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Slagmoth
August 23rd, 2020, 21:35
I have been looking through the wiki and am having trouble making heads or tails of a couple of things.

https://www.fantasygrounds.com/wiki/index.php/Savage_Worlds_Effects

I understand some of it but others have such woefully incomplete details that it makes it hard to understand.

I am looking to run a Fantasy game and need damage types for weapons and spells and then of course immunity or resistance to said damage types. I thought I had to make an extension for this but it seems that some functionality is already built in toward the bottom but, again details are scarce and I am not able to get them to work. In the Fantasy Companion from Deluxe they defined Resistance as having +4 Toughness against a given type of damage but it would work equally well if the damage were reduced against a target by 4 instead. Which seems to be how the last 2 examples work.

If someone can help me out on this I would appreciate it.

I put [@Piercing] on an NPC attack and [@Piercing Damage -4] on the targeted character and nothing seems to change when I roll the dice against said target.

And if anyone can point me in the direction of the code that parses this text that would be awesome as well.

Mgrancey
August 24th, 2020, 17:48
Believe you want to add # to both and to change NPC to [#Piercing] or weapon to [> #Piercing].

Not able to test or lookup at moment, but think it should be something like this.

So NPC should have [> #Piercing] or in weapon keyword area Piercing.

And whatever armor should have [@#Piercing Damage -4]


Just thought of this:
'>' means for effect to be on this attack/roll
'@' means effect target this is on.
'#' means this is a custom keyword and look

You can add effects to weapons, in the keyword? (last line with label) and armor

Slagmoth
August 25th, 2020, 00:26
Appreciate the reply.

Unfortunately, that doesn't seem to work. I also can't get the effects to populate when I equip the item in question. This has worked in the past but recently has been intermittently working at best.

So this is what I have, to provide a more complete picture. I assume that Fire is a predefined keyword in the ruleset which is why it doesn't appear to have the # in front of it in the Wiki, it would make sense but should have been called out a bit in my opinion.

So simply doing [@Damage -4] seems to reduce any damage taken by the recipient of the effect by 4.

I have [@#Piercing Damage -4] on my test PC and [>#Piercing] on the Hobgoblin's attacks in the NPC block. This doesn't seem to work. I have tried it with and without the '#'...

As for the effects showing in the Combat Tracker it seems to be hit or miss but the effect seems to be taken into account when resolving said attacks.

Mgrancey
August 25th, 2020, 01:26
Home and was able to test.

Okay, so first I was wrong, '#' tells it to access the master effect list. You don't want to use it.

So after testing it, you need to put Piercing either in the Weapons Keyword box or in the notes box in the line below it. See Piercing NPC. You can also quickly add by putting in the notes line below Reach on the NPC sheet.

As part of the armor or as an effect, you want to put [@Piercing Damage -4]. You should also be able to quickly add it to someone via the effects in the combat tracker. See: Piercing PC Effect and Piercing PC Armor


Also make sure of your spelling and syntax, spaces, puncuation, and spelling being wrong will break the effect.

Slagmoth
August 25th, 2020, 04:26
Thank you so much... I was about to say it wasn't working but the Test Hobgoblin I was using was in the Combat Tracker and then I edited the weapon... I had to re-add the Hobgoblin to refresh its instance. But it works now... thanks again.

Slagmoth
August 25th, 2020, 04:29
Next issue... where does the key word go for Powers?

Nevermind, found it.

Slagmoth
August 25th, 2020, 18:03
What would the phrasing be for having an effect that would grant immunity to said type?

I have tried "Ignore" but that doesn't seem to cut it or maybe I have my order of operations incorrect.

Mgrancey
August 25th, 2020, 22:41
Can't test at moment, would suggest something along lines. of:

[Ignore Piercing Damage]
[Piercing Damage -30]

I know there is immunity as a Montstrous Ability but not what the coding, if any, is. Might be [Immune Piercing], but I think that might be 5e effects coding instead.

Slagmoth
August 25th, 2020, 23:38
I tested a Bolt with "Fire" on it against the Fire Elemental... doesn't appear there is any coding behind that ability from which to extrapolate what I want. I suppose I could just choose an obscenely high number if I can't figure out anything else.

Mgrancey
August 26th, 2020, 01:47
There is coding, you want [@Immunity TYPE], though you will need to add "TYPE" to the keyword list for powers and weapons. This can be done by right clicking and the attack info (3 o'clock position), then putting it in the Keyword line (works for both Powers and Weapons).

You might have forgotten the "@" in the first part of coding. Also where you put it is important as well. You can put the [@Immunity TYPE] in a couple of spots:

Armor Keyword/Effect line, Modifiers (as like with Piercing)
Racial/Special abilities in the notes/effect line (as per Fire Elemental)
Effects line in Combat tracker

Slagmoth
August 26th, 2020, 03:52
Interesting that that did not make it into the Wiki.

Thank you...

Slagmoth
August 26th, 2020, 13:06
And hopefully last query on this subject line. Is there a way to apply the same effect to multiple creatures? Either in the Combat Tracker or by multi-selecting the tokens or something?

Example: if the battlefield goes dark I don't want to have to apply Illumination: #Dark one at a time to all those affected.

Slagmoth
August 26th, 2020, 14:53
There is coding, you want [@Immunity TYPE], though you will need to add "TYPE" to the keyword list for powers and weapons. This can be done by right clicking and the attack info (3 o'clock position), then putting it in the Keyword line (works for both Powers and Weapons).

You might have forgotten the "@" in the first part of coding. Also where you put it is important as well. You can put the [@Immunity TYPE] in a couple of spots:

Armor Keyword/Effect line, Modifiers (as like with Piercing)
Racial/Special abilities in the notes/effect line (as per Fire Elemental)
Effects line in Combat tracker


Ok, something's not quite right. I tested against the existing Elemental: Fire and by default even if I put Fire in the Keyword section of the Power it calculates damage as normal. The special ability doesn't seem to have any coding on it by default or is hidden or possibly spelled differently or difference in case.

If I put [@Immunity Fire] in the Combat Tracker there is no change even if I refresh the instances of the combatants in question. I even added the same text to the Elemental: Fire NPC sheet after duplicating it and refreshing my instance on the Combat Tracker and still nothing. All this after putting "Fire" in the keyword section under the power's attack section. I am obviously missing something.

Just to be safe I created an item on my PC and equipped it as I had done for the [@Piercing Damage -4] and even reversed the syntax to [@Fire Immunity] and can't seem to figure out where I am going wrong. I added "Fire" to the Elemental's attack keyword section.

ChoTimberwolf
August 26th, 2020, 16:36
And hopefully last query on this subject line. Is there a way to apply the same effect to multiple creatures? Either in the Combat Tracker or by multi-selecting the tokens or something?

Example: if the battlefield goes dark I don't want to have to apply Illumination: #Dark one at a time to all those affected.

in the effect list there should be a button with global effects. Open that, drag the illumination effects in it and there you can turn them on and off and it should work for everyone in the CT

Mgrancey
August 26th, 2020, 17:33
Yep, same area as I suggested for doing Specializtion. There is a button that you can toggle them on and off, so you can drag a drop a bunch of stuff, then turn on and off as needed like unstable platform, or enviromental effect like heat from desert or cold from artic conditions, or cover from fog

Ikael
August 26th, 2020, 18:35
Ok, something's not quite right. I tested against the existing Elemental: Fire and by default even if I put Fire in the Keyword section of the Power it calculates damage as normal. The special ability doesn't seem to have any coding on it by default or is hidden or possibly spelled differently or difference in case.

If I put [@Immunity Fire] in the Combat Tracker there is no change even if I refresh the instances of the combatants in question. I even added the same text to the Elemental: Fire NPC sheet after duplicating it and refreshing my instance on the Combat Tracker and still nothing. All this after putting "Fire" in the keyword section under the power's attack section. I am obviously missing something.

Just to be safe I created an item on my PC and equipped it as I had done for the [@Piercing Damage -4] and even reversed the syntax to [@Fire Immunity] and can't seem to figure out where I am going wrong. I added "Fire" to the Elemental's attack keyword section.

