FG Forge
Page 1 of 29 12311 ... Last
  1. #1

    Equipped Effects Extension (.ext file) [Fantasy Grounds Unity]

    Now in Forge. Old DMsG version will be maintained though is no longer for sale there.

    Equipped Effects Extension (Fantasy Grounds Unity)

    This stand-alone extension for Fantasy Grounds allows your players to gain item-based effects simply by equipping them, which automatically adds the effects to the character in the combat tracker.

    This extension unlocks the following functions:

    • Give characters magic items and allow them to equip them to receive effects that you’ve set up previously —saving time during the session!
    • Item effects are automatically removed when the item is unequipped.
    • Make some effects on the combat tracker invisible from your players! The effects are still there, but your players can't see them —cursed items are now possible in FG!
    • Items tagged with “CURSED” can not be unequipped by the player


    Aridhro's 5E Automated Effects is also supported by this extension.

    Additional perk included in this extension:

    • Import & Export custom effect XML files, so you can take your created effects with you to your next campaign.


    Updates:
    [See .txt file for early updates and features]

    V 1.36 - Bug - Weapon powers are usually created with PCs in mind. And PCs have a separate section in action page for weapon attack/damage. NPCs do not. They have the highlight-able text (usually not very reliable for complex save/effects) and the action list in the CT. If you define a power for an NPC it would always replace the text translation. This would lose the attack/damage info of a weapon (as the power - designed for a PC - would never include that data). This was fixed by adding in the first parsed text up to a powersave or effect for things that had "weapon attack" in description. Result being, NPCs would now have the action list with the attack/damage data for the weapon followed by whatever power was added in, where previously it would be missing (only present in NPC sheet text). Hard to describe this bug, but that is the best I can think to explain it.

    V 1.37 - Bug - checking for effect duplicates was not taking into account that effects on CT have no units and translate duration into seconds (for minutes) and 0 for (hour and day). Caused mistaken failure of duplicate checks. Fixed.

    V 1.38 - Bug - checking for effect duplicates was not taking into account that duration effects can be less than original due to counting down. Fixed.

    V 1.39 - Feature - will now check for effect/power(spell) name comparisons by first checking if there is a <match name>_<npc name> that matches. This allows for conflicts to be more easily resolved. Before people would add an asterisk to end of name to make it unique but the NPC would also have to be recreated with a matching name (asterisk) added. Now something like "Gust of Wind" which is different for Kraken and Adult Brass Dragon does not need to have the NPC names any different - as it will use those names to look up the unique "Gust of Wind_Kraken" or "Gust of Wind_Adult Brass Dragon".

    V 1.40 - Bug - ID and attunement logic was not being applied to power(spell) applied in actions. Result would be player would have the action of the equipped item when it was not attuned. Fixed.

    V 1.41 - Bugs/Feature - Fixed effects that were not being updated in CT when a sheet was edited. Fixed text comparisons to make them consistently case insensitive comparisons - some were not. Fixed conflict name check in some cases. NPC name checks for powers and effects will now check for a <match name>_NPC matching spell or effect name if it cannot find a specific <match name>_<npc name> (see version 1.39) match, if neither of these matches then will default to normal "<name>" matching it has always done.

    V 1.42 - Bug - For V1.41 name search changes we only want to do them if a power (in other words not a spell but a trait/action/etc.). We only have desc text in CT power entry we are given so we check for "level:" (case insensitive find) in that string - if we find it then we will not process the V1.41 additional search names.

    V 1.43 - Feature - support new Module Priority Level so that is displayed in the module activation page entries. There are 3 levels (1-3) or none that can be set. Currently its a first come first server name match. Which works well unless you have supplemental modules that have conflicted names. Not a problem in Aridhro's data as he names his so the order comes out the way he wants them (they will get hit first before the things they supplement). But in other places (and for future) you may have many supplemental mods with lots of name conflicts. This module priority level lets you pick which modules get preference. If any module is set with a value it will keep searching for name matches until it finds the lowest priority match. So if I have PHB (SW) and Tasha's (SW) I can set Tasha's as priority 1 and insure any name conflicts we pick that one to resolve it. Likely I won't use this myself as the first come first serve works with my supplemental data already (I only use PHB). But if you have a lot of supplemental modules then this might help you. It only records loaded modules in the local DB under <module_priorities> with a <ModuleName> and a <ModulePriority> for its data. Any time the onInit gets triggered for the manager (app startup) this data will be cleaned up based on what modules are currently loaded (removes any that are not). It also only records ones that have had their module priority set. The option provided under "Module Priority" is "Display Module priority level (1-3)" defaulted to "off". This is only for display of module priority level in the module activation window. To use it for name resolution another flag under "Equipped Effects" is provided called "Use Module Priority" defaulted to "off". This will make the name matching I do for spells look at the priorities to resolve name conflicts instead of first come first serve.

