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Minty23185Fresh
December 8th, 2018, 16:41
June 16, 2019: Announcing an update for the Druid Wild Shapes Implementor Extension (DWSI).

I always recommend having a exported backup of your character, just in case. Release notes for this version can be found in post #122 and #123 of this thread.

The current version of the extension is v0.0.10, released on June 16, 2019.
It was developed and play-tested with Fantasy Grounds v3.3.7 on June 15, 2019.

Installation instructions for extensions and modules can be found here (http://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Extensions).

The following posts to this thread contain additional information that might be of interest:
#2 - What it does, how and why (part 1).
#3 - What it does, how and why (part 2).
#4 - Versioning information.
#5 - Known issues. Caveats. Work under construction. Acknowledged enhancements. And what ever else.

If you have problems, issues, comments or requests please let me know.

Minty23185Fresh
December 8th, 2018, 16:42
I will be playing a Half Elf Circle of the Moons Druid in an upcoming Tomb of Annihilation campaign. After searching the Fantasy Grounds Forums it became apparent that the current methodology of effecting Wild Shapes was less than appealing to me. It seems as though most players take the beast's stat block and modify it to have the appropriate Druid stats. Rather than having to modify dozens of monster stat blocks in preparation for what I might want my Druid to Wild Shape into I decided an extension was needed to allow on the fly Wild Shaping. This extension rather than relying on premodified monster stat blocks allows the user to drag the link from the monster's stat block or from the NPC library on to the character sheet. It modifies the appropriate Druid's statistics to reflect those of the adopted Wild Shape. Using a context menu the user can revert back to the Druid's normal statistics. One in-play advantage of this methodology is character tokens don't have to be swapped on the map nor Wild Shape (monsters) need to be ad-hoc added and removed from the Combat Tracker.

In each of the following three screenshot panels I have captured three subwindows from Fantasy Grounds. In the left-most portion of each screenshot is the Druid's character sheet prior to using Wild Shape. The center portion of each has an example beast that the Druid is assuming the shape of. And the right-most portion of each screenshot has the resultant Druid's character sheet depicted after assuming the beast's form. (Note that some statistics in the Giant Weasel stat block have been modified for illustrative purposes, e.g. the Giant Weasel does not usually have a Dex +5 Saving Throw.)


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As indicated in red drag the link from the desired beast's NPC stat block on to the upper portion of the character sheet to cause the Druid to assume the beast's statistics. The link can instead be dragged from the NPC Library if desired. (Do not drop the NPC on the portrait, this causes an error to be thrown by Fantasy Grounds!) Note the Druid's name change - the text is taken from the Non-identified NPC name field if it is present, otherwise the Name of the beast. This indicates to the player that his/her Druid is in Wild Shape form. To revert back right-click in the same area and a context menu comes up. Choose the Revert option (at the 5:00 position).

As circled in blue note the adoption of the beast's Armor Class (AC).

The Hit Points (HP) have been circled in green. The extension places the Beast's hit points in the TMP HP portion of the Druid's character sheet. This provides for an auto-revert capability. When the TMP HP go to zero the extension will automatically revert your Wild Shaped Druid. Any TMP HP that the Druid might have prior to Wild Shaping (in this example, 3) are not lost, they are just held in reserve and restored upon revert.
(I learned this cute trick, of using the TMP HP, on the forums, I can't find it right now, but I plan to properly credit it when I come across it again.)

The Beast's Speed, circled in tan, is added, verbatim, to the Special Move field on the Druid's character sheet. (If the beast had a fly, swim, etc., move they would be shown here.) The Speed field on the character sheet has been reduced to zero using a negative speed bonus adjustment - another indicator that the Druid is currently Wild Shaped.

The ability scores, circled in dark red are appropriately rolled over from the monster's stat block to the character sheet. Per the Wild Shape description in the Player's Handbook (PHB), the Druid adopts the strength, dexterity and constitution abilities, but retains it own intelligence, wisdom and charisma ability scores. The ability bonuses are recalculated and display appropriately, affecting the Ability Checks and Saving Throws. Proficiencies are also handled per the Wild Shapes' specification in the PHB. (I'll discuss these in more detail below, related to the Skills.) Note the Saving Throw Values for strength (unchanged), dexterity (now +5) and constitution (highly reduced).

Any Senses other than "passive Perception" are placed in the Special Senses field (circled in orange). The passive Perception field on the Wild Shaped character sheet appears as though it is in error because it does not match the value stated in the Giant Weasel's stat block, but it is actually correct. This will become apparent with the discussion of proficiencies below.

Circled in purple are two characteristics that are not specifically depicted on the character sheet, the Beast's size which is reflected on the Notes tab of the character sheet and Languages, shown on the Abilities tab.


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Circled in red on this screen shot are the Beast's Traits and Actions. Both are added to a special "Actions - Wild Shape" Power Group on the character sheet's Actions Tab. I purposely did this because some Traits have parsable actions within their description and it is handy to have all the ad-hoc NPC abilities in one place, rather than having to remember to flip back and forth between the Abilities and Actions tabs for NPC characteristics that I might not remember exist. When the Wild Shaped Druid reverts the powers are removed from the group but an empty "Actions - Wild Shape" Group remains in place.


In the next post to this thread I'll cover Skills.

Minty23185Fresh
December 8th, 2018, 16:42
First a note about "Statistics": The Druid Wild Shapes specification in the Players' Handbook mentions "game statistics". I had no idea exactly what those were until I listened to Jeremy Crawford (of Wizards of the Coast) Sage Advice interview in an April 2017 Dragon Talk podcast. I learned of the podcast from a post (#5) by Nickademus in this thread (https://www.fantasygrounds.com/forums/showthread.php?38768-Druid-Wild-Shape-and-Proficiency-increases). Mr. Crawford states that "statistics" simply means the monster's stat block. I.e. a Druid adopting a Wild Shape takes on all the data, statistics, of the Beast's stat block. There are applied per the guidelines in the Wild Shape explanation in the Druid class definition.

Second a note about "proficiencies" as they are applied to a Wild Shape. On page 8 of the current version of the Monster Manual, the Skills and Saving Throws statistics of a monster are a bonus that "is the sum of a monster's relevant
ability modifier and its proficiency bonus".

The Giant Weasel, used in my example screenshots, has a Dexterity score of 16 and a Wisdom score of 12. The respective ability bonuses are +3 and +1. Its Skills are Stealth + 5 and Perception +3. Subtracting the ability bonuses results in proficiency bonuses of Stealth +2 and Perception +2.

The Druid character that I have provided for this discussion has the following Skill proficiencies:
Animal Handling +2, Arcana +4, Insight +1 and Investigation +2 (these are atypical and used for illustration purposes).

The Wild Shaped Druid has the composite ability (and bonus) values of:
STR 11(+0), DEX 16(+3), CON 10(+0) INT 10(+0) WIS 17 (+3) and CHA 8(-1)

Because there are no Skills that both my Druid and the Giant Weasel are proficient in we needn't address the issue of which proficiency is higher, but that's a relatively easy exercise. Tthe total Skill bonuses (ability + proficiency), for the Skills that have proficiencies are:
Animal Handling (Wis) +2 (+3) = +5
Arcana (Int) +4 (+0) = +4
Insight (Wis) +1 (+3) = +4
Investigation (Int) +2 (+0) = +2
Perception (Wis) +2 (+3) = +5
Stealth (Dex) +2 (+3) = +5

For those Skills without proficiencies the total Skill Bonus is simply the same as the corresponding ability bonus.

Close examination of the following screenshot will indicate that all Skills have the appropriately calculated Skill Bonuses.
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Notice that those Skills which have proficiencies applied due to the Beast have "misc" adjustments (as circled in red) and those Skills that have proficiencies attributed to the Druid have no such adjustment (circled in orange). Restated, the Druid based proficiencies use the proficiency selector on the far left of the window, while the Beast based proficiencies use the "misc" field.

One other item to tie up, the passive Proficiency on the Main tab of the character sheet, partially addressed in the previous post is proven to be correct (10 + the Perception bonus of +5).

The reader is encouraged to work through the Saving Throws, in a similar manner, if they wish.

As minor enhancements are added I'll refer to any appropriate posted documentation in the Versioning Information (post 4 of this thread).

Minty23185Fresh
December 8th, 2018, 16:43
Version:
Nov 20, 2019 - v0.0.11 - quick fix/patch see posts 135, 136, 138-141
Jun 16, 2019 - v0.0.10 - enhanced NPC sharing (posts 122 & 123)
Mar 05, 2019 - v0.0.8 - level checking, Primal Strike (post 95)
Feb 23, 2019 - v0.0.7 - HP/dmg revised, HD/heal support, avg/rnd/max hp (post 84)
Jan 08, 2019 - v0.0.6 - Token swapping (in GM and player instances (post 36)
Jan 07, 2019 - v0.0.5 - Elemental Wild Shapes, +/- token swapping (posts 33 & 34)
Dec 08, 2018 - v0.0.4 - initial release

Minty23185Fresh
December 8th, 2018, 17:56
Caveats (known issues that might never be fixed)
[ISSUE] Extra rage damage not applied for raging, wild shaped, Barbarian/Druid (multiclass). See discussion with Thirsterhall, posts 8-23.
[ISSUE] Incompatible with the Effects Handling Enhancement extension. Will investigate. Though it does appear as though that extension might not be compatible with the current FG version (see post 27 of this thread).

Known Issues (issues/bugs that I will address)
[ISSUE] Doesn't auto-revert if the Wild Shaped Druid becomes unconscious (and still has TMP HP)
[ISSUE][FIXED] The erroneous error message "Functionality only allowed in NPC recordset library." is reported if items are moved to other groups in non NPC-recordsets. If desired a patch is available in post 141.
Enhancements (item support requested by users)

Fixes/Upgrages (items that have been addressed)
[CONFIRMED] This extension has been tested, over the course of about 3 months now, with a multiclass character (Druid/Warlock).
[REQUEST] Requisite relaxation (Workarounds see post #106)
Remove requirements for Wild Shaping, e.g. character being a Druid. (see Brotherkelly, posts #79-83)
[ISSUE] Annoyance (Fixed v0.0.8)
Reports auto-revert on long rest as being due to zero temp HP, true but not accurate.
[REQUEST] Primal Strike (Added v0.0.8)
Primal Strike (Circle of the Moon) not supported. See post #49 by ffujita.
[ISSUE] Healing (Fixed v0.0.7)
Doesn't handle healing, while in Wild Shape, properly. Investigations showed hit dice and hit points (other than TMP HP) were not truly supported. See post #45 by Lilly Fireblade.
[REQUEST] Wild Shape HP other than default. (Added v0.0.7)
In addition to the beast's average HP being assigned as the Wild Shape, allow max and random (rolled). See post #37 of this thread by Thirsterhall.
[REQUEST] Elemental Wild Shape (Supported v0.0.5)
Specific to the Circle of the Moon Druid of level 10 or higher. As part of that support, damage resistances, immunities, vulnerabilities and condition immunities are now handled.
[FIXED] Unsupported fields (Fixed v0.0.5)
Originally, some fields of the NPC stat block were not supported. The vulnerabilities, immunities and reactions, weren't supported because I didn't see any beasts with those properties.