I have double checked this and [@Immunity Fire] work as expected. If you write effects to Combat Tracker you must press enter for them to actually be stored.

Slagmoth
August 26th, 2020, 21:48
Thank you... Pretty sure I am doing it as suggested but I still get no joy on the stick. Obviously, I am doing something incorrectly but this is what I have.

38833
38834
38844

When I changed the Bolt to have Fire on it I reset the instance of the PC in the Combat Tracker just to be safe. As you suggested I redid the effect in the Combat Tracker on the Hobgoblin and made sure to hit Enter, I usually hit tab to the next line which seemed to work when I did the Resistance.

Slagmoth
August 26th, 2020, 21:50
I seem to be missing a button for Global Effects or I don't know exactly for what I am looking.

38835

Slagmoth
August 26th, 2020, 21:52
Really appreciate the help on this. Usually play 5E and pretty proficient on that but SW seems to be a bit of a different animal as it pertains to the control system in the platform. Not to mention it is vastly different than 5E.

Mgrancey
August 26th, 2020, 22:52
No, button is missing. What version of Savage Worlds and Fantasy Grounds are you using?

Slagmoth
August 27th, 2020, 00:05
No, button is missing. What version of Savage Worlds and Fantasy Grounds are you using?

If Immunity was part of a later update that might explain that issue as well.

FG 3.3.11

Looks like SW is v5.1

I check for updates frequently to be sure I am up to date on everything. Looks like the one here:

https://www.fantasygrounds.com/store/product.php?id=PEGFGSWADE

Says the 5.0.

Was the button an extension somewhere?

Mgrancey
August 27th, 2020, 03:18
It is.
https://www.fantasygrounds.com/forums/showthread.php?27171-Savage-Worlds-Community-Exensions
https://www.fantasygrounds.com/forums/showthread.php?34202-SW-Global-Effects-extension

There is an extension but it was incorporated into SWADE 5.2 and SWD 4.1 making it redundant.

Slagmoth
August 27th, 2020, 03:39
It is.
https://www.fantasygrounds.com/forums/showthread.php?27171-Savage-Worlds-Community-Exensions
https://www.fantasygrounds.com/forums/showthread.php?34202-SW-Global-Effects-extension

There is an extension but it was incorporated into SWADE 5.2 and SWD 4.1 making it redundant.

Well, then I am curious as to why I don't have the latest up date. Every time the button is red, I update everything.

38850

So how do I get SWADE 5.2 if the updater is not getting it for me?

Slagmoth
August 27th, 2020, 04:55
Ok, so I uninstalled and reinstalled my FG... the updater seems to have picked up 5.2, replacing all my campaigns and such now.

But now FG is not responding when bringing up my campaigns... :(

But only for my SW campaigns.

More specifically only the SW campaign that I was working on :(

Slagmoth
August 27th, 2020, 16:03
Appears that I can't even restore my backed up copy either. Even in pieces.

Seems I can see the characters in the db.xml but it won't restore them to a new campaign.

Slagmoth
August 27th, 2020, 16:25
Ok, I seem Immunity working correctly... however I can't add anything to the Keyword section of NPC attacks... /sadpanda

This is apparently intermittent... I can't edit the Fiery Touch of the Fire Elemental but I can edit the Blast and the Goblin's spear attack... weird goings on.

Mgrancey
August 27th, 2020, 17:06
Did you unlock the NPCs?

What have tried to recover campaign files?

Slagmoth
August 27th, 2020, 20:03
Did you unlock the NPCs?

What have tried to recover campaign files?

I did unlock the NPCs...

I had backed up my Campaign files before uninstalling and tried to restore them after reinstall. All of them but the SW one I was working on seem fine. Seems that the one I was working on had something either corrupt or incompatible with the new version? I don't see how that would be possible but it just crashed FG every time I tried to open it in FG.

I had an older back up that I was able to restore and now I am able to edit the Elemental's attacks just fine. Whereas before I could only edit some of them and in the case of Fiery Attack only Keyword was inaccessible but I could edit Fire Blast or whatever it is called.

So at least I have the PCs back so my players just have to redo their recent advancement but I lost nearly everything I had set up for the campaign and unfortunately the PDF I was working off of was scanned as an image so I was having to type all of it by hand since even OCR scanning was severely hit and miss. At least I still have the maps, that was a major pain point I had to manually create I can reload those, just have to recreate all the encounters and NPCs I had in there.

Immunity must have been added in 5.2 because it now properly shows up as does the Global Effects button.

Mgrancey
August 27th, 2020, 20:46
Have you tried copying and paste from inside XML file. You will want to grab everything inside the <root></root> tag, but not the tag itself. All the campaign data is stored inside db.xml.

Guessing you already tried to paste and replace what was already in the file.

Slagmoth
August 27th, 2020, 21:12
There is currently no way to do separate damage types for the same attack, correct?

Like if I have a Flaming Sword... str + d8 + d4 Fire... or something of that nature?

Slagmoth
August 27th, 2020, 21:13
I didn't go that far, no... I could try that... still have the other backup if things go awry.

Slagmoth
August 28th, 2020, 16:27
That does not appear to have worked.

With the NPC Maker and Advanced Library and I have found a better source for the module from which I can copy paste it won't be as painful to recreate the module now. At least my players don't have much in the way of work for their characters.

Thank you for all your help.

Now if the NPC Maker allowed for adding the Keywords to attacks it would save me some extra edit time.

Tokolosh
June 15th, 2021, 06:42
Hey all, I think I may have found a quirk in the way this codes that bears looking at.

So I was trying to code resistances for one of ETU's Strilberk Demons - which take half damage from Nonmagical Sources and are immune to fire and bludgeoning. I tried [@Halve Damage, @Normal Magical, @Immunity Fire], but fire damage was being halved, not eliminated altogether. When I removed the @Halve effect, Immunities work as normal. I've worked around it so far by just using @Halve Nonmagical and labouriously keywording EVERYTHING as nonmagical, which is a little tedious. Hope that's of some help and thanks,

- ToKo.

icecrmman
August 29th, 2021, 03:52
I wanted half damage to blunt and used [@halve #Blunt Damage] it worked just fine of course you will need to label all blunt items as 'blunt'

icecrmman
March 4th, 2022, 06:46
I would like to create for the lack of a better name, an underboss. The underboss will have 2 wounds and a d4 wild dice. Is there a way to code this into an effect so that I can drop it onto an NPC for quick encounters?

srbongo
March 4th, 2022, 14:06
I would like to create for the lack of a better name, an underboss. The underboss will have 2 wounds and a d4 wild dice. Is there a way to code this into an effect so that I can drop it onto an NPC for quick encounters?

[Wounds Threshold -1] or [Wounds Threshold = 2] Should change their max wounds. If I remember right, effects only allow for individual traits to be assigned a unique wild die, [Shooting = 1wd] makes shooting use a d4 wild die. One suggestion would be to make the NPC with the Wounds effect and lower wild die built in as a "template" where you then just copied it and then applied the other differences. Beyond that, you may have to open up, then right click the wild card icon to change the die manually.

Mike Serfass
March 4th, 2022, 18:18
If the npc is not a wild die, then this works.

[Trait =1wd]
will affect all Skill and Attribute rolls, lowering the wild die one step (to d4). This includes tolls to unshake and soak.

Do this if you want the underboss to be better at unshaking and soaking:

[Shaken|Soak =2wd]

So, all together:

[Trait =1wd, Wounds Threshold =2]
Will give the NPC 2 Wounds and give it a d4 wild die for all rolls.

If the npc is a wild die, then it would be

[Trait -1wd, Wounds Threshold -1]
To lower Wounds to 2 and the wild to d4.

icecrmman
March 4th, 2022, 18:39
[Wounds Threshold -1] or [Wounds Threshold = 2] Should change their max wounds. If I remember right, effects only allow for individual traits to be assigned a unique wild die, [Shooting = 1wd] makes shooting use a d4 wild die. One suggestion would be to make the NPC with the Wounds effect and lower wild die built in as a "template" where you then just copied it and then applied the other differences. Beyond that, you may have to open up, then right click the wild card icon to change the die manually.

