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ShadeRaven
September 2nd, 2019, 03:15
It's good to be back after some time off for personal reasons. Seeing some of the comments here and getting a little more actual game time in gave me some new ideas for making this better. I appreciate all the feedback!

(SR) Drag N Drop for Pathfinder Second Edition: 38147.

Version: 14.1.1 - Update to Importable Animal Companion character sheets to include information on leveling and companion advancements.

Version: 14.1 - Update to Spells to reflect those that can take advantage of the Spell Level feature. Added Animal Companions Bestiary Entries. Adjustment to Alchemical Bombs with Splash to include the splash with the initial target (thanks Weissrolf for pointing out the usefulness of this). Fixed Entries that had been adjusted by the Errata.

Version: 14.0 - Revamp of Spells underway (through 6th-level spells, plus heightened versions). All-in-One Classes done. Use of Spells Tab for Drag-n-Drop actions, class features, etc., for the classes and actions I have needed up to this point. Added Deity and Faith Section including Domain table for domain powers gained. Added some template character sheets for different transformations. This means you can have an importable character sheet for things like Insect Form or Animal Form.

Move the above download (.mod) to your modules directory in the Fantasy Grounds AppData folder. From there, you can simply open up the module once in game. I made this a Players Module, too, so that players can make use of it as well, though it's ALWAYS a good idea to ask the GM if they don't mind using it beforehand.

So, in an effort to make life easier when it came to having abilities and power ready for use and implementation in my games. To facilitate this, I worked on revamping all the Spells, Focus Spells, Rituals, and created All-in-One Characters for Each Class (still in progress). To make this easier to employ, I started making heavy use of the SPELLS TAB.

Here are some Posts on the use of the Module:
Guide to Spell Tab Use (https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells&p=461029&viewfull=1#post461029)
Adding Powers Tabs (https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells&p=451784&viewfull=1#post451784)
Weapon Tab Actions (https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells&p=463282&viewfull=1#post463282)
Forms and Companions (https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells&p=462709&viewfull=1#post462709)
Animal Companions on the CT from the Bestiary Tab (https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells&p=529421&viewfull=1#post529421)

To be clear, the old system of loading the All-in-One Characters is still valid. What this allows is to drag specific abilities, powers, spells, etc., with their completed attack, damage, heal, effect actions associated with them to a creature or character's spell/action tab. My personal suggestion is to use the powers/spells/abilities from the Spells Tab, but you can still import the all-in-one characters.

For starters, open up the Characters Tab.. it should look like this (this is for the GM only):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28744

At the bottom of the Character Selection screen is a highlighted blue up-arrow that is identified as Import Character. Clicking that will bring up the following screen:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28745

Clicking that Add Character will import the character from the drag-n-drop module. This means that when you head back to the Character Selection Screen, All-in-One Alchemist (in this case) will now be available for use.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28746

This doesn't mean it takes care of everything. You still have to set things like Caster Level, Damage Dice (for things like Breath Weapon), the DC, etc, but the structure to do so will all be there easily changed. It's what I use for the Bestiary I worked on and it makes changing, updating, or creating creatures easy. The All-in-One Class sheets allow me to quickly add a feature or power to a character (such as an Alchemist) so that it has it ready for use on the Actions Tab. So the Alchemist who wants the Lesser versions of Acid Splash and Tanglefoot Bag can simply add them to their character sheet and the attacks and effects (damage, persistent, splash, Speed Penalty, etc.) are all there ready for use.

It's still a work in progress (as seen there, I don't have every Formula in the alchemist yet), and I skip some spells or powers that really need no effects of action tab (detect magic or uncanny bombs for example), as well as some powers that change others (so someone with Feral Mutagen would need to change the current effects for the Bestial Mutagen entries including the Claw and Jaw items that are in there for drag and drop).

I hope this helps out some in their quest to get the most out of Fantasy Grounds! Enjoy!

Possibly Unnecessary
(SR-U) Drag N Drop for Pathfinder Second Edition in Unity: 33660. (Version 14.0)

UltimateGM
September 2nd, 2019, 05:04
I would definitely be interested! Looks amazing and sexy!

