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  1. #1

    Polymorphism Extension (.ext file) [Fantasy Grounds Unity 5E ruleset]

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

    Polymorphism Extension (Fantasy Grounds Unity)

    This stand-alone extension for Fantasy Grounds allows you to manage polymorphing effects right on your character sheet! Adding new forms you can change into is as simple as dragging and dropping an NPC sheet onto your character sheet and clicking the "Active" button. No additional modules are required —simply add this extension to Fantasy Grounds, and you are set!

    The 5E Druid Wild Shapes Quick Reference Guide can be used to provide real tokens(NPCs) instead of some of the default WOTC letters.


    NOTE: Things keep changing so read the versions and the .txt files for details - its too long to place on page 1.


    This extension unlocks the following functions:

    • Easily manage polymorph, true polymorph, animals shapes, shapechange, NPC shapechanger, and wild shape all from your character sheet with the click of a button
    • When activated, a new character sheet is opened automatically with your new shape's features & abilities
    • The combat tracker updates in real-time with your new form and statistics
    • Damage is carried back to your true form (as per RAW), and you revert to your true form automatically


    Additional perks included in this extension:

    • Concentration effects are properly coded: casting a polymorphism supported concentration spell ends a previous concentration spell (and ends its effects)
    • NPC Inventories are customizable when using our Map Parcel extension


    If PC is already polymorphed to an NPC and you exit FGU, when you come back up in FGU and choose the PC you will have your character sheet instead of the active polymorph NPC sheet. Either double click on its map token, click on the its CT link, or double click on the sheet's polymorph window token image of the NPC to get the NPC sheet back up. You close the original sheet brought up by the login at any time. This is usually realized when a player thinks their Active button is missing (its really not the active polymorphed NPC sheet is why).

    The Stop Concentration button and pulldown lists can lose synch and not display correctly sometimes, just switch between tabs and it will get back in synch.

    Sometimes the Polymorphism window will appear with all the choices blank - just hit active button again as it has gotten out of synch.

    A player triggering active button on a huge NPC polymorphism can sometime have that appear as a normal sized token. If the host hits the active button it will always work - and always work on player side afterwards. Something in FGU engine is doing this and this is the workaround other than mouse wheel to up the token size back to what it should be.

    Updates:

    [See .txt file for early updates and features]

    V1.18 - Bug - Fixed a problem where multi class characters were not calculating their CR (for spell rule applications) properly. Fixed. Also added new option to allow automatic concentration clearing before casting a spell to be turned off. This will not effect the stop concentration button or anything that requires concentration to be removed. Turn on this new option when you want to leave the removal of previous concentration spells to the GM. This will allow things like the spell twinning to have a workaround where the GM can turn on this option do more than one polymorph on different targets one at a time - then turn it back off to allow normal behavior. Best I can do for that sort of stuff.

    V1.19- FGU update required extension code to change. As long as FGU has bug with exceeded hit points I have to override the 5E\scripts\manager_action_damage.lua:applyDamage code. And when it changes I'm often broken by the changes. This fixes the most recent update changes.

    V1.20 - FGU update fixed 5E\scripts\manager_action_damage.lua:applyDamage code so that polymorphism no longer risks instability of overriding that function. WOOT! Less work for me on updates and less RISK for users!

    V1.21 - Bug - Non Circle Form PC druids for wild shape were not applying level limits on what they could transform into properly. Fixed. The PC druid wildshape was not applying the limits properly for beasts that could swim (level 4) or fly (level 8). It now checks "speed" attribute for keyword swim or fly to enforce this limitation. Fixed. All NPCs that use wildshape still (as they always have) depend on DM to apply any limits themselves (as there is no druid level data to apply in NPC data set).

    V1.22 - Feature - added new option "Validate Wildshape Rules (if off limited by DM)" which will be "on" by default (original behavior). If you turn it off it means any wildshape restrictions will no longer be applied and host can put in any NPC they choose for transformation. Turning it back on will immediately start applying the rules again.

    V1.23 - Bug - missing init call and did not place limit in combobox definitions so that scroll bar would be used properly.

