Thread: Effects library
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April 2nd, 2021, 18:35 #261
My effect library (will update if I/my player's create somehting new)
Kelrugem's effects are needed for some effects. I've tested all effects but there still might be errors, so please report any errors
Inspire Courage: Inspire Courage; ATK: 1 morale; DMG: 1 morale; IFTAG: charm, fear; SAVE: 1 morale
Elven Immunities: Elven Immunites; IFTAG: spell, spelllike, sleep; SIMMUNE; IFTAG: enchantment; SAVE: 2 racial
Student of Nature: Student of Nature; IF: TYPE(plant); SAVE: 2, fortitude
Defensive Training: Defensive Training; IF: TYPE(giant); AC: 4 dodge
Hardy: Hardy; IFTAG: poison; SAVE: 2 racial
Magic Resistance: Magic Resistance; IFTAG: spell, spelllike; SAVE: 2 racial
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April 3rd, 2021, 11:44 #262
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- Aug 2019
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- Michigan
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Is there a list of all the possible tags in FGU? This is where I hit a roadblock now. I can build the effect, but knowing what to tag it is where I hit a wall.
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April 3rd, 2021, 16:01 #263
Most core things are here: https://fantasygroundsunity.atlassia...d+3.5E+Effects
For more advanced stuff see the first two extensions from Kelrugem: https://www.fantasygrounds.com/forum...m-s-extensions
With the latter you can set (custom) tags for every cast action a PC or NPC performs. If you have a question for a specific tag/effect just ask
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April 4th, 2021, 13:25 #264
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Thanks! That is helpful to a point. The large red banner says these are not currently compatible, so I 'll just read.
I read these wikis and pdf cheat sheets and I can follow them about 75%. What would be exceptionally useful (and hopefully not just for me), would a 'cheat sheet' with examples. Some things are pretty easy: Divine Favor; ATK:1; DMG: 1. Others not so much, especially when you have to code an IFTYPE or some other conditional modifier.
What I was really asking is for a list of the tags: deflection, magic, fire, resistance, etc. If it was in there somewhere, I missed it. If it matches the tags in the rules, I'm going to feel awfully silly.
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April 4th, 2021, 18:38 #265
This is in the wiki:
[bonus] = alchemical, armor, circumstance, competence, deflection, dodge, enhancement, insight, luck, morale, natural, profane, racial, resistance, sacred, shield, size
[range] = melee, ranged
[damage type] = acid, cold, electricity, fire, sonic, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell
[ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill name] = any skill name
[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = F, D, T, S, M, L, H, G, C, fine, diminutive, tiny, small, medium, large, huge, gargantuan, colossal
[creature type] = aberration, animal, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, vermin, air, angel, aquatic, archon, augmented, chaotic, cold, demon, devil, earth, evil, extraplanar, fire, good, incorporeal, lawful, living construct, native, psionic, shapechanger, swarm, water, dwarf, elf, gnoll, gnome, goblinoid, halfling, human, orc, reptilian
* = Multiple entries of this descriptor type allowed.
Need anyhting else or more?
I have an extra campaign just for tesing out various stuff, escpecially the more interesting/difficult stuff...
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April 9th, 2021, 00:05 #266
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- Aug 2019
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Thanks a ton, going back to the wiki to see how I missed this.
Next issue: Healing Surge for a kineticist. Half the total of their blast ability. I have everything setup to calculate the blast total(which equals the heal total), but how to half that number?
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April 9th, 2021, 00:14 #267
I don't think you can do arithmetical calculations; aren't healing surges 4e? Could you provide a screenshot of what you got in FG? That might help me and others.
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April 9th, 2021, 14:36 #268
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Healing Surge is specific to the Kinetic Healer archetype for the Kineticist. I added "Healing Surge" as a spell on the Action Tab. I added a Heal to the spell. FGU calculates the healed hp.(which is 1d6 / odd CL +Con bonus +half level), so he has 2d6+6 right now at 4th level.
I've tried a couple of different things:
1: add 0.5 multiplier where FGU calculates the hp healed. Didn't work.
2: add an effect that uses some form of HEAL or H[HEAL]. Also did not work.
I'm at work so I can't send a screen shot right now.
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April 9th, 2021, 15:04 #269
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- Mar 2013
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Is there a way to add an effect that requires a dice roll as opposed to a hard number?
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April 9th, 2021, 16:26 #270
The static mod in the Heal "formula" allows a 0.5 as multiplier, then choose CL, but then you need to manually insert the CON number; the formulas do sadly not allow more than one variable as for the second summand there.
Or is it about halving the total? You could roll without target, then right-click on the roll in the chat, select "1/2" and then drag&drop the number onto the target (map or CT or wound field even)
Not sure if I understand you correctly, but certain effects allow adding a dice which is rolled every time the effect gets activated If you just want that it rolls only once when the effect is applied, then this is not supported without extensionsMy extensions for 3.5e and Pathfinder
Bug reports please here
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