5 Attachment(s)
Pathfinder 2: Drag and Drop Actions, Powers, and Spells
Update (8/8/21):
So, it's been a while since Drag-n-Drop (DnD) was released and I had always planned on revisiting it. Then I got busy. Real busy. :p Needing just a bit of a change of pace this weekend, I decided to take a quick look at this again and do what I had wanted to do quite a while ago: make it more modular. Create individual pieces of DnD that people can snag and use based on individual needs. The original will still be out here further down below, along with some instructions on how to use it.
(SR) Drag and Drop Series (modular)
(SR) DnD Actions and Skill: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Dwarf: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Elf: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Gnome: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Goblin: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Halfling: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Human: Forge Item (free)
(SR) DnD Versatile: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Companions: Forge Item (free) : (Video to Come)
(SR) Drag and Drop Series (modular) - The Classes
(SR) DnD Alchemist: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Barbarian: Forge Item (free) : Short Video on Module Use and Features
(SR) DnD Bard: Forge Item (free) : Short Video on Module Use and Features
Deeper Instructional Videos
YouTube Video on Familiar Use as a Character Sheet
It's good to be back after some time off for personal reasons. Seeing some of the comments here and getting a little more actual game time in gave me some new ideas for making this better. I appreciate all the feedback!
(SR) Drag N Drop for Pathfinder Second Edition: Attachment 38147.
Version: 14.1.1 - Update to Importable Animal Companion character sheets to include information on leveling and companion advancements.
Version: 14.1 - Update to Spells to reflect those that can take advantage of the Spell Level feature. Added Animal Companions Bestiary Entries. Adjustment to Alchemical Bombs with Splash to include the splash with the initial target (thanks Weissrolf for pointing out the usefulness of this). Fixed Entries that had been adjusted by the Errata.
Version: 14.0 - Revamp of Spells underway (through 6th-level spells, plus heightened versions). All-in-One Classes done. Use of Spells Tab for Drag-n-Drop actions, class features, etc., for the classes and actions I have needed up to this point. Added Deity and Faith Section including Domain table for domain powers gained. Added some template character sheets for different transformations. This means you can have an importable character sheet for things like Insect Form or Animal Form.
Move the above download (.mod) to your modules directory in the Fantasy Grounds AppData folder. From there, you can simply open up the module once in game. I made this a Players Module, too, so that players can make use of it as well, though it's ALWAYS a good idea to ask the GM if they don't mind using it beforehand.
So, in an effort to make life easier when it came to having abilities and power ready for use and implementation in my games. To facilitate this, I worked on revamping all the Spells, Focus Spells, Rituals, and created All-in-One Characters for Each Class (still in progress). To make this easier to employ, I started making heavy use of the SPELLS TAB.
Here are some Posts on the use of the Module:
Guide to Spell Tab Use
Adding Powers Tabs
Weapon Tab Actions
Forms and Companions
Animal Companions on the CT from the Bestiary Tab
To be clear, the old system of loading the All-in-One Characters is still valid. What this allows is to drag specific abilities, powers, spells, etc., with their completed attack, damage, heal, effect actions associated with them to a creature or character's spell/action tab. My personal suggestion is to use the powers/spells/abilities from the Spells Tab, but you can still import the all-in-one characters.
For starters, open up the Characters Tab.. it should look like this (this is for the GM only):
https://www.fantasygrounds.com/forum...chmentid=28744
At the bottom of the Character Selection screen is a highlighted blue up-arrow that is identified as Import Character. Clicking that will bring up the following screen:
https://www.fantasygrounds.com/forum...chmentid=28745
Clicking that Add Character will import the character from the drag-n-drop module. This means that when you head back to the Character Selection Screen, All-in-One Alchemist (in this case) will now be available for use.
https://www.fantasygrounds.com/forum...chmentid=28746
This doesn't mean it takes care of everything. You still have to set things like Caster Level, Damage Dice (for things like Breath Weapon), the DC, etc, but the structure to do so will all be there easily changed. It's what I use for the Bestiary I worked on and it makes changing, updating, or creating creatures easy. The All-in-One Class sheets allow me to quickly add a feature or power to a character (such as an Alchemist) so that it has it ready for use on the Actions Tab. So the Alchemist who wants the Lesser versions of Acid Splash and Tanglefoot Bag can simply add them to their character sheet and the attacks and effects (damage, persistent, splash, Speed Penalty, etc.) are all there ready for use.
It's still a work in progress (as seen there, I don't have every Formula in the alchemist yet), and I skip some spells or powers that really need no effects of action tab (detect magic or uncanny bombs for example), as well as some powers that change others (so someone with Feral Mutagen would need to change the current effects for the Bestial Mutagen entries including the Claw and Jaw items that are in there for drag and drop).
I hope this helps out some in their quest to get the most out of Fantasy Grounds! Enjoy!
Possibly Unnecessary
(SR-U) Drag N Drop for Pathfinder Second Edition in Unity: Attachment 33660. (Version 14.0)