Thanks, I did not realize you could adjust the WD in that manner now gangs have hierarchy

icecrmman
March 4th, 2022, 18:44
If the npc is not a wild die, then this works.

[Trait =1wd]
will affect all Skill and Attribute rolls, lowering the wild die one step (to d4). This includes tolls to unshake and soak.

Do this if you want the underboss to be better at unshaking and soaking:

[Shaken|Soak =2wd]

So, all together:

[Trait =1wd, Wounds Threshold =2]
Will give the NPC 2 Wounds and give it a d4 wild die for all rolls.

If the npc is a wild die, then it would be

[Trait -1wd, Wounds Threshold -1]
To lower Wounds to 2 and the wild to d4.

Above and beyond thank you, I am really looking forward to my next session.

icecrmman
March 12th, 2022, 17:25
Is there a way to create an effect that covers all attribute linked skills as a group?

Mike Serfass
March 12th, 2022, 18:02
Is there a way to create an effect that covers all attribute linked skills as a group?

Unfortunately not. You have to list each one.

[Driving|Piloting|Stealth +2]
etc.

This is a good candidate for Savage Worlds Idea Informer (https://savagefgii.idea.informer.com/).

icecrmman
March 12th, 2022, 18:49
Unfortunately not. You have to list each one.

[Driving|Piloting|Stealth +2]
etc.

This is a good candidate for Savage Worlds Idea Informer (https://savagefgii.idea.informer.com/).

Thank you, I thought I would ask before I did just that.

Mike Serfass
March 16th, 2022, 01:16
@icecrmman: There's a new effect that does this now.


[Smarts >+1]
will add a +1 bonus to Smarts and all Smarts based Skills.

If you don't want the bonus to Smarts, and just to the skills, you could do

[Smarts >+1, Smarts -1]

icecrmman
March 16th, 2022, 05:50
@icecrmman: There's a new effect that does this now.


[Smarts >+1]
will add a +1 bonus to Smarts and all Smarts based Skills.

If you don't want the bonus to Smarts, and just to the skills, you could do

[Smarts >+1, Smarts -1]

Thank you for the update it will be so helpful in my game.

FrodoB
March 16th, 2022, 12:51
I don't think it's new but instead just lacked documentation. I found it because "Encumbered" is defined as "[Pace|Run -2, Agility> -2]" (and has been for at least 9 months).

Note that it is not [Smarts >+1] but instead [Smarts> +1].

gbhenderson
March 16th, 2022, 22:20
Can you create combat effects based on weapon Groups instead of Type? Like Futuristic Attack -2, or Medieval Fighting +2.

Mike Serfass
March 17th, 2022, 05:26
I don't think it's new but instead just lacked documentation. I found it because "Encumbered" is defined as "[Pace|Run -2, Agility> -2]" (and has been for at least 9 months).

Note that it is not [Smarts >+1] but instead [Smarts> +1].

Good catch! I missed that.

Mike Serfass
March 17th, 2022, 06:07
Can you create combat effects based on weapon Groups instead of Type? Like Futuristic Attack -2, or Medieval Fighting +2.

Not directly that I'm aware of. You can do damage by keyword, like

[Fire Damage +2]
to add 2 to any attack with the Fire keyword, but that isn't +hit to a weapon group.

Out of the box there's

[Ranged +2]
to add +2 to all ranged attacks (e.g. those that use Shooting). But that's not quite what you're after.

There is a way to do what you want, however, with extra work.
How do you change the linked skill die on attacks? (https://www.fantasygrounds.com/forums/showthread.php?70390-How-do-you-change-the-linked-skill-die-on-attacks&p=619132&highlight=set+custom+weapon+type#post619132)

In your case, create a new skill, like Futuristic Attack or Medieval Fighting. You can manually add it to an individual character, but create it in the Skills list so you can link it to an attribute and easily add it to other characters. Ideally, put it in a setting module. However you do it, you can use whatever skills you create.

After you have the weapon set up like in the above link, use

[Futuristic Attack +2]
It will give +2 to all weapons you've set to that attack type.

You can add new weapon attack types for your setting to make this all easier, but that entails writing an extension. If you want to know how to do that, this will get you started.
Is it possible to add a new weapon type? (https://www.fantasygrounds.com/forums/showthread.php?53900-Is-it-possible-to-add-a-new-weapon-type&highlight=create+weapon+type)

FrodoB
March 17th, 2022, 13:46
You are going at it too complicated, Mike.

Simply write
Future Warrior [Futuristic Attack +1]

And you will get a +1 to every attack with a weapon that has the "Futuristic" keyword.

Note that this seems to only apply to Attack - neither Shooting nor Fighting seem to recognize the keyword.

https://i.imgur.com/h4kmgMH.png

Mike Serfass
March 18th, 2022, 01:23
Thanks for sharing that!

Oddly, I'm sure I tried that in the past and it didn't work. Anyway, it does now. Woot!
It's nice to have the simpler option. Many times that will be enough. It's great for on the fly or one off situations.

There are a couple of differences between the simpler approach and the more difficult one, however.
Using the incoming and Defense effects on a target in CT:

Complicated
[@Laser +1] works
[@Futuristic +1] works
[Laser Defense +1] works (it recognizes the first keyword)
[Futuristic Defense +1] doesn't work (it doesn't seem to recognize keywords after the first)

Simple
[@Laser +1] works
[@Futuristic +1] works
[Laser Defense +1] doesn't work
[Futuristic Defense +1] doesn't work

I have notes about Defense not working with keywords at all. I never tried it with the complicated approach. So that's an interesting find.

I'm sure there are other differences when you use the complicated approach, including an extension that adds attack types programmatically. So a setting that relies heavily on setting-specific attack types would benefit.

The simple approach is nice to have in your GM bag of tools. I would definitely use it for that special boss fight where a specific weapon was forged to defeat it, or only items enchanted a specific way will harm it.

This is the benefit of the forum over the wiki. We get to experiment and share and figure out these different approaches. Then Ikael will improve and add new effects, which I always look forward to.

P.S. We should bring this around to the stickied thread and continue our discoveries there.

Mike Serfass
March 18th, 2022, 01:31
I just found, on the attacking character, [Futuristic +1d] works only with the more complicated approach. Same with [Futuristic +1wd].
I'm sure I'll find more differences, but I think I'm done for now.

gbhenderson
March 19th, 2022, 16:04
Thanks for sharing that!

Oddly, I'm sure I tried that in the past and it didn't work. Anyway, it does now. Woot!
It's nice to have the simpler option. Many times that will be enough. It's great for on the fly or one off situations.

There are a couple of differences between the simpler approach and the more difficult one, however.
Using the incoming and Defense effects on a target in CT:

Complicated
[@Laser +1] works
[@Futuristic +1] works
[Laser Defense +1] works (it recognizes the first keyword)
[Futuristic Defense +1] doesn't work (it doesn't seem to recognize keywords after the first)

Simple
[@Laser +1] works
[@Futuristic +1] works
[Laser Defense +1] doesn't work
[Futuristic Defense +1] doesn't work

I have notes about Defense not working with keywords at all. I never tried it with the complicated approach. So that's an interesting find.

I'm sure there are other differences when you use the complicated approach, including an extension that adds attack types programmatically. So a setting that relies heavily on setting-specific attack types would benefit.

The simple approach is nice to have in your GM bag of tools. I would definitely use it for that special boss fight where a specific weapon was forged to defeat it, or only items enchanted a specific way will harm it.

This is the benefit of the forum over the wiki. We get to experiment and share and figure out these different approaches. Then Ikael will improve and add new effects, which I always look forward to.

P.S. We should bring this around to the stickied thread and continue our discoveries there.


Thanks Mike. I was really hoping I wouldn't have to mess with the keywords lol. I'll add em in while I'm creating the items.

icecrmman
July 17th, 2022, 05:41
How would you write the effect to add a d6 or any other dice to your damage roll similar to Giant Killer?

