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  1. #1

    Moving effect from Custom to Presets

    One of the last upgrades brought to us the Presets section within Effects library. I would like to explore this and see if I can bring some effects from the rulesets from Custom to Presets.

    Where I can check the code and how the presets are structured?
    The past is a rudder to guide us, not an anchor to hold us back.

  2. #2
    Well in SFRPG and 5E, you can see the structure of the preset effects under data_common.lua. The conditions list populates the presets.

    Example from SFRPG:
    conditions = {
    "asleep",
    "bleeding",
    "blinded",
    "broken",
    "burning",
    "confused",
    "cowering",
    "dazed",
    "dazzled",
    "dead",
    "deafened",
    "dying",
    "encumbered",
    "entangled",
    "exhausted",
    "fascinated",
    "fatigued",
    "flat-footed",
    "frightened",
    "grappled",
    "helpless",
    "invisible",
    "nauseated",
    "off-kilter",
    "off-target",
    "overburdened",
    "panicked",
    "paralyzed",
    "pinned",
    "prone",
    "shaken",
    "sickened",
    "stable",
    "staggered",
    "stunned",
    "unconscious"
    };

    This is of course if you wish to have conditions hard coded in the ruleset code. The code that sets up the structure is in CoreRPG in utility/scripts/effectlist_presets.lua
    Last edited by superteddy57; May 9th, 2021 at 08:04.
    Dominic Morta
    Ruleset Developer
    Smiteworks

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