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Thread: Effects Lists

  1. #31
    Wow, you guys have been busy. I wanted to do this as well because I am a huge fan of Starfinder and I am glad to find this.

    Thanks so much Blahness and Sam!
    David Middleton
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  2. #32
    Of i bought everything does this add anything to my game?

  3. #33
    Quote Originally Posted by KillerRabbit View Post
    Of i bought everything does this add anything to my game?
    Assuming you are talking about the modules I have in the pipeline, it depends. Right now, I have everything that is open content from the books in modules so you technically would not have to purchase any add on book products. These also include the Dead Suns player options since those were not included with the AP releases due to the rule set not being able to incorporate any class changes. Granted, Sam appears to be working on that issue, so my modules are most likely only going to be redundant or not needed for anyone that purchases everything released. These would be helpful for those that do not want to purchase anything beyond the CRB.

    But, I am actually holding off on releasing these until 1.1.2 is released so I can see how the changes in the classes work with the mods.
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  4. #34
    Quote Originally Posted by Blahness98 View Post
    Assuming you are talking about the modules I have in the pipeline, it depends. Right now, I have everything that is open content from the books in modules so you technically would not have to purchase any add on book products. These also include the Dead Suns player options since those were not included with the AP releases due to the rule set not being able to incorporate any class changes. Granted, Sam appears to be working on that issue, so my modules are most likely only going to be redundant or not needed for anyone that purchases everything released. These would be helpful for those that do not want to purchase anything beyond the CRB.

    But, I am actually holding off on releasing these until 1.1.2 is released so I can see how the changes in the classes work with the mods.
    Ok got the Weapon Critical Effects portion of 1.0.12 finished. (Hope to get it pushed to Test Server so some of you can start testing it to see if anything need changed of fixed).
    I will now start on the changes required for adding content to Classes.

    Weapon Critical Effects automation.
    When a Critical hit is rolled if the weapon has a critical effect it now applies to the target(s). Most are either straight effects that are already coded or informational effects applied to let GM know what need done. I.E Arc. it's effect is 1d6 damage to 1 target within a 10' radius of the target. (we don't have a way to deal with AOE yet so I just put the effect up so the GM knows what he needs to do. The effect will clear at the end of the Target turn if the GM don't remove it.

    But for Bleed, Burn/Corrode, Wound and Severe Wound there is extra coding.
    Bleed (Replacable) If a target gets say bleeding 1d4 and then is again hit with a Bleed effect 1d6 the bleeding 1d4 effect will be replaced with the 1d6 version.
    if again hit with a 1d4 version the effect just stays at the 1d6 version.
    Burn (Stack-able) I didnt want a bunch of burning effects just adding to the target so I worked out a combining system.
    A target get Burn 1d4 (Burning d4;DMGO: 1d4 fire) then again gets hit with Burn 1d4 his Burning d4 effect updates to (Burning d4;DMGO: 2d4 fire). If he gets hit with a 1d6 version then the effect (Burning d6;DMGO: 1d6 fire) is added to his list.
    Corrode works the Same way as Burn.
    Wound and Severe Wound
    These effects when given will first generate a random d20 and apply the proper wound from the wound table 7-11 Wounding Weapons pg 183.
    Severe Wound will do this twice and apply both for the character or GM to pick which one they want and delete the other one.
    Russell Campbell
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  5. #35
    Wow Russell!

    Auto applying effects!

    Sounds awesome!
    David Middleton
    SmiteWorks USA, LLC

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