Design Caveats
[Caveat] Other fields like Legendary Actions are specifically not supported because they're denied in the Druid's Wild Shape guideline.

paladiusdarkhelm
December 8th, 2018, 23:47
Win. Thank you, Minty. I'll likely be testing this out in the near future.

st4lk3r87
December 8th, 2018, 23:52
Well, I wanted to start to create an extension like this. NICE TIMING! :D

Thirsterhall
December 14th, 2018, 23:35
I have a char that is playing a 1 Barb/2 Druid and so far the wild shape works the one exception.

If he rages and then wild shapes the wild shape form attacks aren't based off of strength so his +2 damage isn't applying. I think you need to instead of doing a fixed bonus for the damage take that bonus - (prof + str bonus) and make the fixed bonus and then set the attacks to be str based. I can't think of any animal shape that doesn't use str for it's attacks.

Minty23185Fresh
December 15th, 2018, 00:02
Thirsterhall, would you mind sending me, PM if you like, an xml copy (export) of your character. Or if not that, at least the ability scores. Thanks.

MacTydon
December 15th, 2018, 17:05
Love this extension. The druid in my campaign is gonna love this. Great work.

HuseyinCinar
December 15th, 2018, 17:26
Man FG really needed something like this. Downloading and testing now.

Thirsterhall
December 17th, 2018, 15:40
I looked at the barbarian problem a bit more and its not due to the animal forms being str based it's do to them not being flagged as melee attacks. FYI the barbarian effect that is causing the issue is the following

Rage;ADVCHK:strength;ADVSAV:strength;DMG:2,melee;R ESIST:bludgeoning,slashing,piercing

Notice the "DMG: 2, melee;" it only triggers on melee weapon attacks but for some reason the animal form attacks aren't being considered melee attacks so the +2 damage isn't being added.

As a quick work around I can remove the melee restriction to the effect for rage for this char.

Zacchaeus
December 17th, 2018, 19:13
All attacks that are melee attacks are treated as melee attacks.

Thirsterhall
December 17th, 2018, 19:24
That's for an NPC. This extension is morphing the PC char sheet and placing the animal attacks into spells, see the attachments on the 1st post.

Zacchaeus
December 17th, 2018, 21:14
That's for an NPC. This extension is morphing the PC char sheet and placing the animal attacks into spells, see the attachments on the 1st post.

I see. That's going to cause a few issues similar to the one you have discovered then.

Thirsterhall
December 17th, 2018, 21:57
Just wanted to say I'm not knocking the extension...I'm loving it actually just hoping to help fix any possible issues with it.

Minty23185Fresh
December 18th, 2018, 04:28
I rely on the FG Spell parser when the traits and actions are added from the beast to the Druid. If the actions are not marked as melee in the animal then the parser would not catch that. I’ll investigate it more. Thanks, and great troubleshooting.

Thirsterhall
December 18th, 2018, 14:17
As Zacchaeus pointed out they are melee for the NPC animal however being added to Actions area they are seen as Spell-cantrip. I think the only way to make it see them as true melee attacks would be adding them to the weapons section of the PC sheet which I know would make them much more difficult to manage by the addon. This addon is already making druid wild shape so much nicer it may not be worth it just for the barbarian multiclass.

Minty23185Fresh
December 18th, 2018, 17:37
As Zacchaeus pointed out they are melee for the NPC animal however being added to Actions area they are seen as Spell-cantrip. I think the only way to make it see them as true melee attacks would be adding them to the weapons section of the PC sheet which I know would make them much more difficult to manage by the addon. This addon is already making druid wild shape so much nicer it may not be worth it just for the barbarian multiclass.

Having them in their own Power Group makes housekeeping really easy. Sticking them into Weapons introduces an addition level of complication (for removal on revert). I am looking into this. Possibly I can just add "Melee" to the action as I add them to the power group. I might also need to visit the ability used for applying the actions in the new power group. As you say, they typically adopt the mage's spellcasting ability (Wisdom or Intelligence). Maybe I can override with Strength and fix the whole thing.

As an aside, I was discussing this with my DM... He asked, "Can a wild shape rage?" So we went looking. Jeremy Crawford (Wizards of the Coast, Sage Advice sage) says, "Yes".

Thirsterhall
December 20th, 2018, 02:01
As an aside, I was discussing this with my DM... He asked, "Can a wild shape rage?" So we went looking. Jeremy Crawford (Wizards of the Coast, Sage Advice sage) says, "Yes".
Ya I went through the same thing when my player wanted to do a raging bear build and found not only can the wild shape rage but a raging barbarian can wild shape, it's not a spell.

Minty23185Fresh
December 20th, 2018, 17:36
As Zacchaeus pointed out they are melee for the NPC animal however being added to Actions area they are seen as Spell-cantrip. I think the only way to make it see them as true melee attacks would be adding them to the weapons section of the PC sheet which I know would make them much more difficult to manage by the addon. This addon is already making druid wild shape so much nicer it may not be worth it just for the barbarian multiclass.
Thirsterhall, as you surmise this method of applying the beast actions as weapons will require a lot more coding in the extension, some it quite involved.

I'll summarize, if you want gory details I can provide them, just ask.

I can ad-hoc add items to the Weapons group. I would have to write a parser to extract the details from the beast's stat block and add them to the "weapon" Attack and Damage information block.

This is insufficient though; there is no differentiation between melee and ranged weapons so the extra rage damage is applied to both.

To prevent that, weapons as Items (in the records library) must be created and then added to the Druid/Barbarian's Inventory - this provides the additional required info, the Item Subtype, e.g. "Simple Melee Weapons" or "Simple Ranged Weapons". Additional parsing by my code is needed to extract damage data.

But worse yet, the player cannot create an Item, the DM has to do it. Code might be able to circumvent this but I don't know.

Recall, the DWSI extension allows either the player or the DM to Wild Shape the character. If the player were to Wild Shape the character, a request would have to be sent from the client instance (the player) of Fantasy Grounds up to the host instance (the DM) to create an Item. Once created the host must share the item and then report back that it's done. This is asynchronous behavior and I don't know if it is actually manageable - meaning the timing of asking-creating-reporting-adding to inventory, might not be possible.

Assuming it is, the client, once notified must add the created Item (the weapon) to the character's inventory, equip it and then modify the Attack and Damage details so that they are consistent with the beast's stat block.

Now, oddly enough I thought about going this way originally, but I didn't want to write the parser, so I went with the Power Group idea instead. Investigating this now, revealed to me just how ugly it is. And it might not be possible without a bunch of pre-created Items: the attacks: fist, claw, bite, thrown rock, etc. Which was what this extension was meant to avoid - pre-creation of stuff.

Thirsterhall
December 20th, 2018, 19:09
Ya seems like way to much work for very little gain, barbarian/druid is a niche case. It's simpler to list it as a limitation to the extension and have a work around listed. IE remove "melee" from the rage effect when in animal form solves the problem.

If you where open to other suggestions/improvements.
Would it be possible to change the token to the animals default token? Or even update the players size to match that of the animal? Probably more work than worth the effort but would be really cool to see the players token change to the animal and auto change size/reach.

Minty23185Fresh
December 20th, 2018, 20:29
... list it as a limitation to the extension and have a work around listed...
Something like this might work for you... No editing required. Only thing to remember is the player needs to apply his/her extra damage. Make sure it is in its own Power Group though, not in the "Actions - Wild Shape" Group, because it would get deleted at revert.
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If you where open to other suggestions/improvements. Would it be possible to change the token to the animals default token? Or even update the players size to match that of the animal?
I'm always open to suggestions, I appreciate them. That means people are really putting my work efforts through its paces.

I had considered token adoption when I was first working on the extension but I ran out of time. I wanted to get a working extension for my first game as a Druid in a new campaign. Now that that is underway, and I have something out there, I'll look into changing tokens. I hadn't thought of size/reach. I don't have a clue how to do that, but that's good, I have something to look into, something to learn.

And I haven't totally given up on the Rage problem. I might be able to attach "Melee" or "Ranged" to a hidden field in the code that would carry over to the damage evaluator and then be intercepted and applied over there.

Wampsucat
December 27th, 2018, 06:23
I like what your extension does. I hope that you can update it to make the tokens/sizes swap out.

That being said, I keep getting errors when I click on the PC's Actions tabs after I've converted them. It also happens when I click on ANY PC's Action tab after that, including when I convert them back to their normal form.

Here's a example of the errors that are popping up. It's only a few lines, but there were many more.

Script Error: [string "portrait"]:1: setPrototype: Invalid parameter
Script Error: [string "campaign/scripts/power_action.lua"]:96: attempt to call field 'getPCPowerCastActionText' (a nil value)
Script Error: [string "campaign/scripts/power_action.lua"]:102: attempt to call field 'getPCPowerDamageActionText' (a nil value)

Am I doing something wrong? Installed something wrong? Or is this a real bug and not just my incompetence? :)

EDIT: I turned off another extension and the errors for 'getPCPowerCastActionText' went away. setPrototype is still happening, but only when I drop the NPC onto the PC portrait.

Zacchaeus
December 27th, 2018, 10:00
Hi wampsucat, welcome to FG. I think you are answering your own question. Not all extensions work with every other extension. In other to track down the issue you’ll need to start a campaign with only the Druid one loaded to see if you still get errors. If you do not then another extension is either out of date or it does not play nice with the Druid one.

Minty23185Fresh
December 27th, 2018, 16:28
Wampsucat, Zacchaeus gives sage advice. Thanks Zacchaeus, well said.

Wampsucat What other extensions are you using? I'd like to see if I can figure out what's causing the conflict, possibly I can remedy things on my end. Or work with the other developer to get the extensions playing nicely with one another.

And don’t drop the beast NPC in the portrait area. The portrait has a drop handler that deals with tokens - to set the character’s picture and token. It’s handler isn't meant to deal with an NPC being dropped there.

Wampsucat
December 28th, 2018, 00:41
Hi Minty,

Thanks for the quick reply!
The extension that was throwing the errors was https://www.fantasygrounds.com/forums/showthread.php?24573-Effect-Targeting-Enhancement-(Extension)

I think it adds some functionality that yours does not encompass.

And you are correct on the portrait. I brain-farted when I read your instructions...
drag the link from the desired beast's NPC stat block on to the upper portion of the character sheet

I read that as 'upper portrait'! LOL

Joklo
January 5th, 2019, 00:03
Hey Minty,

This is a great extension and super helpful for one of my players. Now he has been playing a level 11 druid and we hit a snag for circle of the moon having the Elemental Wild Shape feature at level 10 when he wants to change into either fire, air, water, or earth elemental. We get the "Wild Shapes only valid for beast type NPCs."
Thanks again for making this

Minty23185Fresh
January 5th, 2019, 02:32
... and we hit a snag for circle of the moon having the Elemental Wild Shape feature at level 10... we get the "Wild Shapes only valid for beast type NPCs.

