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September 8th, 2015, 03:14 #1
C&C Effects and Conditions...options and some help...
Hey All,
I've wanted to do some better implementation of the Effects and Conditions for Castles & Crusades. As the Ruleset has a space for it, but nothing really in it. While a lot of C&C CK'er's are used to doing things on the fly (as am I), I think there is a lot of functionality and automation that will speed things up. I've attached a screen shot of the Effects I've developed so far. This is from my CK Screen so typing these in "as is" is the way to go.
Attachment 10913
Note. The image above didn't catch "UNCONSCIOUS; AC:-10" (as I added in Primary Hand attack twice there are some challenges, and this is where I need the communities help. For some reason, the conditions/effects are not as robust as in 3.5 or Pathfinder. The big issue for is how to remove Levels, i.e. Negative Levels as an effect. Having drop and drag levels, would make this a lot easier (hint to developers!!!). The other place this comes into play is with "Negative Impact" this is an alternate "Death and Dying" Option from the Castle Keeper's Guide. I use this because it allows the PCs to still communicate at 0 Hit Points and below (if they make their CON Save), with the trade off of rolling on the Limb Loss Table. In "Negative Impact" no level is added to SIEGE CON Check. But I can't figure out what code to type in. I've tried using the 3.5/PFRPG version from the Wiki here: specifically the "NLVL" but nothing happens.
Additionally, I had to make a guesstimate for my players with "NEGATIVE IMPACT (-01 to -03) - DRAG, HALTING SPEECH, PUT WEIGHT ON (Save vs. CON, CL:0, NO LEVEL BONUS or 1/2 PHYSICAL ABILITIES); AC:-10; STR: -10; DEX: -10; CON:-10" The CKG says with a failed CON Save that Physical Attributes are reduced to 1/2. I've tried using "HSTR" for half Strength, but it doesn't work. Anyone who's done this, let me know.
To Recap - looking for
1. How deal with Level Increase and Decrease (more specifically Decrease to remove all Ability bonuses).
2. How to deal with Half or Double an AbilityLast edited by TheMetal1; September 8th, 2015 at 03:17.
Fantasy Grounds II Ultimate License Holder
Castles & Crusades Ruleset
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Dungeons & Dragons Classics - AD&D 1e/2e Ruleset
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Currently Running: S&W Complete (Blackscale Lagoon)
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September 8th, 2015, 05:31 #2
You will have to do some coding to make this work as there is only very basic effects support in Castles&Crusades.
You would probably start in /scripts/manager_effect.lua
-- REGEN: # Regeneration
-- DMGO: # [<type>] Ongoing damage
-- ATK: # [melee|ranged] Attack bonus (targeted)
-- DMG: # [melee|ranged] Damage bonus (targeted)
-- HEAL: # Heal bonus
-- AC: # AC bonus (targeted)
-- STR|DEX|CON|INT|WIS|CHA: # Ability score bonus
-- CONC1|CONC2|CONC3|CONC4 Concealment (targeted)
-- COVER1|COVER2|COVER3|COVER4 Cover (targeted)
-- Blinded (Attacker: Applies CONC4 for target)(Defender: AC: -5) (targeted)
-- Invisible CONC4 (targeted)
-- Prone AC: -5
-- Stunned AC: -2
-- Cowering AC: -2
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September 8th, 2015, 19:06 #3
I think it's been a while since you've checked out the C&C effect page. There's a lot of effect support now: https://www.fantasygrounds.com/wiki/...hp/CnC_Effects
There's no need to code these as coded effects. They are built in conditions: https://www.fantasygrounds.com/wiki/...cts#Conditions Just use the name and FG will apply the listed "Modifiers Applied" automatically.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 9th, 2015, 01:58 #4Fantasy Grounds II Ultimate License Holder
Castles & Crusades Ruleset
Savage Worlds Deluxe Ruleset
Mutants & Masterminds 3e Ruleset
Dungeons & Dragons 5e Ruleset
Pathfinder 1e Ruleset
Dungeons & Dragons Classics - AD&D 1e/2e Ruleset
Dungeon Crawl Classics Ruleset
Swords & Wizardry Ruleset
Currently Running: S&W Complete (Blackscale Lagoon)
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September 9th, 2015, 02:39 #5
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September 11th, 2015, 03:57 #6
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PM me, I have a pretty comprehensive set that send out as modules to load.
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