Mike Serfass
July 17th, 2022, 06:11
Use the Extra keyword like this:

[Extra:Damage =xd]
where x is a die type; 1=d4, 2=d6, ... 9=d12+4, ...
For example

[Extra:Damage =2d]
rolls an extra d6 with all damage rolls.

[>Extra:Damage =3d]
rolls an extra d8 damage for whatever weapon / attack / power this effect is on.

FrodoB
July 17th, 2022, 10:42
Wait, hold up Mike. You can't just drop a crazy "Extra" keyword I have never heard about and is documented nowhere in here and act like it's nothing! Could you maybe hop over to the Undocumented Effects Thread (https://www.fantasygrounds.com/forums/showthread.php?72619-List-of-Undocumented-SWADE-Ruleset-Features/page6) and explain how this works there, or is what you have written here all there is to it?

From what I can tell, for every "TYPE MOD" effect you can instead write "Extra:TYPE ASSIGNd" to roll an additional die and add it on top?
It seems to work with skills, attributes, attacks and damage, but not with "Ability and linked skills", is that correct?

icecrmman
July 17th, 2022, 18:49
Oh man that opens up so many cool possibilities.
Thank you for the information and the quick response.

icecrmman
July 17th, 2022, 21:24
Is there a way to link an attack to a different skill, say driving? For raise purposes.

Or maybe create an attack type?

Melee
Ranged
Thrown
Bomb
Driving

Mike Serfass
July 17th, 2022, 21:45
:D
Added to the other thread, as requested. All the notes based on my experimentation and game usage.

Mike Serfass
July 17th, 2022, 22:02
@icecrmman: Do you mean an attack on the character's combat tab? You want to add an attack what uses Driving instead of Melee, for example?
There's a way to link an attack on the combat tab to any Skill you want, even a Skill specific to a setting, or even one you make up on the fly.
See my answer here: How do you change the linked skill die on attacks? (https://www.fantasygrounds.com/forums/showthread.php?70390-How-do-you-change-the-linked-skill-die-on-attacks)
Don't watch the video because it's outdated (though Doswelk did a great job on it).

icecrmman
July 20th, 2022, 20:00
@icecrmman: Do you mean an attack on the character's combat tab? You want to add an attack what uses Driving instead of Melee, for example?
There's a way to link an attack on the combat tab to any Skill you want, even a Skill specific to a setting, or even one you make up on the fly.
See my answer here: How do you change the linked skill die on attacks? (https://www.fantasygrounds.com/forums/showthread.php?70390-How-do-you-change-the-linked-skill-die-on-attacks)
Don't watch the video because it's outdated (though Doswelk did a great job on it).

Thanks Mike, that is exactly what mean and need.

Lonewolf
July 24th, 2022, 18:43
I have been looking through the wiki and am having trouble making heads or tails of a couple of things.

https://www.fantasygrounds.com/wiki/index.php/Savage_Worlds_Effects

I understand some of it but others have such woefully incomplete details that it makes it hard to understand..

Yeah, that is the classic page and not the brand new unity guide Frodo spilled blood sweat and tears on. With luck it should be a lot more upto date now.

See https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643800/Savage+Worlds+Effects (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643800/Savage+Worlds+Effects)

FrodoB
July 25th, 2022, 09:17
You are aware you just quote-replied to a post that is almost two years old at this point, right? ;)

Lonewolf
July 25th, 2022, 15:57
You are aware you just quote-replied to a post that is almost two years old at this point, right? ;)

Of course I am aware. Just suprised it took two years to come up with an answer ;)

Also had to name the cat herder that colleted the information for the new page. What the hell took so long ? :p

Jiminimonka
July 27th, 2022, 14:40
Of course I am aware. Just suprised it took two years to come up with an answer ;)

Also had to name the cat herder that colleted the information for the new page. What the hell took so long ? :p
Lol
:)

icecrmman
August 17th, 2022, 22:30
Next issue... where does the key word go for Powers?

Nevermind, found it.

Where do you put the damage type keyword for powers such as blast or bolt?

Ascalon
November 15th, 2022, 19:47
Where do you put the damage type keyword for powers such as blast or bolt?

I'd love to know that, too.

FrodoB
November 15th, 2022, 20:04
You unlock the power and do a right-click. That opens a radial menu with 4 options: "Close Window", "Sharing", "Minimize" and "Attack Info". You click on "Attack Info" and there you put it into the "Keywords" field just like with any other attack.

If you already added the power to your character, the options in the radial menu are different, but "Attack Info" is still there...though with a different icon for some reason.
Remember, follow the rules of FantasyGrounds:


If you can't find the button, try a right click and see what the radial menu holds.
If that doesn't work, try holding down Shift and click.
If that doesn't work, Ctrl.
Or maybe Alt.
At this point you give up and ask someone else.

Arsilon
November 18th, 2022, 03:01
If [>Damage +2] adds 2 bonus damage to an attack.....how would you instead add bonus damage of D6? [>Damage +d6] doesn't seem to work unless I have the syntax wrong?

Jiminimonka
November 18th, 2022, 07:04
If [>Damage +2] adds 2 bonus damage to an attack.....how would you instead add bonus damage of D6? [>Damage +d6] doesn't seem to work unless I have the syntax wrong?

[>extra:damage =2d] will add d6.

1d adds d4, 2d d6, 3d d8 etc.

Lonewolf
November 18th, 2022, 09:31
[>extra:damage =2d] will add d6.

1d adds d4, 2d d6, 3d d8 etc.

[extra:damage =2d]

twistedtechmike
March 1st, 2023, 14:38
More of a question than request for help (since I can add the effect manually): Why is the Size ability for NPCs not linked to a Toughness modifier?

Jiminimonka
March 1st, 2023, 15:32
I think its automated in Combat

twistedtechmike
March 1st, 2023, 16:22
I've played around with it and couldn't see it working. I have added a [Toughness +2] line on the Size ability in the NPC sheet for the time being.

Mgrancey
March 1st, 2023, 17:07
Because NPCs have little automation. It allows the GM to make them as needed quickly rather than having to work thru automation.

twistedtechmike
March 1st, 2023, 18:04
Ahh, gotcha. I think for me, the lack of automation is worse in this instance. The size mod works, at least. I'm just very likely as GM to forget the toughness mod lol

Mike Serfass
March 2nd, 2023, 04:22
How are you adding the Size ability? It uses magic strings, so if it's not typed just so it won't calculate Size or Toughness modifiers.

If you put this in CT

[Size -3]
it will subtract Size modifiers from attacks and adjust the Toughness.
56521

It used to be that on the NPC, you drop the Size ability, then change

Size
to

Size -3
or

Very Small
or

Size -3 (Very Small)
it would calculate the same as the effect.
Now, however, it only calculates attack modifiers.

If you put the Size effect under the ability on the NPC sheet, it used to double up. Now it will only calculate attack mods, not Toughness.

twistedtechmike
March 2nd, 2023, 13:09
I am placing on the NPC Sheet, using the Size ability and adding the modifer: Size -3 (Very Small). It correctly performs the Attack mod, but ignores Toughness. I don't want the added overhead of needing to manipulate the Combat Tracker each time I drop an NPC, so looking for guidance. It would seem the manual [Toughness -3] tacked onto the Size -3 ability accomplishes what I am after.

