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Thread: Effects Lists

  1. #21
    For those wishing to create their own effects, this is what I have currently worked out. Samarex, feel free to post this to the wiki since I do not have the options to do so.

    Conditions:

    Conditions Modifiers Applied Notes
    Asleep Appears to be a placeholder. Does not place this effect on the person: SKILL: -10, perception; Helpless
    Bleeding Appears to just be a placeholder. Requires DMGO: X, spell/force for the ongoing damage.
    Blinded AC:-2; GRANTCA; SKILL:-2 strength dexterity; SKILL:-4 perception This is now working correctly.
    Broken Placeholder. There are several different options for this condition.
    Burning Placeholder effect. Requires a DMGO: x fire effect to work properly.
    Confused Placeholder effect.
    Cowering AC: -2 This is not working properly. It appears to be doubling the AC penalty from a possible GRANTCA or Flat-footed effect along with an AC: -2 tag.
    Dazed Placeholder effect only.
    Dazzled ATK:-1; SKILL:-1 perception
    Dead Placeholder Effect
    Deafened INIT: -4; SKILL: -4 perception
    Dying Placeholder Effect. Does not automate anything like in Pathfinder.
    Encumbered SPEED: -10; STR: -5; DEX: -5 Placeholder effect. Does not use the effect (I wrote that quickly).
    Entangled ATK: -2; DEX: -4 Works properly with the execption of the speed reduction which has to be done manually.
    Exhausted DEX:-6; STR:-6
    Facinated SKILL:-4 perception Only Perception is called out in this effect. Other reactionary skills could be included, but aren't called out specificly.
    Fatigued DEX:-2; STR:-2
    Flat-footed AC: -2 Works properly since update.
    Frightened ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2
    Grappled GRANTCA Appears to only use the GRANTCA tag. Should be ATK: -2; DEX: -4.
    Helpless AC:-4 melee Treated as having zero Dex for AC calculation.
    Invisible ATK:2; CA; TCONC Not in the core rule book conditions chapter. Purely in the rule set by Pathfinder inclusion.
    Nauseated Placeholder Effect.
    Off-kilter Placeholder Effect. The effect should be ATK: -2; Flat-footed
    Off-target Placeholder Effect. Effect should be ATK: -2
    Overburdened Placeholder effect. I don't know if this is possible to automate. Requires individual effects to be created. The speed aspect would be a note for the player/gm, the rest would most likely be hard coded.
    Panicked ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 Should not include the -2 to attack as it is not in the condition per core rule book.
    Paralyzed AC:-4 melee Treated as having zero Dex for AC calculation
    Pinned GRANTCA, AC:-4 Appears to be direct copy from PF. Effect could be GRANTCA; ATK: -4; AC: -4; SAVE: -4, reflex; INIT: -4; SKILL: -4, dexterity OR GRANTCA; ATK:-4; DEX: -8
    Prone ATK:-4 melee; AC:-4 melee; AC:4 ranged
    Shaken ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2
    Stable Placeholder effect.
    Staggered Placeholder effect.
    Stunned GRANTCA; AC: -2 This effect should not have the additional -2 to AC effect on it. It should only provide Flat-footed.
    Unconscious AC:-4 melee Treated as having zero Dex for AC calculation, Prone effect should be applied separately
    Last edited by Blahness98; May 2nd, 2018 at 16:39.
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  2. #22
    Modifiers
    • Format: [tag]: [dice/number] [descriptors]
    • Case-sensitive
    • If colon missing, assume no dice, numerical modifier or descriptors.
    • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
    • When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],...) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]).


    Modifier Value Descriptors Notes
    Combat
    INIT (D) [bonus] Initiative checks
    ATK (D) [bonus], [range], opportunity (T), attack rolls
    AC (N) [bonus], [range], opportunity (T), Armor class defense
    DMG (D) [bonus], [range], [damage type]* (T), Damage rolls
    SAVE (N) [bonus], [save] Saving throws
    Abilities
    ABIL (D) [bonus], [ability] Ability checks
    STR (N) [bonus] Strength modifier
    DEX (N) [bonus] Dexterity modifier
    CON (N) [bonus] Constitution modifier
    INT (N) [bonus] Intelligence modifider
    WIS (N) [bonus] Wisdom modifier
    CHA (N) [bonus] Charisma modifier
    Damage
    DMGTYPE (-) [damage type] Changes or adds the tagged damage type to the next damage roll. NOTE: If you are using the damage type short codes (A, B, C, F, ect.) the DMGTYPE effect will be ignored. You must have the long name of the damage type in the damage type field on the weapon. FG will ignore this otherwise. See this post and this post for more details.
    DMGO (D) [damage type] Damage (Ongoing)
    FHEAL (D) - Fast Healing
    DR (N) [special], all
    IMMUNE (-) [damage type], all (T), Immune to damage type. Assumes all if no [damage type] descriptor.
    RESIST (N) [damage type], all (T), Resistance to damage type. Assumes all if no [damage type] descriptor.
    VULN (N) [damage type], all (T), Resistance to damage type. Assumes all if no [damage type] descriptor.
    Situational
    CONC (-) [range]* (T), Concealment (Attacks have 20% miss chance.)
    TCONC (-) [range]* (T), Concealment (Total) (Attacks have 50% miss chance.)
    PCOVER (-) [range]* (T), Cover (Partial) (ATK: -2) Should grant SAVE: 1, reflex
    COVER (-) [range]* (T), Cover (ATK: -4) Should also grant SAVE: 2. reflex
    SCOVER (-) [range]* (T), Cover (Superior) (ATK: -8) Should also grant SAVE: 4, reflex
    Misc
    NLVL (N) - Negative levels. For each negative level, the following modifiers are applied (ATK:-1; SAVE:-1; SKILL:-1; ABIL:-1; CMD:-1).
    SKILL (D) [bonus], [skill], [ability] Skill Checks
    SPEED (N) [bonus] Speed. Informational only.