Segin
September 2nd, 2019, 07:06
I haven't explored very much, since the PF2 has come out. Work has kept me tied up. I have tried creating a few characters. I can't seem to find where to put the Alchemist formulas at. What you have in your image looks great from that stand point. I would love to see that implemented.

Allmight
September 2nd, 2019, 14:25
Yes, i would very much be interested in this. Would be very helpful.

hawkwind
September 2nd, 2019, 15:03
add me as interested as well

smeevil
September 2nd, 2019, 17:27
This would be a great starting point :)

Skellan
September 2nd, 2019, 18:31
This would be amazing

tamaraine
September 2nd, 2019, 18:58
This looks awesome!

ShadeRaven
September 2nd, 2019, 21:39
The first version of the Drag-n-Drop mod file is out there to download (see first post).

I'd like to also take a moment to help with how to use the these action resources effectively, especially for those of you who might be still discovering all the wonderful things Fantasy Grounds can do.

I want to go over, in case it's new to some people, is how to set up an Action Tab item for using these fields. It's not too hard, but it does require a little explanation. On My New Alchemist, there's the Action Tab (bottom right side) - this is where most of the "magic" happens. For this alchemist, I want to create a Formula's Known "book" to start. To do this, I click on the little brown circled slash at the bottom right. It's titled Edit List:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28747

This will bring up, directly left of where you just clicked, 3 new blue buttons (sword, star, F) that allows the addition of a new category to the Actions Tab on the character. Click the Add Spell Class (blue star) button. Then click the brown circled slash to close the edit list option.

There are a few key fields you'll want to then fill out initially before you start drag and dropping items (in this case, formulas). Give the "book" a name, set the primary ability, proficiency, class level, and I set level 0 field to 1 (because the level 0 spells don't disappear and it really doesn't matter if you have them matched up to the number that's actually there).

Once that is done, you'll have the following (showing initial fields to update on the left and how I did this character after updating those fields to the right):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28748

Now we're ready to drag and drop. From here on out, it's pretty simple. Figure out what you want to add to the character, and then simply drag it onto the Level 0 Bar of the new "Formula Book" to add it to "My New Alchemist". I also suggest setting Display to Actions (bottom of the character sheet) on the full character.

So in this case, the new Mutagenist gets his 4 formulas to start. He decides he wants his two mutagens to be Bestial Mutagen (Lesser) and Juggernaut Mutagen (Lesser), along with his two open formulas which he decides upon Alchemist's Fire and Frost Vile (both Lesser). To get this into his book (note: Juggernaut is not in the mod yet, so that's not there to drag and drop.. it would have to be added manually at this point until I update the file), it's just a matter of grabbing the little Red Box on the right side of the entry you want and dragging it over to drop it onto the location you want it stored at. As such:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28749

One thing I want to point out about this particular mutagen. I've added two items to it that allow for quick inclusion of the new attacks that come with the Bestial Mutagen: the Claw and Jaw attacks. I circled their item entries on the image as well. To add these new attacks to the character, simply take those two items and add them to the inventory sheet. This will then create the action tab entries for each attack. Don't forget, though, to put in the Proficiency bonus (such as Trained) into the combat field to give the attacks their proper attack ratings.

The final product for this new alchemist should look something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28751

Things like quick access to demoralization, sneak attacks, bonus initiatives, etc., can all be done with the actions tab and quick use items. Hopefully, what I have done so far is enough impetus to allow people to run with what is there and add to it on their own.

I'll continue to update this as well over time.

Enjoy!

Segin
September 3rd, 2019, 01:10
Who are you?!? Your great, thats what.

Thank you for putting this fix in (along with the explanations for the commoners).

Segin

Larsenex
September 3rd, 2019, 12:41
This is very helpful. Thanks Shade.

hawkwind
September 3rd, 2019, 18:10
i will use this to update my pre gens module

Larsenex
September 5th, 2019, 19:21
Shade,

What is the difference between your drag n drop mod and Derranans Action library? Should I install both or is one redundant?

Trenloe
September 5th, 2019, 20:19
Shade,

What is the difference between your drag n drop mod and Derranans Action library? Should I install both or is one redundant?
https://www.fantasygrounds.com/forums/showthread.php?50751-Pathfinder-2-0-Action-Library&p=451767&viewfull=1#post451767

ShadeRaven
September 9th, 2019, 16:58
Okay. finally got a bit of free time. Finished ALL the alchemist formula. Man, there were a lot. lol. It's available on the first page.

