Fixed it. Sorry to leave you in the dark there :p
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Yeah, you are right. It is late and I missed the point about the Wiki being wrong. I am pretty sure that is typo. I have pretty good idea of how pace sometimes changes on the character sheet. We can add a modifier inside the character sheet instead of the CT. However being tired the sensible thing is to step away from the code right now.
Ok back and more awake. Here is whole story on how pace is calculated. The idea here is just show how the input changes the VTT output. With the hope that it is useful information for those people adding additional automated effects.
Pace never has a die value. Pace + Run die. Pace is just a number that will accept addition or subtraction. [Pace +1] or [Pace -1]. If you wanted to say double pace 6 to 12 you could use [pace +6]. Or even [Pace =12].
Run on the other hand always has a die value and defaults to d6. So [Run +1d] gives d8.
Depending on where you place the change it will effect the game in different ways.
On a character sheet inside of an edge: It will change the internal calculation on the sheet and show the updated values. When the character is place on the CT the new values get copied across. It will be taken into account for run rolls.
If you place the modifer on an item: It will not change the internal calculation on the sheet and show the updated values. It will not show on the CT either. However it will be taken into account for run rolls.
If you place it on the CT like when a spell is cast: It will not go back and change the internal calculation on the chracter sheet and show the updated values. However everyone can see it on the CT and it will be taken into account for run rolls.
I know that is clear as mud. So here is doodle becuase I am terrible an explaining stuff Attachment 53320
This pattern should be the same for any modifer in theory. Add inside of an edge and the numbers on character sheet change and they can be carried across to the CT. Placing a modifier else where does not change character sheet directly. The logic here is they are temporary changes brough about by using an item or spell.
Automatic ammunition count and auto fire set up. Hold down right mouse button on attack die. Pick the number of attacks equal to the weapon ROF. It will now roll the right number of dice and use factor in recoil
https://youtu.be/GhXQkUvfAQY?t=378
For three round burst add sub attack with effect [>#3RB]
The post made in error that will not die
Ok so you have a situation where a character gets a skill package. For example there is setting rule in the new super powers companion that at some point. The super hero team gets not just an advance but a training montage that adds a bunch of stuff. Here how you do that:
Lets add the Edge "Trained by a master". I just made that up so will have to design it with effects. It gives two extra abilities. A new Marksman ability adds a die to shooting. That character also gains a die in survival. When the Edge "Trained by a master" is dragged to the character it automatically adds the other stuff in one move Attachment 53381
I could have done this with a single edge that adds a bunch of effects. Or it could add one ability slot with lots of effects. Or you can break it down into mutiple abilities getting automaticaly added. Whatever you need it lets to drag a skill list onto the character.
Coin weight is accounted for in SWADE. For settings where you don't want a character to put 1000 gold coins in each pocket and then run for miles.
In game option the default setting is on. If you don't want this in your game switch if off.
To set up: Go into currencies and add coin weights
Now when a character gets coins they add combined weight to encumbrance. If you got something that you need to track that has trade value and not a coin. There a new text box that scrolls under the coins. Attachment 53394
/roll natural healing
and
/roll bleeding out
With the space between words work fine.
Liquid Courage [Vigor +1d, Agility> -1, Smarts> -1, Ignore Wounds -1, Toughness +1]
I'm afraid I don't understand what you're trying to tell me...?
Is this another pre-defined effect that is not in the list of global effects?
How do you write the effect to add a d6 to damage similar to Giant Killer?
Please open a seperate thread for "How do I...?" questions.
This thread is intended to document things not yet in the Wiki and I'd like to keep it on topic. :)
Turns out icecrmman's question is an undocumented answer. :)
FrodoB, as you requested, here's the "Extra" keyword as I have it in my document.
The Extra effect instructs FG to roll an additional (extra) die. The Extra keyword doesn’t use + because it adds an additional specified die; it doesn’t modify the current dice. It can be used with the > prefix. It applies in Combat Tracker, on weapons and powers, on Edges, and on items.
Damage
The Extra keyword combined with the Damage keyword will roll an additional die of the given type with damage rolls. This includes personal weapons, vehicle weapons, and powers.
You can’t indicate specific damage, e.g. [Extra:Ranged Damage =2d]. Specifying an attack type disables the effect.
The @ prefix doesn’t apply. It can’t lower incoming damage because Extra adds a die to a roll.
Notation
[Extra:Damage =xd]
Where the optional > prefix can be used, the Extra keyword is followed by a colon, Damage is that specific keyword, followed by the required = assignment and a die type.
Examples
[Extra:Damage =1d]
Rolls an extra d4 with all damage rolls. This includes weapons on the combat tab, Powers on the powers tab, and vehicle weapons the character is assigned to.
[>Extra:Damage =3d]
Rolls an additional d8 with damage rolls for this specific weapon or power.
Traits
You can indicate all Traits or specific Skills or Attributes to roll an extra die for. When applying to multiple Traits, you must use the Extra: prefix with each | delimiter. Failing to use Extra: after the | delimiter causes unexpected behavior. See examples below.
