TALES of the VALIANT
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  1. #371
    Hi,

    I am trying to understand how to use a poison effect code from a Caligni Creeper.
    "Saving Throw"|Save: Fortitude[DC:16]
    "Maximum Duration"|Effect: Black Smear Poison (Max Duration)[D:6]
    "Stage 1"|Effect: Black Smear Poison (Stage 1): 1d6 poison; Enfeebled: 1[D:1][DC:16]
    "1d6 poison"|Damage: 1d6 poison
    "Stage 2"|Effect: Black Smear Poison (Stage 2): 1d6 poison ; Enfeebled: 1[D:1][DC:16]
    "Stage 3"|Effect: Black Smear Poison (Stage 3): 1d6 poison; Enfeebled: 2[D:1][DC:16]

    I understand doing the save and applying the "Stage 1" and "1d6 poison" portions. I was not able to find the clause [DC:16] explanation in the google doc on effects or the atlassian doc. It is obviously the applicable DC for the save. I tried moving the combat tracker indicator to the preceding character and advancing it. That erased the "stage 1" clause without triggering a save to potentially change the stage. Is that [DC:16] indended to automate the save or is it just a textual reminder that disappears when the character's turn starts?
    Thanks
    Web

  2. #372
    There was a bit of confusion caused by my applying the effect to the source actor. I can see now that the effect disappears when the source actors turn starts since it is duration 1. It remains on a target if that target repeats another turn. So should I just notice that the target has a stage poison, reroll the save and then replace the existing save effect with the new stage as a result of the roll?

  3. #373
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    Quote Originally Posted by webdove View Post
    I was not able to find the clause [DC:16] explanation in the google doc on effects or the atlassian doc. It is obviously the applicable DC for the save. I tried moving the combat tracker indicator to the preceding character and advancing it. That erased the "stage 1" clause without triggering a save to potentially change the stage. Is that [DC:16] indended to automate the save or is it just a textual reminder that disappears when the character's turn starts?
    All of this is NPC Ability automation, described in the Fg Wiki here: https://fantasygroundsunity.atlassia...ity+Automation There is no auto triggering of saves via the initiative advancing.

    Quote Originally Posted by webdove View Post
    It remains on a target if that target repeats another turn. So should I just notice that the target has a stage poison, reroll the save and then replace the existing save effect with the new stage as a result of the roll?
    1) Trigger the save action, if it fails apply the "Maximum Duration" effect to the target to track how long the poison will last.
    2) Apply either the stage 1 or stage 2 actions to the target based on whether they failed or critically failed the save.
    3) Next turn execute the save action again and apply the relevant stage based on the result.
    4) Continue step #3 until the 6 round duration effect expires or the target successfully saves at stage 1.
    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!

  4. #374

  5. #375
    Quote Originally Posted by Trenloe View Post
    Damage combination is only supported for PC attacks at this stage. We'll add it to NPCs in the future.
    I found a workaround for using NPC [EFFECT] DMGCOMBINE [Roll] (dragged from the macro bar) when the second swing misses. I replaced the blank automation string for "Douible Slice" on the Caligni Stalker in Seven Dooms with "Damage: 0 piercing". So when the first swing hits and damage is saved and the second swong misses, I can use the clickable "Damage: 0 piercing" in the combat tracker to apply the damage saved from the first swing. I had tried "/damage 0 piercing" in chat as a way to apply the stored damage, but that was not recognized as valid.

  6. #376
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    New functionality released today - support for the Assurance skill feat.

    An overview video can be found here: https://www.youtube.com/watch?v=8T8ykW6mn3w
    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!

  7. #377
    Quote Originally Posted by Trenloe View Post
    New functionality released today - support for the Assurance skill feat.

    An overview video can be found here: https://www.youtube.com/watch?v=8T8ykW6mn3w
    I love it! It erases the confusion around which bonuses are included and which are not for Assurance.


    Is there a way to make the buttons (covers, off-g, crit etc) toggleable? For example if no-one in the campaign has Assurance? Later when someone picks it, only that player could make it appear on their view.

    A functionality like in the Dice windows where you can individually show or remove from view each dice while setting their colors. I find screen space super valuable in FGU with my 24" screen. And /scaleui messes with text renders/punto so you can only go so low.

  8. #378
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    Quote Originally Posted by HuseyinCinar View Post
    Is there a way to make the buttons (covers, off-g, crit etc) toggleable? For example if no-one in the campaign has Assurance? Later when someone picks it, only that player could make it appear on their view.
    This wouldn't be straightforward for the current modifier button setup - which is in the FG Ruleset XML, which can only be changed by an extension not via runtime code.
    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!

  9. #379
    This was a bit cryptic. Is there more information about it?
    "[Added] Support for {Xabc} cross reference variables in effects applied to the CT."

  10. #380
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    Quote Originally Posted by webdove View Post
    This was a bit cryptic. Is there more information about it?
    "[Added] Support for {Xabc} cross reference variables in effects applied to the CT."
    Refer to the {XABC} cross reference character effect in the Wiki Effects page: https://fantasygroundsunity.atlassia...racter-effects This can now be part of an effect applied to the CT from the PC sheet - the relevant three character cross-reference data will be substituted when the effect is added to the CT.
    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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