Aargh. Having never played a Druid before now, I didn’t see this coming.

As a quick cheat, in case you haven’t done this already... Edit the NPC (elemental) and change the Type to “Beast”. If you can’t unlock the NPC, say because it is from the Monster Manual, make a copy and edit the copy. Sometimes you’ll have to create the copy by opening the NPC stat sheet from the record set library then using the link in the upper left corner of the stat sheet drag it back into the library.

And thanks for reporting this and for using the extension.

Jiminimonka
January 6th, 2019, 18:33
There is an extension on the DM Guild called Critically Awesome Essentials. Covers Wild Shape and Moon Druid Wild Shape too.

Minty23185Fresh
January 7th, 2019, 00:14
There is an extension on the DM Guild called Critically Awesome Essentials. Covers Wild Shape and Moon Druid Wild Shape too.

I did not know this... I wonder why it wasn’t posted here in the forums. It would have saved me some time.

Jiminimonka
January 7th, 2019, 01:11
Maybe because its not free?

Minty23185Fresh
January 8th, 2019, 00:46
Announcing an update (v0.0.5) to the Druid Wild Shapes Implementor extension (DWSI).

This version supports the four Elemental Wild Shapes available to Circle of the Moon Druids, level 10 and higher. (The four and only four additional NPCs allowed are: air, earth, fire and water elementals.)

The extension will not allow wild shaping into a NPC that is not of type beast or one of those elementals. The extension does not do level checking (e.g. you could wild shape into a fire elemental at level 5). The extension does not do Circle checking, i.e. a Circle of the Land or Circle of Spoors (Unearthed Arcana) could wild shape into an elemental. This is left up to the honesty of the player and responsibility of the DM to ensure the PC is of the proper Circle and Level.

These four elementals have damage resistances, immunities, vulnerabilities and condition immunities. These "traits" are handled as Effects in the Combat Tracker. DWSI sets up a "Combat Effects" Power on the Actions tab of the character sheet, as it does with all other traits and actions. An Effect is attached to the power allowing the player to apply all the appropriate resistances, immunities and vulnerabilities using a single Effect button. I did not auto apply the effect during Wild Shaping. No other character effects are handled that way and so I remained consistent with other Fantasy Grounds functionality. All of this is displayed in the following screenshot.
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Note that the effect is set up to apply to "Self" so the user needn't drag the effect, just clicking the button will suffice. As with all Effects the DM will have to remove the effects from the player in the Combat Tracker when the player reverts his character back to a Druid.

(More information in the following post about Token swapping!)

If you have any questions or problems please let me know. Thanks for using the extension.

Minty23185Fresh
January 8th, 2019, 00:47
The latest release, v0.0.5, of the Druid Wild Shapes Implementor extension marginally supports token swapping. The token of the beast or elemental is substituted for the Druid's token in the character sheet, the Combat Tracker and any maps containing the character's token linked to the Combat Tracker.

But only if the DM Wild Shapes the Druid. If the player Wild Shapes her/his character only the token on the character sheet is swapped. [Edit]This has been fixed (see post 36).

I apologize for this "almost getting it right". I thought I had it all ready to go. I had thoroughly tested it in the DM instance only. Just as I was about to post version v0.0.5 I thought about ensuring all functionality worked in the player's instance of FG also. I learned that it does not.

I know what the issue is, The player owns their instance of their character sheet, but the DM owns the Combat Tracker. When the player interacts with the Combat Tracker, "requests" are sent from the player instance to the GM instance of FG, The GM instance then processes the request and any results are reported back to the players. (A simple example is an attack roll.)

So in this case, the player's instance can swap out the token in the character sheet but not in the combat tracker. I'll have to code the request "conversation" between instances.

To show you what it looks like, here is are some screenshots. When the DM drags the NPC on to the player's character sheet, the appropriate tokens in the character sheet, the Combat Tracker and the map are updated with the NPC's token. On revert, they are swapped back to their original images.

This screenshot shows the tokens as they appear before Wild Shaping.
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And this screenshot shows the tokens after the Druid has Wild Shaped to an Air Elemental.
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To reiterate: For this to work properly the DM must do the NPC dragging to effect Wild Shape. The DM should also perform the revert. (Oops, I just thought of something. I don't know what happens with auto revert, when temp HP go to zero.)

Again, I really apologize for my shortcomings here. I wanted to get this ready for my DM since we're playing tonight and evidently rushed my release.

ReverendJ
January 8th, 2019, 18:53
Dude, no need for apologies. Incremental improvement is good

Minty23185Fresh
January 9th, 2019, 01:33
Announcing release of the Druid Wild Shapes Implementor extension (DWSI) version 0.0.6. This version remedies the issue mentioned in post 34 above. Tokens are now swapped from the Druid's token to the Wild Shape NPC's token when the player Wild Shape's his/her character. The tokens in the character sheet, combat tracker and linked tokens on maps, in all instances (GM and all players) are properly substituted. Token scaling and reach are also supported (the maps must have scaling grids).

Thanks for your patience. If you observe issues please let me know.
And thanks for using this extension.

Thirsterhall
January 12th, 2019, 01:48
One again great mod and love seeing the token changing.

One last idea I had was what about either having your own option in the settings or using the existing setting for NPC hit point IE Standard, Random or Max. I use the random option to roll for all NPC hp when added to tracker and love to see the animal form hp be random when the player wild shapes.

Minty23185Fresh
January 12th, 2019, 05:39
One last idea I had was what about either having your own option in the settings or using the existing setting for NPC hit point IE Standard, Random or Max. I use the random option to roll for all NPC hp when added to tracker and love to see the animal form hp be random when the player wild shapes.

I can do that.

As a player though, I would like to roll the dice myself. (I know, I know.. the argument, about either way the computer is really rolling the dice, not me.. But I like it to”feel” like I did it.) if the player wants to roll, they can, then just modify the TMP HP accordingly.

But I’ll still put your suggestion in the queue.

soonerhef
January 14th, 2019, 05:11
Fantastic work. Thanks!

arkontri
January 15th, 2019, 09:24
Hands down probably the greatest .ext made for 5e FG. Thank you for making it.

Diablobob
January 21st, 2019, 05:21
I did not know this... I wonder why it wasn’t posted here in the forums. It would have saved me some time.

Lol... I thought the same exact thing about your extension, when I discovered it approximately 2 weeks after I made and posted mine... Although mine will not only be for Druid wildshape...

I chose not to post on your thread earlier, because I like your work and did not want to discourage it. Good work man! There is more than one way to accomplish wildshapes, and I didn't want to keep others from developing their own ways. Primarily because, we are all trying to make the game better!

PM me if you have any questions... Good luck and good dev!

~Bob (Diablobob)

ffujita
January 24th, 2019, 01:01
Aha! User error, I was dropping the token, not the "shield" button. Sorry for the confusion.
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Did 3.3.7A break the extension? I worked for me before the update, but not so much now ... of course it could be user error :)

The token changes on the character sheet, but no name change, no token change on the combat tracker or map, no change to temp hp.

Zacchaeus
January 24th, 2019, 01:20
Aha! User error, I was dropping the token, not the "shield" button. Sorry for the confusion.
----------------------------------------------------------------------------------------------------------------
Did 3.3.7A break the extension? I worked for me before the update, but not so much now ... of course it could be user error :)

The token changes on the character sheet, but no name change, no token change on the combat tracker or map, no change to temp hp.
As noted in the first post the extension was updated to work with 3.3.7. So make sure you have the latest version.

Minty23185Fresh
January 24th, 2019, 04:44
Thanks Zacchaeus.
I just ensured I had the latest version of FG (I thing there was an update late last week). And then double checked my extension. Things look fine to me.

ffujita. Ah I see you discovered the problem. Thanks for using the extension.

Lilly Fireblade
January 29th, 2019, 09:08
I am not sure this is a bug per se but with the way the hp is currently implemented any healing effects don't work properly when the wildshaped druid is targeted. What I mean by this is that currently with how you have the plugin coded at least if a cleric tries to cast cure wounds on a wildshaped druid acting as a tank or similar the wounds goes down which doesn't work at keeping the form since the heal didn't increase the tempory hit points that the druid has while wildshaped. I hope I worded this in a way that made sense, I am way to tired to be trusted messing with druids.

Minty23185Fresh
January 29th, 2019, 16:54
I am not sure this is a bug per se but...
the heal didn't increase the temporary hit points that the druid has while wildshaped….

Thanks Lilly for reporting this. And I am all but certain I know what you're getting at.
While I was coding the hp handling this possibility popped into my head, but then, just as quickly popped back out. I thought it was a possible problem, but never followed up. You've confirmed it. I need to investigate and implement a remedy.

Until I get this fixed, you can manually handle with this by increasing the wounds and increasing the TMP hit points by the heal value. Not ideal I know, my extension needs to handle this.

ffujita
January 29th, 2019, 20:04
Well, that would be ideal. In my head, I was thinking as I read Lilly's comment, "Yeah, thats always a problem when you use TMP HP for Wildshape HP." So if Minty gets this feature added, the extension changes from a nice help to must have. Thanks for working on it!

Lilly Fireblade
January 29th, 2019, 20:39
One thing I played with was I wondered what happened with a druid who had actual temp hp before wildshaping, and I have to take my hat off to you. The plugin restored my actual temp hp when I lost my wildshape.

ffujita
January 31st, 2019, 03:40
As long as you're looking for ways to improve the extension, It would be great if the piercing/bludgeoning/slashing damage that the forms did were magical if you're level 6 or higher.

pablomaz
February 2nd, 2019, 23:11
That's amazing! I've been testing it for a couple of minutes and loving it! Thanks you so much, Minty23185Fresh!

It seems to be working fine with Combat Enhancer, isn't it?!

Jiminimonka
February 3rd, 2019, 23:54
OK - this is a great extension! Thanks

I notice that the tokens for most animals in PHB and DMG are just pox-ridden letters not actual tokens. I created some new beasts with proper tokens but the players cant see them (I tried all the share tokens procedure (combat tracker, drag onto PC) but that doesn't work. Suggestions (or just live with a Giant B for Bear) ;)

Zacchaeus
February 4th, 2019, 00:59
You can’t share tokens with players. It’s for the DM to allocate tokens to players and NPCs. If you want to change the tokens for any NPC you can either make a copy of the NPC, unlock the copy and add a new token. You can also drop a new token on an NPC in an encounter or drop one on the NPC token on the CT. None of the animals in the PHB, MM or DMG came with artwork, hence the letter tokens.

