Thanks @deer_buster and HeckoX I got it working. I never realized that was possible to do this on the Action tab.
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Thanks @deer_buster and HeckoX I got it working. I never realized that was possible to do this on the Action tab.
Attachment 38506
This thread has been a big help! trying to get one of the PCs, biohacker abilities created ... which took awhile to figure out ... and now, thanks to the effects list (page 3) ... think I can finish them up.
I noticed that some of the Starfinder coding effects here don't always work on Fantasy Grounds Unity. Here is a version of Trick Attack for an operative that does work on FGU as of today's version (9/26/20). Some of the things that really threw me were semi-colons versus colons, and lower case vs upper case sensitivity. Also knowing to target self or targets is tricky. attached is a screenshot with the magnifying glass menus opened to see the coding effect.
Semi-colon vs colon usage hasn't changed between the two versions. Case currently matters, although a case (pun intended) could be made for it not to matter. Superteddy has a universal effects engine in the hopper that will hopefully simplify effects and make it more natural language....but that could be a while away.
User-friendly, quality of life changes are always great. What would rock would be a drop-down list effects statement builder with validation, so that users wouldn't have to leave FG Unity to figure out how to add Trick Attack IF statement or DMGO for example, quickly.
Well, even better yet is to have the effects built into the abilities, so you just drag, say, Trick Attack to the actions tab and it builds it for you...which would be much easier than doing what you suggested.
Completely agree, that's even better, as long as they're still editable by the end-user.
For the Trick Attack, in the image posted above by CommanderSalamander, I wouldn't put a Duration on the IFT statement(s); they should be permanent so that the Player doesn't have to keep clicking the IFT statement buttons. The CUSTOM text on the Target will determine which IFT statement will be utilized. Please correct me if I'm wrong.
Hi ! New player here, and i struggle to import the list of effects. The second post suggest to import .xml files as characters but it seems that it isn't working ...
Hi, I've read through this thread from top to bottom, imported the .xml file, but then still get stuck on what to do next? Do I drag and drop onto my character sheet? Do I create a whole new character with all the effects? What happens if one multi-classes? It just seems that while the potential is fantastic, and those who understand the system can use it to great effect (pun intended), I'm just not able to put together the steps to bring this into my games. For instance, when I add a new effect and right click, I don't see "Use" as an option, so I'm flummoxed how to get to the screen shots shown several times with a "Use" ability window. I see a bunch of videos for DnD, but I'm not making the leap to SF easily there either. I hate to sound whiny, but is there any help out there?
Thanks!
Flyteach
I understand how you feel because I felt the same way when I started GMing SF. I will try to help but others here may have better suggestions. The examples on page 3 of this thread are very helpful. The language that FG uses to automate effects is similar but not always exact between rulesets. This means that you can search how to do something in another ruleset and it will probably work. It's also important to remember that the SF ruleset is evolving into a more powerful ruleset as the Developers add functionality. The XML effects that you imported as PCs are to be used as an example. Create a new PC and refer to the XML PC to see if an Effect can be automated. Sometimes even though the example says you can't automate an effect you really can now because of an improvement to FG or an extension has been created to provide that ability.
Start slow and replicate some basic effects using the page 3 examples. Use the "Actions" tab to create categories of the PCs abilities that can be automated.
Ulric, thanks for the reply. I'm still confused about what to do with those imported effect PCs. And I supposed to just duplicate that functionality? Drag and drop? I'm not currently looking to create new ones, there's a bunch of what appears to be good ones already done in those XML files, just not understanding how to use what's already in the wild. Maybe I'm not clear on what the purpose of those XML PC files really is?
Flyteach
Ulric, thanks. I just wasn't sure what to do. I certainly appreciate your time in helping me out. Hopefully I'll get more up to speed, but this will let me use more of the tool while playing and I love that about FG.
Flyteach
Anyway to have a damage type based bonus to saves?
Ex: Battle Medic Theme, 6th level feature: Exposure Immunity. Gives +1 to Fortitude save vs poison and diseases
I want to create an effect for this, else I always forget my +1 bonus...
Exposure Immunity; SAVE: 1, fortitude [damage type] <-- is that in place?
I use a lot the list of effects found on page 3 of this thread. Was it updated recently?
No mcharbon72, there is currently no way to automate that kind of interaction (as far as I know).
Maybe once the new effects engine gets built, but the SW developers have a lot on their plates.
I'm probably going to get yelled at for this, but have the effects on the .xml's been updated for Unity or are no updates required; use as-is?
Why would you get yelled at? Effects are the same.
Madman..
