Thread: Effects library
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January 9th, 2013, 22:38 #1
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Effects library
Has anyone built up an effects library for all the spells for 35e?
Something that I could cut and paste into the effects window rather than having to work them out.
So things like prayer, bless, haste etc.
Below is a WIP list of the effects you can paste in. Many thanks to Callum for the list.
Barbarian's Rage; STR: 4; CON: 4; SAVE: 2 will,morale; AC: -2
Greater Rage; STR: 6; CON: 6; SAVE: 3 will,morale; AC: -2
Mighty Rage; STR: 8; CON: 8; SAVE: 4 will,morale; AC: -2
Inspire Courage; ATK: 1 morale; DMG: 1 morale
Inspiring Word
Resistant Touch
Aura of Protection
Charge; AC: -1 - there is also a +2 bonus to a single attack
Fight Defensively; ATK: -4; AC: 2 dodge
Total Defense; AC: 4 dodge
Aid; ATK: 1 morale
Barkskin; AC: 2 natural armor
Bear's Endurance; CON: 4 enhancement
Bless; ATK: 1 morale
Bull's Strength; STR: 4 enhancement
Cat's Grace; DEX: 4 enhancement
Divine Favor; ATK: 1 luck; DMG: 1 luck
Divine Power; STR: 6 enhancement
Eagle's Splendor; CHA: 4 enhancement
Enlarge Person; STR: 2 size; DEX: -2 size; ATK: -1; AC: -1
Fox's Cunning; INT: 4 enhancement
Haste; ATK: 1; AC: 1 dodge; SAVE: 1 dodge,reflex; SPEED: 30 enhancement
Heroes' Feast; IMMUNE: poison; ATK: 1 morale; SAVE: 1 morale,will
Heroism; ATK: 2 morale; SAVE: 2 morale; SKILL: 2 morale
Heroism, Greater; ATK: 4 morale; SAVE: 4 morale; SKILL: 4 morale
Holy Aura; AC: 4 deflection; SAVE: 4 resistance
Invisibility - this is already built in to FG
Mage Armor; AC: 4 armor
Magic Fang; ATK: 1 enhancement; DMG: 1 enhancement
Magic Fang, Greater; ATK: 1 enhancement; DMG: 1 enhancement
Magic Vestment; AC: 1 enhancement
Magic Weapon; ATK: 1 enhancement; DMG: 1 enhancement
Magic Weapon, Greater; ATK: 1 enhancement; DMG: 1 enhancement
Owl's Wisdom; WIS: 4 enhancement
Prayer (allies); ATK: 1 luck; DMG: 1 luck; SAVE: 1 luck; SKILL: 1 luck
Prayer (foes); ATK: -1; DMG: -1; SAVE: -1; SKILL: -1
Protection from Evil; AC: 2 deflection; SAVE: 2 resistance - but note that the bonuses only apply against evil creatures
Rage; STR: 2 morale; CON: 2 morale; SAVE: 1 will,morale; AC: -2
Reduce Person; STR: -2 size; DEX: 2 size; ATK: 1; AC: 1
Resistance; SAVE: 1 resistance
Righteous Might; STR: 4 size; CON: 2 size; AC: 2 natural armor; DR: 3 evil; AC: -1; ATK: -1
Shield; AC: 4 shield
Shield of Faith; AC: 2 deflection
Shield Other; AC: 1 deflection; SAVE: 1 resistance
Transformation; STR: 4 enhancement; DEX: 4 enhancement; CON: 4 enhancement; AC: 4 natural armor; SAVE: 5 competence fortitude
Unholy Aura; AC: 4 deflection; SAVE: 4 resistance
Mutagen
Banner
Lion's Call
Ward
Most of the others are Pathfinder-specific effects, I believe. Things to note:-
All the effects I've detailed are from the 3.5 rules - I haven't checked for differences in the Pathfinder rules.
Many of these have additional effects that can't be represented in the FG effects system (or apply only in certain situations, such as the SR from holy aura).