For all the alchemist out there... enjoy! :D

Allmight
September 10th, 2019, 09:50
Okay. finally got a bit of free time. Finished ALL the alchemist formula. Man, there were a lot. lol. It's available on the first page.

For all the alchemist out there... enjoy! :D

Stellar work man, and very much apreciated :)

yarnevk
September 12th, 2019, 05:44
Instead of putting the alchemy things in as cantrips, if you track them as lvl1 spells you can track how many reagants you have prepared as spells known and mark them off as they get used. Can use a different spell class section for tracking advanced, quick and crafted counts.

You missed tagging the splash damage type, so it is hard to tell which dmg is which.

'Acid Splash' is a spell, the alchemy version is 'Acid Flask'

ShadeRaven
September 12th, 2019, 12:59
Instead of putting the alchemy things in as cantrips, if you track them as lvl1 spells you can track how many reagants you have prepared as spells known and mark them off as they get used. Can use a different spell class section for tracking advanced, quick and crafted counts.

You missed tagging the splash damage type, so it is hard to tell which dmg is which.

'Acid Splash' is a spell, the alchemy version is 'Acid Flask'That's an excellent idea, yarnevk. What that character in the file offers is simply a place to drag and drop from. It would make sense to set up an Alchemist with tracked alchemical reagent use, etc., through using various spell tabs.

I don't know why I didn't think to add splash as a damage type. You are right. I'll add that in and update what's already there.

ShadeRaven
September 20th, 2019, 03:18
New version out on front page. Splash damage update. All-in-One Barbarian included for those who like to Rage against the Machines, or something like that.

Allmight
September 20th, 2019, 21:07
Sweet, thanks :)

yarnevk
September 22nd, 2019, 08:49
reddit just pointed out in this splash example - that it says bombs persistent damage crits!

https://2e.aonprd.com/Rules.aspx?ID=704

That just made Plaguestone alchemy adventure way more swingy....bad enough that I keep forgetting to do MAP on quick bombers.

It can be done by tagging another effect line like

Lesser Acid Flask: PERS: 1d6 acid
Lesser Acid Flask Crit; PERS: 2d6 acid

ditto for Alchemists Fire, I also added the MAP die

29127

theMaXX
October 11th, 2019, 02:40
Hello! I was trying to build an All-in-one character in Starfinder ruleset, but i can't manage to drag and drop (the actions and effects ain't dragging, only the names). Maybe you could help with that? I know it's another ruleset, but maybe i'm missing somethin? Should i export a .MOD? Any clues?

Trenloe
October 11th, 2019, 02:51
Hello! I was trying to build an All-in-one character in Starfinder ruleset, but i can't manage to drag and drop (the actions and effects ain't dragging, only the names). Maybe you could help with that? I know it's another ruleset, but maybe i'm missing somethin? Should i export a .MOD? Any clues?
You really should be posting questions like this in the Starfinder forum - the ruleset are different enough that what work for PF2 might not work for SF.

Jankomatic
October 12th, 2019, 15:41
This is awesome. I have been trying to do something similar on my own for individual things, but it isn't working out they way yours are showing. :)

Is there a tutorial on how to build actions and text formating for the various text boxes like the Effects box?

I can't figure out how you know what traits are possible, how you make it be Strike with the number of actions symbol or how to actually create the draggable affects.

Like how do you add this section?
29370

Jankomatic
October 17th, 2019, 17:43
Also, how do you get the symbols for the number of actions required into the new Actions?

Trenloe
October 17th, 2019, 17:49
Also, how do you get the symbols for the number of actions required into the new Actions?
https://www.fantasygrounds.com/forums/showthread.php?50246-Pathfinder-Second-Edition-PFRPG2-Ruleset-Status-issues-and-ongoing-development&p=449356&viewfull=1#post449356 and a couple of posts after.

theMaXX
October 17th, 2019, 19:52
Hi!
This probably already being planned for the future, but i'll be nice to add skills to the actions tab.
Also attacks against DC's like (passive skills and passive saves)
Keep up the good work!

