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  1. #61
    Hi all,
    I hope this is an appropriate place to share this.
    Here are a few effects I have added to the custom list.

    Augment Summoning; CON: 4 enhancement; STR: 4 enhancement (note that this will not update hp based on Con)
    Bane Weapon; ATK:2; DMG: 2+2d6
    Bleeding; DMGO # (replace the # with a set number or dice expression)
    Celestial (HD 1-4); RESIST:5 cold; RESIST:5 acid; RESIST:5 electricity
    Celestial (HD 5-10); RESIST:10 cold; RESIST:10 acid; RESIST:10 electricity; DR: 5/evil
    Celestial (HD 11+); RESIST:15 cold; RESIST:15 acid; RESIST:15 electricity; DR: 10/evil
    Fiendish (HD 1-4); RESIST:5 cold; RESIST:5 fire
    Fiendish (HD 5-10); RESIST:10 cold; RESIST:10 fire; DR: 5/good
    Fiendish (HD 11+); RESIST:15 cold; RESIST:15 fire; DR: 10/good

    I also expand Inspire Courage based on bardic level.

    Thanks to all the hard work of folks who have submitted content, and I hope this post helps somebody.

  2. #62
    Quote Originally Posted by ScribblingRambler View Post
    Hi all,
    I hope this is an appropriate place to share this.
    Here are a few effects I have added to the custom list.

    ...

    Thanks to all the hard work of folks who have submitted content, and I hope this post helps somebody.
    That might be more helpful as a suggestion here.
    This thread is for an extension that changes how effects work.

  3. #63
    I have the latest FGU version and there are unfortunately constantly error messages with the extension. Will there be another update of this?

  4. #64

  5. #65
    This has not been updated to handle the new feb 16th update.
    I'm planning to do it myself when I finish my upcoming Total Encumbrance work. At that time I will also bring over any new improvements from the original extension.

  6. #66
    Advanced Effects v1.2-beta now available for testing.

    I have tried to better document the code changes so Kelrugem can integrate it into FullOverlayPackage easier (if that's still the plan).
    Last edited by bmos; March 22nd, 2021 at 18:43.

  7. #67
    Quote Originally Posted by bmos View Post
    Advanced Effects v1.2-beta now available for testing.

    I have tried to better document the code changes so Kelrugem can integrate it into FullOverlayPackage easier (if that's still the plan).
    cool, thanks Yes, it is somewhen the plan; though I plan to rewrite effects a bit for better performance, also in order to integrate that (a little bit what Trenloe already did in PF2 with effect tracking in the sheet for example, extending on that; also for a later support of Aura and global effects etc. But until I worked that out it can take a while )
    Last edited by Kelrugem; March 22nd, 2021 at 19:13.

  8. #68
    Advanced Effects v1.2 is done (I think)
    Let me know if anything doesn't seem to work correctly and what extensions it's not compatible with.

  9. #69
    I have loaded the FG-PFRPG-Advanced-Effects.ext into FGU, but unfortunately I can't find out how to use it. Can you explain this briefly please?
    With the extension I wanted to generate a Potion (Cure Light Wounds) with whose effect I can directly heal d8+1 HP. But only found out how to give someone attributes, saves and so on. I could not find healing effects.
    Last edited by TWolli; March 23rd, 2021 at 01:10.

  10. #70
    Quote Originally Posted by TWolli View Post
    I have loaded the FG-PFRPG-Advanced-Effects.ext into FGU, but unfortunately I can't find out how to use it. Can you explain this briefly please?
    With the extension I wanted to generate a Potion (Cure Light Wounds) with whose effect I can directly heal d8+1 HP. But only found out how to give someone attributes, saves and so on. I could not find healing effects.
    Potions, Scrolls, Wands are handled in this extension:
    https://www.fantasygrounds.com/forum...and-Pathfinder

    Advanced Effects is for adding combat tracker effects to items, characters, or NPCs. You can see how it works here: https://github.com/bmos/FG-PFRPG-Adv...main/README.md
    Last edited by bmos; May 12th, 2021 at 20:31.

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