My understanding is that available Effects are based on the ruleset coding. Other than essential code maintenance and additions required to sell new Paizo Starfinder products, the Starfinder ruleset is mostly frozen at its current state. There is also a major FG update that @Moonwizard just announced that is also preventing rulesets from updating until after these new changes are released. SW also does not have a dedicated employee developer for the SFRPG ruleset currently. @Superteddy57 is doing his best to keep everything functioning here until someone is hired to work on SFRPG ruleset improvements full time. If anyone feels I have gotten something wrong, please comment and correct my explanation.
Not sure if this was talked before. I re-downloaded the effects the other day, and while creating an envoy I found the Inspiring Boost was not coded. I edited it as a heal effect, Type SP, 2xCL+Cha and it seems to be working fine!
I noticed that the Feat "Dive for Cover" is not in the posted "Feats, Items, Weapon Crits" XML.
How would I encode that effect? It seems to be written like a 5E "advantage" dieroll (i.e. take the better of two dierolls)
Would something like this work?
Dive for Cover; ADVSAV: reflex
Thank you
Oh that's very unfortunate, but thank you for clarifying that effect.
If you are a GM and you drag an NPC with a vulnerability to the Combat Tracker the vulnerability effect will fail to transfer to the Combat Tracker. This caused by the ruleset not properly parsing the NPC sheet. How do you fix this problem? You need to look at a NPC such as the Assembly Ooze, there is a category named Weaknesses and this is where Vulnerability will be listed. In order to fix this problem you should open the NPC and unlock it's sheet. If the sheet is unlockable then you must drag and drop the NPC within the NPC window. This will create a unlocked duplicate of the original locked NPC sheet.
Once the NPC sheet is open you will need to add it to the Defensive Abil. category which currently has this entry "Immunities ooze immunities; SR 0". Because there are already defenses listed you will need to add the following without the quotes, add a ";" and a "space" followed by "Weaknesses Vulnerable to electricity". Here is how you Defensive Abil. entry will look. "Immunities ooze immunities; SR 0; Weaknesses Vulnerable to electricity". I would also delete the text in the Weaknesses category. You can lock the NPC sheet now. Now drag the NPC link to the Combat Tracker and you should see "VULN: electricity" listed in the NPC effects.
What if you have an NPC with two Vulnerabilities such as the Maintenance Robots from Dark Suns AP5. The Defenses Abil. entry is "nanite repair; Immunities construct immunities, Weaknesses vulnerable to electricity, vulnerable to critical hits"
I can agree on the Weaknesses section of the NPC sheet. It failed to work properly for a long time.
I do not agree on the vulnerable to critical hits part. Superteddy and I recently worked hard to make that part work and it should be calculating properly. If this is not the case pls hit me up on discord so we can talk about it (ID is below).
With the Forge released, I was thinking this would be great on there. It would be easy to update and a great resource to direct people towards.
I don't know if Blahness is still around, but maybe someone could pick up where we stand right now? I could do it I just don't want to go ahead to steal the work Blahness has alread putten into this.
I really haven't done much of anything with Starfinder in several years. While I own all the physical books and have gotten some of the stuff for FG, my group dislikes the system and I haven't run a game in SF since Armory was released. I'd like to come back, but I don't have the group and the time to run again.
If someone wants to add to this, feel free. Just credit the work already done and keep adding.
Half damage from a effect: Like Fire
So I get this: RESIST: 15 fire
And that will reduce the damage by 15 but if I want to Resist half the damge what do I put in: Tried
RESIST: H fire thinking that would be half
RESIST: fire thinking that would be half
So what is the correct Effect?
There currently is no effect for that. You'd have to use the manual half damage button in the global modifiers.
Trying to figure out how to download the .xml and must be missing something. I see at the bottom where it says "Attached Files" but there is nothing to click
Threw the effect strings into an Effects module (I hope I attached it correctly). I tried to remove duplicates and conditions provided normally by button push (unless it was tied to a specific ability).
Before I go all in, is there anything currently like this?
It's just a sample of what I'm working on and includes the Technomancer and Soldier entries that had effects coding. But as spells. There is no class or level restrictions but you do need to have a Spells grouping defined to drag it in to on your character sheet Spells tab.
Should clarify, the spells group name can be anything. The group just has to exist so you can drop a "spell" on it.
Happy New Year!
The attached module contains all the effects, I hope, from the class XML files in both Effect and Spell formats. These are just the effects without the corresponding texts - unsure on OGL implications of my full version so stripped out most texts. Granted, you can fill them in if you want. Hope this helps.
This is a excellent contribution to the Starfinder community. You can include the descriptions as long as you include the required legal statements. You need the OGL statement in your module and you can take a look at https://www.fantasygrounds.com/forum...antasy-Grounds and https://aonsrd.com/Licenses.aspx also look at how user Evolivolution created their modules and what they inculded for legal purposes. https://forge.fantasygrounds.com/shop/items/430/view
Yeah luckily Paizo is very generous with their licensing :)