Notation
[{>}Extra:TRAIT =xd]
Where the optional > prefix can be used, the Extra keyword is followed by a colon, TRAIT is either the keyword Trait or is a Skill or Attribute name, followed by the required = assignment and a die type.
Attack Types
Attack types (Ranged, Melee, Thrown, Bomb) don’t work with this keyword.
Examples
[Extra:Trait =2d]
Rolls an extra d6 with all Trait rolls. This includes attack rolls on the combat tab and Power activation rolls on the powers tab.
[Extra:Trait|Extra:Damage =2d]
Rolls an additional d6 with all Traits and all damage rolls.
[Extra:Notice =3d]
The extra d8 is rolled just for Notice.
[Extra:Fighting|Extra:Shooting =1d]
Rolls an extra d4 for both Fighting and Shooting.
[Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
Adds an extra d4 to all attack rolls.
Gotchas
[Extra:Psionics|Smarts =3d]
Rolls an extra d8 for Psionics, and sets Smarts rolls to a d4 with no extra die rolled.
[Extra:Ranged =1d]
This does not work because it doesn’t recognize attack types. Use Shooting and/or Throwing instead of Ranged.
[Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
Adds an extra d4 to all attack rolls.
Thank you for the thorough explanation, I'll add it to the first post when I find the time :)
Has Double Tap been added?
https://www.fantasygrounds.com/forum...l=1#post672790
You can have an ITEM with the effect attached. If the weapon is not equipped the attack will not appear in combat tab. The modifier will also not apply. If the item is equipped. It appears on combat tab and the modifier kicks in. Without > the effect will always apply to every roll of that skill. Even if you use a different weapon. This item has an effect in game that improves every roll of any weapon. If the > is used then only attacks from that one weapon is modified
The alterative is there is NO ITEM. For example we have a monk with cool martial arts. An attack is added to the combat tab and will always be there because there is no item to unequip. It the case the > must be used for the effect to apply to that innate attack. Without the > the same effect will not work- So that working to
Possible use cases:
Amulet of Badass [Fighting +1] adds +1 all melee weapons.
Dagger of Badass [>Fighting +1] if you roll to attack with this weapon.
Punch of Badass is also [>Fighting +1] but the effect is on an attack added directly to combat tab. There is nothing to equip because its a punch. However note that it usually better to add +1 directly to the die roll and not bother adding an effect string at all.
From Discord
This kinda thing should be in the wikiCode:Well you could make the damage str!+d# this would increase the strength die by 1, you can add +2 attack modifier to the dice and +2 to the damage.
and this:
Forces FG to use the d12 for damage.Code:Str?+d12
https://discord.com/channels/2745828...14733663191090
Thanks Jiminimonka! I ran into this very situation last game.
For clarity, these formulas are put into the damage field of individual attacks on the Combat tab.
I agree this should be in the wiki.
btw
will increase the strength die rolled by one and roll a d12 for weapon damage. So a character with d4 strength could swing a huge weapon for d6+d12 damage.Code:Str!?+1d10
Since it came up again on Discord here is the breakdown:
Outside of Super Powers Companion / Ghost Mountain martial arts settings. Normally a character can't roll anymore that Strength. They are also under the influence of minimum required strength. Where Strength changes so does weapon damage. So it is simply
When dealing with these special settings this core rule is just ignored for supers. So you have to get fancy. Ignore weapon strenghth rule and use normal StrengthCode:Str+
More super than that. Weapon damage will increase strength part rolled by one die.Code:Str?
More power Scotty !!!Code:Str!?
will increase strength part rolled by two die.Code:Str!!?
tyvm
Well in the middle of a discussion on the code changes I asked for a change to Ammo to support weapon overcharge ( use 2 shots but bad stuff happens on a 1). Then after a good nights sleep woke up a thought of a way to get around the problem I had by using a fixed command that changes Ammo use along with some die modifier. These commands where already mentioned in passing. However I wanted them add here becuase we might as well document the undocumented in one document :p
For a Overcharge use double tap sub attack, add this effect to block the +1 shooting, +1 damage. Since we just want to decrease ammo by 2 each shot.
[>#DoubleTap, Shooting -1, Damage -1]
It is a ugly solution but it works.
