Action categories completed start of actions
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1b154d92f9
commit
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@ -18,19 +18,15 @@ VALUES
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INSERT INTO actioncategories (
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actioncategories_id
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,sources_id
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,sources_pages
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,name
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,descr
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)
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VALUES
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(1, 1, '469', 'Basic', 'Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.'),
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(2, 1, '472', 'Specialty Basic', 'These actions are useful under specific circumstances. Some require you to have a special movement type.');
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(1, 'Basic', 'Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.'),
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(2, 'Specialty Basic', 'These actions are useful under specific circumstances. Some require you to have a special movement type.');
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INSERT INTO actions
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(actions_id,
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sources_id,
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sources_pages,
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actioncategories_id,
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actioncosts_id,
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name,
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@ -40,12 +36,12 @@ INSERT INTO actions
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)
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VALUES
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-- BASIC ACTIONS FROM CRB
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(1, 1, '470', 1, 5, 'Aid', 'The ally is willing to accept your aid, and you have prepared to help (see description).', 'An ally is about to use an action that requires a skill check or attack roll.', 'You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.\n\nWhen you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.\n\n**Critical Success** You grant your ally a +2 circumstance bonus to,the triggering check. If you’re a master with the check you,attempted, the bonus is +3, and if you’re legendary, it’s +4.\n**Success** You grant your ally a +1 circumstance bonus to the triggering check.\n**Critical Failure** Your ally takes a 1 circumstance penalty to the triggering check.'),
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(2, 1, '470', 1, 1, 'Crawl', 'You are prone and your Speed is at least 10 feet.', NULL, 'You move 5 feet by crawling and continue to stay prone.'),
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(3, 1, '470', 1, 4, 'Delay', NULL, 'Your turn begins.', 'You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.\n\nWhen you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.'),
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(4, 1, '470', 1, 1, 'Drop Prone', NULL, NULL, 'You fall prone.'),
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(5, 1, '470', 1, 1, 'Escape', NULL, NULL, 'You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).\n\n**Critical Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.\n**Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.\n**Critical Failure** You don’t get free, and you can’t attempt to Escape again until your next turn.'),
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(6, 1, '470', 1, 1, 'Interact', NULL, NULL, 'You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.'),
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(1, 1, 5, 'Aid', 'The ally is willing to accept your aid, and you have prepared to help (see description).', 'An ally is about to use an action that requires a skill check or attack roll.', 'You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.\n\nWhen you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.\n\n**Critical Success** You grant your ally a +2 circumstance bonus to,the triggering check. If you’re a master with the check you,attempted, the bonus is +3, and if you’re legendary, it’s +4.\n**Success** You grant your ally a +1 circumstance bonus to the triggering check.\n**Critical Failure** Your ally takes a 1 circumstance penalty to the triggering check.'),
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(2, 1, 1, 'Crawl', 'You are prone and your Speed is at least 10 feet.', NULL, 'You move 5 feet by crawling and continue to stay prone.'),
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(3, 1, 4, 'Delay', NULL, 'Your turn begins.', 'You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.\n\nWhen you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.'),
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(4, 1, 1, 'Drop Prone', NULL, NULL, 'You fall prone.'),
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(5, 1, 1, 'Escape', NULL, NULL, 'You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).\n\n**Critical Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.\n**Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.\n**Critical Failure** You don’t get free, and you can’t attempt to Escape again until your next turn.'),
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(6, 1, 1, 'Interact', NULL, NULL, 'You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.'),
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(7, 1, '531', 1, NULL, 'Invest an Item', NULL, NULL, 'You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.\n\n You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you’re still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit. '),
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(8, 1, '470', 1, 1, 'Leap', NULL, NULL, 'You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).\n\nIf you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.\n\nJumping a greater distance requires using the Athletics skill.'),
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(9, 1, '470', 1, 2, 'Ready', NULL, NULL, 'You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.\n\nIf you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.'),
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@ -98,3 +94,39 @@ VALUES
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(27, 42), -- Point Out -> Manipulate
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(27, 74), -- Point Out -> Visual
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(29, 14); -- Sustain a Spell -> Concentrate
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INSERT INTO sourceentries (
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sourceentry_id
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,sources_id
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,page_start
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,page_stop
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)
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VALUES
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(1, 1, 469, 469) -- Basic --
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,(2, 1, 472, 472) -- Specialty Basic --
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,(3, 1, 470, 470) -- Aid, Crawl, Delay --
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;
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INSERT INTO actioncategories_sourceentries (
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id
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,actioncategories_id
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,sourceentry_id
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)
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VALUES
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(1, 1, 1) -- Basic --
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,(2, 2, 2) -- Specialty Basic --
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;
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INSERT INTO actions_sourceentries (
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id
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,actions_id
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,sourceentry_id
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)
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VALUES
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(1, 1, 3) -- Aid --
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,(2, 2, 3) -- Crawl --
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,(3, 3, 3) -- Delay --
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,(4, 4, 3) -- Drop Prone --
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,(5, 5, 3) -- Escape --
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,(6, 6, 3) -- Interact --
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;
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@ -6,20 +6,16 @@ CREATE TABLE actioncosts (
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abbr TEXT NOT NULL UNIQUE
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);
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-- TODO remove sources_id and sources_pages once sourceentries is finished --
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CREATE TABLE actioncategories (
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actioncategories_id INTEGER PRIMARY KEY,
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sources_id INTEGER NOT NULL,
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sources_pages TEXT NOT NULL,
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name TEXT NOT NULL UNIQUE,
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descr TEXT NOT NULL UNIQUE,
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FOREIGN KEY (sources_id) REFERENCES sources(sources_id)
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);
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-- TODO remove sources_id and sources_pages once sourceentries is finished --
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CREATE TABLE actions (
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actions_id INTEGER PRIMARY KEY,
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sources_id INTEGER NOT NULL,
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sources_pages TEXT NOT NULL,
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actioncategories_id INTEGER NOT NULL,
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actioncosts_id INTEGER,
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name TEXT NOT NULL UNIQUE,
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@ -37,6 +33,16 @@ CREATE TABLE actions_traits (
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traits_id INTEGER NOT NULL
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);
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-- Joining table --
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CREATE TABLE actioncategories_sourceentries (
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id INTEGER PRIMARY KEY
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,actioncategories_id INTEGER NOT NULL
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,sourceentry_id INTEGER NOT NULL
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,UNIQUE (id, actioncategories_id, soruceentry_id),
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,FOREIGN KEY (actioncategories_id) REFERENCES actioncategories(actioncategories_id)
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,FOREIGN KEY (sourceentry_id) REFERENCES sourceentry(sourceentry_id)
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);
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-- Joining table --
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CREATE TABLE actions_sourceentries (
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id INTEGER PRIMARY KEY
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