This help topic is Open Game Content, and is licensed for public use under the terms of the Open Gaming License v1.0a .
The conditions editor allows you to change the effect a condition has on a creature. Click on a condition in the list at right to select it. If you cannot see the condition you wish to edit, check the “Show Spell/Power/Item Conditions” checkboxes. To learn how to change a spell or power's conditions, see Editing Spells' and Powers' Associated Conditions .
The Create New button creates a new, empty condition. You can edit its effects as described above. You can also create a condition with just a name – this becomes in effect just a reminder that a spell/power/item is active.
The Delete button deletes the selected condition. You cannot delete locked conditions.
Starting in version 2.15, the condition editor has been expanded and made much more powerful.
A condition can have one or more modifiers. A modifier has a certain game effect. See About Conditions for a description of the game effect of each modifier. Each modifier has 6 fields that can be filled in. These are represented by each column of the grid:
The rules for stacking are described in the DMG and further clarified here: http://www.wizards.com/default.asp?x=dnd/rg/20040120a . The basics are that when confronted with two modifiers on the same thing, they can either stack, that is, are added together; or they can overlap, that is, only the largest one is considered.
The standard stacking rules are that:
o Modifiers of different types always stack together. So an Enhancement bonus and a Luck bonus add up together.
o Modifiers of the same type overlap. So if one item gives a +3 Luck bonus to Saves and another gives a +5 Luck bonus to the same thing, then the highest value (+5) only is applied.
There are special cases which override the general rule:
o Certain types of modifiers always stack. This includes Dodge and Circumstance. So any modifier (of any name) with this type will stack with the others.
o Certain modifiers always overlap. This includes values which are not really bonuses but quantities used in a different way: Miss Chance, Resistance, Spell and Power Resistance.
o Certain modifiers overlap in reverse – that is, the lowest value becomes the one that is applied. This usually applies to penalties, like the Max Dex limitation to AC, and Check Penalty to skills.
These are the default rules. You can customize the exceptions by editing your campaign's RULES.TXT file.
You can also use scripting to define modifiers that will act just like those in a condition. For this, you will use the cr. AddModifier command. The fields Name, Subname, Type, Value, VariableName are as described above. This allows full control on how the bonus will be applied, as per the rules above.
Sub AddModifier(BonusName As String , ByVal Value As Single , Optional ModType As String , Optional Subname As String = "" , Optional VariableName As String , Optional nSource As String , Optional ExtraString As String , Optional SemiPermanent As Boolean = False )
' ExtraString: Optional. This is an extra string of information that, in this version, has no game effect.
' nSource: Optional. String indicating what the source of the modifier is. This is set automatically in scripting to say 'Feat X', but can be overriden.
' Set to TRUE to put the modifier in the 'DM Modifiers' condition - that is, the modifiers that can be modified on the fly by the user in the 'Condition Modifiers Editor' (Ctrl+F6, see Detailed Modifier Viewer ). So use a call like this:
cr.AddModifier "Att Melee" , 2, "Morale" ,,,,, true
To give a semi-permanent bonus.
To import or export conditions, see the Importing Other Files and the Exporting Other Files help topics.
Conditions and item's magical effect from version 2.14 and earlier use the old condition system, where except for AC, there was no "type" of bonus and so all bonuses were assumed to stack. When loading such a condition, it will be automatically converted to the new format, and the type will be an empty string – that is, an unnamed bonus. So these old conditions will automatically stack with everything else. You may want to edit the conditions to give the type if you want the stacking rules to apply to it as well.