    (D) = Dice and numbers supported for value attribute
    (N) = Only numbers supported for value attribute
    (-) = Neither number nor dice supported for value attribute
    (T) = Effects can be targeted to only apply to modifiers against certain opponents
    [bonus] = alchemical, armor, circumstance, competence, deflection, dodge, enhancement, insight, luck, morale, natural, profane, racial, resistance, sacred, shield, size
    [range] = melee, ranged
    [damage type] = acid, A, cold, C, electricity, E, fire, F, sonic, S, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell. NOTE: See DAMAGETYPE tag for more details about a potential bug.
    [ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
    [skill name] = any skill name
    * = Multiple entries of this descriptor type allowed.

    Special Components
    • Unique format for each tag
    • Case-sensitive


    Special Tag Notes
    IF: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.
    IFT: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.

    Conditional Operators
    • Not case-sensitive


    Operator Notes
    ALIGN ([alignment]) If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
    Neutral is assumed for creatures where not specified.
    True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.
    SIZE ([size])
    SIZE ([>= OR <= OR > OR < OR =][size])
    If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
    Medium size is assumed for creatures where not specified.
    TYPE ([creature type]*) If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
    The humanoid creature type is assumed for creatures where not specified, and for PCs.
    Wounded If the conditional effect target has any wounds, then this operator returns true.
    Bloodied If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.

    [alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
    [size] = F, D, T, S, M, L, H, G, C, fine, diminutive, tiny, small, medium, large, huge, gargantuan, colossal
    [creature type] = aberration, animal, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, vermin, air, angel, aquatic, archon, augmented, chaotic, cold, demon, devil, earth, evil, extraplanar, fire, good, incorporeal, lawful, living construct, native, psionic, shapechanger, swarm, water, dwarf, elf, gnoll, gnome, goblinoid, halfling, human, orc, reptilian
    * = Multiple entries of this descriptor type allowed

    PC Specific Notes
    When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.

    STR PC Strength bonus
    DEX PC Dexterity bonus
    CON PC Constitution bonus
    INT PC Intelligence bonus
    WIS PC Wisdom bonus
    CHA PC Charisma bonus
    BAB PC Base Attack Bonus
    LVL PC Level
    H[other tag] Half of the other tag
    2[other tag] Double the other tag
    -[other tag] Negative the other tag (including half and double)
    Last edited by Blahness98; April 21st, 2019 at 14:18.
    Ultimate License Holder

    Running:
    The Slumbering Tsar: Monday Nights @ 8pm
    Return of the Rune Lords: Wednesday Nights @ 8pm

    Playing:
    Ruins of Azlant: Tuesdays @ 7pm

    Time Zone: Central Time (GMT -6)

  3. #23
    Reserved Post
    Ultimate License Holder

    Running:
    The Slumbering Tsar: Monday Nights @ 8pm
    Return of the Rune Lords: Wednesday Nights @ 8pm

    Playing:
    Ruins of Azlant: Tuesdays @ 7pm

    Time Zone: Central Time (GMT -6)

  4. #24
    Excuse the delay in getting the rest of the effects up for the other classes. Real life has taken some time along with the games I am running. However, I have the remaining classes in layout and they should be done in a week or two. But in the mean time, here is a sneak peak at the other projects I am working on..

    Attached Images Attached Images
    Ultimate License Holder

    Running:
    The Slumbering Tsar: Monday Nights @ 8pm
    Return of the Rune Lords: Wednesday Nights @ 8pm

    Playing:
    Ruins of Azlant: Tuesdays @ 7pm

    Time Zone: Central Time (GMT -6)

  5. #25
    Wow you've been busy. I had to put it all aside since haven't had any time to do anything. But damn can't wait to see how those turn out.
    Ultimate License owner

    Starfinder Corebook and alien archives owner.

  6. #26
    Granted, everything in these mods are already in the game for those that buy the books, but for those that don't, these might be useful.

    I do have to reach out to Rogue Genius Games sometime to see if what I can use from their Starlog Series.
    Ultimate License Holder

    Running:
    The Slumbering Tsar: Monday Nights @ 8pm
    Return of the Rune Lords: Wednesday Nights @ 8pm

    Playing:
    Ruins of Azlant: Tuesdays @ 7pm

    Time Zone: Central Time (GMT -6)

  7. #27
    Yeah I've been working on adding their stuff in my personal game, since bought their starferer companion, gunslinger and witch just it's a lot of work which is crap when you only have a few hours here and there to do anything.
    Ultimate License owner

    Starfinder Corebook and alien archives owner.