Jiminimonka
February 4th, 2019, 21:51
You can’t share tokens with players. It’s for the DM to allocate tokens to players and NPCs. If you want to change the tokens for any NPC you can either make a copy of the NPC, unlock the copy and add a new token. You can also drop a new token on an NPC in an encounter or drop one on the NPC token on the CT. None of the animals in the PHB, MM or DMG came with artwork, hence the letter tokens.

Thanks, Zacchaeus. I made copies of the beasties and added artwork - the dragging the NPC onto the character seemed to work - don't know what I was doing wrong first time around (it was late and I was tired).

Minty23185Fresh
February 5th, 2019, 00:06
Thank you everyone for your praise and feedback. It means a lot. I can observe the number of times one of my extensions has been downloaded, but without written feedback, whether positive or negative, one just does their development in a vacuum.



You can’t share tokens with players. It’s for the DM to allocate tokens to players and NPCs. If you want to change the tokens for any NPC you can either make a copy of the NPC, unlock the copy and add a new token.....
I was working with my DM to add pictures (tokens) to the NPCs for my use in the campaign that I am playing in and was surprised to learn how labor intensive it is for the DM to add my tokens. So this is another item on the "to do" list. An automated way for the DM to share copies of NPCs with the Druid. I'm thinking about the automatic creation of a "Wild Shapes" Group in the NPC library. It would be nice if I could share the Group as a unit, but that might not be possible. Barring that, an NPC dragged on to the Group (by the DM) would auto-copy and auto-share with Druids in the campaign.

I'll get to this, Lilly Fireblade's suggestion regarding TMP HP and heal spells and ffugita's suggestion about magical damage at 6th level.

I am trying to get another extension out that I have been reworking for about two months now. I do hear your "wants" and will entertain them as soon as I can.

Diablobob
February 6th, 2019, 12:46
The fastest and easiest way to share the "group", with the way you're doing the wildshape, would be to make copies of the wildshape NPCs (drag and drop NPCs back into NPC window), put them in your own NPC module, and make it a player accessible module.

Granted then you'd have copyright issues unless you posted it on DMs guild... "Pay what you want" maybe, if you go that route...

Just some thoughts.

Cheers,
Bob

Minty23185Fresh
February 6th, 2019, 15:32
The fastest and easiest way to share the "group", with the way you're doing the wildshape, would be to make copies of the wildshape NPCs (drag and drop NPCs back into NPC window), put them in your own NPC module, and make it a player accessible module.

Granted then you'd have copyright issues unless you posted it on DMs guild... "Pay what you want" maybe, if you go that route...

For my own use, in the campaign I am in, the copyright issue is moot. But sharing with others, it becomes one. For me though my DM is resistant to me putting together the module, why I don't know, but in my opinion you don't pick a fight with your DM. Also there's some inflexibility in this. I'm in Chult. All sorts of new creatures. Adding them to my repertoire means constantly reworking the module.

And most importantly, it doesn't allow me to advance the capabilities of my extension and learn something new about the Smiteworks code. Something all of us programmer/developers hold dear to heart. I'm sure you know what I'm talking about here, right Diablobob?

Diablobob
February 6th, 2019, 18:39
I do, I was suggesting it as a temp solution for users and if you wanted to share you could put just that mod file on DMsGuild till you get more functionality working... By all means keep full control of your ext... Just the temp mod file would need to be over there

Lilly Fireblade
February 6th, 2019, 20:06
I don't think the compatible entries from the SRD would be a copyright issue to link/copy.

But what would be nice was an extension that hot-swapped the portrait of the character with a collection of tokens or to that effect.

Diablobob
February 6th, 2019, 22:21
I don't think the compatible entries from the SRD would be a copyright issue to link/copy.

But what would be nice was an extension that hot-swapped the portrait of the character with a collection of tokens or to that effect.

His ext does swap tokens, as does mine... And yes the SRD is fine, but if you compile MM or Volos beasts or the like... Then you gotta worry about copyright

But I think he wants to do something that triggers the shift, and auto shares the NPC... Which is doable...

Minty23185Fresh
February 6th, 2019, 23:47
... the heal didn't increase the tempory hit points that the druid has while wildshaped...

I was thinking of a solution to this only in terms of another party member casting a spell to heal a wounded Wild Shaped Druid. I got to thinking about other avenues of healing and wondered if a Wild Shaped Druid could roll HD during a short rest? Mike Mearles of WotC answered this question in the affirmative in August of 2015.

Lilly, ffujita & others: I am working on this but the can of worms just got bigger, or at least it has more worms.

Lilly Fireblade
February 7th, 2019, 00:19
Don't worry the can is actually a dimensional space like a portable hole. It can handle it.

LordEntrails
February 7th, 2019, 01:15
I hear fried worms are tasty.

Diablobob
February 7th, 2019, 01:19
I was thinking of a solution to this only in terms of another party member casting a spell to heal a wounded Wild Shaped Druid. I got to thinking about other avenues of healing and wondered if a Wild Shaped Druid could roll HD during a short rest? Mike Mearles of WotC answered this question in the affirmative in August of 2015.

Lilly, ffujita & others: I am working on this but the can of worms just got bigger, or at least it has more worms.

As a possible solution, you could always store the original temp HP value in a DB.createChild... Then compare the values, allowing for an increase of temp HP up to the "child" value if status of shifted is in effect... You might need to intercept the actual heal application if shifted Druid is target... Or you can just "child" all the stats so the heal would get manually overwritten, then appropriately readjusted toward temp hp... Shouldn't be too hard... Let me know if you have questions...

Just throwing out random ideas to try and help... If you wish me to stop, let me know...

Cheers,
~bob

Atua
February 11th, 2019, 00:34
Thinking a bit more laterally here, how hard would it be to update this mod to handle the polymorph spell (and shapechange/true polymorph). There is a high degree of similarities between the spells and wildshape.

Minty23185Fresh
February 11th, 2019, 06:31
Thinking a bit more laterally here, how hard would it be to update this mod to handle the polymorph spell (and shapechange/true polymorph). There is a high degree of similarities between the spells and wildshape.

I’m guessing you don’t program... :)

I’ll use a non software development analogy. If I have a machine that automates the building of automobiles, it is unlikely that I can use the same machine to build laptop computers.

So, rough guess, first glance, answer would be no. But. That said the concepts are very similar. The algorithms and logic used in DWSI are probably all reusable in an extension that does spell polymorphing. A lot of the engineering is done.

I’m willing to take that on but it will be a while. I have two other extensions I want to tackle first, because they directly affect me. Plus my Field Filters extension has a serious bug I’m currently looking into.

I’m hoping I didn’t sound flip, I didn’t mean to be. I like the idea, and appreciate the request. And thinking outside the proverbial box always pushes creativity. Thanks.

Minty23185Fresh
February 11th, 2019, 06:39
I hear fried worms are tasty.
Got them simmering and they look scrumptous.
Playtesting tomorrow night.

Atua
February 12th, 2019, 05:01
I was not offended at all Minty, and I'm certainly no programmer.

I do not know the complexities involved but I thought maybe there could be some code similarities. Nevertheless, I appreciate that you are considering it since this is a request from a random internet person.

Lilly Fireblade
February 14th, 2019, 02:03
So how did it go Minty?

Minty23185Fresh
February 14th, 2019, 15:26
So how did it go Minty?
Not well.
Never had cause to Wild Shape.
But the version didn’t crash FG, “So I got that goin’ for me!”
Supporting the heal/hit points/hit dice issue has revealed some major flaws in my implementation. (Timing issues.) Plus while developing I experimented using two Druid’s. That was a disaster.
I am in the middle of a complete rewrite. Mostly code reuse. But a different way of effecting it.
Sorry for the delay.

Lilly Fireblade
February 14th, 2019, 21:03
I didn't think my observation would turn out to be effectively a hand grenade...

damned
February 14th, 2019, 23:19
Hey Minty!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26316

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Diablobob
February 15th, 2019, 02:33
Anything you need help with minty?

Diablobob
February 15th, 2019, 02:34
Damned, that graphic is epic!

Minty23185Fresh
February 15th, 2019, 03:14
That cartoon is great, thanks damned.

Minty23185Fresh
February 15th, 2019, 03:21
I didn't think my observation would turn out to be effectively a hand grenade...
‘tisn’t really. It’s a shortcoming of the extension that needs addressing. Had I seen it in the first place the rework wouldn’t have been necessary. Keeps me busy.

Minty23185Fresh
February 15th, 2019, 03:24
Anything you need help with minty?
No thank you. Got it covered. But I appreciate the offer.

Lilly Fireblade
February 15th, 2019, 17:22
Hey Minty!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26316

26316

*GANK*

I wish you luck in your rewrite, but who knows what will come about from this trip down the rabbit-hole.

amdawursk
February 21st, 2019, 02:54
This is so helpful!!!! Thank you so much!!!

Brotherkelly
February 22nd, 2019, 09:52
Hi Minty23185Fresh,

This extension is superb. Have tested it a few times and all is good.

The campaign my small group are about to run includes a custom character class Morph (taken from the 'A Touch Of Class' supplement from EN World EN5ider). Characters of this class are shapeshifting specialists and have the Shapeshift Class Feature. This functions in the same way as the Druid Wild Shape with a few minor differences ( for example - max CR at different levels are higher than the Druid).

I was hoping to use your extension to make creating the shapeshifted character easier. However, it doesn't work and reports back 'Only works with Druid Class' or words to that effect.

Can you let me know if there are any key words or phrases within the Druid Class that the extension needs to see? I might then be able to modify my custom class accordingly.

Thanks in advance for any help you can provide.

Minty23185Fresh
February 22nd, 2019, 21:43
This extension is superb. Have tested it a few times and all is good.

Can you let me know if there are any key words or phrases within the Druid Class that the extension needs to see? I might then be able to modify my custom class accordingly.

For the class, the extension is looking for the class name. It must be “Druid”. The class name appears up in header or title bar, at the top of the class editor dialog.

The extension also rejects all NPCs other than “Beasts” and the four elementals (air, fire, earth and water). The NPC type (available in the NPC editor dialogue) must be either “Beast” or “Elemental”, and if it’s “elemental” the name must be one of the four (“Air Elemental”, ...). I can’t remember if it’s case sensitive. Use whatever case is already being used in the dialogue.

It is interesting that you should mention this... I’ve been thinking about adding support for custom overrides. NPC types, class types, class level requirements, etc. (Class level restrictions are not supported now, but will be when I implement the “magic” damage type at level 6 that ffugita requested.) I won’t get around to the custom overrides for at least a month though, too many other thing yet to do. So that won’t help you in the immediate future.

Thanks for the compliments. If you have other questions, just ask.

Thirsterhall
February 22nd, 2019, 21:49
How about a simple option to opt out of all restrictions? IE an option in settings that bypasses the checks for "beasts", class, level etc. It would then be up the DM to apply appropriate NPC's to PC's. A warning that NPC's other than "beasts and the elementals for druids" might not work, uses at your own risk would also be appropriate.

