Advanced - Implement Effects: Difference between revisions

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=== Step #1 ===
=== Step #1 ===
[[Image:example_armor_quickfill.gif|frame|right|Clicking on the drop down arrow in the Custom Armor section]]The first thing to do is to create a 'base' armor from which our new Armor will be made. In TOS+, go to the [[Gear Worksheet]]. Click on the blue ''Armor'' quicklink in the upper left to jump to the Armor table. When you see the Armor table, you will notice another quicklink called ''Click HERE  to add Custom Armors!''. Click on it to jump to the yellow area where a custom Armor can be added.
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|The first thing to do is to create a 'base' armor from which our new Armor will be made. In TOS+, go to the [[Gear Worksheet]]. Click on the blue ''Armor'' quicklink in the upper left to jump to the Armor table. When you see the Armor table, you will notice another quicklink called ''Click HERE  to add Custom Armors!''. Click on it to jump to the yellow area where a custom Armor can be added.


The image on the right shows what happens when you click on the first arrow drop down of the ''Armor QuickFill''. This is a way to 'fetch' all the data for an existing Armor, so that you do not have to start filling the information from scratch. Select '''Chainmail Armor''' from that list. After a moment, the yellow area will fill with the data from the 'basic' chainmail armor.


Now you can start filling in the information for your custom armor, replacing the data as needed. Here we will focus on adding the desired effect - and how to proceed!
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|[[Image:example_armor_quickfill.gif|frame|Clicking on the drop down arrow in the Custom Armor section]]
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{|width="80%" align="center" style="background:#ffdead;"
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|style="border:none;padding:1px;" |
[[Image:Exclamation.gif||left]]
When you create new equipment (or anything else for that matter), it is important you always use a 'unique' name - one that does NOT already exists in one of the other Tables. If you do use the same name, then the Sheet will not be able to find that item, as it will always 'see' the first it finds.
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<<under construction>>
<<under construction>>

Revision as of 11:00, 24 March 2007

BACK to Effects


The great thing about effects of that they can be added to any items or abilities the character has! This means that you could create a Hat with the same effects as a Feat, or a weapon that grants you skill bonuses. For the Sheet, if an effect is available, the 'source' of that effect is irrelevant!

Effects can be added to almost everything. The Easiest to learn HOW to create effects is to learn by example. The process of adding effects is similar, whether you are adding an effect for a weapon, of for a feat.

We assume you are familiar to 'navigating' through the Sheet to get to the desired worksheet (if not, you might want to stay out of the advanced User Guide!!).

Example #1: A Magical Armor

As our first example, we will create a new suit of Armor, based on a Chainmail, but with these magical effects/properties:

  • +1 enhancement bonus to Armor Class
  • Slick Special Ability
  • Invulnerability Special Ability

Step #1

The first thing to do is to create a 'base' armor from which our new Armor will be made. In TOS+, go to the Gear Worksheet. Click on the blue Armor quicklink in the upper left to jump to the Armor table. When you see the Armor table, you will notice another quicklink called Click HERE to add Custom Armors!. Click on it to jump to the yellow area where a custom Armor can be added.

The image on the right shows what happens when you click on the first arrow drop down of the Armor QuickFill. This is a way to 'fetch' all the data for an existing Armor, so that you do not have to start filling the information from scratch. Select Chainmail Armor from that list. After a moment, the yellow area will fill with the data from the 'basic' chainmail armor.

Now you can start filling in the information for your custom armor, replacing the data as needed. Here we will focus on adding the desired effect - and how to proceed!

Clicking on the drop down arrow in the Custom Armor section

When you create new equipment (or anything else for that matter), it is important you always use a 'unique' name - one that does NOT already exists in one of the other Tables. If you do use the same name, then the Sheet will not be able to find that item, as it will always 'see' the first it finds.

<<under construction>>


BACK to Effects