If there are not any effects coded into the ruleset, then you will need to code them up. I'm not sure what effect handling there is already in the CoreRPG 3.0 ruleset.
In the 2.9.4 3.5e ruleset have a look at the modDamage function in \scripts\manager_action_damage.lua - there are a lot of sections of code within that large function that process effects. You'd have to code in your ruleset to recognise the specific effect string you have used and then add/substract the dice from the dice pool based on the value of the effect. e.g. if your effect was DICEPOOL:2 then you'd need to program in the dice rolling code of your ruleset to check effects for DICEPOOL and then apply the result.
For example, here is some code in manage_action_damage.lua that applied the value of the DMG effect to the roll modifier:
See the getEffectsBonus function in manager_effects.lua to see how this function is called and what values to pass.Code:if rTarget then
if rTarget.nOrder then
if rSource and rSource.nodeCT then
local nAddEffect;
aAddDice, nAddMod, nAddEffect = EffectsManager.getEffectsBonus(rSource, "DMG", false, aAttackFilter, rTarget, true);
if nAddEffect > 0 then
nAddMod = StringManager.evalDice(aAddDice, nAddMod);
rRoll.nMod = rRoll.nMod + nAddMod;
if nAddMod ~= 0 then
rRoll.sDesc = string.format("%s [SPECIFIC %+d]", rRoll.sDesc, nAddMod);
else
rRoll.sDesc = rRoll.sDesc .. " [SPECIFIC]";
end
end
end
return;
end
end