Minty23185Fresh
February 22nd, 2019, 22:53
How about a simple option to opt out of all restrictions?

Hi, Thirsterhall. That certainly is a possibility. When I go into do the leveling I’ll take a look.

Brotherkelly
February 22nd, 2019, 23:12
For the class, the extension is looking for the class name. It must be “Druid”. The class name appears up in header or title bar, at the top of the class editor dialog.

The extension also rejects all NPCs other than “Beasts” and the four elementals (air, fire, earth and water). The NPC type (available in the NPC editor dialogue) must be either “Beast” or “Elemental”, and if it’s “elemental” the name must be one of the four (“Air Elemental”, ...). I can’t remember if it’s case sensitive. Use whatever case is already being used in the dialogue.

It is interesting that you should mention this... I’ve been thinking about adding support for custom overrides. NPC types, class types, class level requirements, etc. (Class level restrictions are not supported now, but will be when I implement the “magic” damage type at level 6 that ffugita requested.) I won’t get around to the custom overrides for at least a month though, too many other thing yet to do. So that won’t help you in the immediate future.

Thanks for the compliments. If you have other questions, just ask.

Thanks for the info.

So in order for it to work the class needs to be Druid. I tried Druid (Shapeshifter) as the class but this didn't allow it either. No problem, I will modify my custom class to be Druid but with all the features, etc of the Shapeshifter. I also needed to change the Shapeshift Feature name to Wild Shape. I will let our DM know about this as well.

I will keep an eye out for your custom override update. This may allow me to switch the character class name back to its proper name.

Many thanks.

Minty23185Fresh
February 23rd, 2019, 16:34
In this release I fixed the Heal/Recovery issue as reported by Lilly Fireblade, see post #45. As a side issue to this I noticed that the Hit Dice were not at all supported, also fixed. As a complication of fixing these issues, some changes were made to Hit Points displays. And to add to this, all these fixes prevented those who wanted to use something other than the NPC's average HP as the Wild Shapes HP (for example Max HP or Random HP), as mentioned by Thirsterhall, see post #37 of this thread.

Because I like to explain changes and enhancements with pictures, here we go.

In the following screenshot I have depicted my 3rd level Druid, Wild Shaping into my Test NPC. The character sheet (with the center clipped out) for the Druid is shown in the left panel, the Wild Shape character sheet in the right panel and the pertinent HP/HD from the NPC's stat block is shown in the center. The Druid starts out with Wounds = 10 and Temporary Hit Points = 1. Upon Wild Shaping, the Wounds for the Druid are not longer shown. The Total (Max) HP is that of the Druid (as before) and the Wild Shapes Max HP are placed in the TMP HP field (as before). The reason the Wounds are cleared is because when healing is applied by the ruleset routines they want to apply the healing to the (Druid's) Wounds instead of the Wild Shape's. By dropping the Druid's Wounds, while Wild Shaped, it was easier for me to trap the healing and just add it to the TMP HP, thereby healing the Wild Shape.
26422
Also in the screenshot, note the Druid has 1 of her 3 d8 Hit Dice left. Upon Wild Shaping the Hit Dice become those of the Test NPC 4d4's.

In the next screenshot I attempt to show healing in action. The left panel is that of the Chat window and on the right are the Hit Point displays as four attempts to heal her are applied. The Druid has Wild Shaped into the Test NPC and was attacked, taking damage, reducing her Hip Points from 9 to 2. The Cleric in the party casts a Cure Wounds spell, for a paltry 1hp healing. During a short rest the Wild Shaped Druid uses Hit Dice to heal herself. Note on the final Hit Die thrown the potential healing exceeds her Wild Shape Max HP (of 9) but the extension properly tops out the healing, discarding the 1hp excess.
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Damage works pretty much as expected, including the complicated "case of death by excess". The scenario for the following screenshot is, the Druid takes damage until she has but two hip points left, so she Wild Shapes, gaining a few HP, hoping to ride out the rest of the encounter. The player's character sheet prior to WS is shown in the left panel of the following screen shot. The center panel and right panel are those of the DM's Chat and Combat Manager, post WS and post attacks. One orc attacks and does 7hp damage, leaving her two of her 9 temp hit point she gained by Wild Shaping. A second orc deals a heavy blow, inflicting 14 hit points. This exceeds her 2 remaining WS HP causing auto-revert. The Druid takes the remaining 12hp damage, ten of which exceed her remaining two hit points, causing death.
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In this final screenshot I have shown the Options Manager, with the new Druid Wild Shapes hit points options. The three choices are depicted as well as three resultant hit point results for the 4d4-1, HD of my Test NPC.
26424

A couple final comments and a plea:
(1) A long rest will cause auto-revert. A Druid can remain in WS for its level/2 hours (rounded down). A long rest lasts 8 hours so any Druid level 17 or less will revert out of WS. An 18th level Druid can remain in WS for one hour more than a long rest and 19th or 20th level Druids for two hours. The DWSI extension has no way of tracking time. The fact that temporary hit points are lost during a long rest takes care of this for me, auto-reverting at 0 TMP HP.
(2) From a coding standpoint auto-reverting is less "auto" than it used to be. Auto-revert was causing me a lot of problems with timing of events and hit point evaluation when damage was occurring. From your vantage point, it should appear to behave just as it did in the prior version. Auto revert is more like "forced" revert now. If I've missed an event that should cause auto revert, let me know.
(3) A lot, well, almost all of my code was revised in some manner for this release. This might cause some issues. I have tried to thoroughly test the results. If you observe issues, small or large, please let me know and I'll try to address them quickly.


Thanks for your support and for using my extension.

Thirsterhall
February 23rd, 2019, 17:48
Amazing stuff man, Now I need to roll me a druid to play myself ;)

pico
March 1st, 2019, 21:47
I was using your extension version 0.0.6 in my current campaign and it worked great. I upgraded to the new 0.0.7 version and it does nothing now. Is there some trick to upgrading extensions that I'm not aware of?

Minty23185Fresh
March 1st, 2019, 22:17
I was using your extension version 0.0.6 in my current campaign and it worked great. I upgraded to the new 0.0.7 version and it does nothing now. Is there some trick to upgrading extensions that I'm not aware of?

No trick really. If it is in the right place you should see it (and select it) on the FG launch screen (upper left in the screen shot below) and then see a confirmation in the chat after load (lower right in the screen shot).
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pico
March 1st, 2019, 23:26
oh, dang, after looking at the console it was a syntax error in an extension I'm working on seemed to mess things up. All is good now. Sorry.

Minty23185Fresh
March 1st, 2019, 23:46
No worries.

Minty23185Fresh
March 2nd, 2019, 01:15
As long as you're looking for ways to improve the extension, It would be great if the piercing/bludgeoning/slashing damage that the forms did were magical if you're level 6 or higher.

@ffujita and others... Working on this. But unsure as to the extent of what I need to add.. is “magic” added to the damages, as in 1d6 piercing, magic all that I need, or is there something more? Thanks for the help.

MetallicFrost
March 2nd, 2019, 07:35
Hi Minty,

Fantastic work.

I've created a custom Druid that is a combination of Barbarian and Druid. It can't cast spells, but it can use magic (wildshape) etc.
I'm wondering if you are able to edit your extension to remove the restriction to only Druid being able to wildshape. Not as the official extension, but just sent to me? I'd love to be able to use this extension with my custom Druid.

Minty23185Fresh
March 2nd, 2019, 14:48
I've created a custom Druid that is a combination of Barbarian and Druid. It can't cast spells, but it can use magic (wildshape) etc.
I'm wondering if you are able to edit your extension to remove the restriction to only Druid being able to wildshape. Not as the official extension, but just sent to me? I'd love to be able to use this extension with my custom Druid.

Others have requested "requisite relaxation" also. I am currently working on it. But it is still a few days away, until I post it.

Since you've called this a custom Druid, not just a multiclass barbarian / druid, you probably created the class and so the class should be editable. If that's case, name the class "Druid" and the extension should work.

In the screen shot below, I'm trying to show you what I mean. I don't have Xanathar's Guide to Everything, but I created my own "copy" of the Circle of Spoors Druid (from the paper book). Because I created the class I can name it whatever I want. With it named "Druid", any characters I create with it work with the Wild Shape Extension. (I realize you probably don't want to permanently name your class "Druid" but this will work for you in the short term.)
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Minty23185Fresh
March 2nd, 2019, 14:59
I've created a custom Druid that is a combination of Barbarian and Druid. It can't cast spells, but it can use magic (wildshape) etc.

By the way, as an aside, this sounds very much like the "Hamfariggen" in Elaine Cunningham's book, Tangled Webs.

MetallicFrost
March 4th, 2019, 06:01
The Shapestrong. Nice! No I haven't read that book, but I was mildly curious and read a few paragraphs.

I shall try your suggestion. The custom class I created is called "Battle Druid" and it specializes in tanking as best as you can in 5e..... prevents enemies from moving more than 30 feet from you unless they save. All attacks dealt to anyone else but you within melee range are at a disadvantage, enticing the enemy to attack you rather. Instead of extra attack at 5th I swapped out a custom battle cry that grants a +2 to all friendly attack rolls for 10 rounds. It's not very high on the damage dealing, because I didn't want it to be OP. Right now it has a lot of options for many situations in battle, but they are all tied into a bonus action, and because you can only have one per round, that's where the illusion that the class is OP gets put to rest. It's just extremely useful, and helps everyone else shine. The GM has made this a very low magic campaign. There is magic, but you need to extract it from gemstones, quartz etc to cast a spell. The world was cut off from the gods and thus no magic other than what's trapped is able to be used. It's overly complicated and I wanted to create a class that didn't cast, but was completely different to anything I've played before. I always pick high DPS Rangers or dex-based fighters, so I wanted something that wasn't high damage but still useful.

Minty23185Fresh
March 5th, 2019, 16:16
Announcing the release of version v0.0.8 of the Druid Wild Shapes Implementor Extension (DWSI).

In this release I have added support for rigorous level checking plus the Moon Druid's Primal Strike feature.

Level Checking: Per the Wild Shapes definitions in the Player's Handbook, Druids are only allowed to Wild Shape into NPCs that have certain CR and speed values. The extension now denies Wild Shaping into NPCs that exceed the CR, swim speed or fly speed for the Druid's character level. In the screenshot below are some examples. The panel on left is the chat box. The first three denials are for varying levels of a non-Circle of the Moon Druid (e.g. Circle of Dreams or Circle of Land). The fourth through sixth denial messages are for varying levels of a Circle of the Moon Druid. Note the proper handling, though very similar wording, for the two level 4 characters.