ShadeRaven
November 5th, 2019, 15:18
Okay, a new version of this is up. While it does include two new all-in-one classes (Bard, Champion), the more significant changes have come with my use of the Spell Tab for everything I (we) would want to be available to add to the Actions Tab for use. I also went through with a fine toothed comb and really ensured that every spell in the Spells Tab will be accurate, apply the correct effects, and hopefully be as useful as possible in game.

Here's what you'll find in this Module all inside the SPELLS TAB:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=29947

As seen above, the classes and the refined Spells have been added to the Spell Tab in their own categories. The reason for this is so that you can go right into the Spell Tab and drag and drop the appropriate action, power, feature, or spell right onto the Action Tab of a character sheet (inside a Spell or Focus Tab). As an Example, I'll show what can be done for a Champion (Dwarven Paladin).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=29949

I highlighted a few sections. It's always important to remember to update the CL field to indicate what level the character is at. Many powers and spells improve in strength as a character advances. Keeping those fields update will insure the action tab has accurate powers. The bottom right is where you can add that new spell tab (or focus... or weapons for that matter) or you can simply right click on an empty area of the Actions Tab to bring up the radial dial where a Add Spell Class is also available. I highlighted where the tab can be named (in this case, I called it Abilities and Features) as well as the level field where you will be placing your powers. I used Cantrips as they have no limitation on use. If there are powers that have limited uses, I would use the other level fields where I can set a number that will indicate how often they can be used. It should be noted that the Mode (currently standard) will often need to be changed to Preparation to ensure the powers have been "activated/selected" for use.

To the right, I also have the Spell Tab open... currently, just to (all) where everything can be found. At this point, the search box would be one way to find powers you want to add to the character's actions tab, but I am going to change this to (SR) Champion and go right into that class to get abilities I want to have on this action tab for this new champion. As a Champion of the Paladin Cause, this character will start with Retribution Strike and as a feat, I chose Ranged Reprisal - both of which I would like to see on the Actions Tab.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=29950

I highlighted a few things here. First, I changed the Group in the Spells Tab to Champion. This listed all the available Champion Features I added to the Spells Tab. Second, I showed where you would take the little FG buttons from the Spells Tab and Drag-n-Drop them over to the Level 0 power bar of the Abilities and Features listing on the character sheet. This then populates the spell tab with the two new abilities. Those two new abilities are now on the character sheet with the appropriate information.

I removed the unneeded empty cast tab from Ranged Reprisal and hit the little magnifying glass to expand spell actions to see what was in there. Had the champion been a Liberator or Redeemer or chosen a different feat, the applicable powers would have been there to add instead.

Note on Retributive Strike - You might wonder... heal? It's not a heal power. True. The reason I added that is because (often) players forget they wanted to use it initially, so damage gets applied before the RESIST field can be added to the target... or as a GM, I simply apply damage too quickly so the window for using RESIST: 2 [LVL] all has passed. This basically allows the GM to "remove" the damage by healing it. Otherwise, the RESIST effect can be added to the target before damage is applied and it will be adjusted accordingly.

Note on Ranged Reprisal - You might wonder... Shade! Why bother adding this? It doesn't have any actions or effects that need to be applied? The simple reason here is that it's an important power for this character and since my players (at least) often keep their action tab open (especially during encounters), I deemed it as a feature worth reminding players that they had. Seeing it there (and being able to read its application easily) has been beneficial in game play.

After that, I would clean up the names: there's no real reason to keep in the (Champion L #) text as it is just there as a way to indicate which class it's for and at what level is it attained, formatted so that it sorts well.

About Spells:

The reason I have added the new (SR) Spells group is because the parsing and even some of the previous attempts to have it all there and accurate has run into some difficulties or errors (mine included). I am carefully going through them individually to ensure they can be dragged and dropped from the Spells Tab to expand as accurately as possible. Right now, I have gone through all the Cantrips with their Heightened Strengths. I'll continue with 1st level spells next.

For this reason, eventually, Master Caster will become irrelevant. The Spells Tab will have all spells in there eventually, updated and as accurate as possible.

