Currently, the documentation is very limited, but I hope it will slowly grow over time with the help of the community.
John Gregory (aka Moon Wizard)
Slash Command ReferenceEdit
|Chat Command and Format||Source||Notes|
|GM and Players|
|/die <#d#+#> [message]||Ruleset*||Makes a die roll with the given descriptive message|
|/emote [message]||FG||Feelings and trivial messages|
|/help||FG||Shows only base FG slash commands, not ruleset slash commands|
|/mod <#> [message]||Ruleset||Adds the number to the modifier stack with the message as the label|
|/ooc [message]||FG||Out-of-character message|
|/save||FG||Save campaign to disk|
|/vote [message]||FG||Initiates a player vote in the chat window on the given message topic|
|/w [character] [message]||Ruleset*||Whispers message to named character. Auto-complete supported for character names. Messages to unknown players will go to GM. Also, GM will be copied on message, if campaign option is enabled.|
|/whisper [character] [message]||Ruleset||Same as /w.|
|/clear||FG||Clear chat window|
|/day||FG||Switch to day lighting mood|
|/export [module name] [description]||Ruleset||Opens module export window|
|/gmid [identity]||Ruleset||Sets the base GM identity string. It is GM by default. Value is stored in the campaign registry.|
|/id [identity]||Ruleset||Adds identity to the list of GM selectable speaking identities|
|/identity [identity]||Ruleset||Same as /id|
|/night||FG||Switch to night lighting mood|
|/story [message]||FG||Narrator message|
|/act [message]||FG||Intended action message|
|/wg [message]||Ruleset||Whispers message to GM.|
- Overrides base FG functionality
This ruleset comes with a number of options which can be modified. Some options can be configured on a per user basis, and others are set on a campaign basis (and thus controlled by the GM).
|PC double click rolling||Allows users to double-click on any character sheet modifier or dice field to automatically roll the appropriate dice with the correct modifiers.|
|PC drag rolling||Allows users to drag from any character sheet modifier or dice field, and get the appropriate dice and modifiers to make that roll.|
|Mouse wheel editing||For users who want to disable the always-on mouse wheel editing of number fields, this option can be set to require the CTRL key to be held for editing number fields with the mouse wheel.|
|Host Options (GM edit only)|
|Show all whispers to GM||Whenever a whisper is sent, a copy will be sent to the GM, even if the whisper does not include the GM.|
|Show dice roll totals||Whenever dice are rolled, a number in brackets will be added to the end of the description with the total of the roll.|
|Show GM dice rolls||Determines whether players can see if GM dice rolls are hidden from the clients. Same as the /die reveal and /die hide commands.|
|Show name on dice rolls||Prepends the PC or NPC name to each roll made. This option is designed for games with multiple characters per player. The option can also be set for PCs only.|
|Show portraits in chat||Adds a portrait to each chat entry. For clients, the portrait will be the active identity. For the GM, a special icon is used.|
|Show Dice Tower||Adds a special tower icon to the desktop that allows players to send rolls to the GM, for which only the GM can see the results. If GM rolls are not hidden by default, the GM also will get the tower icon to make hidden rolls. Useful for campaigns where the GM wants to hide all or some rolls.|
|Combat Options (GM edit only)|
|Auto-roll NPC initiative||Whenever an NPC is added to the combat tracker, initiative will automatically be rolled. If the option is set to All, then initiative will be rolled separately for every NPC added. If the options is set to Group, then initiative will be rolled randomly for the first creature of a given name which is added, then all subsequent creatures of the same name will use the same initiative.|
|Auto NPC numbering||When multiple NPCs with the same name are added to the combat tracker, a number will automatically be appended to their names.|
|Player attack/damage drops||Determines whether clients can drop attack and damage rolls onto combat tracker entries. This ability is always enabled for the GM.|
|PC health in player view||Determines whether specific health details (hp, temporary hp, wounds) are shown in the client combat trackers. If this option is off, then the players will only see a general status (Healthy, Light, Bloodied, Dying, Dead).|
Creating a Custom Weapon or ImplementEdit
If you already have weapons and magic items set up in your modules, then you can quickly create specific magic weapons and implements.
- Open the custom items list using the book link on the right hand side.
- Drag a link to the magic weapon or implement you want to copy onto the custom items list. (Ex: Magic Weapon +2) This will create a copy of the magic item in the custom items list.
- Open the new custom magic item.
- Make sure that the Weapon magic item type is selected.
- Drag a link to the specific weapon you want to copy onto the custom magic item window. (Ex: Warhammer) This will apply the weapon attributes to the new magic item. (weight, prof bonus, etc.) Also, it will replace the "Weapon" in the item name with the name of the item.
- The new magic item is now complete. (Ex: Magic Warhammer +2)
Adding Weapons and Implements to CharactersEdit
When adding weapons or implements to a character sheet by dropping on either the combat or inventory tab, entries will be created in both the combat and inventory tabs. If a weapon or implement is deleted from the inventory tab, then the corresponding entries on the combat tab will also be deleted. If a weapon or implement entry is deleted from the combat tab, then the inventory entry will be unaffected.
Adding Other Item Types to CharactersEdit
Any other type of item can only be dropped on the inventory tab.
Adding Powers From ModulesEdit
When dropping powers onto the character sheet power tab, the ruleset will attempt to place the power into the correct power set (at-will, encounter, daily, etc.) To place a power into a specific power set, drop the power onto an existing power in that power set.
Entering Powers ManuallyEdit
When inputting powers, you should enter them in the same format as they are in the rulebooks. There are some specific fields to handle the most common power clauses, but the meat of the power information is stored in the description field.
The power clauses are assumed to be in the following format:
Attack: <content>; Hit: <content>; Miss: <content>; Special: <content>; ...
In the combat tracker, the ATK field assumes the following shortened format for powers:
<name 1> (<attackbonus> vs. <defense)(<damage> <type>); <name 2> ...
When using preparation mode, only the following power types will be displayed:
- At-Will (Special) - Assumes uses per day (specific to Paladin class)
- Encounter (Special) - Assumes uses per encounter (specific to Cleric/Warlord class)
- Daily - Only if Uses field > 0 (specific to Wizard class)
- Utility - Only if Uses field > 0 (specific to Wizard class)
Hold the SHIFT key when double-clicking or dragging a damage roll to make it a critical damage roll. All power, weapon and effects dice that are part of a damage roll will be maximized on a critical roll. Then, any bonus critical dice for the weapon or implement will be added (including high crit). (From Wizards customer service)
When you roll power damage, the power's damage has the damage type of the power's damage roll plus the damage type of the weapon. When you roll weapon damage, the weapon's damage is the damage type of the weapon. If you get extra dice for criticals or effects, the extra dice use their own damage type (if typed) or inherit the power/weapon damage type (if untyped). (From Wizards customer service)
Character base damage modifiers, effect modifiers, and critical weapon/implement dice (including high crit) will not be added to static damage rolls. (From Wizards customer service)
If your weapon or implement has the vorpal property, then all dice rolled for your damage roll will be re-rolled on a maximum roll. (From Wizards customer service)
If your weapon has the brutal property, then only the dice denoted by the [W] tag in the damage roll will be re-rolled when less than or equal to the brutal number. (From Adventurer's Vault FAQ)
NOTE: All information in this section has been derived from the 4E D&D rules forum customer service answers.