Primal Strike: Also level dependent, this feature kicks in for Circle of the Moon Druids of level 6 or higher, making their attacks magical for the purposes of overcoming a foe's resistance or immunity to nonmagical attack. I searched the books that I have and found the only resistances/immunities for NPCs were against bludgeoning, piercing and slashing damage (as mentioned by ffugita in post #49 of this thread), so those are the only damage types handled by this extension. If you run across others, in books that you have, please let me know so I can support those too. The center panel in the screen shot shows the "magic" damage type has been added to the slashing damage for the level 8 Druid that has Wild Shaped into a Giant Boar.
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If you have questions, comments or issues with my extension please let me know.

[An aside] "Requirement Relaxation", such as allowing other class types to Wild Shape, as requested by a few users, is not yet supported. That's next on my plate.

Tyrannosaurus VeX
March 5th, 2019, 18:46
Loving this extension. But could you possibly make the Level Checking an option that could be turned off?

The reason I ask is one of my Druid players has a magic totem that allows him to once a day turn into a CR 1 Giant Spider, but he's a 5th level Druid of the Land. Now, I already figured out a work-around by simply making a copy of the Giant Spider NPC and changing it's CR to 1/2 ... but, I think the option might be nice for DM's who might use their own homebrew CR rules or have magic items such as mine in their games, etc.

On the other hand, I love the way this extension is headed and working, so my work-around doesn't bother me one bit. Keep up the great work!

Minty23185Fresh
March 7th, 2019, 23:47
Announcing a version of DWSI that will not be forthcoming.

I have been working for a couple days on a version that allows non-Druids to Wild Shape, allows use of non-beast NPCs as Wild Shapes, and relaxes level checking. I have come to realize this is simply a hack job of an extension I am proud of. It is a major step backwards from the original intent of my project.

If I were to release such a project I'd feel a personal obligation to support it. That's not something I want to spend my time doing. I feel as though this whole thing could only disparage a reputation I have been trying to build.

I will happily continue to suggest work-arounds that help users employ DWSI for purposes outside what I see to be the scope of the project's design.

I'll attach the previous version of DWSI, v0.0.7, a version that does not have the stringent level checking that came out in version v0.0.8. Please be aware that as I move forward with DWSI, I won't be revisiting v0.0.7 and adding improvements to it. It is a dead end version.

I apologize for being hard-nosed about this and thank for your understanding.

Thirsterhall
March 8th, 2019, 00:16
Totally understandable Minty. My suggestion was just for those that want the more relaxed restrictions without making a lot more work for you. In the end you need to happy with your work and I personally am very exited to be able to make use of it in my games.

Oh and never apologize for not be able to or wanting to make certain changes, it's your project and work not ours. We get to benefit from all your hard work and for that I'm very grateful.

So once again thank for such a great extension that for me is a must have for FG, even if I don't have a druid at the time in the game.

Bob

MetallicFrost
March 8th, 2019, 01:25
Completely agree. You are creating content for how the game is meant to be played. I'm creating a custom character, so that comes with consequences. Your suggestion about changing the name of the class back to Druid worked, so thank you!

Brotherkelly
March 9th, 2019, 19:19
I also completely agree with your decision. My original request was only really to see if it was possible to modify. I have essentially created a custom Druid class with all the attributes of the Morph Class. I will be using version 0.7 because the wildshape benefits are different to the standard Druid. Many thanks for this extension and for developing it the way you have.

drberg42
March 9th, 2019, 22:32
This extension looks awesome, I just shared it with the Druid in my campaign and we can't wait to test it out tonight.

Slalom
March 10th, 2019, 22:11
You are a genius !!! :D :D :D

Lilly Fireblade
March 12th, 2019, 08:58
I am wanting to know if it would be amiss to use your extension in paid games? I know that some extension authors utterly abhor such things and put a clause in to their license about it. I am just wanting to cross my Ts and dot my Is.

Minty23185Fresh
March 12th, 2019, 18:34
I am wanting to know if it would be amiss to use your extension in paid games? I know that some extension authors utterly abhor such things and put a clause in to their license about it. I am just wanting to cross my Ts and dot my Is.

Thanks you for asking.
"abhor" - a great word.

I guess this is one of those "nebulous" line issues. I don't take money for my extensions, though it's been offered; adding to the Fantasy Grounds experience is a labor of love for me. I would ask hired DMs to not use my extensions as a means to entice players to their tables. Don't advertise, hey we have this great Druid Wild Shapes extension, hire me.

The original intent of this extension was to make the game easier and more fun to play. Mostly for the player, but it benefits the DM too. Limiting access to the extension seems a bit self defeating. The extension is used less and so improved less. You brought a glaring oversight to my attention, and thank you for that.

In short, please don't use my freely given efforts as a means to add money to your wallet, but using the extension to accentuate the player experience is fine.

Thanks you for asking. Your thoughtfulness and conscientiousness is deeply appreciated.

Lilly Fireblade
March 13th, 2019, 01:42
Thank you, I wasn't planning on advertising your extension to draw people in. I will try to mention it only when needed then.

Minty23185Fresh
March 14th, 2019, 16:19
A few users of my extension have asked for "restriction relaxation" of the enforcement of PC class type, NPC type and level checking. (see posts #83, #91, #96 to name a few). I was going to do this but then had reservations about it (see post #97).

To make my extension more usable by more persons, I'll provide ways to circumvent the restriction enforcements here in this post. It typically involves modifications to the PC's or NPC's stat blocks. Usually minor, and to the best of my knowledge, of relative unimportance (mostly) from an FG functionality standpoint.

Some of these cheats might have been mentioned elsewhere but for completeness, here they are again, in one place.

PC Class: the extension only allows Druids to Wild Shape. If you're using a custom class then just change the name of the class to "Druid".

NPC types: the extension requires the NPC to have a type of "Beast" or "Elemental" (and then specifically Air, Earth, Fire or Water). If you wish to allow Wild Shaping into other types of NPCs, say a Celestial, just change the NPC's type to "Beast".

Level checking: the extension uses the NPC's CR for level checking. Since you hopefully won't be attacking yourself, the CR of the NPC is unimportant I think. Just edit it, change it to zero and you can Wild Shape into that beast as soon as your PC is level 2. (I can't think of a way to relax the level 2 restriction, other than lying and changing your PC's level).

Fly and Swim restrictions: I don't know if or how Fantasy Grounds uses fly and swim speeds. To remove those restrictions, just edit the word "fly" and/or "swim" out of the speed field, changing them to another moniker would work too, like "f.l.y." or "s_w_i_m" but not "flying" or "swimming" because the root word is still in there. If I remember correctly changing the case (e.g. FLY) won't work either.

Primal Strike: changes the damage to be magical at PC level 6. This restriction is enforced in two ways, the feature "Primal Strike" must appear on the abilities tab. Just add the words, no description is needed. This would allow any Druid to have the feature. But I can't think of a way to circumvent the level six restriction. Probably the best way to circumvent this is to add the word "magic" to the NPC's weapon damage description. (In which case you probably do not need the "Primal Strike" ability.)

I think that's a complete list. For those of you wanting to "game" my extension, if I've missed something, let me know and I'll try to tell you how to cheat me.

Additionally. I have not tried all of these. I am just going off what I remember of my code. If I am in error, please let me know and I'll recant my lies. :)

To everybody using my extension, thank you very much. It's good to know of its utility.

Henrique Oliveira Machado
May 7th, 2019, 04:24
Best extension so far. it has to be incorporated into the core game!

Congrats dude!

xscapebb
May 24th, 2019, 17:59
Agree. This extension is top notch, sooooo well made. We (myself and my druid player) tested almost everything we could (trying to "break it") and found 0 problems/"gotcha"s… can't recommend this enough.

Bonkon
May 25th, 2019, 01:34
Good Day Minty23185Fresh :)
Is there a way to use this with the Polymorph spell, or does it require "Druid" and "Wildshape" for the Character/Target?

Awesome extension by the way, even though nobody is playing a Druid in my campaign I still got it for fun :)

Minty23185Fresh
May 25th, 2019, 02:12
Good Day Minty23185Fresh :)
Is there a way to use this with the Polymorph spell...
No it does not work with the polymorph spell.
(xscapebb, in a PM and Atua, post #64, have also asked. I have been PMing them to discuss supporting it. I will be working on a modification to DWSI in a week or two.)

Crabgore
May 31st, 2019, 01:13
So, i have this extension as a DM and my player druid have it. But, when players connect to me, they cant choose any extensions to load (they can choose extensions to load only in "manage characters" mode. they have demo-versions, i have ultimate). So when druid player drag beast to his players sheet he got message, that he doesnt have right extension. And me as a DM need to drag beast to his sheet and revert him back to normal form. What we doing incorrect or its normal to work like that?

Sorry for my english ;)

Zacchaeus
May 31st, 2019, 02:31
Hi Crabgire welcome to FG.

Only the DM can load extensions. I haven’t used this one but from reading how it works it would be the DM who does the dragging of the NPC into the player’s sheet since only the DM would have access to the NPCs.

Minty23185Fresh
May 31st, 2019, 06:58
Crabgore, as Zacchaeus says, only the DM chooses which extensions are loaded. But alas, the Sage is only partly correct with regard to who can cause Wild Shaping. Either the DM can do Wild Shaping or if the DM shares NPCs with the player, then the player can do the Wild Shaping. Since you the DM can Wild Shape the player’s character, but he/she cannot, either you have not shared any NPCs with the player or your player is not dragging/dropping the shared NPC on the correct area of the character sheet. He/she must drop the NPC on the area close to the character’s name. If they drop the NPC on the portrait or token the character will not Wild Shape. Please carefully read posts #2, #3 & #5 of this thread for more information on using this extension. If you continue to have issues please let me know.

Crabgore
May 31st, 2019, 10:43
Thank you for the information! I will try to share the NPC to the druid player and check the area where he drop the NPC.

TheOriginalBox
June 13th, 2019, 04:24
Hey Minty, my DM just loaded up this extension and it is amazing. The only issue we are having with it is this:

Script Error: [string "portrait"]:1: setPrototype: Invalid parameter

We get that error every time I (or the DM) wild shapes my character. We can click out of it and I still get the correct stats and skills and all, but that error pops up and my token doesn't seem to size correctly. Any ideas? This is the only extension we are using currently.

Minty23185Fresh
June 13th, 2019, 04:30
Yes. Do not drop the beast link on the portrait! Drop it on or around the PC’s name. (See instructions and discussions elsewhere in this thread.)

Lilly Fireblade
June 13th, 2019, 12:35
How do I share npc's with my players? the times I remember trying the normal right click --> Share routine that I do with maps and images there isn't a share button in the wheel.

LordEntrails
June 13th, 2019, 17:44
How do I share npc's with my players? the times I remember trying the normal right click --> Share routine that I do with maps and images there isn't a share button in the wheel.
Drag it to the PC portrait in the top left corner of FG.

Minty23185Fresh
June 13th, 2019, 17:47
How do I share npc's with my players?
Hi again Lilly.

The current process must be done in session or at least with the player connected (before or after session). Drag the NPCs that you wish to share on to the player's portrait (upper left corner of the DM's Fantasy Grounds desktop). This will share the NPC. The NPC is shared but still owned by the DM, so it is not editable by the player, e.g. the player can't change the token, the DM still has to do that.