Jiminimonka
March 2nd, 2023, 16:35
Since its an NPC you don't want an effect for Toughness at all, the Toughness on the NPC sheet should already include the Toughness from size. Size the only matters in combat for targeting, grappling etc.

twistedtechmike
March 2nd, 2023, 16:37
True, I could bump the toughness up manually. I avoid doing this intentionally because its easier for me to see where the bonus comes from when broken out as a modifier. When lumped into the toughness score, there is no means to know where the bonus comes from and i begin to question my maths lol

Jiminimonka
March 2nd, 2023, 16:44
True, I could bump the toughness up manually. I avoid doing this intentionally because its easier for me to see where the bonus comes from when broken out as a modifier. When lumped into the toughness score, there is no means to know where the bonus comes from and i begin to question my maths lol

If that is an issue, manually set the Toughness and on the line under Size write the Toughness increase without the square brackets.

twistedtechmike
March 2nd, 2023, 17:05
It works with the brackets, so I'm set. I just expected it to behave the same as a PC sheet in regards to affecting Toughness. No biggie. I just didnt want to create a ton of monsters and need to go back and edit later if I continued this path.

icecrmman
April 20th, 2023, 20:49
Is there a way to automatically add an effect to a weapon damage (I.e. an entangle grenade [#Bound] or [#Entangled] or a shotgun on a raise, causing knockdown [#Prone]

Mike Serfass
April 20th, 2023, 23:07
Currently, no. An extension may be able to do that. It's on my list.

miked2681
May 17th, 2023, 04:08
I've recently started messing around with SWADE and have looked through the wiki and some of the undocumented features thread and I feel like I have a fairly decent grasps of the basics as far as items creation and effects and the like. I'm working on a personal module based off of a fan-made add-on/conversion and a particular piece of armor has brought up a question. The armor is an armored spacesuit that is listed as granting -4 AP to ballistic attacks. I interpret this to be that it is fortified against physical things like space debris or bullets but in my mind it makes sense that it would also be strengthened against average bludgeoning/piercing/slashing attacks.

So my actual question is this: is there some way that I can tell the ruleset that the standard keywords of bullet/bludgeoning/etc are all equal to something like "kinetic" so that I can then just use an effect of [@Kinetic AP -4] or do I need to try and make sure I'm naming every possible keyword along the lines of [@Bullet|Bludgeoning|Piercing|Slashing AP -4]?

I'm new to SWADE but I have been using FGU for 5e for a few years and I fear that the answer is going to be that I can't do the simple "kinetic" thing without an extension of some sort that would tell FGU that those other keywords all mean the same. If that's the case, are there any knowledgeable extension writers for SWADE that might tell me if that would be feasible or how difficult, and maybe point me towards some resources that would help me figure out how to write it? I know very little about coding something from scratch myself, but I've been able to look through extensions in the past and figure out what's going on enough to modify a thing or two that I've wanted for my games.

srbongo
May 17th, 2023, 13:56
I've recently started messing around with SWADE and have looked through the wiki and some of the undocumented features thread and I feel like I have a fairly decent grasps of the basics as far as items creation and effects and the like. I'm working on a personal module based off of a fan-made add-on/conversion and a particular piece of armor has brought up a question. The armor is an armored spacesuit that is listed as granting -4 AP to ballistic attacks. I interpret this to be that it is fortified against physical things like space debris or bullets but in my mind it makes sense that it would also be strengthened against average bludgeoning/piercing/slashing attacks.

So my actual question is this: is there some way that I can tell the ruleset that the standard keywords of bullet/bludgeoning/etc are all equal to something like "kinetic" so that I can then just use an effect of [@Kinetic AP -4] or do I need to try and make sure I'm naming every possible keyword along the lines of [@Bullet|Bludgeoning|Piercing|Slashing AP -4]?

I'm new to SWADE but I have been using FGU for 5e for a few years and I fear that the answer is going to be that I can't do the simple "kinetic" thing without an extension of some sort that would tell FGU that those other keywords all mean the same. If that's the case, are there any knowledgeable extension writers for SWADE that might tell me if that would be feasible or how difficult, and maybe point me towards some resources that would help me figure out how to write it? I know very little about coding something from scratch myself, but I've been able to look through extensions in the past and figure out what's going on enough to modify a thing or two that I've wanted for my games.

Someone may respond with a better option; but it's also possible to copy only the records that you desire, adding the Kinetic keyword to those.

Say your ruleset has a club and some pistols, you'd grab those in the items list to copy, then edit and replace their keywords with Kinetic - this would have the effect you'd want. This could be easier than writing your keywords out a bunch of times, depending on the items to copy

Mgrancey
May 17th, 2023, 18:18
To start off with just cause something is more resistant to Ballistic attacks doesn't mean that it is just as good against others. Kevlar armor works by binding against a spinning object, while there are other stuff that can be added as modifications such as Stab proof plates and what not.

Setting that aside, I couldn't say how difficult it would be to code an extension that would make 1 keyword count as others and honestly I would guess that it probably cause more issues rather than less. That being said you can create Keywordslike Kinetic and #Kinetic [Ignore AP -4] or something along those lines (would need to test to check) in weapons, armor, and Effects list, if somebody hasn't already figured it out.

I will warn you that Savage Worlds setting has kinda been ahead of the curve due to Ikeal's efforts and piece by piece those parts are being incorporated into Core, but it is causing conflicts and problems. Effects should be safe enough I think but just a warning.

rigerco
May 17th, 2023, 21:51
You could try to use the new Keyword system that Ikeal recently implemented. You would have to give ballistic weapons the "Ballistic" keyword (or Kinetic if you prefer) and then this armor would have an effect along the lines of [@Ballistic Damage -4]. This would reduce the damage by four from any source that had a Ballistic keyword.

miked2681
May 18th, 2023, 00:09
Thanks for the responses. I sometimes have a tendency to overthink things and after considering it more I'll probably just go with the simplest solution of adding the "bullet" keyword in place of "ballistic" for that piece of armor.

miked2681
May 20th, 2023, 05:24
I've got a couple more questions that I hope you good people will be able to answer.

First, I'm wondering if there's anything in the effects coding to change the recoil penalty. For examples, the Rock and Roll! edge ignores the recoil penalty, or perhaps a custom item would reduce the recoil penalty to -1. I've tried both [#Recoil -1] and [Recoil -1] with no success.

Second, is there a way to change the amount of ammunition used on a single attack? A custom item in a certain conversion has a type of blaster that can be charged for 1 full round and then when fired is supposed to use 5 charges of ammunition. I know it could be done manually, but I was curious if there were a way to do it through effect coding also.

Jiminimonka
May 20th, 2023, 09:47
I've got a couple more questions that I hope you good people will be able to answer.

First, I'm wondering if there's anything in the effects coding to change the recoil penalty. For examples, the Rock and Roll! edge ignores the recoil penalty, or perhaps a custom item would reduce the recoil penalty to -1. I've tried both [#Recoil -1] and [Recoil -1] with no success.

Second, is there a way to change the amount of ammunition used on a single attack? A custom item in a certain conversion has a type of blaster that can be charged for 1 full round and then when fired is supposed to use 5 charges of ammunition. I know it could be done manually, but I was curious if there were a way to do it through effect coding also.

[>Ignore #Recoil] is the correct effect (I think, not at PC atm).

Mgrancey
May 20th, 2023, 15:58
I've got a couple more questions that I hope you good people will be able to answer.

First, I'm wondering if there's anything in the effects coding to change the recoil penalty. For examples, the Rock and Roll! edge ignores the recoil penalty, or perhaps a custom item would reduce the recoil penalty to -1. I've tried both [#Recoil -1] and [Recoil -1] with no success.

Second, is there a way to change the amount of ammunition used on a single attack? A custom item in a certain conversion has a type of blaster that can be charged for 1 full round and then when fired is supposed to use 5 charges of ammunition. I know it could be done manually, but I was curious if there were a way to do it through effect coding also.

Jimin is correct [>Ignore #Recoil -1] is correct to reduce recoil penalty.

Two easy ways you could handle, either make a copy 2nd item that has 0 weight, Rate of Fire 2 and then set it for for 2 attacks in Combat tab OR create a sub attack. You can right click on Weapon entry in the Combat tab, then just set up particulars for the charged attack. Would need to set RoF to 2 so it consumes 5 bullets and then setup attack roll to do 2 attacks. Might be a something better but off top of head likely one of 2 is best way.

Mgrancey
May 20th, 2023, 17:22
Second thought, maybe setup as an Arcane Device but set to a Ranged instead of Device?

miked2681
May 20th, 2023, 17:49
Two easy ways you could handle, either make a copy 2nd item that has 0 weight, Rate of Fire 2 and then set it for for 2 attacks in Combat tab OR create a sub attack. You can right click on Weapon entry in the Combat tab, then just set up particulars for the charged attack. Would need to set RoF to 2 so it consumes 5 bullets and then setup attack roll to do 2 attacks. Might be a something better but off top of head likely one of 2 is best way.

