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View Full Version : Moving effect from Custom to Presets



Valyar
May 9th, 2021, 07:49
One of the last upgrades brought to us the Presets section within Effects library. I would like to explore this and see if I can bring some effects from the rulesets from Custom to Presets.

Where I can check the code and how the presets are structured?

superteddy57
May 9th, 2021, 08:02
Well in SFRPG and 5E, you can see the structure of the preset effects under data_common.lua. The conditions list populates the presets.

Example from SFRPG:
conditions = {
"asleep",
"bleeding",
"blinded",
"broken",
"burning",
"confused",
"cowering",
"dazed",
"dazzled",
"dead",
"deafened",
"dying",
"encumbered",
"entangled",
"exhausted",
"fascinated",
"fatigued",
"flat-footed",
"frightened",
"grappled",
"helpless",
"invisible",
"nauseated",
"off-kilter",
"off-target",
"overburdened",
"panicked",
"paralyzed",
"pinned",
"prone",
"shaken",
"sickened",
"stable",
"staggered",
"stunned",
"unconscious"
};

This is of course if you wish to have conditions hard coded in the ruleset code. The code that sets up the structure is in CoreRPG in utility/scripts/effectlist_presets.lua