-
August 30th, 2020, 19:43 #381Warrior-Priest
- Join Date
- Jun 2020
- Posts
- 35
Thank you very much. I feel better as to why I couldn't make it work.
At least my manual method works for now.
Thanks for the quick reply.
-
August 30th, 2020, 20:57 #382---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
-
August 31st, 2020, 11:46 #383Templar
- Join Date
- Nov 2019
- Location
- -4 UTC
- Posts
- 116
Just so I am understanding a possible application of this extension:
I've been looking for a means of adding weapon speed into my 5e game. If I loaded this extension and applied an INIT +X to all of the weapons and NPC (Monsters) would this work? Would it automatically add this to initiative rolls on the CT? I am looking to use the 1e/2e 1 to 10 weapons speed, except I'd have to flip the range so that 1 is slowest and 10 is fastest. Is there an upper limit on initiative in FG?
The effects stay in effect until removed, correct? They don't expire with the session?
Thanks for your time and the work you've put into this and other extensions/mods. I don't think you folks that make these additions understand how much we really appreciate what you do. Thanks again!
-
August 31st, 2020, 20:31 #384Templar
- Join Date
- Nov 2019
- Location
- -4 UTC
- Posts
- 116
So I loaded the extension and was able to trial run a weapon speed effect. Worked great and was easy to put in. Thanks for making it so user friendly.
Is this only available on a per campaign basis, or can it be loaded in from a mod? I have made my own version of the PHB which consolidates information from the PHB and Xanath's as well as adding races/classes from other sources. If I were to go into my modded PHB with your extension active, put effects in for each weapon to simulate weapon speed and then export that into a mod, would it work where ever I loaded that mod, providing I also load your extension?
However, I'd have to figure out a way to deal with characters that have multiple weapons equipped. Dual wielders would be crazy fast!
ThanksLast edited by JonStormbringer; August 31st, 2020 at 20:39.
-
August 31st, 2020, 23:08 #385Templar
- Join Date
- Jul 2018
- Location
- Türkiye
- Posts
- 134
Is it possible in FGC to code exploding die? Or a similar effect.
I homebrew a weapon that rolls 2d4 for damage. If you roll the same dice, you can roll an additional d4. You can keep going as long as the numbers match.
This weapon also cannot crit. I'm also not sure if that can be coded
-
September 1st, 2020, 03:44 #386---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
-
September 1st, 2020, 05:37 #387
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
-
September 5th, 2020, 15:36 #388Warrior-Priest
- Join Date
- Apr 2020
- Posts
- 44
Looks like your thread for an extension turned into a "How do I make effects" thread lol.
I do have a question/request for the extension though. The 2e version of this hides the effect from the Combat tracker, making it nice and clean, especially for the GM. It would be cool if the "hide" option didn't put the effect on the combat tracker at all. I've got players with a lot of buffs that I don't really need to see, but still need them running. Things like bonuses to skill rolls and AC. Racial immunity modifiers. All of that would be great to have applied, but hidden in the background.
-
September 9th, 2020, 14:04 #389Warrior-Priest
- Join Date
- Aug 2019
- Posts
- 36
Is there some setting I have to turn on to get the Advanced Effects on the character sheet to take effect? The effect shows up on the Abilities tab but they don't show up under effects in the CT. Effects on items is working just fine.
*EDIT* - Nevermind... I realized that after you make changes and add effects onto the character sheet, it only applies into the CT once you delete the old character sheet and re-add the updated version to the CT.Last edited by Shireling; September 9th, 2020 at 14:14.
-
September 10th, 2020, 21:58 #390Warrior-Priest
- Join Date
- Aug 2019
- Posts
- 36
Hold up, if I am adding Advanced Effects on the character sheet under the Abilities tab, can they not use variable-based values like [CHA] but you have to manually put in what that numerical value is?
Thread Information
Users Browsing this Thread
There are currently 3 users browsing this thread. (0 members and 3 guests)

Reply With Quote


Bookmarks