects added to them that are applied when you add them onto a target. When you open up the condition box there is a section to the right where you can create custom conditions, but if you create a new condition all you can do is determine its name and for how long it lasts for, is there a place where I can actually give the condition its effects?

Though yes, you can create new effects like you detailed.