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Trenloe
September 15th, 2015, 22:21
*** No longer needed - included in v3.2.0 ***

Below is a simple extension that allows exporting of effects from the campaign effects list into a module.

Version: 1.0 - First release.
Compatibility: CoreRPG based rulesets (3.5E, PFRPG, 4E, 5E, C&C, etc.) - note: not fully tested will all rulesets.

Download the "Campaign Effects Export.ext" file attached at the end of this post, place in your <FG App Data>\extensions directory and activate the "Campaign Effects Export" extension on the Load Campaign screen of Fantasy Grounds.

How it works

The "Campaign Effects" option is added to the Module Export window (right at the bottom, scroll down to see it):

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Campaign%20Effects%20Export%20Extension.jpg

This allows the GM to export any effects entered into the Campaign Effects window (https://www.fantasygrounds.com/wiki/index.php/Effects)to be exported into a module and re-used in other campaigns.

Gotchas
There will also appear an entry for this module in the library, with a list called "Campaign Effects" - these aren't valid, please ignore them. Use the effects list accessible through the button in the top right of the desktop only.

Trenloe
September 15th, 2015, 22:27
To create an effects module you can either manually enter effects in the Campaign Effects List (https://www.fantasygrounds.com/wiki/index.php/Effects) or you can drag them from a PC or NPC. Note that [SELF] targeting info doesn't come across as this doesn't apply to campaign effects. The effect text, use, and duration come across from a PC/NPC to the campaign effects list.

For example, the following shows a Sneak Attack effect after being dragged from the PC to the Campaign Effects window, the [SELF] targeting has been removed, but everything else remains correct:

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Campaign%20Effects%20Export%20Extension%202.jpg

Trenloe
September 15th, 2015, 22:28
Placeholder.

damned
September 16th, 2015, 00:51
Nice work! Well done.

Zacchaeus
September 17th, 2015, 20:58
This is awesome Trenloe.

HoloGnome
November 2nd, 2015, 19:30
Looks great - I started to use the custom effects in the past as a campaign repository, but went to purely GM-use character sheet-based for quick and dirty portability (using a character sheet as the effect library). I hang it off an invisible token...but will give this a try.

Also, on a side note, that Sneak Attack effect should use the "precision" qualifier so that it is not muliplied on crits. ;)

Full Bleed
November 3rd, 2015, 05:01
Also, on a side note, that Sneak Attack effect should use the "precision" qualifier so that it is not muliplied on crits. ;)

In 5e Sneak Attack is doubled with a crit:



If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

HoloGnome
November 3rd, 2015, 05:26
Good to know, but not the case in Pathfinder Society. Precision damage is not multiplied on critical hits in PFS. So, I will amend my above remark by adding that if it's PFS the Sneak Attack effect should have a damage type of precision. ;)

Full Bleed
November 3rd, 2015, 07:25
Good to know, but not the case in Pathfinder Society. Precision damage is not multiplied on critical hits in PFS. So, I will amend my above remark by adding that if it's PFS the Sneak Attack effect should have a damage type of precision. ;)
I actually prefer the PF method (both with regard to SA crit damage and the conditions necessary for SA)... But since the screen-shots from above were from the 5e ruleset I just thought I'd clarify. ;)

HoloGnome
November 3rd, 2015, 07:52
Yeaaaaah...bad assumption on my part that they were the same. :D

dmkevin
April 21st, 2016, 22:58
Looking forward to trying out this extension.

rob2e
September 5th, 2016, 07:03
There seems to be several issues with this ext. When opening the module and clicking on campaign effects, it gives a blank list (pic 1). When clicking on those links, they make a permananet "decoration" of the effect on screen (pic 2).

Also, when simultaneously exporting another element, in my case "story", the effects don't show up in the module at all.



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Zacchaeus
September 5th, 2016, 09:20
There seems to be several issues with this ext. When opening the module and clicking on campaign effects, it gives a blank list (pic 1). When clicking on those links, they make a permananet "decoration" of the effect on screen (pic 2).

Also, when simultaneously exporting another element, in my case "story", the effects don't show up in the module at all.



Read the 'Gotchas' in the first post!

Trenloe
September 5th, 2016, 13:41
Also, when simultaneously exporting another element, in my case "story", the effects don't show up in the module at all.
1) Opening a module in the campaign where you created the module isn't a good way to test. FG will essentially have the data twice - once in the campaign and once in the module. Export from a "module making" campaign and test in a different campaign.

2) When you update/refresh a module and you don't restart FG then you need to close and open the module again (in the Module Activation window) so that FG refreshes the data.

I'm guessing item #2 in the list above was the reason why you didn't see the story entries in the module?

rob2e
September 5th, 2016, 13:47
Hmm. I learned from the par5e tutorial that you only need update the mod file and no need to restart FG as long as you revert changes. This is new info, when I'm not so tired, I'll look at it again. Up all night.

Trenloe
September 5th, 2016, 13:51
Hmm. I learned from the par5e tutorial that you only need update the mod file and no need to restart FG as long as you revert changes. This is new info, when I'm not so tired, I'll look at it again. Up all night.
EDIT: I've just done some testing and Revert Changes doesn't load new data from a module that has changed while you're in FG. Revert Changes removes any "edits" made through the FG interface while in that campaign and reverts to the data present when FG loaded the module.

As mentioned previously - to refresh module data without reloading FG you need to close/open the module.