I apologize but I'm a little confused on this. I understand setting up a sub attack (I like this feature), and I understand being able to right-click and change the number of attacks (another nice feature). I did try this and it works, other than the only way I could get it to use the 5 ammo would be to make 2 attack rolls. Just changing the number on the RoF line doesn't seem to affect anything by itself. It may be that a weapon like that can't be automated with the way the ruleset works, which is fine, since it's kind of an odd weapon anyway.

Either way, I appreciate the help once again from you both. (And Mgrancey, I look forward to The Last Sons if you're still working on it like it says in your signature! :))

srbongo
May 20th, 2023, 18:31
I apologize but I'm a little confused on this. I understand setting up a sub attack (I like this feature), and I understand being able to right-click and change the number of attacks (another nice feature). I did try this and it works, other than the only way I could get it to use the 5 ammo would be to make 2 attack rolls. Just changing the number on the RoF line doesn't seem to affect anything by itself. It may be that a weapon like that can't be automated with the way the ruleset works, which is fine, since it's kind of an odd weapon anyway.

I built this a while ago for a similar effect. It adds a "Variable Use" checkbox to weapons or sub-attacks which, if checked, changes the amount of ammo to be used equal to the attack's ROF.

Feel free to give it a shot it. It's pretty simple but changes some of the SWADE code and may break eventually, just FYI.

miked2681
May 20th, 2023, 18:53
Very nice extension! Thanks for sharing, srbongo!

miked2681
May 22nd, 2023, 07:56
I apologize for yet another question. I promise I'm trying to figure this stuff out on my own before I ask here!

Is there a way to automate something like a Red Dot Sight (+1 to Shooting at Short and Medium Range)? I know I can make an effect of [Shooting +1] but is there anything to limit it to certain ranges?

srbongo
May 22nd, 2023, 16:36
I apologize for yet another question. I promise I'm trying to figure this stuff out on my own before I ask here!

Is there a way to automate something like a Red Dot Sight (+1 to Shooting at Short and Medium Range)? I know I can make an effect of [Shooting +1] but is there anything to limit it to certain ranges?

I don't think so. You can ignore range effects but this would likely be best achieved through sub-attacks.

zarlor
August 4th, 2023, 03:28
I'm a bit lost on a particular way of using keyword effects. Here's the situation. I have a player whose character has an ability to get Attack +1, Damage +1 to any Aberration or Magical Beast (itself a bit of an issue because that ends up being two keywords, magical and beast and I'm not sure how to handle that, either. I tried [Aberration | Magical >Attack +1,> Damage +1] (not sure how to do logic for Aberration | Magical AND Beast) and even just [>Aberration Attack +1, Damage +1] and various variations, but it kind of sounds like those would be giving the Attack and Damage the keyword of Aberration rather than checking for it and applying it if the creature has that keyword. Any thoughts on how might handle that situation?

rigerco
August 4th, 2023, 04:08
Try [Attack|Damage +1 vs Aberrations, Magical Beasts]
My recollection is that keywords aexre parsed by commas so it should pick up on both. If concerned just use the keyword Magical_Beasts instead.
I'm not at my computer to look up examples, so my faulty memory could be wrong. The pros will be awake soon and can give a definitive answer.

zarlor
August 4th, 2023, 04:19
Ok, thanks, that does seem to be working, but it's also working against things that aren't the keyword. As in it adds +1 even against, say, a goblin which has none of the keywords for abberation, magical, or beast.

EDIT: Also I was trying to do like in this post (https://www.fantasygrounds.com/forums/showthread.php?60098-Automate-Assassin-Edge) in automating the Sneak Attack for Savage Pathfinder's Rogue by adding a keyword on the characters attack of SneakAttack and modifying the Vulnerable effect to read:

Vulnerable [@Attack +2, @SneakAttack Extra:Damage =2d]

I know the keyword works fine because

Vulnerable [@Attack +2, @SneakAttack Damage +2]

Shows the +2 damage but I'm wondering if maybe the Extra: effects just don't work with @?

rigerco
August 4th, 2023, 16:12
Had it slightly wrong:
[> Attack|Damage vs Aberations|Magical Beasts +1]

Here's an example from Ikael, who wrote the keyword system:
[>Damage vs Reptile|Dragon +8]

The post you reference for Sneak Attack was written before the current Key Word system was implemented (which was just this past spring), but you would not apply those effects to the attacker, you apply them to the target. When @ is used it is always applied to the target.

I think if you wanted an attack that reflected sneak attack then you would make sub attacks to the weapons and manually put a +2 in the Trait Info box of the attack and put the extra damage in that portion of the Attack Info box.

FrodoB
August 4th, 2023, 18:21
Shows the +2 damage but I'm wondering if maybe the Extra: effects just don't work with @?

It seems that way. I can't get it to work either, with or without keywords. Works fine if it's an effect on the character itself.

I think this might be because the dice are determined the moment you click them, before the ruleset knows what the target is - but I'm not sure.

zarlor
August 4th, 2023, 18:31
Had it slightly wrong:
[> Attack|Damage vs Aberations|Magical Beasts +1]

Here's an example from Ikael, who wrote the keyword system:
[>Damage vs Reptile|Dragon +8]

Oooh, I didn't see that example when I was looking. My search-fu must be failing me. In this instance the > is not needed (won't work, actually) and the two words for "Magical Beast" (it doesn't use plurals in the keywords already set on the beasties) throws it off, so instead I stuck to this, which does seem to work:

[Attack|Damage vs Aberration|Magical +1]

So that will catch anything with the Magical keyword rather than both the "Magical" and Beast" keywords, but we'll just deal with. Thanks a ton for the help!


The post you reference for Sneak Attack was written before the current Key Word system was implemented (which was just this past spring), but you would not apply those effects to the attacker, you apply them to the target. When @ is used it is always applied to the target.

I think if you wanted an attack that reflected sneak attack then you would make sub attacks to the weapons and manually put a +2 in the Trait Info box of the attack and put the extra damage in that portion of the Attack Info box.

So, right @ is on the target, but we're talking about the target being the one with the Vulnerable effect anyway, not the attacker, so it would apply to the target, yes? Say a Goblin gains the Vulnerable effect then if the condition shows a keyword of sneakattack then it would apply that, right? I do have him set-up with sub-attacks now, but I was trying to save him some clutter. The players I have are pretty new to FGU and anything I can do to make their lives easier is what I'm working towards. It looks like the listed way (@sneakattack Damage +2) works just fine, it's just the Extra : Damage method that doesn't seem to want to work. I'm guess it just isn't coded to handle the Extra: stuff, or is calculated outside of the right timing, is all. Oh well, just a nicety and, as you noted, there is a workaround to that with the sub-attacks for it.

rigerco
August 4th, 2023, 19:50
I hear ya about making it easier for the players. I've added a lot of automation to my game (wait until you try to deal with damage resistance!) and they just want more. In this case, though, I feel the voice of Doswelk saying that there can be too much automation.


SNEAK ATTACK: Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.

The Sneak Attack isn't making the target Vulnerable, the target already has to be Vulnerable. So the Rogue used Stealth and made the target Vulnerable on a success, or got The Drop on a raise. It makes more sense to me to use the existing two Effects on the target to establish the condition and then have a sub attack on weapons for using Sneak Attack, building it with the extra d6 at that point.

Be careful using "Magic" as an independent keyword. It may be one of those words reserved by the system for baked in results. I think you can get by with "MagicalBeast" or "Magical_Beast" and still get your effect to trigger.

zarlor
August 4th, 2023, 22:13
Right, that's what I was saying about the Vulnerable, it's on the target and all we'd be doing is registering it with the keyword. But, not working with the extra die language so not important anyway.