About Creature Powers:

The Master Creature is close to being irrelevant already. I have added a new Spell Tab group called (SR) Abilities and Powers. Along with some useful stuff (this will continue to expand) for player use, there are entries with the prefix of (Beast). These are drag-and-drop powers that can be added to NPCs/Bestiary Entries on their Spells Tab much like we do with characters. For creatures in game already from my (SR) Bestiary module, these should already be included. But for new creatures or ones from sources that don't include these powers on the creature's sheet, they can be added directly from the Spell Tab.

Finally....
As always, I couldn't do this without all the input and encouragement from everyone involved with Fantasy Grounds and the community therein. Please keep making suggestions, pointing out errors or missing features, and letting me know how it's going in this.

Enjoy!
SR

Allmight
November 5th, 2019, 15:26
Just oned word... WOW!!!

No seriously, this is some amzing work here. Really shows how dedicated you are to your group, and the community. Thanks so much for doing this, it helps me tremendously as a GM/DM.

Jankomatic
November 5th, 2019, 15:43
Yes, 1 million cheers for ShadeRaven. I am new to FG and thought it did all this stuff already. :) Your MOD has made the combat portion of the game flow much smoother. Again, thanks for all your hard work.

Larsenex
November 5th, 2019, 15:51
Shade this is amazing. Thank you!

I am going to remove my previous Drag n drop mod and replace it with this. Question > If i created actions using the old, will I need to rebuild those actions as the mod helping them was gone?

theMaXX
November 5th, 2019, 15:58
Awesome!

ShadeRaven
November 5th, 2019, 16:24
@Lars: Nope! Once it is added to a character sheet, it's self contained and can be edited, updated, changed without affecting the original. Similarly, closing a mod after items have been added has no affect on creatures or characters that were enhanced.

@theMaXX, All, Jank: Thanks :)

ShadeRaven
November 10th, 2019, 00:14
Updated to version 4.0.

Added Cleric, all-in-one version as well as a Cleric Section in spells to drag-n-drop class features and powers. I also created a new (SR) Deities and Faiths section to Spells for easy access to features that come with faith such as domain spells, deity skills, spells, and weapons, etc. All usable as drag-n-drop options for future reference for those interested in always having that information on hand, or just as a place to find the details easy.

Enjoy!

theMaXX
November 10th, 2019, 02:04
updated to version 4.0.

Added cleric, all-in-one version as well as a cleric section in spells to drag-n-drop class features and powers. I also created a new (sr) deities and faiths section to spells for easy access to features that come with faith such as domain spells, deity skills, spells, and weapons, etc. All usable as drag-n-drop options for future reference for those interested in always having that information on hand, or just as a place to find the details easy.

Enjoy!

god!

ShadeRaven
November 10th, 2019, 14:51
So looking to see how others may have done this so far before slopping this into the ever-growing (SR) Drag N Drop.

One of my players likes to have a full character sheet for their Animal Companions. This allows them to use their actions directly from a sheet, have all the skills, attacks, etc. It looks like this:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30071

Everything ties into the Animal Companion level so that when that's raised, HPs, Proficiencies, etc., all adjust as well.

That said, I am not sure if someone has come up with a better, more compressed or easier to manage version. I am happy to share the above but if there's a better way to do this, I am very interested in what others have done!

PS: The Wisdom and Constitution bonuses aren't right on that Badger before someone mentions it :p It was later fixed. It changed HPs to 16, etc.

Larsenex
November 11th, 2019, 00:03
Shade this is such great work. I am trying to make a 'flat footed' which the player can click on on their sheet to apply to the target. This could be abused I guess if they did not really have flanked status. Can you apply flat footed to any unit in the Combat tracker using line commands > [FF] on the 'effects' line of each NPC/Character?

I also need to make a 'medicine' button which can be clicked on while in combat which you can do if they have the 'medicine' feat. They can manually roll the DC check and from there a 'medicine or battle medicine heal button would apply the heal to their target.

ShadeRaven
November 11th, 2019, 13:43
Lars: Not really entirely sure what you are asking there about the Flat-footed application. I use the effect for various powers that allows players to add it to their current target themselves. I just added a (Combat) Flanking entry to the Drag-n-Drop module that's coming out with the All-in-One Druid. Here's what it will look like when added to a character sheet:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30119

As you can see, it'll have a simple clickable button to add Flat-footed to a foe (if targeted, otherwise drag-and-drop on to chosen enemy). It's set to one-action to ensure it is applied to only the actions of the acting character to ensure others who aren't flanking don't get the benefits from the flanking position. Keep in mind, that means flanking has to be re-added for additional attacks while flanking as well as various actions that benefit from flanking such as Sneak Attack.

