Thread: Effects library
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December 14th, 2015, 10:56 #151
When you drag a spell to a character sheet, FG attempts to parse the spell description, looking for certain keywords that it can make into actions. That's where "frightened" and "shaken" come from when you drag cause fear onto a character sheet, and also where all the "heal" and "damage" actions come from. So these actions don't exist in the spells module - they are created on the fly by FG. The problem is that, although useful, the parsing is quite limited, and you often end up with missing or erroneous actions, or ones that are don't have the correct duration, etc.
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December 14th, 2015, 10:59 #152
If you check out Farnaby's spell module.. (I'll post a link in a sec).. he and Trenloe worked out a way to override the parsing and build the effects into the spells within the module. It's a lot of work.. but.. it can be done...
Here's a link to it.Full License Operator - You must have a 'Lite' License to play in my games.
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December 14th, 2015, 14:40 #153Private 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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December 16th, 2015, 12:02 #154
Thanks for pointing us to Farnaby's spell module, Blackfoot and Ternloe - it does, indeed, look excellent. However, I notice that it seems to depend on several extensions, which could potentially lead to spells becoming broken by updates - is that right?
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December 16th, 2015, 17:12 #155Private 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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December 16th, 2015, 18:11 #156Full License Operator - You must have a 'Lite' License to play in my games.
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December 28th, 2015, 21:07 #157
I need 2 things for poison effects, random ability damage e.g. 1d2 CON damage as well as cumulative damage.
Anyone know ways around this?He says gods like having an atheist around. Gives them something to aim at.
Terry Pratchett [RIP] - Small Gods
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March 11th, 2016, 10:11 #158
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Either the developers have changed the effects, or I have failed to understand something about them
I play D&D 3.5 if that is important.
When I do a effect on my character I copy paste what is written on the first page.
With rage, I get the effect: STR: 4; CON: 4; SAVE: 2 will,morale; AC: -2
But, all the abilities adds to the modifier, not the score. So with STR: 4 is actually a +8 strenght increase.
My attacks, strenght checks, damage and skill cheks all now assume I have +4 on my strenght modifier, which is not what I want to do.
The easy fix is to use STR: 2 instead of 4, but if I have something that adds 1 or 3 of and ability modifier I do not know how to apply this. I can not add STR: 1 because this adds 2 strenght.
STR: 1/2 og STR: 0.5 does not work. Can anybody help me with this. And if they have changed this we have to update the first page on this post.
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March 11th, 2016, 13:03 #159
This is not actually correct. STR:4 adds 4 strength the modifiers are +2 to hit and to damage from that effect. Test it with no other effects active (as I just did) and you'll see this to be the case.
ABIL modifiers add the modifier amount.. so ABIL:1 strength would add 1 to strength checks only.Full License Operator - You must have a 'Lite' License to play in my games.
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March 11th, 2016, 13:38 #160
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