Thread: Modifying the CoreRPG ruleset
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December 31st, 2019, 00:31 #31
Correct. As @damned mentions - the base effect coding (CT, durations, etc.) is in CoreRPG. However, rulesets have their own effect manager for things specific to that ruleset (e.g. RESIST coding, damage types, etc.) - usually in scripts\manager_effect_<ruleset>.lua. Then, each action manager (the code that runs when an action is made - damage, attack, saving throw, initiative, etc.) has code within that checks for active effects that are relevant to that action and applies the relevant adjustment/modifier. So, look in the 2E or 5E scripts\manager_action_XXX.lua files
Last edited by Trenloe; December 31st, 2019 at 00:45.
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December 31st, 2019, 00:33 #32
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Great, thanks.
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November 2nd, 2023, 03:08 #33
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Are the links at the start of this stickied thread still valid? They look like they're from the old wiki; I thought everything was at the atlassian site now. I assume a lot is still applicable, but especially with the change to Unity since the last post here, I want to make sure I read the most up-to-date stuff.
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November 2nd, 2023, 11:17 #34
The links are for FG Classic. For FG Unity refer to the Developer Guide section of the new Wiki here: https://fantasygroundsunity.atlassia...eveloper+Guide
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