If it were set with an independent keyword of "Magic", I would agree, but in this case the keyword is "Magical" which is a lot more restrictive. Even so the rule set has the keywords on those things already so I'm definitely not going to go through every single possible NPC Magical Beast and add another "MagicalBeast" or "Magical_Beast" keyword to it. I have my limits, you know! :D Particularly since it only applies to attacks and damage (and only a +1 at that) I think any edge cases that come through we can recognize and deal with as they happen. Unless you're saying that "MagicalBeast" or "Magical_Beast" would actually look for both keywords of "Magical" and "Beast" and only if both exist would it trigger? In which case I could at least give that a try, then.

Mike Serfass
August 5th, 2023, 18:40
Extra doesn't work with @ (incoming) damage.

Varsuuk
August 13th, 2023, 08:29
How are you adding the Size ability? It uses magic strings, so if it's not typed just so it won't calculate Size or Toughness modifiers.

If you put this in CT

[Size -3]
it will subtract Size modifiers from attacks and adjust the Toughness.
56521

It used to be that on the NPC, you drop the Size ability, then change

to

or

or

it would calculate the same as the effect.
Now, however, it only calculates attack modifiers.

If you put the Size effect under the ability on the NPC sheet, it used to double up. Now it will only calculate attack mods, not Toughness.

I am confused :(

I tried in (SWADE) NPC ("infected newborn" for a SWADE conversion of wotd) and put in ability:



[Size -1]




Size -1


Neither worked.

If I drag/dropped the Hindrance "Small" to the NPC sheet, when I do damage, it properly reduces Toughness... but the too hit, it seems to consider the creature "Very Small" instead of "Small" so it subtracts -4. Where/why is it doing this?

Oddly, I tried creating a new "Hindrance" inline on the NPC sheet called "FooBar", the Notes line was "[Size -1, Toughness -1]" and it does NOT do any adjustment on the attack (from NPC "soldier") but if I apply dmg, it does on a roll of 19: "Toughness: 3,FooBar -1 = 2 -> 4 Wounds!" (note, this was me mucking about, if I was using this with -1 Tough, I'd set NPC sheet to 4 Toughness.

Now, I get that we should set NPC toughness to it's correct value for it's size (3 in this case). No problem. What I was hoping to automate is a regular sized (99.99999% of those attacking infected newborns ;) so I could just give them [@Attack -1] I guess... but.... I found the "Size" adjust when examing the Small hindrance (cos looked up half-men in rules on a whim) and thought THAT should be the way if it works on NPC sheets. Oddly, it seems to -1 x2 (I searched for othe mods, nope)


Heck to test that I didn't somehow double mod it, I created a new NPC type called "XXX" and dragged Hindrance: Small onto it and got this on attk:


Shooting: Glock (9mm)
[Infected Newborn] [vs Very Small -4 = 1] Target: 4 -> Miss!


Why is it going to "Very Small"???

Varsuuk
August 13th, 2023, 09:05
OK - MUCH trial and error later... (and looking at the code and how it scans for the keyword to employ this...)

I edited the Hindrance and made it just "Small (Minor)" and REMOVED the "Notes line" that got added to the NPC and that did it. So, it was double dipping.

So, after messing more, I realized for NPC, I can use add an ability (didn't drag the hindrance) with SMALL in name and an effect of [Toughness -1] and all works. Or I srag the hindrance then change the


<rolled 16 (2 d6 explosions)>
[XXX] [vs Small -2 = 14] Target: 4 -> Hit with Raise!
<rolled 2d6 +1d6(the raise) - for dmg =
[XXX] Toughness: 5, Small (Minor) -1 = 4 -> 2 Wounds!


So... probably, I will put it in Abils instead cos it isn't listed as a "hindrance" it's the default size ;)

Jiminimonka
August 14th, 2023, 06:53
OK - MUCH trial and error later... (and looking at the code and how it scans for the keyword to employ this...)

I edited the Hindrance and made it just "Small (Minor)" and REMOVED the "Notes line" that got added to the NPC and that did it. So, it was double dipping.

So, after messing more, I realized for NPC, I can use add an ability (didn't drag the hindrance) with SMALL in name and an effect of [Toughness -1] and all works. Or I srag the hindrance then change the


<rolled 16 (2 d6 explosions)>
[XXX] [vs Small -2 = 14] Target: 4 -> Hit with Raise!
<rolled 2d6 +1d6(the raise) - for dmg =
[XXX] Toughness: 5, Small (Minor) -1 = 4 -> 2 Wounds!


So... probably, I will put it in Abils instead cos it isn't listed as a "hindrance" it's the default size ;)

Scale modifiers are automatically calculated, so you don't need to add the modifiers, just make the target the right size. On the NPC sheet you can just type their size in the size box.

Edit: it seems you worked this all out ;)

Varsuuk
August 14th, 2023, 15:38
Scale modifiers are automatically calculated, so you don't need to add the modifiers, just make the target the right size. On the NPC sheet you can just type their size in the size box.

Edit: it seems you worked this all out ;)

Ohhhh - I was in the middle of taking screenshots because I couldn't find a "size" box to type size into. Then, on the last, I saw 2 boxes, SPACE and REACH... which are some fields in the sizes collection in SWADE.


function getSizes()
return {
{ sName = Interface.getString("size_gargantuan"), nMinSize = 12, nTargetModifier = 6, nAdditionalWounds = 3, nDefaultSpace = 4, nReachMod = 3 },
{ sName = Interface.getString("size_huge"), nMinSize = 8, nTargetModifier = 4, nAdditionalWounds = 2, nDefaultSpace = 3, nReachMod = 2 },
{ sName = Interface.getString("size_large"), nMinSize = 4, nTargetModifier = 2, nAdditionalWounds = 1, nDefaultSpace = 2, nReachMod = 1 },
{ sName = Interface.getString("size_normal"), nMinSize = -1, nDefaultSpace = 1, nReachMod = 0 },
{ sName = Interface.getString("size_small"), nMinSize = -2, nTargetModifier = -2, nDefaultSpace = 1, nReachMod = 0 },
{ sName = Interface.getString("size_verysmall"), nMinSize = -3, nTargetModifier = -4, nDefaultSpace = 1, nReachMod = 0 },
{ sName = Interface.getString("size_tiny"), nMinSize = -4, nTargetModifier = -6, nDefaultSpace = 1, nReachMod = 0 }
}
end


But when I looked at that to try to figue out how to USE it, I only figured out that I can put the key (normal, small, huge, etc) in the Special Abilities section for it to pick it up. The problem is, I wanted "small" to be -1 (this was originally a SWD thing) as well as another char having Size +1, all of which are in "normal" range.


I had tried Size -1, Size 1 in the Special Abilts but attacking from an unset guy to a guy with [Size -1] resulted in no change to the Toughness (it isn't automatic likely in NPCs) and no change to hit (because this changed from SWD where it was -1 to SWADE where first "scale" mod is at -2 Size (for -2 to hit). If I put [Size -2], I get the tohit mod, not the toughness mod. So, in the end for NPCs all within "normal", if I wanted to give a Size-1 one a -1 to Toughness and to be hit, I did it with [@Attack -1, Toughness -1] (basically nothing is swinging at those zombies other than normal humans so applying -1 always is fine)

But of course, I could have as easily just added -1 to Toughness directly (I like things as mods for non-important reasons I won't get into at length here, I accept that modifying it DIRECTLY makes sense though) and the Size=0 swinging on Size=-1 being a -1 to hit is not a thing anymore in SWADE where the "ranges" came in for "normal" of -1->3 , so any size of -1 to 3 could attack each other with no +/-. So my solution was as above for this one case assuming these creatures were balanced with the "SWD size" taken into account.

BUT - all that aside, I DID try putting in values in SPACE and it did not trigger mods like Size -2 vs a Size 1 creature did.

What "SIZE" box are you referring to on NPC sheet?

Jiminimonka
August 14th, 2023, 16:10
Oops. Yeah my bad no size on NPC just the Space and Reach on the Combat tab. Was on the train to work when I replied.

Have you tried just adding the Ability Tiny to the NPC?Away from PC atm.

