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May 14th, 2012, 05:54 #1
Questions on Effects and Templates
I thinking about trying and get all the base templates into effects.
I know were the instructions for effects are:
https://www.fantasygrounds.com/userg...ffects_35E.xcp
and www.d20pfsrd.com has a nice list of templates.
for example: advance-AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)
I think the effect would be:AC:2 Natural,ABIL:4
Has anyone else tried to do this?
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May 15th, 2012, 17:49 #2
Good idea...
For your example "ABIL" is actually just adding to ability checks (e.g. a STR roll) not actually adding +4 to all abilities - you will need to add them each separately: STR:4; DEX:4;...
Effects kind-of work for templates, but you need to be aware that effects are a fairly new thing to FG and there will be some things that won't automatically be taken into account when effects are applied. Hit Points won't be changed with CON changes, for example; and some NPC skills won't match up 100% with the skill list so FG won't know what statistic to apply as the bonus. There are others as well that won't be taken into account.
However, having the effects of a template in a module list would be pretty cool and hopefully over time more effect functionality will be implemented in FG.
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May 16th, 2012, 01:41 #3
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- Apr 2011
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Is there an effect that will increase HP?
also, is there a thread where people have posted effects, the documentation is kinda limited on this ( and i am not all that bright)
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May 16th, 2012, 06:27 #4
I am wondering what all the new changes to effects will be. I know that 'if's are suppose to be added, but no idea how things are tested.
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May 17th, 2012, 00:36 #5
Supreme Deity
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Currently, the changes are only documented in the release notes for v2.9 beta. I will be adding to the online manuals as well. Right now, the only direct effect change is the IF <condition> tag.
Cheers,
JPG
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May 25th, 2012, 02:18 #6
Dumb question - and if I'm derailing the thread, someone tell me - but how do you add hardcoded effect labels into a system? For example, I know I could just add the following on an effect line and drag it on a CT entry:
ATK: -1; SKILL: -1 spot search perception
But what if I want to label that "Stoopified", and have "Stoopified" as the Effects window entry?
Dumb Q I'm sure - still trying to get the hang of effects beyond the default ones that are hardcoded into the system.
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May 25th, 2012, 06:05 #7Originally Posted by bnason
Without an extension, you could use:
Stoopified;ATK:-1;SKILL:-1
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May 25th, 2012, 18:51 #8
Supreme Deity
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- Mar 2007
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Just added to the wish list, give it a vote.
https://fg2app.idea.informer.com/proj/?ia=50632
Cheers,
JPG
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May 25th, 2012, 21:07 #9
This isn't a bad idea if there were some way to 'view' the actual effect in a drop down or something. I have felt right along that the effects, while great functionality wise, are a bit on the clunky side as far as gameplay.
Most people I play with either have a lot of trouble figuring out how to configure them or just give up on them in frustration.
Personally, I use them for as much as I can... I think they are great... but I do run into a good number of players who get frustrated by them.
It is pretty easy to screw up how you are building them, mostly because they are capable of doing so much.
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May 25th, 2012, 21:59 #10
I would be nice if the common ones were pre-populated (or am I missing something).
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