  8. #28
    Effects System for 1.0.12
    I am working on a some changes to the rule set for next revision.
    First is Weapon Critical Effects. I got it working, now if you roll Critical it will show you the Critical Effect in Chat and also Apply the effect to the target for those that can be automated I.E burn 1d6 will apply the effect Burning; DMGO:1d6 and the damage rolls everyturn the target has it. Some effects I believe are allready coded in I just need to appy it, others I will have to code in.
    But I plan on getting the weapon criticals done and the rest I will hold off on a bit so I can work on part two.
    The second major change is to the character levleing wizard, I need to make some changes to it for the Armory Chap 2.

    Once I get those two done I will work on release of the Armory.

    Njust a update to whats goung on.
    Russell Campbell
    FG Product Development Projects Link



    Ultimate License
    Starfinder Society ID#:274538
    Lets Play a RPG

  9. #29
    Wow nice work.
    Ultimate License owner

    Starfinder Corebook and alien archives owner.

  10. #30
    Quote Originally Posted by Blahness98 View Post
    For those wishing to create their own effects, this is what I have currently worked out. Samarex, feel free to post this to the wiki since I do not have the options to do so.

    Conditions:

    Conditions Modifiers Applied Notes
    Asleep Appears to be a placeholder. Does not place this effect on the person: SKILL: -10, perception; Helpless
    Bleeding Appears to just be a placeholder. Requires DMGO: X, spell/force for the ongoing damage.
    Blinded AC:-2; GRANTCA; SKILL:-2 strength dexterity; SKILL:-4 perception This is now working correctly.
    Broken Placeholder. There are several different options for this condition.
    Burning Placeholder effect. Requires a DMGO: x fire effect to work properly.
    Confused Placeholder effect.
    Cowering AC: -2 This is not working properly. It appears to be doubling the AC penalty from a possible GRANTCA or Flat-footed effect along with an AC: -2 tag.
    Dazed Placeholder effect only.
    Dazzled ATK:-1; SKILL:-1 perception
    Dead Placeholder Effect
    Deafened INIT: -4; SKILL: -4 perception
    Dying Placeholder Effect. Does not automate anything like in Pathfinder.
    Encumbered SPEED: -10; STR: -5; DEX: -5 Placeholder effect. Does not use the effect (I wrote that quickly).
    Entangled ATK: -2; DEX: -4 Works properly with the execption of the speed reduction which has to be done manually.
    Exhausted DEX:-6; STR:-6
    Facinated SKILL:-4 perception Only Perception is called out in this effect. Other reactionary skills could be included, but aren't called out specificly.
    Fatigued DEX:-2; STR:-2
    Flat-footed AC: -2 Works properly since update.
    Frightened ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2
    Grappled GRANTCA Appears to only use the GRANTCA tag. Should be ATK: -2; DEX: -4.
    Helpless AC:-4 melee Treated as having zero Dex for AC calculation.
    Invisible ATK:2; CA; TCONC Not in the core rule book conditions chapter. Purely in the rule set by Pathfinder inclusion.
    Nauseated Placeholder Effect.
    Off-kilter Placeholder Effect. The effect should be ATK: -2; Flat-footed
    Off-target Placeholder Effect. Effect should be ATK: -2
    Overburdened Placeholder effect. I don't know if this is possible to automate. Requires individual effects to be created. The speed aspect would be a note for the player/gm, the rest would most likely be hard coded.
    Panicked ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 Should not include the -2 to attack as it is not in the condition per core rule book.
    Paralyzed AC:-4 melee Treated as having zero Dex for AC calculation
    Pinned GRANTCA, AC:-4 Appears to be direct copy from PF. Effect could be GRANTCA; ATK: -4; AC: -4; SAVE: -4, reflex; INIT: -4; SKILL: -4, dexterity OR GRANTCA; ATK:-4; DEX: -8
    Prone ATK:-4 melee; AC:-4 melee; AC:4 ranged
    Shaken ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2
    Stable Placeholder effect.
    Staggered Placeholder effect.
    Stunned GRANTCA; AC: -2 This effect should not have the additional -2 to AC effect on it. It should only provide Flat-footed.
    Unconscious AC:-4 melee Treated as having zero Dex for AC calculation, Prone effect should be applied separately
    I am working on some of these Right now. (Mainly the ones that are tied to Weapon Critical Hit Effects.) the rest I will get in as soon as I can.
    Note on the Encumbrance effect I should be able to get them coded in to change speed and such without any problems)

    But I have one question. STACK-ABLE EFFECTS I.E Burning. Does the Reflex save to clear it, clear ALL Burning effects or is a Reflex save per Burning Effect required.
    Right now I have them apply separate, but if it only requires 1 Save to clear them all I can have them combine into 1 effect to help make the CT cleaner.
    Russell Campbell
    FG Product Development Projects Link



    Ultimate License
    Starfinder Society ID#:274538
    Lets Play a RPG

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