Many have effects that scale with level - in which case, I've put the minimum effect in the list.
The durations are not included here, but would be in an effect in FG.
Temporary hit points (such as those from aid or heroes' feast) can be added in a spell in FG.Last edited by graphil; September 6th, 2014 at 07:49.
Graphil
There are two secrets to life: 1) Don't tell everything you know...
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January 10th, 2013, 13:14 #2
No, although I have wondered about it. The reason I didn't was that having to cut-and-paste the effects seemed a bit crude. Instead, I asked JPG if effects could be added into spells, here. If this functionality was added, we could then start building up an enhanced spells module with the effects already built in!
In the meantime, I'd be happy to contribute the effects I've created to a community resource, if anyone wanted to set one up.
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January 10th, 2013, 20:08 #3
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How about paste them here and I will start compiling any into the top post so they are all together?
Graphil
There are two secrets to life: 1) Don't tell everything you know...
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January 10th, 2013, 21:01 #4
This is a good idea.
One step further - how about compiling them into a module so that they can be available in the "Effects" list window within the FG campaign? The list can be searched for text and the effects can be entered in the form <Name>; <usual effect list> to allow ordering and searching on the condition/effect needed.
The example condition.mod available here: https://www.fantasygrounds.com/forum...96&postcount=5 was created as GM only (the data XML file within is db.xml) but if the module created has this file as common.xml and the GM lets the players have access through "module activation" in the campaign then everyone will be able to see the effects in the effects list window.
To create this module it will require a bit of XML editing as effects aren't covered by the usual /export command. But, I think it would be worth the effort to do this so that it can be a reusable reference effects module available to GMs and Players.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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January 11th, 2013, 17:29 #5
I wouldn't mind helping build a module, I would just need to understand the syntax on correctly formatting the effect. After that, it would be easy.
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January 11th, 2013, 18:00 #6Originally Posted by Blahness98
- Bless; ATK:1 morale
- Prayer (allies); ATK:1 luck;DMG:1 luck; SAVE:1 luck; SKILL:1 luck
- Prayer (foes); ATK:-1 luck;DMG:-1 luck; SAVE:-1 luck; SKILL:-1 luck
Within the actual .mod (see the conditions.mod file linked above for an example):
Code:<root version="2.8" release="8"> <effects> <id-00060> <adjustment type="number">0</adjustment> <duration type="number">0</duration> <isgmonly type="number">0</isgmonly> <label type="string">Pinned</label> </id-00060> <id-00061> <adjustment type="number">0</adjustment> <duration type="number">0</duration> <isgmonly type="number">0</isgmonly> <label type="string">Paralyzed</label> </id-00061>
Code:<root version="2.8" release="8"> <effects> <id-00001> <adjustment type="number">0</adjustment> <duration type="number">0</duration> <isgmonly type="number">0</isgmonly> <label type="string">Prayer (allies); ATK:1 luck;DMG:1 luck; SAVE:1 luck; SKILL:1 luck</label> </id-00001> <id-00002> <adjustment type="number">0</adjustment> <duration type="number">0</duration> <isgmonly type="number">0</isgmonly> <label type="string">Prayer (foes); ATK:-1 luck;DMG:-1 luck; SAVE:-1 luck; SKILL:-1 luck</label> </id-00002>
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January 11th, 2013, 19:14 #7
Well.. I haven't really played around much with effects, so I don't have much experience with the correct syntax. As of right now, I have all the condition examples in the library converted. It would just be everything else that would need to be added with the correct syntax.
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January 11th, 2013, 20:26 #8Originally Posted by TrenloeUltimate License Holder
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January 11th, 2013, 20:32 #9
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What would haste be? I presume it won't be able to do the extra attack.
Graphil
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January 11th, 2013, 20:54 #10Originally Posted by Blahness98
Also, there is some spell effect parsing already in Fantasy Grounds - when a spell is drag-dropped onto the spell class. It doesn't recognise all effects and is certainly not infallible, but it does do a good job for a number of spells...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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