I wouldn't worry about players abusing these buttons. RP is based on trust and it would be easy for players to mess up (or "accidentally" augment their character) in so many other ways. It's more about the fun anyway. :)

Otherwise, as a GM, you can add Flat-footed to creatures yourself pretty easily. You can use the Effects Tab in the upper right corner to apply from there, or even add a custom effect there to create a 1-action Flat-footed entry. If you want even easier access, you could then drag those effects to the action bar below so you can drag or apply from there as well.

Let me see if I can add a (Skill) Medicine: Treat Wounds to this coming drag-n-drop release with a Battle Medicine feat option so you can see how I would do it. There is always going to be the need for a Skill Check roll made from the Skills Tab (it can alternatively be assigned for quicker access to the hotkey bar below, like I described with Flat-footed, too) because the Actions Tab doesn't currently have a process for rolling skills from it currently. You can pretty easily set up the healing aspects for it, though. Here's what I am doing:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30118

I am sure there are other ways to do this, but that's how I am currently handling it until I find (or am shown) a better way.

Hope this helps! You'll see the above added in the next release. I am always open to further questions, suggestions, or enlightenment :)

yarnevk
November 11th, 2019, 17:50
For doing battle medicine I have seen arguments that it technically does not require a healers kit because it uses the DC and dice of Treat Wounds, but is not Treat Wounds. So I added both a battle medicine and medicine check with different actions with battle medicine not using a healer kit bonus. I also added 'Battle Medicine by Healer Name' tag with the daily immunity (the by Name is needed since it will say Battle Medicine already exists otherwise), and Medicine tag with hourly immunity with durations set. I use the attack die in the spell so that you do not need to flip to the skills page, but do not know how to compare it to a DC rather than AC- is there some way to do a skill roll on the action page?

GM does not have to worry about cheaters, they can always view the combat tracker and chat for player effects.

Larsenex
November 11th, 2019, 19:17
Both Yarnevk and Shade Raven thank you! This is great info. I have ruled that in order to do 'battle medicine' while in combat you must have your healers kit with you and one hand free to use it. Only the 'expanded' healers kit gives the +1 to the check. Note in the book it says 'healers tools which I guess are clamps, scalpels or what not.

Shade > I am really grateful for your reply to me in this thread. Your solutions are great and just damn good to use. Thanks.

ShadeRaven
November 14th, 2019, 00:18
New version out (I think 5.0? lol).

2nd Level spells and their heightened versions have been gone through thoroughly (though if you find something you think could be improved, please let me know!). Really trying to make sure that there's accuracy and advanced functionality in all spell use to make it easier on GMs and Players alike.

All-in-One Druid added as well.

Because of the transmutation features available to Druids as well as their more functional companions, I've added both Animal Form and various Animal Companion character sheets to the module. These will be available through this module by clicking on the import Character Button (upward blue arrow, bottom right) from the Character Selection window. Along with the all-in-ones (though I feel like the spells tabs should be making them less necessary), you'll find importable character sheets for these companions and forms for the levels.

Here's a screenshot:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30205

At least for my online groups, my players enjoy having a playable sheet for their companions and when they shapechange, so for anyone also looking for a quick template to draw from, it's in this ever growing file.

Enjoy!

ShadeRaven
November 16th, 2019, 12:58
So I updated this to 6.0, and it includes only Fighter powers and features. Normally, I also include a level of spells but because there were some new processes with fighter, I thought I would release this one on its own.

There are a ton of action and reaction features and feats for fighter that add some very cool gameplay and some more complicated processes to them. Because of that, I tried my best to come up with solutions that might work without having to create huge arrays of effects or long lists of altered weapons. Hopefully, this will be suitable enough to enable easier play by players/GMs, but I am always (always) willing to hear other ideas and alter my efforts to something better.

What follows may be old hat for many/most of you, but here's some ways PF2 in FG can be used that maybe is new to some.