    V1.24 - Bug - incorrect coding that caused a PC shapechanger not to drop dead when they were killed in their changed shape.

    V1.25 - Bug - added additional end turn check to resolve an incompatibility with another extension.

    V1.26 - Bugs - 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. Also added in client message to try and insure that any owned token change is selected on client after change. Trying to prevent a black screen for player.

    V1.27 - Bug - Need to insure that when an effect is already present when transferring effects back from polymorph form to original form that any duration is updated (things can potentially count down while in other shape). Fixed.

    V1.28 - Bug - Put in crazy workaround for the mysterious token targets being cleared during polymorphism operation or stop concentration operation. Also rewrote some deprecated code that will removed in the next FGU release.

    V1.29 - Bug - Saving throws for polymorphed NPC saving throw string overrides have never been taking into account NPC attribute bonus. This caused the saving throw string for the polymorphed NPC in shapechange and wild shape to not take the highest possible saving throw between the original and polymorphed sheet. Fixed.

    V1.30 - Bug - After a polymorph operation any CT token that had the polymorphed token targeted had the CT targeting updated correctly but the token targeting was not. Result was that after a polymorph things targeting that transformed token were shown in CT but not in graphics of the map. Fixed.

    V1.31 - Bug - Recent changes to preserve graphics targeting caused console errors and polymorphism to fail when targeting self or having someone target them when polymorph of self. Fixed.

    V1.32 - Bug - resolveActor no longer gives back .sType in its structure after latest FGU update. Changed my code to find the windowclass name a different way in ReplaceWindow and double click operations. Fixed.

    V1.33 - Conflict - changed FGU routine to allow conflict crash to be avoided.

    V1.34 - Feature - Primal Strike and Elemental Wild Shapes are now supported on NPC as actions. Just drop their links from Druid class circle of the moon and they will be placed in proper spot on NPC sheet. While always supported for PCs, the NPC has no real way to determine druid level so does not limit wild shape for fly/swim or other druid level limitations - only for beast type, and leaves it up to DM to limit them. Circle of Moon need not be applied on NPC as its a druid level limitation type of feature in PC and no way to do that in NPC (left up to DM to limit beast types).

    Grim Press overview video from DMsG.


    And a video for my own entertainment...
    https://youtu.be/xPvfSCK2Tpg

    Watch the video before you even contemplate buying it.

    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 - has a lot of details but really provided for reference if needed. This also lists the caveats (things I noticed but cannot solve - notably stop concentration button timing issue not always updating - need to switch from action tab and back to it again to get it to be in proper state (shown/not shown)).
    Attached Files Attached Files
    Last edited by SilentRuin; May 21st, 2022 at 17:44.

  2. #2
    Just to be sure...is this one complementary to one-click druid or a replacement?

  3. #3
    Trenloe's Avatar
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    Moved to the 5E ruleset forum.

    Please don't post paid for extensions in the community Armory/Extensions sub-forums - these are for people sharing their community extensions with the community.

    Quote Originally Posted by SilentRuin View Post
    RISK WITH ALL EXTENSIONS IN FGU - ITS BETA CODE - THIS CODE IS PROVIDED AS IS - FGU CAN BREAK ME ANYTIME WITH AN UPDATE.
    Understood that FGU could break your code, but saying that the code is provided as is, when it costs $12.95 to buy, isn't giving confidence that you're going to provide your customers with support for something they paid for. You're charging people to purchase your work on a commercial website - which I don't have a problem with by-the-way, as long as the products released are treated as paid-for products, with support and maintenance. As this is a paid for product on a commercial site, best effort fixing for something given to the community isn't really appropriate. This is now someone buying a product - which you should support, even if the platform you're building it for is still in testing.
    Last edited by Trenloe; August 18th, 2020 at 11:41.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  4. #4
    I think SilentRuin, while not stating it directly in DMSGUILD or in the forum, will support and mantain this extension. My question is fairly simple...I have some experience with One-Click druid from DiabloBob and Rob Twohy. How this extension fares compared to their? Is it easier, more flexible, more complete?

