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April 13th, 2022, 19:52 #1
Carrier Extension (Fantasy Grounds Unity 5E Ruleset)
Carrier Extension (Fantasy Grounds Unity 5E Ruleset)
Carrier.jpg
Jump aboard a vehicle and move as a single group!
This stand-alone extension for Fantasy Grounds Unity allows a host to create a "carrier" link between different "carried" combat tracker PC or NPC entries. When the CT "carrier" map token is rotated or moved (host or client) all of their "carried" map tokens move or rotate with it. This includes any "carried" items that are also "carriers" themselves.
You can also give a "carried" PC or NPC combat tracker entry the action links if their "carrier" is an NPC (host). A default position will be assigned to a "carried" token around the "carrier" though holding shift will allow the "carried" token to be repositioned (host).
This extension unlocks the following functions:
- Drop combat tracker (CT) entry name you want to be "carried" onto another CT entry or its map token that you want to be its "carrier" (host).
- Any "carried" map token will move or rotate when its "carrier" map token is moved or rotated (host or client).
- A "carrier" CT entry will have a list of "carried" CT entries with button options (host):
- Make PC or NPC carried item invisible or visible independent of CT visibility.
- Make carried token immobile (default), a driver (anytime it moves or rotates it does same to its "carrier" and any "carried" it has), or free (does not require holding shift key) repositioning.
- Lock a "carried" item (default) so the "carried" CT entry cannot dismount or remove itself from the "carrier" (lock applies to host or client).
- Remove a "carried" CT entry from the "carrier" CT entry.
- A "carried" CT entry will have one button option (host or client):
- Remove a "carried" CT entry from the "carrier" CT entry if the "carrier" has this "carried" CT entry unlocked.
- If the "carrier" is an NPC then it can drop its action links (expand actions in CT entry) onto its "carried" CT entries (host). This allows the "carried" CT entry to execute that action with its targets while still having it applied by the "carrier" CT entry. Only a "carried" CT entry can remove an assigned action (host).
- Client will only show owned or same faction as current logged in PC (identity) "carried" (actions and remove button shown only if owned) or "carrier" (no buttons) CT entries.
Updates:
[See .txt file for full list of updates and features]
V1.0 - Initial Delivery.
V1.1 - Bug - if an enemy carried and/or carrier was allowed to display on player CT then it would try and trigger some of the host only logic. Now gaurded against doing that. Result was harmless console error at line 650 of my code as it terminated the attempt on client (which should never have been done and now is not).
V1.2 - Feature - New option "Set Common Initiative for carried entries (menu rolls only)" added defaulted to "off". This option will, on menu initiative rolls only, force all carried CT entries to have the same initiative rolled as their carrier. This is much the same as the option provided in combat groups and should be used with care if both are in effect.
V1.3 - Feature - New option "Default Driver Option" added defaulted to "Carried immobile". This option will allow any carried entry dropped on carrier to have this value as the initial setting of the driver state (Carried immobile, Carried driver, Carried no shift reposition). Previously it was always defaulted on drop to just "Carried immobile" and had to be updated manually to change it.
V1.4 - Bug - when dropping an NPC onto a player portrait and the NPC is not in any map - carrier will error at line 1277 with a nil value. Fixed.
V1.5 - Bug - was not supporting dropping more than CT action line "actions" onto the carried token for its use. Now it supports all of the CT action line types (traits, actions, lair actions, legendary actions, spells, and innate spells) based on pattern matching find calls - find("actions%.") or find("%.traits%.") or find("spells%."). Also added tooltip to carrier's carried tokens so that it indicates that a CT action line of the carrier could be dropped onto it to assign the carried item that CT action line.
Watch video, read everything, understand what it is your getting BEFORE you hit the buy button. ALWAYS!
For support, please join the Grim Press Discord server: http://discord.gg/grimpress.
Please understand that Extensions = RISK: We want users to understand that extensions are code that is added or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. We promise to maintain support as FGU is updated. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. We will keep this extensions working with FGU changes, and other extensions created by Grim Press. We make no promises to resolve conflicts caused by extensions created by other authors.
Art and maps in the screenshots are not included with this extension.
Details and full version changes (when page 1 runs out of space and is truncated) are in the .txt file linked to this page.Last edited by SilentRuin; June 22nd, 2022 at 19:32.
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April 13th, 2022, 20:36 #2
- Join Date
- Nov 2018
- Posts
- 44
I'm already going to use this. As soon as it's available. I have a "pet" that will attach to a player but not take any commands from them. What an excellent idea and implementation. Of course it'll have the normal SR quality.
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April 13th, 2022, 20:49 #3Free(Forums/Forge) Extension(FGU 5E):
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April 13th, 2022, 23:08 #4
Carrier Extension (Fantasy Grounds Unity 5E Ruleset)
It's available.Free(Forums/Forge) Extension(FGU 5E):
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April 14th, 2022, 02:02 #5
Thanks for this. I have been looking for a way to handle mounted combat.
I was testing this ext and found that when this ext is loaded with JFreitas' Stealth Tracker ext, the two do not work together. It took some time for me to narrow it down since it did not throw an error nor warning. It just fails silently. I did post to his thread about this as well.
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April 14th, 2022, 02:30 #6Free(Forums/Forge) Extension(FGU 5E):
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April 14th, 2022, 02:47 #7
I've just been told by MrDDT in discord with his 50+ things that it works fine with it. So I'm removing it as a conflict for now. No idea what your seeing as you both can't have it working and not working if your using the same versions.
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April 14th, 2022, 02:50 #8-MrDDT
Discord @MrDDT#0001
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
http://fgapp.idea.informer.com/
Vote For Idea to Default Modules to GM Shared
Vote For Idea to Give GM More Hotkey Options
Vote For Idea to Option to Turn OFF Animated Dice Rolls
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April 14th, 2022, 03:24 #9
I shall share the current session I'm running in SW5E that when I was working on it was "this is a pain in the..." and poof - extension time. I had 5 players on a ship that needed 3 of the players to control weapons on the ship (one of them would control the ship also) while 2 fought off a stowaway in a separate map. Solution was Carrier Extension. This let me have the ship to ship combat map have the ship carry all 5 players - allowing them to target the other ships with the weapons (actions) shared to them and also have the other two fighting on an internal map of the ship where the 3 players at station were represented as a screenshot bitmap overlayed of them sitting at their control seats (represented as combat group token on the map). That way as the turn progressed through each player they would be in the map they were operating in during their turn - then next turn - the action would move to whatever map that player resided in and I could have a seamless flow of the game through two perspectives (large ship combat and micro personal combat on ship). May not make much sense to those who don't use my extensions but this was reasoning to do this extension. When done with internal ship combat they just go back onto the map as carried entries (likely I'll make them all invisible)
CarrierPurpose.jpgLast edited by SilentRuin; April 14th, 2022 at 03:27.
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April 14th, 2022, 09:11 #10
I had MrDDT try to create a new carrier link on a hunch and it indeed does not work when this extension is used with it. I'm pretty sure the problem is that this other extension is returning a true on the on drop code when it should not be - which signals all other ondrops processing that drop to cease and desist when returned true. As I respect that return code, and don't process my stuff if coming out true - like FGU ruleset code does - it won't allow you to create the link. I could break the rule on my side and process it when it says not too via the return code - but I think I'll just wait and see what the author of that extension does about it. If I have to break that rule I can, but for now I'm not going to and leave it as it should be. If another custom or override drop tells me "I've done the processing don't touch it" then that's what I'll do. Even if it means I don't function.
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