Fantasy grounds 2 how to hose a setting
Class name can also be used such as $PALADIN, $BARD/etc and it will be replaced with the class that matches the name. $LEVEL = replaced with highest level of the character, $ARCANE or $DIVINE will be replaced with arcane or divine spell level. Values between brackets will be mathematically processed when effect applied by an actor. If two modifiers have the same bonus type, only the larger value will be used.
Modifiers stack as long as their bonus type is blank or unique. If colon missing, assume no dice, numerical modifier or descriptors. No dexterity modifiers, No shield, AC worsened by 4Īpplied to a creature that has been turned. Moderate: ATK -1 Heavy ATK -2, AC -1 Severe: ATK -4, AC -3ĪTK -2, No dexterity modifiers, No shield, AC worsened by 4 if melee attacks. +2 to hit, AC reduced by 1, Dexterity and Shield ignored in armor calculations.
#FANTASY GROUNDS 2 HOW TO HOSE A SETTING CODE#
The following are built into the code and can be applied to a character or NPC either via an effect from the character sheet or Combat Tracker or by applying it from the effects button in the UI.ĪTK -4 (-2 with blind-fighting skill), SAVE -4, No Dexterity modifiers, AC -4 Other useful delimiters are !silver and !adamantine. If they are magical then all of the damage will get through. For example the effect "RESIST: bludgeoning, piercing, !magic" creates an effect which allows whoever has the effect to resist damage from bludgeoning or piercing weapons provided they are not magical. this is useful for reminding players what the effect is.Ī special tag '!' can be used as a kind of logical NOT. You can add a description to an effect ending in a semi colon. For example STR: - would apply a random 1-6 minus value to the strength of that n/pc.Įffects can be chained together but each must be separated by a semi colon ' '. If the modifier is to be modified by a player stat then that should be enclosed in square brackets ''. These must follow the dice or number separated by a comma. Thus if the effect requires nothing after the modifier the colon can be missed out. If the colon is missed then Fantasy Grounds assumes that there is nothing to follow. Modifiers need to be followed by a colon ':' if you intend to have anything after them such as a number, dice etc.
Effect String SyntaxĪs has been seen from the notes above there is a syntax which must be followed so that effects will work successfully. It needs to be noted that not every modifier can be used in this way. It is important to understand that this isn’t asking you to tell Fantasy Grounds who the target of the effect is but rather where the effect should reside. Click on the Targets field to clear the targets.Īs described above in the dialog for Spell/Ability Effect there is a box for ‘Targeting’ which can be set either to ‘Targets’ or ‘Self’. The Targets field is hidden unless targets are defined. Additional options to target all allies or enemies are available by right-clicking on the targeting button. A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. However, some effect components can be targeted (such as attack and damage modifiers). Targets: By default, effects are applied to relevant rolls for all targets. Click on the Applied By field to clear the source actor. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked).
To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. If no actor is active, then this field is hidden. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.ĭuration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.Īpplied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. The active state can be toggled to Skip or Off. When an effect is applied to an actor in the combat tracker, some additional fields are available to the DM.Īctive State: By default, an effect is set to always be active (i.e.