The process mentioned is not very flexible. I have a version of my extension that I have been playing for a few months now that has more flexibility (at least in my mind it does). I have to rebuild it, post it and provide explanations. It will take me a few hours to get all that done.

([EDIT] Oops. Sorry LordEntrails I didn't see your post as I was droning on with this one.)

Tyrannosaurus VeX
June 13th, 2019, 21:47
How do I share npc's with my players? the times I remember trying the normal right click --> Share routine that I do with maps and images there isn't a share button in the wheel.


Drag it to the PC portrait in the top left corner of FG.


Hi again Lilly.

The current process must be done in session or at least with the player connected (before or after session). Drag the NPCs that you wish to share on to the player's portrait (upper left corner of the DM's Fantasy Grounds desktop). This will share the NPC. The NPC is shared but still owned by the DM, so it is not editable by the player, e.g. the player can't change the token, the DM still has to do that.

The process mentioned is not very flexible. I have a version of my extension that I have been playing for a few months now that has more flexibility (at least in my mind it does). I have to rebuild it, post it and provide explanations. It will take me a few hours to get all that done.

([EDIT] Oops. Sorry LordEntrails I didn't see your post as I was droning on with this one.)

My solution is to have a bestiary module I made with my own tokens that I have available for players to load. I copied the NPC beasts from various sources into a new group, I edited them to add my tokens, then exported the module and made it available to players to load.

Then, in game, they have the bestiary module loaded, so they can simply click on it and find the appropriate NPC so I don't have to share them individually, etc. It's some work up front, finding and making tokens, but it's worth it in the long run and makes it easier for players and myself.

Lilly Fireblade
June 14th, 2019, 19:10
Thanks, Fg isn't the most user friendly thing around and is down right frustrating at times

Minty23185Fresh
June 16th, 2019, 05:22
For the DM sharing NPCs for player use can be frustrating, and possibly downright difficult if the DM wants to maintain some extra organization. To help mediate this I have added some helpful "sharing" functionality to the Druid Wild Shapes Implementor (DWSI)extension.

As I was adding the functionality to DWSI there were items that I demanded of the new version:

Automatic copying of an NPC stat block from the source book group to another specified group (in the NPC library).
Automatic sharing of NPC stat blocks with specified players.
Lists of shared NPCs, player by player basis.
Player modification of shared NPC tokens with minimal efforts by the DM.


This new version provides all this new functionality. What follows is an explanation of how to use it. All the work detailed in this post is done in the NPC Library. Bring up the NPC Library and let's get started.

These steps are shown and described in the following screenshot:
When you first bring up the NPC library, it's likely that "All" Group data will be displayed; the NPCs in every module you have open. To make it easier on yourself, consider closing modules you won't be sharing NPCs from. For instance I only left the Player's Handbook and the Monster Manual open. Click the little down arrow in the Group list to open up the list. Put the list in edit mode by clicking on the little brown-slash edit icon, then click the add group (green-plus-sign icon). A new group, titled "Group 1" (or Group 2 or 3 or... if you already have new groups with those titles) is added. Change the new group's name to "DWS: " followed by something short but descriptive. The descriptive text that you add is not particularly important because the program will modify it later. What is important here is the "DWS: " (and note, the space is mandatory) - much of the added functionality keys off the specialized naming convention. When you're done editing, click the brown-slash edit icon to take the list out of edit mode.
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In the next screen shot I'll drag some NPCs into the new group (DWS: ….). In the screenshot I have narrowed the displayed list of NPCs down to those in the Monster Manual and using the library filters I selected out all NPCs except those with a CR of 1/4 and Type Beast. I dragged three into my new group, the Boar, the Giant Badger and the Giant Frog. For those familiar with the default behavior of the NPC library, simply dragging an NPC from the Monster Manual into another group moves the reference to the NPC out of the Monster Manual into the new group. Stated another way it looks like the NPC was removed from the Monster Manual and put into the new group. It hasn't really been removed, it just looks like it in the current campaign. To alleviate this problem the user needs to create a copy of the NPC then move the copy to the new group. But not when using v0.0.10 of DWSI. The extension takes care of copying the NPC and placing the copy in the intended group.
27599

Another default behavior of the libraries is, whenever you are creating copies, moving NPCs, or somehow changing the list, the library re-sorts, and re-displays the list. So if you're working toward the bottom of the list, every time you want to add another NPC to your new group you have to navigate down to area you were working in. To prevent this abhorrent re-sort/redisplay behavior, I added multiselect functionality to the NPC library. Just hold down the control key (Ctrl) and click on the desired NPC links (the little brown shield). As you select then checkmarks are added. When you have all the NPCs that you wish to share, selected then right-click on the DWS: … group and choose the Paste option from the pop-up radial menu. All of this is shown in the following screenshot.
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At this point the NPCs have not been shared with anyone, copies have been added to a list that will now be shared. One of the items I demanded of the new functionality is player maintenance of the NPC tokens. In order to effect this the player must be allowed edit access to the NPC stat block. That means they can change any stat they want, not just the token. If this is a concern for you, as the DM, do NOT follow through with the next set of instructions. Instead share each NPC in the DWS: … group, one at a time, by dragging the NPC from the DWS: … group on to the player's character sheet icon in the upper left corner of the Fantasy Grounds desktop. That said, if you trust your players to not wholesale trump up their Wild Shape NPCs then, in session, or while the player is otherwise connected, drag their character sheet portrait (from the upper left corner of the Fantasy Grounds desktop) on to the DWS: … group in the Group list. Note that the list must be in drop down mode, not single line mode. The following screenshot will help. Note that the result is a change in the DWS: … name. The new group name has the PC's name and the player's connection name. If the player ever changes their PC's name or their connection name, just redrag the portrait on to the DWS: group. Otherwise do not change the group name, DWSI uses the parts of the name to effect it's functionality.
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Whenever you need to share more NPCs with your player just drag or multiselect/place them in the shared DWS: … group. DWSI will take care of the copying and sharing (ownership) of the NPCs you put in there.

Token sharing will be covered in the following post (part 2).

Minty23185Fresh
June 16th, 2019, 05:23
The functionality covered here, in this post is not new, it is not specific to the Druid Wild Shapes Implementor (DWSI) extension. I tripped over it while adding the enhanced sharing functions and since some users are having difficulties with NPC sharing and possibly token sharing I thought I'd put it all here in one place.

As a player, playing my second Druid character now, the first attended a TPK in Tomb of Annihilation, I wanted my own flair on Wild Shape tokens and I didn't want to have to ask my DM to maintain all of that for me, so as the designer of this extension I tried to take as much of that mundane responsibility away from my DM as I could. It is my understanding that tokens are simply 64x64 pixel image files (.png, .jpg). I created numerous tokens very quickly for the beasts in the 5e Monster Manual by going to the internet, screen capturing some images and then cropping and resizing them in Paint. True they're pictures rather than drawings, but if this bothers you I'm sure there are some (free) programs out there that will cartoon/caricaturize pictures into drawing like images. (I know there's at least one for the iPad.)

As the DM, you can share tokens with your players by dropping them into the ..\Fantasy Grounds\tokens\shared folder. To access the folder just click on the Shared button in the Token Library dialog. If you want to maintain some semblance of order, especially if you have more than one player contributing their tokens to you, you can create token bags in the library by adding subfolders in the shared folder. The following screenshot depicts this process.
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A sharable token bag will appear in the Token Library. If the bag doesn't appear, I've found that FG needs a restart sometimes. Once you have access to the sharable token bag, to share it, just drag it on to the intended player's character sheet portrait (in the upper left corner of the Fantasy Grounds desktop). The player should now have access to their tokens (again, they might need a restart/reconnect to gain access). They can open the bag, open the intended target NPC (provided you've shared it with them), unlock (again provided you've decided to share that functionality with them), and drag-drop their token on to the NPC's stat block, then relock the NPC. This verbiage is illustrated in the following screenshot.
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I'll get the extension posted, now. If you have difficulties please ask.

Bidmaron
June 16th, 2019, 15:34
Minty, this is really incredible work. Thanks for your contributions.
You can only share an NPC group with one player at a time right?

Minty23185Fresh
June 16th, 2019, 16:27
You can only share an NPC group with one player at a time right?
Yes. Correct. In most cases, I would think, you'll only have one Druid in your campaign, so it's not an issue. If there are two or more Druids, again I believe, they probably aren't clones of one another, so they quite probably would have different Wild Shape NPC lists. For example a Moon Druid would have a very different NPC list than a Land Druid. So maintaining a separate group for each Druid seems reasonable to me.

(And thanks kind Sir for the kudos. I am particularly happy with the multiselect feature that I added. I'd love to see it added to the ruleset functionality thereby available to each of the libraries. I might add it to my Field Filters extension.)

Minty23185Fresh
June 16th, 2019, 18:56
[Post #109]
Good Day Minty23185Fresh :)
Is there a way to use this with the Polymorph spell...

[Post #110]
No it does not work with the polymorph spell.
(xscapebb, in a PM and Atua, post #64, have also asked. I have been PMing them to discuss supporting it. I will be working on a modification to DWSI in a week or two.)
*Sigh*
Already almost a month and I haven't started working on this.
I have looked at spells that need support and have come up with these four:
Animal Shapes
Polymorph
Shapechange
True Polymorph

Any others I should be aware of?

Bidmaron
June 17th, 2019, 03:43
I would second adding it to corerpg....

Thirsterhall
June 20th, 2019, 15:00
Minty, I simply love this extension and hate playing a druid without it. One game I'm currently in has some home brew druid circles however that allow for some additional forms at set levels. I looked into tweaking your code to work with the new circles. I thought the least intrusive way to do it was let the player add a list of custom NPC names and the level they are available at to the feature list of the char sheet. For example my Druid circle allow me to wild shape into a Gargoyle at 6th and an Earth Elemental at 10th so I added the following 2 features to my char sheet:

DWS:Gargoyle:6
DWS:Earth Elemental:10

and can now wild shape into a Gargoyle at 6th level and an earth elemental at 10th.

The code changes are confined to the getWildShapeNode function. I won't claim its a cleanest code but you are welcome to the code to use/trash as you wish. If you are interested in my changes feel free to PM me and I'll pass them on.

TheOriginalBox
June 21st, 2019, 05:27
Thanks Minty, Best module for druids.

hagrid70
August 19th, 2019, 01:13
you put the extension file in your extensions folder, fire up the game. then you just drag an appropriately sized beast onto your druid of choice?
is that it? is this i8n the main window? the combat tracker? im sure im doing something wrong :)
please help me moron proof my game :)

OMG THIS WORKS AND IS AMAZING SIR!!! youre a goddamned wizard.
thank you so much.

kpackan
October 28th, 2019, 03:24
Hey Minty, I'm running a game with a friend who's playing a Moon Druid. We downloaded the EXT file, moved it into the 'extensions' folder of the FG Data section, but when he grabs the icon from the stat block of a creature and drops it into his character sheet nothing is happening. Is there anything we need to do to activate the extension? Or maybe something obvious we're missing? Thanks for the help!

