Thread: Effects library
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August 23rd, 2013, 15:06 #71
These are not exactly 'necessary' they are just a way of making use of some of the effects found on the FG Library Page. This looks like you actually don't want to 'unzip' it.... you should change the .zip extension to .mod and put it in your 'modules' folder. Then, inside FG, go to the Library and activate it as a module. After that these effects should be available when you click your effects button at the upper right of the screen.
Effects in general can be easily made by using the information on the web page I pointed to above. These effects can be added to spells to be applied to characters during combat. I'm pretty good with these and would be glad to give a tutorial sometime if anyone is interested.Standard License Operator - You must have a License to play in my games.
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September 12th, 2013, 22:37 #72
So I think I am being dense, but how does this mod work? One of our players is a Barbarian, so I drag the Barbarian Rage item from the list onto their character in the combat tracker. It shows up on the list, I can click the on/off item on it, but it doesn't seem to do anything - STR/CON stay the same, as does the AC. Am I missing a step? Or does this merely work as a countdown tracker and I have to create a /Mod shortcut that applies the changes myself?
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September 12th, 2013, 22:44 #73
Effects only come into play when a roll is made - so STR will only apply to attack, damage and strength based skill checks. DEX will be applied to ranged attacks, dexterity based skill checks and will also modify AC when attacks are made against that the person with the DEX effect active.
Make a few rolls and you should see something like [EFFECTS: +2] in the chat window when the roll is reported.
This means that you have to make the appropriate rolls from the character sheet/NPC sheet/CT for the effect to kick in.FG Wiki: How to Compile the FG Logs
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 12th, 2013, 22:49 #74
Ah, that makes sense. I guess it means adding temporary hit points manually when Rage kicks off, but I can deal with that. Thanks!
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September 12th, 2013, 22:53 #75
Don't use temporary hit points as these are used up first when damage is dealt to the Barbarian - see this thread (and the one it links) for more info on this (post #7 in particular): http://www.fantasygrounds.com/forums...ll-effect-quot
FG Wiki: How to Compile the FG Logs
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 12th, 2013, 23:24 #76
What Trenloe said...plus it does not change any values on the character sheet.
Best thing I am finding is to just play around with stuff for a bit, maybe get someone to log on and be a player so you can see things live. Trial and error is working for me. Just putting in the effects and trying them shows me syntax errors so I know how things should be constructed.
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September 12th, 2013, 23:28 #77
You can also simulate a player logging in by starting another instance of FG on the same computer as the GM running the campaign and connect (join game) with a host address of localhost - this will load up as player and will allow the GM to see what the player sees and can control a PC from the player side.
FG Wiki: How to Compile the FG Logs
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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February 19th, 2014, 19:55 #78
For those of you who are interested in effects I've thrown together an extension for the 3.0 PFRPG ruleset that adds alignment as a condition. This allows the IFT (IF Target) conditional effect to be used for alignments (if the alignment has manually been added as a condition to the target), allowing things like a Paladin's smite evil to be coded as an effect and only trigger if the target is of a specific alignment - based off the manually added alignment condition.
See this post for details and the extension: https://www.fantasygrounds.com/forum...l=1#post168789FG Wiki: How to Compile the FG Logs
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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June 8th, 2014, 02:46 #79
I can't seem to get knowledge skill bonuses to work anymore.. am I doing it wrong or is it broken? Anyone know?
I've tried:
SKILL:1 knowledge arcana
SKILL:1 knowledge (arcana)
SKILL:1 knowledge:arcana
SKILL:1 knowledge [arcana]
I'm sure I had this working before at some point.. but it just won't seem to work.. anyone know what I'm doin wrong?Standard License Operator - You must have a License to play in my games.
Interested in Custom Character Portraits and Tokens? Contact me.
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June 9th, 2014, 02:13 #80SmiteWorks
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 23,384
It's not you. There were some minor changes to the effects system to adapt to all the other damage and heal changes, and multi word skill bonuses broke. Working on a patch.
Cheers,
JPG
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