Thread: RMC v2.1.5
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June 25th, 2020, 14:30 #11
- Join Date
- Oct 2011
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- 65
As for as the list that Dakadin mentioned here's a quick list of the things I found that I could do manually in the CT. The 'Add Effect' line is what is being accomplished then the second line is what you type in the CT Effects line. CT Effects.JPG
I use these in certain situations, for example if I have a player who uses a Sleep spell and the target fails the RR I'll apply the Unconscious effect on the target. I've also used 'Prone' in situations where someone was knocked back due to a crit and I felt the target should have fallen down.
Add Effect - Bleeding
Bleeding: #
Add Effect - Penalty (add duration)
Penalty: -# (reduces attack)
Penalty: +# (increases attack)
Add Effect - Parry (add duration)
MustParry
ParryPenalty: -#
NoParry
Add Effect - Stun (add duration)
Stun
Add Effect - Unconscious (duration if applicable)
Unconscious
Add Effect - Dead (no duration)
Dead
Add Effect - Prone (no duration)
Prone
Add Effect - Dying (add duration, triggers Dead on Zero)
DyingLast edited by Xen; June 25th, 2020 at 14:54.
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June 25th, 2020, 14:39 #12
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- Aug 2018
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- Granada (Spain)
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June 28th, 2020, 05:33 #13
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- Jan 2014
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- California
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- 1,564
Is there a way to set standard skill costs for new professions or is that still forthcoming?
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June 28th, 2020, 06:04 #14
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- Apr 2011
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- 2,253
There isn't currently a way to do it within FG. You would still need to modify the XML files for the new professions.
I plan on adding the ability to set up skill costs for professions with v2.2 which should be the next big update but that won't be for a few months.
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