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  1. #1

    Map Parcel Extension [Fantasy Grounds Unity]

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

    Map Parcel Extension (Fantasy Grounds Unity)

    This stand-alone extension for Fantasy Grounds allows you to create inventories for maps & non-player characters quickly and easily! No additional modules are required —simply add this extension to Fantasy Grounds, and you are set!

    MapParcel.png

    This extension unlocks the following functions:

    • Give maps unique parcels that can contain any item.
    • Set lockpick or break DCs on map parcels, so you players can interact with them. Treasure chests displayed on the map with actual loot inside are now a reality.
    • Give your Non-Player Characters manageable inventories! Set up a mule to carry the party's mundane equipment as they travel, or give that cool BBEG a powerful artifact that is dropped upon death!
    • Any weapons given to NPCs show up in their actions tab, fully coded!
    • All map parcels & NPC inventories can be added to the party sheet with a simple click & drag.


    Additional perks included in this extension:

    • Add (and customize) coin weight for your players.
    • If you own our Polymorphism extension, your PLAYERS gain access to the NPC inventories as well! Give them a NPC sidekick with a customizable inventory to follow them on their adventures!
    • Dead NPC/PC in CT now can optionally drop map parcel loot dumps of their inventory automatically.


    Moving an inventory link into a parcel will lose any location data - because parcels don't store location data.

    No read only parcel will be shown as a map parcel (just as normal FGU parcel). This is because map parcels are required to be read/write accessible by their very nature. So when saving a map parcel as a module it will have all the map parcel data - it will not show the map parcel sheet when you reference it as that read only module parcel. If you copy it to your local DB (drag drop in your parcel list to make a local copy) it will be a fully usable map parcel, because while you did not see the map parcel data in the FGU sheet (read only display) it was still there and will appear when you make and use the copy.

    For Loot functionally people forget to make the map parcel "[MP] LOOT" template, or make the specific named loot templates which don't match the type or CT name, or have option to do this turned off.

    NPC Armor field updates will only apply when armor is added in - DM will have to change if armor is removed and no new armor is added in.

    Updates:

    [See .txt file for early updates and features]

    V1.26 - Bug - ADV or DIS rolls in pick lock and break lock were generating 3 dice. Fixed.

    V1.27 - Bug - NPC death checks were incorrect on important_npc's when used with death indicator extension so that a parcel would not drop when it should. Fixed.

    V1.28 - Feature - New option "Effects will determine NPC AC bonus" defaulted to "on" added. Basically when you drop and item into an NPC main page it will modify the AC to include the bonus value. But when using equipped effects with data that has effects defined to handle those bonuses you do not want those to be added into the main page. This option is defaulted as the way I use things, which is with equipped effects and Aridhro's 5E automated data that has effects defined for these things that will be applied to NPC's combat tracker entry. If you don't have equipped effects or data that defines effects for your NPC's combat tracker entry to apply to armor bonuses - then you can set this to "off" as it used to be - which caused problems with equipped effects adding the additional armor bonus on top of what was already put in NPC AC stat.

    V1.29 - 3rd Party Enhancement - created new function for 3rd party use to override what is used to look up [MP] LOOT parcel template type and name variations. No change/impact to normal users.

    V1.30 - Bug - Dice rolls were not taking into account pick/break lock SKILL or CHECK effects. Fixed.

    V1.31 - Feature - added a "Items" and a "Coins" button in Inventory tab left of the coins (had space available). If you click on the Items button then all inventory items marked "Not Carried" will be dropped in a map parcel template token on bottom left of CT map token (chosen as death will drop loot in bottom right). This will only happen if the Drop map parcel template "[MP] DROP" is defined. This works in much the same way as the loot templates so won't cover that here (look up loot mechanism only diff is name of templates). If you select Coins button then all coins will be dropped just like Items button. If the "[DROP] <name>" token that is created by these buttons already exists then it will simply add to that map parcel without recreating it. These are GM only buttons as I don't want players accidentally or intentionally creating tons of bags all over the place - I control when they drop stuff. As long as their inventory items are set to "Not Carried" they will be dropped when the DM double clicks on the Items button. Coins button will always just drop all of them.

    V1.32 - Feature - added option "Display Drop Items and Coins buttons" defaulted to "on". This is so that if V1.31 "Items" and "Coins" buttons in Inventory cause any kind of conflict with some other extension they can be displayed or not immediately simply by turning this option on or off.

    V1.33 - Bug - New buttons in V1.32 were being mistakenly displayed on player side. Fixed.

    V1.34 - Feature - Added new option to prevent PCs from dropping a loot parcel "No PC loot parcels" if "PC or NPC death drops parcel" option is on.

    V1.35 - Bug - Parsing for NPC addition of weapons from the NPC main page does not work unless the text is just so. Fixed how I put NPC main page text for weapon additions by insuring that attack/damage is the very first text and if Melee and Thrown it will repeat the attack/dam as ranged with the proper modifiers. FGU still won't parse it correctly for any 2nd attacks (ranged from thrown) but will parse it correctly in the CT actions for the NPC. This parsing will work (or not for 2nd ranged damage) the same as RAW FGU does now.

