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frozzzt
December 25th, 2023, 13:48
Hi, if there is a topic about that in the forum, I didn't find it yet.


The Problem:
I'm creating new spells using the current spell template. For example, a new kind Bless Spell: instead of that spell gives 1d4 to the attack roll or saving throw, I want to give "ADVANTAGE on attack" or "1d10 attack bonus" or "+5 on stealth check."

I know how to create that action manually on a record sheet. But I need that spell create automatically for that player because players don't know how to create actions alone, and I want to publish the new spells for everyone uses without having to code actions for every new spell (there is a lot, it's a Star Wars Powers/Spell with more than one hundred spells).

But I guess some spells like "Bless", is hard coded because copying and changing name/parameters doesn't work.


What I'm trying to do:
I'm copying the template of current spells and paste changing names/parameters, but doesn't work. I don't know how to write the spell properly to create action button automatically to do this.
Only work with Saving Throw X Damage or Conditions. It create automatically the actions buttons on record sheet when drag and drop.

thx for any light on this subject!

Zacchaeus
December 25th, 2023, 14:57
The only advice that I can give you is to look at how existing spells are worded. As you have discovered many are hard coded because the internal parser isn't sophisticated enough to create effects in every case.

For your first example above if you say something like 'the target gets an extra 1d10 damage' it should produce an effect that can be applied. However there's no wording that will produce an effect for an addition to a saving throw. Similarly there's no wording that will produce a bonus to skill checks, or give advantage or disadvantage. You are mostly limited to making saving throws, attacks, damage and applying conditions. Most of what you can do here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Automating-Effects-on-NPCs will also apply to spells.

LordEntrails
December 25th, 2023, 15:10
Also be aware, the ruleset you are using will also impact what can be automated and the nomenclature used. The link from Mr. Z is for D&D 5E, if you are using a Star Wars ruleset, it will be different.

There are some Forge extensions that allow you to code in the effects that go along with spells/powers, but again those are going to be ruleset specific.

Though I believe all rulesets allow you to create a module of Effects, so you could create a module that had both your spells/powers, and then corresponding Effects that could be accessed via the Effects menu.

Laerun
December 25th, 2023, 17:31
You can likely store all of your work in a new campaign and keep adding to it as you develop your effects. These automation effects will likely be a series of custom automation effects for your game. There are no real 'easy-button' ways to achieve this without all of the grunt work up front, like you are doing now. You can create effects or spells in your case and store them by category in the spells section. If you can create your effects on the character sheet and actions tab, you can drag your finished effects into the spells area for storage and organizational purposes. This way, if you make a new character or make changes to an existing character, yu can simply drag the spell effect onto the actions tab, provided our rule set supports such a function. Best of luck!

frozzzt
December 25th, 2023, 17:31
Thank you so much for the insight!

This Star War Module is for D&D 5e, that's why I'm using the spells template.

Since there is no way to bypass hardcoding, I will do a generic record sheet with all spells with their actions done manually, to drag and drop the fulll actions.

Thx guys for the quick answer!

I love FG and can't wait to publish my Star Wars Cyberpunk module for d&d 5e ruleset.

frozzzt
December 25th, 2023, 17:33
Exacly!!! This is the next best solution, totally agree!