Thread: Help with effects coding
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August 22nd, 2018, 21:15 #1
Help with effects coding
So, as written above, i need some help with coding a specific effect to use with my PCs/NPCs. I wish to make an affect that triggers Critical when a target is under a specific condition (Prone). I'm not sure if Critical is applicable at all as a command, but I would be happy to be able to just add a dice of damage if the condition is fulfilled.
I'm trying with this specific string:
IFT: [Prone]; DMG: 1d8;
but FG completely ignores the first part of it (If Target: [prone]) and just applies 1d8 damage every time i hit attack button, on all targets, prone or not.
So, I would be grateful if anyone could help with this issue.
Thanks.Last edited by Gruber; August 22nd, 2018 at 21:18.
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August 22nd, 2018, 21:29 #2
Assuming this is for 5e rulese, have you tried the following: IFT: prone; DMG: 1d8
(remove the brackets around prone and make all lowercase.)Live stream: https://www.twitch.tv/gwydione
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August 22nd, 2018, 22:12 #3
Indeed, the brackets are not needed and the condition being tested for needs to be in lower case. More information here.
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August 22nd, 2018, 23:14 #4
Thanks guys! (yes 5e dnd) I've been working my *** around these effects and seem to just have neglected the brackets. So, i guess triggering a Crit is not possible.
Also, I'm experimenting with effects that lower enemy's AC, I've tried with putting in something like
target: AC: -1
But it doesn't seem to work.
I'm aware how to make that effect on a PC action, but when trying to set it on NPCs, using add-ons for NPC effects, there is not an option to choose a target of an effect (self or target). So, being able to coded in the target would fix this problem.
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August 23rd, 2018, 00:15 #5
You can add effects onto an NPC by either adding them from the PCs action tab (targeting set to targets) or you can create them in the effects window. If you do the latter you can either drag them onto the NPC or click on the running man icon when the NPC is the current actor on the CT. AC: -1 will reduce an NPCs armour by 1. Note that as with PCs such an effect does not change the NPCs armour class but when the creature is attacked you’ll see the calculation in chat takes account of the reduction.
Edit. The effect above won’t work since you have a colon after target. Change that to a semi colon if you want that word as part of the effect for whatever reason. It isn’t needed however.
Edit 2. Here’s a link to some videos which you will find useful https://www.fantasygrounds.com/forum...-Videos-for-5ELast edited by Zacchaeus; August 23rd, 2018 at 00:18.
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August 23rd, 2018, 04:21 #6
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On Criticals, while you can't have it auto trigger on a hit, you can use the "Critical" button under modifiers (+ / - button). Just press the "Critical" before you roll damage and it'll double the dice.
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August 23rd, 2018, 08:29 #7
Thank you Zacchaeus and Uraence for your answers but that's not what I asked . Perhaps I wasn't clear with the explanation. The thing is I'm fully aware how the effects work and am using them from the 'effects menu' as well as from my PCs sheets.
The thing, however, is a problem of creating effects that the NPCs will use (such as traits, feats, special abilities and such). As NPCs don't have an option of setting effects, I'm using an add-on for FG which enables effects for NPCs. But the add-on is not working the same way as PC effects, not enabling to set who receives the effect, like you can do in the PC sheet (target or self). So, i was thinking, if that could be set by coding it, that's a workaround. But I haven't been able to find if there's a command for choosing the effect 'receiver' (like: target or self).
So, what I'd like to do is make my NPC attack and remove one point of AC from its target (the PCs, obviously) with each of his attacks.
Not too hard, it seems. But the way the commands are set it seems to be out of boundaries, at least with what I'm using. I know it could be made by manually finding the effect from the effects menu, but I'm really trying to find ways to speed-up things when it comes to fighting.
Edit: This is the extension that allows me make effects for NPCs: https://www.fantasygrounds.com/forum...cs-characters)Last edited by Gruber; August 23rd, 2018 at 08:39.
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August 23rd, 2018, 09:00 #8
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You can force a crit with an effect, CRIT:2
The issue is CRIT:2 doesn't work under a boolean operator for some odd reason but it does work and you can set it to expend after 1 round, so at least for players it is easy to set up, and if using the Kombat module or if you set up mouse macros to drag and drop effects from the toolbar into the combat tracker it will be fast enough.
As for the AC modification, AC:-1 and then just stack then as effects each time someone is hit, sadly there is no way to automate this. Players can apply it themselves with a simple effect but monsters you will have to do what I suggested above with the toolbar.
The Kombat mod makes repeated applications of the same condition toggle it, so this method won't work with that mod without your changing the number manually (which is easy or fiddly depending on how many combatants you have in a combat)
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August 23rd, 2018, 09:30 #9
Thanks. Some of it may be applicable, especially CRIT on 2 which I'll put to a test.
Otherwise, yeah, it seems i can not set the effect do dmg to target AC, unfortunately.
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August 24th, 2018, 05:02 #10
The easiest way to apply crit damage no matter what effect is on the target is just hold the [shift] button while double clicking damage. This will automatically roll the damage as a critical hit. It will save you from having to go to the +/- modifier button and clicking Critical each time you want to do it. You won't need to code the effect either. (which i'm pretty sure isn't possible) It will be much faster and convenient just to hold shift on any damage you wish to be critical.
I hope this helps!
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