EDIT I got around to programing OVERCHARGE effect. Now it just works and Mike made it give the bonus damage
RTFM update notes
# Savage Worlds features
## Versus effects
Effects that only applied when rolling against target with specific keyword
```
[EFFECT vs KEYWORD MOD]
[EFFECT vs KEYWORD]
```
Where
- `EFFECT` is effect notation
- `KEYWORD` is any keyword
- `MOD` is effect modifier notation
| Example | Description |
|--------------------------------|-------------------------------------------------------------------------------------|
| [Attack\|Damage vs Orc +1] | +1 modifier for attack and damage rolls against targets with "Orc" keyword |
| [Double Damage vs Orc] | Cause double damage against targets with "Orc" keyword |
| [Halve Armor vs Orc] | Cause armor value to be halved when rolling against targets with "Orc" keyword |
| [Ignore #Range vs Orc] | Ignore range penalties when rolling against targets with "Orc" keyword |
| [@Double Armor vs Bullet] | Double your armor value when damage rolls against you have "Bullet" keyword |
## Challenge effects
New `Effect` field in attack and weapon record sheet. Use to define what effects challenge roll causes
### Supported notations
```
EFFECTS
Raise: EFFECTS
EFFECTS Raise: EFFECTS
```
Where `EFFECTS` can be combination of following:
- `[EFFECT]` - Cause these effects. These may have following special notations:
- Two modifiers may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[Agility -1d/-2d]` - Use `-1d` modifier in case of success and `-2d` in case of raise
- Two effect references may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[#Entangled / #Bound]` - Use `#Entangled` in case of success and `#Bound` in case of raise
- You can define duration for the effect by providing number within `()` after the effect, for instance: `[Agility +1d/+2d](5)` means effect will have duration of 5 turns
- If the duration is prefixed with `:` the effect will progress on inflicted's turn and cannot ge maintained even if it is from power
- `{EFFECT TASK}` - Effect task, see below
- `Heal per Raise` - Heal wound per each raise
- `Heal X` - Heal X wounds
- `Shaken` - Cause Shaken status
- `Fatigued` - Cause single point of fatigue unless opponent already has more than that
- `Exhausted` - Cause two points of fatigue unless opponent already has more than that
- `Incapacitated` - Cause incapacitated status
- `Damage` - Cause damage roll to be made
- `Wound per Raise` - Cause wound per each raise
- `Wound` - Cause single wound
- `Fatigue per Raise` - Cause fatigue per each raise
- `Fatigue` - Cause single fatigue
- `Terror MOD` - Cause extras to panic and roll fear table for wild cards with `MOD` modifier
- `Table(Y) MOD` - Roll on table `Y` with `MOD` modifier
- You can provide two different sets of effects: One for success and another for raise by separating raise effect to start after `Raise:` notation
- For instance `[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)`
- If the `Effect` field start with `Raise:` it means there are no effects for success but raise will cause all following effects
For instance
```
Terror +0/+2
[#Distracted] / Raise: [#Prone]
[#Entanged / #Bound]
[Agility +1d/+2d](5)
[Agility -1d/-2d] {<- Spirit}
[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)
Raise: Wound
```
## Attack effects
New `Effects` field can be used to express effects that would be caused by attack roll would cause. You can use the same notations as `Challenge effects`
```
EFFECT
Opposed TRAIT: EFFECT
Check TRAIT: EFFECT
Damaged = EFFECT
Damaged = Check TRAIT: EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `Damaged =` Indicates that challenge should be started only after target is shaken or wounded by the attack
For instance
```
[#Distracted] / Raise: [#Prone]
Opposed Agility: [#Entanged / #Bound]
Check Vigor -2: Fatigued
Damaged = Check Vigor: [#Stunned]
```
## Challenge slash commands
New `/challenge` slash command to initiate challenge for PCs.
```
/challenge EFFECT
/challenge Check TRAIT: EFFECT
/challenge Opposed TRAIT (TARGET): EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `TARGET` is target number for opposed roll
## Effect tasks
Notations expressed inside `{}` that will invoke automated tasks on specific timing. Effect tasks must be defined
in combat tracker effects or in global effects
### Shake-off tasks
Notations to shake-off effects. `Auto-roll: Effect recovery` option must be enabled to use this feature
```
{ < TRAIT (TIMING) }
```
Where,
- `<` is indicator of Shake-off notation
- `<` defines the effect is removed after successful roll
- `<-` defines to reduce effect modifiers by one step with success and each raise
- `<--` defines to reduce effect modifiers by two steps with success and each raise
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Lowered Agility [Agility -1d/-2d] { <- Spirit }` means roll Spirit at end of turn and reduce effect modifier by one step per success & raise.
If effect modifier is reduced to zero the whole effect will be removed
### Damage tasks
Notations to roll damage on you
```
{ DICE KEYWORDS Damage (TIMING) }
```
Where,
- `DICE` is dice express, such as `2d6+1`
- `KEYWORDS` can be combination of
- `AP X` - Armor piercing `X`
- `HW` (or `Heavy Weapon`) - Heavy Weapon damage
- Any other word will be included into damage keywords
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Fire! { 2d6+1 damage (EOR) }` means roll 2d6+1 damage on you at the end of round
### For others tasks
Notation to grant effects and tasks for others
```
{ TARGET > EFFECT}
```
Where,
- `TARGET` defines who are subjects for effects. Can be combination of following:
- `All` - target all other characters
- `Adjacent` - target adjacent characters
- `X"` - target characters within `X` inches radius
- `SBT` - target characters within 2" radius
- `MBT` - target characters within 4" radius
- `LBT` - target characters within 6" radius
- `Wild Card` - target only wild card characters
- `Extra` - target only extras
- `Ally` - target only characters from the same faction
- `Enemy` - target only characters from the different faction
- `Y` - target only characters with `Y` keyword
- `EFFECT` defines effects for the targets. Supported notations are:
- Effect framework notation
- Damage effect task notation
For instance
```
Damage Field { Adjacent > 2d4 fire damage }
Command { 5" Ally Extra > Shaken|Stunned +1 }
```