Here's one example, looking at Power Attack:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30286

So for Sir Loin, I pointed out a few key fields. Strong, handsome, noble that he is, he figures no one would want to damage his pretty face, so he has eschewed use of a shield, so he went with a Greatsword. He also hits the castle's weight room a lot, so like to show off his powerful build, even in combat, so chose Power Attack as his first Feat. I took Power Attack from the spell list file (along with Attack of Opportunity and Shield Block, which is found elsewhere in the Spells Tab). I cleaned up the title (don't need to see class and level it's available), so hes' ready to use them. He won't be using Shield Block (it's currently set to a default of 5 Hardness), but it's there in case he ever changes his mind about others not wanting to smash his smug face.

Because he went with Greatsword, the base Effects that come with Power Attack won't work. I first need to change that so it reflects how his Power Attack will actually work when Employed. So, going into the magnifying glass to the right of the 2nd effect entry for Power Attack, I want to change that to 1d12 slashing. I am going to get rid of the bludgeoning example because he's only interested in whooping people with his big sword. If he changes his mind, and begins to use other melee weapons that he uses Power Attack on, I can just use the framework of the current one to make a new one IF it's not a 1d12 slashing weapon.

End Result:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30288

So now, on a hit, he can hit the second little person button to add the DMG: 1d12 slashing effect to his character on the combat tracker. This will mean that when he clicks his Greatswords damage, instead of just rolling 1d12+4 slashing damage, it will roll 2d12+4 slashing damage as appropriate. When he goes up levels, he'll need to change this again to reflect the new additional weapon die damage.

Alternatively, I also included an example of a Weapon that's already keyed for Power Attack. In the first Screenshot, you will see I also circled the entry for Weapon Example within the Power Attack effects text. This offers a different approach to having a Power Attack ready for use on our dear friend, or at least tolerable associate, Loin. This is a "new" weapon to add to Inventory. I know, Loin is going to be upset that we're giving him a Longsword, but we can ease his concern later. Let's see what we get when we add it initially:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30289

This added a 0 weight (it's not really a new weapon, so it shouldn't add bulk) weapon entry for a (Power Attack) Longsword. This needs to be quickly altered into a Greatsword.

A few things to note here:
(1) You actually don't have to alter the inventory version to have it working on the Actions Tab. Changes there are not reflected on the Actions Tab. That said, I like to change it if I use this just for constancy and reference (so I would change it so they looked identical except for bulk and cost)
(2) If you are comfortable just adding a new weapon to the Actions Tab, you can skip this part and just get to Editing the Weapons Section of the Actions Tab. This weapon framework is just here as a quick way to add an entry for those learning some of the tricks. To add a BLANK WEAPON on the Actions Tab, just right click anywhere in the weapons section and select Add Weapon from the Radial Dial.

Let's head over to the Actions Tab and see where the real work is done:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30290

Now we can see what we are shooting for. The initial new weapon is what you would get with a Add Weapon selection to create this attack. Beneath it is what the final product that we are shooting for. The name can be change to whatever you think is best - for Sir Loin, who's a bit dense to be honest, I left it as the full wording with the symbols. Someone more clever or aware may be able to use something more streamline like (PA) Greatsword knowing that it stood for a 2-action power attack... but not Loin... he spends too much time looking at himself in a mirror to understand subtle acronyms.

So cleaning up our intrepid fighter's inventory and action tab (I end up deleting the fake inventory item once I have the updated Add Weapon entry), which includes making sure the Proficiency is set correctly, the final product might look something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30291

In this example, he has a clickable attack and damage entry on the Weapons Tab that reflects his efforts to attack with extra power. Down the road, when he gets new weapons or his greatsword improves with various rune etchings, he'll adjust that power attack entry as well.

Either options works... using the EFFECTS button to add the extra weapon die damage or creating a weapon entry with the damage built in.

ShadeRaven
November 19th, 2019, 03:30
So, learned a little trick today that probably others have known, but I hadn't tried before

I had finished the all-in-one Monk and decided to do the fine-toothed comb work-through on 3rd level spells. Ran into Chilling Darkness. Good spell. Even better against Celestials. Problem is, players don't always know what they are fighting, so when do you tell them to use the extra EFFECT marker for extra damage.