Tyrannosaurus VeX
October 28th, 2019, 03:31
Hey Minty, I'm running a game with a friend who's playing a Moon Druid. We downloaded the EXT file, moved it into the 'extensions' folder of the FG Data section, but when he grabs the icon from the stat block of a creature and drops it into his character sheet nothing is happening. Is there anything we need to do to activate the extension? Or maybe something obvious we're missing? Thanks for the help!

Yes, when you load the table, you need to make sure the extension is checked as one of the extensions that is loading with the table.

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donpaulo
October 28th, 2019, 03:52
Another possibility is if you are dragging the wrong "tag" to the character sheet

If I recall correctly, you need to drag the "square" monster stat block and drop it on the token area of the character sheet

Henrique Oliveira Machado
October 28th, 2019, 21:24
Hey Minty, I'm running a game with a friend who's playing a Moon Druid. We downloaded the EXT file, moved it into the 'extensions' folder of the FG Data section, but when he grabs the icon from the stat block of a creature and drops it into his character sheet nothing is happening. Is there anything we need to do to activate the extension? Or maybe something obvious we're missing? Thanks for the help!

Drag and drop into the NAME of the character. it'll change instantly. It works for me.

Yogel
November 13th, 2019, 10:25
I'm not sure this has been addressed before, but I didn't see it in the known bugs. Whenever I move an image to another group, or use the encounter tool to add enemies to the combat tracker I get an error message. The image still moves groups, but when using the encounter tool the enemies' tokens are not placed on the map.

The error is:
s'Functionality only allowed in NPC recordset library.

I went through my extension list and disabled everything, and tested them all individually. Yours is the only one I had this issue with.

I love the extension btw.

Minty23185Fresh
November 14th, 2019, 00:08
@Yogel I apologize up front, but from your description I cannot get a complete handle on what you're attempting to do. Let me break it down, get some answers from you and then see if I can come up to speed and address your issues.


Whenever I move an image to another group, ...
DWSI doesn't manipulate images, it uses NPC library stat blocks to manipulate the player's character sheet. Are you saying that you are using the NPC Library to share NPCs with one of your players? That you're using DWSI's new functionality, which creates copies of NPCs, it doesn't move them, and puts the copy in a special NPC Group that is uses to share the NPC stat blocks with a designated player?


... or use the encounter tool to add enemies to the combat tracker I get an error message. The image still moves groups, but when using the encounter tool the enemies' tokens are not placed on the map.
When you built the encounters in the encounter tool did you use the shared player's copy of the NPC or did you use NPC copy that is still in the Monster Manual (or Adventure Module)? If you built your encounter with the player shared copy then it doesn't surprise me that you received the error you mention.

The above also seems to me to be irrelevant. You as the DM would never put the NPC that the Druid will Wild Shape into the combat tracker or on the map. You put the player's Druid into those venues. The DWSI extension then takes care of changing the Druid's icon in both the combat tracker and on the map from the Druid token to the beast token when the Druid Wild Shapes and back again when the Druid reverts.


The error is: Functionality only allowed in NPC recordset library.
This is actually a warning message, not an error message. It is telling you that whatever you're doing is not allowed. It is the wrong way to do what ever you're tring to accomplish. An example would be dragging a beast from the combat tracker, or the encounter tool on to the player's character sheet, in an attempt to Wild Shape the character. Another example would be trying to drag an NPC link from the story block of an adventure module, from the combat tracker or from anywhere other than the NPC Library when trying to share the NPC with your player. In all cases, the message is telling you that that can only be done in the NPC Library window.

Minty23185Fresh
November 14th, 2019, 02:43
@kpackan
Did the troubleshooting suggestions put forth by Tyrannosaurus VeX, donpaulo, and Henrique Oliveira Machado help you get going?

As they detail, the extension must be properly loaded, the source data and destination target all have to correct.

Yogel
November 15th, 2019, 01:42
As far as the encounters, I was using the built in encounters for Lost Mines. I tried recreating this in a fresh game, but it worked just fine, so no sure what's going on there. The other issue though I think it's best I just show you.

https://drive.google.com/file/d/1_vhouKfZ7gKnRuFpaRoQCgNyXq8PkTyP/view?usp=sharing

That is a link to a video explanation of what's going on.

Minty23185Fresh
November 15th, 2019, 04:45
@Yogel Thanks. That video really helped. I fully understand now. That is a bug. I’ll look into it. Thanks again
(If you would, please leave the video on the Google share for a couple weeks. I’m pretty busy right now and I will undoubted want to refer to it again a couple times.)

Yogel
November 15th, 2019, 05:43
No problem. I'll leave the video up for you until you don't need it.

Minty23185Fresh
November 20th, 2019, 18:50
No problem. I'll leave the video up for you until you don't need it.

I'm done. I won't need the video any more. Again thank you. The video idea was brilliant. When users of my extensions have difficulties, I'm going to suggest that they make a video for me. I can follow the exact steps needed to observe and repeat the problem.

As far as this issue is concerned. It was a momentary lack of logical thinking on my part. The warning message is simply inappropriate. As near as I can tell, the functionality is correct: the item is moved to the new group and if the library is not the NPC library, the items (and group) are not shared.

In other words I put a warning message that is not needed into my code. You can simply ignore the warning message. If that is irksome to you. I have attached v0.0.11 to this post, an interim release or patch, as it were. Releasing this as mainline (in post one of this thread) and having everyone update, seems over the top to me. I'll add a caveat/know issue to post five of the thread, with a mention of this fix.

As far as the other problem is concerned, I could not repeat the issue. If you see it again, please let me know.

Yogel
November 21st, 2019, 02:10
I've worked in the IT field for over a decade now. I've found it's generally the best way to see what's happening short of actually observing the system first hand.

Again, not a problem at all. Just glad I could help!

lbkoerich
December 26th, 2019, 19:24
This is so beautifully implemented! I whish I could pay you for this incredible extension.

Unfortunately, I'm moving to Unity. I tested the extension in Unity and, of course, it not worked. Do you plan to adapt it to Unity?

Thanks

Minty23185Fresh
December 26th, 2019, 20:10
...beautifully implemented...
Thank you very much, I appreciate it...


...I wish I could pay you for this incredible extension..
Again thanks, but it’s just something I wanted to share. $ just muddies the water.


...I'm moving to Unity. I tested the extension in Unity and, of course, it not worked. Do you plan to adapt it to Unity?
I’m sure I’ll be moving to Unity also. Thanks for letting me know about the incompatibility. I too figured as much. I hope to migrate it to Unity.

The unfortunate aspect on my end is, there are so many other things I want to do, and am doing, that migrating my extensions yet again to a Fantasy Grounds update is pretty much at the bottom of the list. It is so unfulfilling, and mind numbingly boring. But that rant verbalized, I’ll obviously have to move this up on the priority list.

Unlike many, I am not anxiously awaiting FGU’s release so I haven’t been keeping track. It’s here when it’s here. So when is the projected release?

LordEntrails
December 26th, 2019, 21:16
Unlike many, I am not anxiously awaiting FGU’s release so I haven’t been keeping track. It’s here when it’s here. So when is the projected release?
2020. Don't know more than that.

Minty23185Fresh
December 26th, 2019, 21:24
2020. Don't know more than that.
Thank you Sir. I simply cannot expect a more reputable source than you.

Gozer the Gozerian
December 27th, 2019, 16:48
Perhaps this is intended functionality, but when I tested this in my game, the NPCs were shared correctly, but the player could not see the Group name. He just saw NPCs on his side. Is that how this is intended, and if so, is it possible to make it so that the player sees the group as well? The reason is, I have the Player's Handbook, and the player could then see both the Player's Handbook versions of the creatures as well as the shared DWS versions I created (with appropriate tokens). I'd like for him to be able to choose to see just the shared creatures, to avoid switching into the wrong ones.

Minty23185Fresh
December 29th, 2019, 06:51
@Gozer the Gozerian
I recall seeing this behavior when I first added the “sharing” enhancement. It’s the “default” behavior, meaning I didn’t purposely design it that way, it’s just the way Fantasy Grounds shares the NPCs with the client. At the time this seemed okay with me. I can’t recall, if the DM shares say both the Player’s Handbook and the Monster Manual with their players, are the NPCs grouped separately? It seems to me as though groups might not exist on the client end. (I could very well be wrong, I just don’t recall.) Anyway if I’m guessing correctly that groups don’t exist on the client, they’re just available to the DM, then it might be a difficult option to effect. I’ll look into it.

Gozer the Gozerian
December 29th, 2019, 06:54
Ok, that makes sense then. The player said that he didn't see any groups. I believe that they were sorted alphabetically. If that's the case, I can come up with a workaround, such as putting an asterisk in the name or something that would be visible on his end to tell the NPCs apart. Thanks for the reply.

Minty23185Fresh
December 29th, 2019, 18:38
@Gozer the Gozerian
Okay. What I said in post #148 of this thread is mostly untrue... Mostly.

To start, it appears as though the only book that automatically shares NPCs with the players is the Player's Handbook. All of the other books that I own, which is not extensive, do not wholesale share NPCs with the players (which makes sense). And, more importantly, the player (client) does have groups in their copy of the NPC library.

As noted, the "DWS: …" group defined by the DM does not show up in the client's NPC library. However, given my limited investigation of this issue, it doesn't seem to me to be of sufficient magnitude for me to add the code to DWSI to implement it. The following screenshot will hopefully explain why.

31045
Explanation: This is the player's (client's) copy of the NPC's library. The Player's Handbook is available to the player, and the player has accessed it. As the DM I shared the Allosaurus NPC with the player (using DWSI's functionality). There is a default segregation of the shared NPCs: the PHB group and the New group. The Allosaurus belongs to the "New" group - though it is unlabeled. If the player wishes to access only the "DWS: …" shared NPCs they can select the "New" Group. This will display only the "DWS: …" shared NPCs.

A "shortsightedness" does exist though. If the DM were to share NPCs for different reasons, a set for DWSI and another set of NPCs for something else specific to the campaign, all the shared NPCs other than those from the PHB would be clumped into the New group. For instance I shared the Allosaurus in Dragon Heist with the player (just dragging the Allosaurus on to the player's icon) and there is no distinction between the two.

Zacchaeus
December 29th, 2019, 19:03
Shared items (of whatever nature) are just shared - no information is passed about what group the items was in. Players can't create groups so shared items are all placed in the New (default) group. Groups exist for modules that are shared and the players will see those groups because those are included in the module.

Minty23185Fresh
December 30th, 2019, 02:17
Ahh. Thank you Zacchaeus. My little experiments seemed to indicate that, but confirmation by you is indeed appreciated.