Thread: Weapon Effects
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June 20th, 2020, 00:39 #1
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Weapon Effects
Rolling up a custom weapon since I don't have the book for the Bloodaxe yet. Is there a way to code the extra 1d6 necrotic damage effect into the weapon itself so that it doesn't apply to constructs or undead, or do I need to create a new damage effect in the character sheet to handle that bit of extra damage?
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June 20th, 2020, 00:42 #2
There is an extension (I forget the name) that allows you to code effects into items. Otherwise you will have to code the effect into the Actions of the character sheet once the PC has the item. You can pre-create the effect in the effects list and then add it to the player when they get the item. Or just create it on the PC when they get the item.
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June 20th, 2020, 01:06 #3
This is the extension that LE is talking about https://www.fantasygrounds.com/forum...cs-characters)
From your description you’ll need an effect of IFT:TYPE(long list if types excluding constructs and undead); DMG: 1d6, necrotic.
More information on effects here https://fantasygroundsunity.atlassia...ced+Automation
And in these videos https://www.fantasygrounds.com/forum...-Videos-for-5EIf 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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June 20th, 2020, 01:26 #4
Just a nod to that extension. It is awesome. I use it all the time.
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November 10th, 2022, 02:03 #5
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November 10th, 2022, 02:24 #6
For the flame tongue weapon effect you would apply the effect just before dealing damage when the weapon is used. The effect would be set to expire on next action. Doing so would mean it only gets used when the flame tongue weapon is actually flaming. In other words you would not have the effect on all the time and so it would be relevant only to that weapon when it is used as a flame blade.
You could use the extension but since the flame tongue is not necessarily always flaming then you’d still need to switch off the effect when that was the case.
So you could use the extension or not; it would achieve the same thing.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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November 10th, 2022, 04:54 #7
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Perhaps https://forge.fantasygrounds.com/shop/items/591/view ("IF NOT - Untrue Effects") would allow doing "IFTN: TYPE(...)" to exclude types, simplifying things.
With the aforementioned "Advanced Effects", just equipping/unequipping the weapon would turn on/off the attached effect. Still not great if it's being activated and deactivated a lot, but in that case you're probably just better off creating separate damage effects and pushing the appropriate button.
Not sure if "Trigger Me Timbers" supports triggering based on doing damage of a specific type followed by conditionally (based on target type) replacing the damage and adding more. That mighe be excessively fancy.
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