Thread: Effects Videos for 5E
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December 14th, 2017, 22:52 #11
OK, that makes more sense. I was, incorrectly, thinking along the lines of 'combat targeting', but using the perspective of who 'owns' the effect makes sense now.
Thanks!
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December 15th, 2017, 17:51 #12
Part four now done. Link in the first post.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 15th, 2017, 21:43 #13
And part 5 uploaded. Link in the first post.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 16th, 2017, 14:44 #14
Part six now available. This one covers effect targeting and the use of the CUSTOM function. Link in the first post as usual.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 16th, 2017, 18:57 #15
Part Seven uploaded. This one is concerned with the timing (duration and Expend?) of effects.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 16th, 2017, 22:21 #16
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The Custom function? Crazy. Now that I look at the wiki I see the custom function used in the Oathbow but not only is this function not described, it doesn't talk about how to use the sworn enemy part. Definitely learned something new there and I think I like the way you use it for Hunter's Mark and Hex rather than how the default for those spells are handled. Also the Shift dragging of effects to restrict the targeting, while documented, was also new to me. Maybe you're working on this part for the next video, but what is the (C) that you said you'd get to later?
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December 16th, 2017, 23:58 #17
Yes the next video covers concentration checks. The (C).
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 17th, 2017, 05:39 #18
This is great stuff! I do have a question, I want to create a check on whether a character has proficiency in a skill or not and then add a modifier if the condition exists. I start the script something like this: IF: SKILL(proficient): 2, but I don't think the script for proficient is correct. Any help here?
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December 17th, 2017, 09:01 #19
Can’t be done. As the video explains you can use IF to test for conditions or conditional modifiers. Proficiency is neither of these things so you can’t test for it.
If you want to give the player a bonus to a skill you’ll use SKILL: x, <skill>. You’ll need to then apply this manually to the PC based on whether they have proficiency in the skill or not.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 17th, 2017, 13:55 #20
Video eight is now available. This one covers the naming of effects, chaining them together and looks at effects for which concentration checks are required for the caster to maintain the effect. Link in the first post.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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