    V 1.44 - FGU changes - updated extension to work with new FGU changes. Will now respect ID and attunement for NPC inventories (will not all equip if not ID'ed and attuned).

    V 1.45 - Bug - was not doing case insensitive search for keyword "Required Attunement" in rarity text. If someone put this in a sheet in lower case it would not recognize it required attunement. Fixed.

    V 1.46- Feature - added support for PC power/effect name matching to first check for a <match name>_RACE_<race name> or <match name>_CLASS_<class name> match before defaulting to a <match name> check. This allows for resolving <match name>s that are the same but have different meanings depending on where they are defined (in race data or class data). Got to love WOTC non unique naming. This was done largely to support some conflicts in the new MotM player module.

    V 1.47 - Bug - was not removing _RACE_ or _CLASS_ actions when ability that generated them was removed. Fixed.

    V 1.48 - FGU Change - FGU changed how they parse NPC powername which this code also does, so updated to do it the same way.

    Known Caveats:
    If you delete an equipped item with an effect before you unequip it - the effect will remain in combat tracker. Unequip any item with effects before you remove it from the inventory.
    Effects added by name matching of a custom effect are not done with a Source included as they are assumed to be passive and will not properly function with a (C) Concentration effect. Those should always be defined in power actions for the name matching.

    Grim Press overview video from DMsG.


    My long boring silent test video.
    https://youtu.be/4epKAV-i-B4

    Grim Press will be handling the sales and promotion of this extension.
    If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/N7MM93a

    Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension.

    Included is original text used for describing this extension - provided for reference if needed.
    Attached Files Attached Files
    Last edited by SilentRuin; May 25th, 2022 at 17:41.

  2. #2
    That looks awesome. Highly interested. But....will it work with MoreCore?

  3. #3
    Quote Originally Posted by RocksFall View Post
    That looks awesome. Highly interested. But....will it work with MoreCore?
    No earthly idea. I'm new to FGU and just programming things as I find I need them - what you see loaded in video is what I have and only what I've run with. Basically my signature.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #4
    Hey bought your new extension , been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
    Will let you know, if I find anything!

    Thanks again love what this adds to our games!

  5. #5
    Quote Originally Posted by vaughnlannister View Post
    Hey bought your new extension , been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
    Will let you know, if I find anything!

    Thanks again love what this adds to our games!
    Happy to be of service
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #6
    mmm cant seem to get it to work with PFRPG2.

    I watched the video but cant see how you attached the custom effect to an item?
    I assumed they both have to have the same name?

    When I equip the item the effect fails to appear on the CT
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  7. #7
    Quote Originally Posted by Willot View Post
    mmm cant seem to get it to work with PFRPG2.

    I watched the video but cant see how you attached the custom effect to an item?
    I assumed they both have to have the same name?

    When I equip the item the effect fails to appear on the CT
    All the code is tied to CoreRPG or has guards against if data is not there. I superficially tested it in each of the rulesets listed. Just did this in my empty create campaign of PFRPG2 with some 5E effects I imported in from an XML file using this extension. I then went into a dummy char I created (basically empty except for name and inventory) and created an Item that had the same name as one of my effects. I then cycled through the carried states and watch the combat tracker set the effect and remove the effect. The name is a 100% character match on the first component in the label. For example,

    Item created:
    Ring of SilentRuin

    Effect I imported into custom effects (or you could simply create it)

    Ring of SilentRuin; AC:-10; CURSED

    The effect worked fine. As I'm not a player - and was host - the CURSED did not really prevent me from unequipping it.

    Now if you are the host - you should see it in the CT - if the first component matches 100% the name (that's everything before the first semicolon). Is that what you did? Granted I have no idea what effects this ruleset accepts but it really does not matter, you should see it in the CT.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  8. #8
    Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
    I assume I dont have to export and import the effect first that activates the code
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  9. #9
    Quote Originally Posted by Willot View Post
    Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
    I assume I dont have to export and import the effect first that activates the code
    No just the exact text match should be all that is required.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  10. #10
    Hi, though your extension is working fine it does seem to hamper performance of the combat tracker a bit, making it a little laggy. Could you maybe investigate if you're also seeing this issue in FGU, with your extension?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fallout 1

Log in

Log in