See my answer in post #3.
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Im not trying to import a character I want to use these effects
I downloaded the files... imported them in the game... but they are blank characters with no abilities or effects. Any idea?
Let me take a peek at what is going on. I haven't been able to do much with these since my focus has been elsewhere.
I think you are suppose to use these blank character sheets to create your character. If I am correct you will just import a new character sheet aka "BLANK TEMPLATE" for each PC for the class you are trying to create. If am am wrong perhaps someone else can "explain it like I am 5" :), because post #3 only explains how to import and not what to do with the sheets after you have them in your PC folder.
Some of the changes made to the SFRPG ruleset have opened the door for better "use of effects". The Actions tab allows more things to be created now. those sheets are not as complete as they could be "now".
I have been wanting to create a module with it all but since we can not re-drop spells or actions with the effects added so they can be exported it will be some time. If it happens?
Here's to hoping.
Madman..
It looks like the Operative's Edge bonus "Operative's Edge (Level 1); SKILL: 1 insight" is applying a +1 on every skill (even if it already has a higher insight bonus).
Is there an issue with the formatting or is that just a limitation of the program+ruleset?
Insight bonus can be tracked on the skills tab.
Yes, although I was hoping the logic would exist in fantasygrounds for it to just pick the higher number as per the rules. This way, if one bonus outpaced the other, it would automatically switch over.
seriously though, that is a future part of the plan, which is why skill bonuses were broken out like they are...(that may not be the final solution). It just takes a lot of time to implement a lot of those types of automation changes (and we get arguments from others in the community that don't want that kind of automation, so which way should we go?) as well as implement major changes for things like AA3, COM, etc.
I was hoping it might be in the cards eventually. I love that the skills tab breaks it out like it does, much easier to keep track of complex systems that way.
I'm totally new to FGU, so forgive the question if it seems simple to veterans, but how to you use these? FGU isn't exactly the easiest UI to learn from scratch, but I'm getting there! :)
I imported the files as users and I see all the created skills/feats/weapon crits/etc in the spells tab, but how do I actually use them during a session?
I'm going to use the various class xmls as templates for my players, so I get that part. How do the weapon crit effects get applied and how do I copy them to each user? Do I have to re-write anything for my players?
Drag and drop the spells it into the spell section (it won't work on the actions tab) on the PC sheet (make sure you set up a spellclass first).
My group and I do all our coding effects for class abilities in the Actions tab. now that they have coded that tab to recognize class abilities, it is so much easier than it was before.
Thats super interesting, Bloodright. Do you have these available for other classes?
I do, i make them as needed while we go through our campaign.
currently my group consists of a Mystic, Envoy, Vanguard, Mechanic (Prototype weapon), and an Operative (Ghost)
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Thanks for posting this. It is very helpful.
I'm using FGU, and am unable to configure the actions panel as you have. For the Operatives edge, for example, I can create the ability class, but am unable to add the effects as you have. Here is an image of where I'm at - the magnifying glass beside "Combat Maneuver" does absolutely nothing. What am I missing?
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I would assume it's the same as FGC:
Right click (on CM) - Add Spell Action - Add Effect
would be happy to.. in fact, i realized that i didn't include all the coding for that..
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make sure you click the magnifying glass next to the attack line.
set up the ATTACK portion to their skill that they utilize for the Trick attack and the DEFENSE / DC check to 20 +CR.
Think i am going to sit down this weekend and see if i can make all the action coding for a class. will need to see if i can make it into a module and share with the group.
Bloodright - that would be fantastic.
I'm relatively new to FG - picked it up when I heard about the Unity version last fall. There is a lot built into FG, but there is also a lot of frustration with the UI (imo). Your screenshots have helped me get more configuration of my team into FG as just being pointed towards the Effects Wiki was only partially helpful. Your content really needs to be added to the Wiki!
the wiki i use for coding effects is from the Pathfinder ruleset, since the original coder for SF pulled everything from the Pathfinder ruleset(I Believe). Just about every single one works perfectly with SF.
i will have to do a bit of research, and see how much each class differs from each other with the abilities. if i can figure out how to link a coding effect to an ability, that would be ideal. then the player or DM would just need to drag the ability to the action tab, some of these abilities already do this.. so try putting the abilities on the action tab first to see if it is already coded.
Ok. What I was hoping to do won't work. At least to my current knowledge. Putting together a list of skills and their coding might be the current optimal way to share the effect. Going to look at making a Google sheet and make a database of coding effects fir each class.
https://docs.google.com/spreadsheets...it?usp=sharing
Google sheet i am putting together with coding effects..
If you know a way to code something, please leave a comment on how and why. I am always looking for ways to improve.
I finished up the Primary fighting styles for Soldier last night, need to make coding effects for any Gear Boost, and class features. This is all rough draft stuff, so i will need to make another pass on it later. going to work on Operative next.
Can you give an example all parsed out, Say for the shield spell?
<shield type="number">0</shield> ???
Shield (spell);<Shield type="4">4</shield>
is this what you type into the effects line
no.. if you mean shield spell that adds 4 to AC..
EFFECTS: Shield; AC: 4 (set target to self and duration 1 rd)
Thanks, got it to work, I was making that way to complicated, I thought that the character sheet would update in the AC section to reflect the effect.
Sorry if this has already been mentioned, but I was fiddling with the Operative's Trick attack myself before stumbling on this thread and I do have a way to automate the initial check.
- Add a "spell" in the Actions tab for each of the three possible checks (stealth, bluff, intimidate)
- Add and ability action of the Cast Type
- Attack is Ability + Skill [+ Modifiers]
- Defense is 20 + CR
Here's an example for the stealth check for a Lvl 1 operative with the Ghost specialisation
Attachment 37556
Also, something I don't really understand - why apply a "Tricked" effect to the targeted enemy?
Isn't it less work for all parties to only apply an effect to the player, when the check is successful, which expires after their turn?
If I was setting that up, it would just be to indicate WHY they were flat-footed or the other one for debilitating trick....if it is just on the level 1 trick attack, setting a Tricked indicator for a single roll is pointless and too many extra steps.
My feelings exactly. If it was an effect with a duration longer than the same action that gives the effect, I would have done the same. As it is now, it just gives the GM an extra task to manually remove the effect after the next roll or two, which seems silly to me.
Sorry, like deer_buster mentions, it needs to be done from the Actions tab, which wasn't made clear, so I've updated my original post to better reflect this.
You should end up with something like this
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So start by making an ability class in the Actions tab
Select # of sections to b 1
Name the section (mine says Trick Attack)
And then follow the steps from the previous post
In the image, you can see 2 buttons: one for the check and one for the effect (the latter of which they only press if they were successful; easy as pie).
ATK:2 is to substitute for flat-footed, since mechanically it's the same.
The only downside to my solution is that if the effect is applied and the PC misses the target, the GM needs to manually remove the rest of the effect (the added dmg die)