Varsuuk
August 14th, 2023, 17:48
Well, tiny is smaller than small (-6 vs -2, iir also away atm) but what I was doing it converting an SWEE adventure where Size -1 was used (results in -1 to hit from normal size and -1 to their Toughness). Like I said, I only figured out how to do it via a “special ability” with text “Small -1”(irrelevant what I call it as long as it isn’t “small”,”normal”,”large”,”tiny”,etc) and Notes: “[@Attack -1, Toughness -1] (I know, I could just reduce Toughness ;) )

PS appreciate the support, totally new to working with SW modules.

Lonewolf
August 14th, 2023, 18:24
I wrote a thread on this and have posted the whole answer to discord again. The whole is set up is done using no effects. Simply add Size ability. Change Toughness on NPC and your done. Simple as that.

Effects are only used if someone changes size mid combat. See the Growth Power for an example of temporary change to Size that will eventually fade.

miked2681
November 11th, 2023, 05:48
Is it possible to automate an edge that modifies the bonuses from a Wild Attack? Something like this: "A character with this Edge causes +4 damage when making a Wild Attack rather than +2."

I've tried adding [> #WildAttack Melee Damage +2] to both an Edge on the character sheet, as well as to a weapon itself. I've added the Wild Attack effect to this character in the combat tracker, and tried rolling damage and it doesn't change anything.

Jiminimonka
November 11th, 2023, 10:46
Is it possible to automate an edge that modifies the bonuses from a Wild Attack? Something like this: "A character with this Edge causes +4 damage when making a Wild Attack rather than +2."

I've tried adding [> #WildAttack Melee Damage +2] to both an Edge on the character sheet, as well as to a weapon itself. I've added the Wild Attack effect to this character in the combat tracker, and tried rolling damage and it doesn't change anything.

No, unless you write an extension.

You can get the player to use the Modifier box down bottom left (under the chat and dice) when they roll damage, or make a sub-attack on the Combat tab on the character sheet for the extra Wild-Attack damage.

Or... you can create a new Wild Attack Effect - Wild Attack Edge [Fighting +2, Melee Damage +4]

miked2681
November 11th, 2023, 18:20
No, unless you write an extension.

You can get the player to use the Modifier box down bottom left (under the chat and dice) when they roll damage, or make a sub-attack on the Combat tab on the character sheet for the extra Wild-Attack damage.

Or... you can create a new Wild Attack Effect - Wild Attack Edge [Fighting +2, Melee Damage +4]

Thanks. I've read that certain effects can be referenced in certain ways but I wasn't sure how far it goes. I imagine a sub-attack would be the easiest option. I considered a new effect also but I noticed that applying Wild Attack also automatically applies the Vulnerable effect, so I'll leave that alone.

Jiminimonka
November 12th, 2023, 00:34
Thanks. I've read that certain effects can be referenced in certain ways but I wasn't sure how far it goes. I imagine a sub-attack would be the easiest option. I considered a new effect also but I noticed that applying Wild Attack also automatically applies the Vulnerable effect, so I'll leave that alone.

That is what happens when you Wild Attack, you become Vulnerable.

miked2681
November 12th, 2023, 19:25
That is what happens when you Wild Attack, you become Vulnerable.

I understand that. Since it seems to be hardcoded somewhere to apply Vulnerable when Wild Attack is applied (basing this on how the Wild Attack effect in FGU doesn’t reference Vulnerable), I just figured it’d be better not to mess with that in any way when I can do a sub-attack with the +2 damage.

Lonewolf
November 14th, 2023, 18:16
Is it possible to automate an edge that modifies the bonuses from a Wild Attack? Something like this: "A character with this Edge causes +4 damage when making a Wild Attack rather than +2."

I've tried adding [> #WildAttack Melee Damage +2] to both an Edge on the character sheet, as well as to a weapon itself. I've added the Wild Attack effect to this character in the combat tracker, and tried rolling damage and it doesn't change anything.

This got added into the rules set ages ago. Depending on the setting the name of the ability changes but it is all the same as Pounce Attack. Which is a Wild Attack that does +4 damage. For example in Super Powers there is Leaping with "Death from above" - That is just a reworded Pounce Attack.

I don't see benefit of adding the same effect under mutiple names right now. However always open to suggestions.

Mike Serfass
November 15th, 2023, 19:31
It would be cool if there were effects that modified conditions or other effects.
I have an edge like yours in my settings. I just use the Pounce effect on those characters.

icecrmman
November 17th, 2023, 04:57
How do you ignore the gang up limit of +4 to allow no limit

mac40k
November 17th, 2023, 12:53
+4 Gang Up bonus is RAW Core Rules in SWADE, so there’s no need to account for changing that in the ruleset. Making it unlimited would be a house rule for which you’d need to write an extension.

Jiminimonka
November 17th, 2023, 13:53
+4 Gang Up bonus is RAW Core Rules in SWADE, so there’s no need to account for changing that in the ruleset. Making it unlimited would be a house rule for which you’d need to write an extension.

Or manually add however many extra +1's are needed in the modifier box.

But really ignoring the rules like this makes Edges like Block pointless.

icecrmman
November 18th, 2023, 01:48
It's a setting "Living Dead - Dead End" where the zombies ignore the gang up limit

icecrmman
November 18th, 2023, 01:53
Or manually add however many extra +1's are needed in the modifier box.

But really ignoring the rules like this makes Edges like Block pointless.

Reducing a bonus against you no matter how large by one or two, with improved block, is never pointless.

Lonewolf
November 26th, 2023, 08:28
It would be cool if there were effects that modified conditions or other effects.
I have an edge like yours in my settings. I just use the Pounce effect on those characters.

You could play around with calling an one effect from another using #. For example Bound calls #Distracted so there is no need to re-enter what Distracted does. This also means that Dazed [#Distracted] works but now has a new name. You could add another effect into that. Lets say Dazed [#Distracted, Pace -1]. So now we have a new effect name that will modify Distracted. The only potential problem is I am seeing is to be wary of depth. Really Tired [#Dazed] might have issues. Since it calls an effect which then calls another one.

However I am testing that really tired condition in real life so don't know right now :p

Jiminimonka
November 26th, 2023, 13:22
You could play around with calling an one effect from another using #. For example Bound calls #Distracted so there is no need to re-enter what Distracted does. This also means that Dazed [#Distracted] works but now has a new name. You could add another effect into that. Lets say Dazed [#Distracted, Pace -1]. So now we have a new effect name that will modify Distracted. The only potential problem is I am seeing is to be wary of depth. Really Tired [#Dazed] might have issues. Since it calls an effect which then calls another one.

However I am testing that really tired condition in real life so don't know right now :p

Get some rest!

Lonewolf
November 30th, 2023, 05:14
How do you ignore the gang up limit of +4 to allow no limit

Gang up can either be automated by switching on the option. Or manually added using buttons the modifier window. These buttons can be dragged to the hotbar as well. If want gang up over +4 just add buttons for this.

dogfisc
August 27th, 2024, 02:42
Is there a way to ignore scale penalties for Fighting (the Swat ability)? I've tried variations of
[Ignore #Scale -4]
on the Swat ability and
[>Ignore #Scale -4]
on the attack.

Ikael
August 27th, 2024, 05:13
Is there a way to ignore scale penalties for Fighting (the Swat ability)? I've tried variations of
[Ignore #Scale -4]
on the Swat ability and
[>Ignore #Scale -4]
on the attack.

See Dragon NPC from SWADE GM module, it has that effect defined

dogfisc
August 27th, 2024, 07:11
Awesome, thank you!

[>#Swat]

Jiminimonka
August 27th, 2024, 08:51
Awesome, thank you!

[>#Swat]

[Ignore #Scale -2] or something like that also works, I have it setup in Savage Rifts for the Anti-Personnel Mod but I am not at my PC to check.

Mgrancey
August 28th, 2024, 03:31
Looks like Swat got hard coded, so [#Swat] or dropping the ability on the NPC should work. Failing that you can get around it with [@Ignore Size -#] I believe,