    V1.36 - FGU changes - updated extension to be compatible with new FGU changes to currencies. This will no longer support coin weight as FGU now does this.

    V1.37 - Bug - Item and Coin buttons for V1.31 have been moved to left of treasure title to prevent being overlayed onto the coins when sheet width is changed.

    V1.38 - Feature - MapParcel sheet has new option for host only that is a lock/unlock button allowing the parcel to be locked so that the clients cannot move it.

    V1.39 - Bug - A MapParcel previously would replace the public share anytime it's token was updated. If the public share was removed - it would be placed back as soon as the map was recreated (during startup usually). It should always set public when its first placed in map - but should not be changed if its removed by host because they do not want it public at the moment. Now it will only set the public share when token is added to map - allowing the host to remove the public share and keep it removed till they put it back themselves. Note: If not public a client/player can't interact with it at all - and sometimes that is wanted (in my case, when I'm not ready or wanting them to "see" it yet).

    [One thing missing from video is the example where I make a new Thieves' Tools Skill and place it as a skill for the character or a text skill in an NPC. That will be used if present for pick lock button. Matching in inventory and skill for Thieves' Tools is by it having the word thieves and tools in it (any case). Also, the coin weight in 5E demo video should be 0.02 not 0.2 - still, was just an example.]

    Grim Press overview video from DMsG.


    My long boring silent test video.
    https://youtu.be/UcKNqpZPDyI

    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.
    Attached Files Attached Files
    Last edited by SilentRuin; April 27th, 2022 at 01:28.

  2. #2
    This looks pretty cool if your party has travelling NPCs with them !!!

    What Campaign are you playing right now, cause I heard you had travelling NPCs?
    Last edited by vaughnlannister; September 21st, 2020 at 19:42.

  3. #3
    Quote Originally Posted by vaughnlannister View Post
    This looks pretty cool if your party has travelling NPCs with them !!!
    Due to ownership issues NPC inventories must be controlled and managed (though visible to player in a shared NPC) by the host. That's the way vanilla FGU works with shared NPC stuff. And why I went to so much trouble to overcome it in polymorphism - which this extension can run with - but does not have that level of complexity (or price).

    So if you use that with this you get the full player control of NPC inventories but that was a non trivial thing and tied to what I was doing in the polymorphism extension. I have it - and you have it - as we have that 5E extension - but its not part of this one as this was more pure CoreRPG stuff. And it was a lot of work to weave that logic into polymorphism as it was.

    Just be wary shared NPC's is pure FGU with this one - it was only fully implemented in polymorphism extension.

    If you have your own thing to make an NPC owned by a player (and play nice with underlying code) then you will be able to manage NPC inventories when shared to player. My other extension is only one that I know of that does that at the moment, but as I only use my own extensions - and pretty much write them for myself - that's fine by me.
    Last edited by SilentRuin; September 21st, 2020 at 19:44.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #4
    Hey so are you saying these inventory items in map Parcel, are easier to navigate then for the players to use the Party sheet?
    Sorry just trying to get a grip on your new extension !

  5. #5
    Quote Originally Posted by vaughnlannister View Post
    Hey so are you saying these inventory items in map Parcel, are easier to navigate then for the players to use the Party sheet?
    Sorry just trying to get a grip on your new extension !
    They are the same - more or less. For example - I treat NPC/CharSheet inventories as the same in the low level code so they can play in all the current inventory logic. The logic and drop intelligence I had to override was because I wanted parcel inventory to play exactly like the partysheet inventory (when placed in a map - not when not in a map) where you drop something into the parcel - it gets removed from your inventory - and when you drop something into your inventory it gets removed from the parcel. Just like in the partysheet - except its the player (or host) actually dragging stuff in and out of the parcel. Once the video gets done loading youtube HD processing you'll be able to see it in there - right now its still blurry due to HD processing of it.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #6
    Oh.. so players are actually not able to take things from the Party Sheet Inventory? I didn't know that.

  7. #7
    Quote Originally Posted by vaughnlannister View Post
    Hey so are you saying these inventory items in map Parcel, are easier to navigate then for the players to use the Party sheet?
    Sorry just trying to get a grip on your new extension !
    Also if you get it - let me know if its all working properly. Just put it out there.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  8. #8
    Quote Originally Posted by vaughnlannister View Post
    Oh.. so players are actually not able to take things from the Party Sheet Inventory? I didn't know that.
    Of course they can - they can't do that with a parcel without this extension. Its the parcel (on a map) that now works LIKE the partysheet inventory where a player can drag stuff out. I can't remember if a player can put something into a partysheet or not - but in the map parcel they can.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #9
    Ahh ok I get it now lol :P

    But what do you think are the main benefits? It looks cool organisational wise, and also the LockPick and StrengthCheck you can make look awesome to me.

    So If I share a normal parcel my players would not be able to drag stuff out of it even though I shared it with them, but with yours they would?

    So makes it like easy access for them they don't have to go to the party sheet, but can directly interact with the parcel?

  10. #10
    I already read you file on DMSguild, but its hard to comprehend, I'm sure you vid would explain, but its 15 min. I'm just trying to understand your work and see all the benefits it gives to the DM and Player.

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