  5. #5
    Quote Originally Posted by Trenloe View Post
    Moved to the 5E ruleset forum.

    Please don't post paid for extensions in the community Armory/Extensions sub-forums - these are for people sharing their community extensions with the community.


    Understood that FGU could break your code, but saying that the code is provided as is, when it costs $12.95 to buy, isn't giving confidence that you're going to provide your customers with support for something they paid for. You're charging people to purchase your work on a commercial website - which I don't have a problem with by-the-way, as long as the products released are treated as paid-for products, with support and maintenance. As this is a paid for product on a commercial site, best effort fixing for something given to the community isn't really appropriate. This is now someone buying a product - which you should support, even if the platform you're building it for is still in testing.
    Did not know, thanks for the info. You can leave my community extension I provided for death indicator modifications (which still has issues I'm looking at) but you will probably want to move my other two extensions in my signature out of here also.

    I always support what I write, but I will NOT put out false information. What I state is a plain unvarnished warning that every extension - free or for sale - should put out when dealing with a BETA product. Especially, if its an extension which can be broken by any other extension by its very nature (hence, "code is provided as is", with a ton of compatibility data at the bottom in DMsG). So - even if I don't sell a single copy - that warning will stay in all my extensions that I provide for a BETA product - including this one.

    If it's not appropriate to post at all in these forums for paid extensions, please let me know and I'll request the 3 I have out there to be removed.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #6
    Quote Originally Posted by eriktedesco View Post
    I think SilentRuin, while not stating it directly in DMSGUILD or in the forum, will support and mantain this extension. My question is fairly simple...I have some experience with One-Click druid from DiabloBob and Rob Twohy. How this extension fares compared to their? Is it easier, more flexible, more complete?
    True on the support - explained why my description in DMsG will remain as is in my last reply here.

    The reason I explicitly state that I can only guarantee it works with the extensions in my signature, is because those are the only extensions I run with. I have no idea what "one click druid" is so can't answer your question.

    I completely understand if the price and commentary makes people not want to get this. If you read the DMsG text for this - at the bottom you will see a list of caveats - and a number of programming details which should give an idea to other programmers if it will interfere with their stuff. For sure, I don't want anyone to buy this if they don't think it will run with what they use.

    It was 350 hours of many rewrites and complexity and it still has caveats I could not completely get around given what I was trying to do. Plus, its shown me that Death Indicators (a community modified extension I use) has two hard to duplicate issue I'll look into further in the next week or two. Having not written that extension, only modified it, its a learning curve to try and figure out and solve hard to duplicate issues. That's full disclosure on this extension. For sure I have tried to err on too much information in DMsG.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  7. #7
    Ok, thanks a lot for the clear explanation. I'm quite curious about this extension, so I will probably buy it and test it out. Maybe not now, but soon.

  8. #8
    Quote Originally Posted by eriktedesco View Post
    Ok, thanks a lot for the clear explanation. I'm quite curious about this extension, so I will probably buy it and test it out. Maybe not now, but soon.
    Well my big fear is that I and my testers have missed something critical, so there is that also For sure last time I put out extensions I tried pay what you want for a few weeks but literally 200 people swooped in and took it for free, another 80 or so paid, with about 80% of those paying almost nothing, all with little to no comments. It's the average price of going out to eat once, and for me? Sometimes I get a really crappy meal, so its a risk. I will support it as you pointed out - but extensions have so much RISK by their very nature I'm not willing to pretend in my description its anything other than that. A risk. Judge by my past extensions if you wish to figure the level of risk.
    Last edited by SilentRuin; August 18th, 2020 at 16:06.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #9
    No problem, SilentRuin. Everyone of you, and by you I mean programmers, are dealing with a program (FGU) that is changing at a fast pace. As such, a lot of twicking is needed for both extensions and modules. So, a bit of risk must be considered when buying an extension or a module.

  10. #10
    Trenloe's Avatar
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    Quote Originally Posted by SilentRuin View Post
    ...but you will probably want to move my other two extensions in my signature out of here also.
    I've relocated them. Thanks for the heads up.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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