Thread: Effects library
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October 23rd, 2015, 16:57 #141
Yep:
IFT: TYPE(dragon); ATK:2; DMG:2
See the [creature type] entry in the conditional modifiers section of the effects Wiki page: https://www.fantasygrounds.com/wiki/...onal_Operators
This will only cover actions that are targeted on a creature (attacks, damage, etc.). It won't cover skill checks.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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October 23rd, 2015, 18:29 #142
This reminds me to get back to work on my Action Library module.
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October 24th, 2015, 00:31 #143
Thanks Trenloe, didn't look like it was working at first i.e. wasn't seeing the bonus added to the roll but it ended up just dropping the AC of the target by two. The website said you could do more than one creature type in the same one, would you just separate those by a ; ?
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October 24th, 2015, 00:56 #144Private 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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November 12th, 2015, 17:49 #145
Use this thread as the master index to modules: https://www.fantasygrounds.com/forum...l=1#post120187
The "Conditions and Effects" link takes you to post #114 in this thread which should be the most recent.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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December 14th, 2015, 00:07 #146
Morning Trenloe,
Ok we have been playing with this so we could have better control with buffs and things in game. This all worked great using the effects module, but was not really 100% what we wanted so I continued playing around. I went to the aid spell inside the game and put it on a character. Then went into the spell and added a effect (just added ATK : 1 morale for testing only I know its not the full aid effect). This added the effect to the spell and now the effect can be applied from the spell in the character sheet all worked great.
Now I don't want to have to do this to every spell every time a character adds a spell to his list. So i kept digging.
I exported the character and looked at the xml to see how it was formatted. I seen the actions area and knew that was the effect. So just out of curiosity I copied the <actions> to </actions> pasted it in the spell AID in my spell module and reloaded everything. Added the new Aid spell to the character and wala the effect is there and works.
Code:<aid> <name type="string">Aid</name> <school type="string">Enchantment (Compulsion) [Mind-Affecting]</school> <level type="string">Clr 2, Good 2, Luck 2</level> <components type="string">V, S, DF</components> <castingtime type="string">1 standard action</castingtime> <range type="string">Touch</range> <effect type="string">Living creature touched</effect> <duration type="string">1 min./level</duration> <save type="string">None</save> <sr type="string">Yes (harmless)</sr> <actions> <id-00001> <atkmod type="number">0</atkmod> <clcmod type="number">0</clcmod> <savedcmod type="number">0</savedcmod> <srnotallowed type="number">0</srnotallowed> <type type="string">cast</type> </id-00001> <id-00002> <dmaxstat type="number">0</dmaxstat> <durdice type="dice"></durdice> <durdicestatmax type="number">0</durdicestatmax> <durmod type="number">1</durmod> <durmult type="number">1</durmult> <label type="string">Aid; ATK: 1 morale</label> <type type="string">effect</type> </id-00002> </actions> <description type="formattedtext"><p><i>Aid</i> grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).</p></description> <shortdescription type="string">+1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).</shortdescription> </aid>
Now my Cleric on his turn can Selected the party members he wants to Aid / Cast Aid (informing the DM he wants to Aid those players / Then press the effects button and the effect is applied to all the characters . The Characters now have a +1 attack effect when the roll for 1 rnd.
Just wanted to pass it on.....Last edited by Samarex; December 14th, 2015 at 00:17. Reason: fixed code block better viewing
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December 14th, 2015, 01:57 #147
Here is the Spell code for Aid with the actual working efects
Code:<aid> <name type="string">Aid</name> <school type="string">Enchantment (Compulsion) [Mind-Affecting]</school> <level type="string">Clr 2, Good 2, Luck 2</level> <components type="string">V, S, DF</components> <castingtime type="string">1 standard action</castingtime> <range type="string">Touch</range> <effect type="string">Living creature touched</effect> <duration type="string">1 min./level</duration> <save type="string">None</save> <sr type="string">Yes (harmless)</sr> <actions> <id-00001> <atkmod type="number">0</atkmod> <clcmod type="number">0</clcmod> <savedcmod type="number">0</savedcmod> <srnotallowed type="number">0</srnotallowed> <type type="string">cast</type> </id-00001> <id-00002> <dmaxstat type="number">0</dmaxstat> <durdice type="dice"></durdice> <durdicestatmax type="number">0</durdicestatmax> <durmod type="number">1</durmod> <durmult type="number">1</durmult> <label type="string">Aid; ATK: 1 morale</label> <type type="string">effect</type> </id-00002> <id-00005> <heallist> <id-00001> <bonus type="number">0</bonus> <dice type="dice">d8</dice> <dicestatmax type="number">0</dicestatmax> <stat type="string">cl</stat> <statmax type="number">10</statmax> <statmult type="number">1</statmult> </id-00001> </heallist> <healtype type="string">temp</healtype> <type type="string">heal</type> </id-00005> </actions> <description type="formattedtext"><p><i>Aid</i> grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).</p></description> <shortdescription type="string">+1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).</shortdescription> </aid>
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December 14th, 2015, 09:20 #148
Wait...are you really saying that you can have spell effects in a spells module, and they become active when you drag the spell onto a character sheet? If so, that's absolutely amazing, and is something I've been wishing for for years! How do the effects appear when you look at the spell in the spell module? Can you post an image of that? Or can you share your spell module?
Now we can compile 3.5E/Pathfinder spell modules with all the effects built-in!
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December 14th, 2015, 09:37 #149
The Spells look the same inside the game when your looking at the spell, Nothing changed there. The Spell Disc always told us what the effects of the spell was. What I have done is in the spell module just added the actions content of the effects this puts the effect buttons and all in the Spell when you drop it in your character sheet. The Code above is the complete Aid Spell out of my Spell Mod. The area <actions>....</actions> is what I pulled out of a exported Character after adding the effects to the spell inside the game. (Its the only one I got done when I posted it. So yes I am starting to Load all the 3.5E spells with there effects included
Last edited by Samarex; December 14th, 2015 at 09:39.
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December 14th, 2015, 10:20 #150
So my question to the Fantasy Grounds developers
This is how I have been able to get it to work but there is another way that I have not found becouse the Spell Cause Fear has the effect buttons for Frighted and Shaken in the spell on the character sheet already, but when looking at Cause fear in the Spell mod nothing shows for a effect. other that in the description. So where are those effect actions being put in from?
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