Here's the trick, I found, in testing this out: put in a precursor to the IFT to ensure it'll fire off (and go away) regardless of the foe has the IFT logic come back as true. So here's what Chilling Darkness looks like now in my (upcoming) release of this module:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30350

The DMGS: 0 will ensure this EFFECT will fire when spell damage is rolled. It'll then check for Celestial to see if the DMGS: 5d6 evil will also take effect. So for this spell, they can always hit the effect button when preparing to do damage and it'll handle the extra damage (and removing it) from there.

Larsenex
November 19th, 2019, 04:18
That is pretty cool. So click on the effects icon prior to making the spell attack. Spell fires and effect checks target qualifications for secondary effect which also fires if true.

ShadeRaven
November 20th, 2019, 05:31
Version 7 is out. Monk and 3rd level spells being the highlight.


Added (SR) Monk in the Spells Tab
Added All-in-One Monk.
Completed the thorough walk-through of 3rd Level Spells and their Heightened Versions.
Removed Master Caster and Master Beast (simply better/easier to drag properties from the Spells Tab).
Updated the Spells Tab to have more detailed Groupings: there is now a (SR) Beast, (SR) Actions and Skills, (SR) Afflictions, (SR) Armor Traits and Specialization Effects, etc.


Enjoy!

ShadeRaven
November 20th, 2019, 08:29
So in working on the All-in-One Ranger, I ran into the immediate issue with Hunter's Edge: Flurry... and how to handle that. Curious what others have done. Here's how I currently have it set up:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30370

There are two options above. First, the simple act of hitting an EFFECT button for 2nd and third attacks off of the character's powers sheet. This requires remember to use the first one for a 2nd Attack (+2) and the second one for a third attack (+4) when targeting a hunted prey.

The other option requires spending a little time setting up extra weapons (radial dial Add Weapon) for each weapon used (or potentially used) against Hunted Targets. I showed an example of the shortbow and the shortsword, but also set it up for the longsword. The key there is to make sure everything is replicated between each version except the added bonus to 2nd and 3rd attack the Flurry Attacks get. Obviously, when this is set up, the player no longer needs to use the EFFECT buttons for Flurry.. they just use the appropriate attack bonus for the individual weapons.

I currently use the extra weapons method in my games. However, I am always open to suggestions or methods others have used that prove to be more effective. Has anyone found something that seems to work better?

ShadeRaven
November 20th, 2019, 16:28
Ranger should be released as part of this package today or tomorrow, but someone asked me about how to apply the "Hunt Prey" marking for use by characters, so I'll explain this a bit now for anyone interested (with or without using my Module).

This works for a lot of things, but the Hunt Prey feature of Rangers is a good example to use.

For me, I begin with a simple Spell Class that holds a character special features. So for Ranger, it'll initially look something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30375

The highlighted sections are what we are looking at for this particular aspect. The second button on Hunt Prey is for applying the Hunt Prey tag to a foe. Simply select a target, click that button, and it will apply the Effect (Hunt Prey; Designated Target) to that creature. This then allows the IFT: Custom (Hunt Prey) on the ranger to fire true when that specific opponent is involved. This is how it should look once applied:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30376

In the above, I applied the Hunt Prey; Designated Target on the Skeletal Champion. So any IFT Custom that looks for Hunt Prey will now trigger as true.
On the character, as an Outwit Ranger, he get's a +1 to AC against any attacks from the Hunt Prey target. This is reflected in the (permanent) effect Outwit; IFT: CUSTOM (Hunt Prey); AC: 1 circumstance
So now, when the Skeletal Champion takes a Longsword +10 attack against our Ranger, you can see in the chat box that it's attack was against the Ranger who now has the [DEF EFFECTS +1] bonus added to him.

Unfortunately, with only an AC of 18, even with the +1 (so effect AC 19), that 23 attack roll will hit. Had the Skeletal Champion rolled an 18 total, it would have missed the Ranger because of the +1 boost to AC.

EDIT: The Hunt Prey effect tag added to a foe would be equally as effective for a Precision Ranger who could have an effect that looks like this:
Precision; IFT: CUSTOM (Hunt Prey); DMG: 1d8 precision; Hunted Target, First Hit <-- single use self effect

This would then apply the extra 1d8 precision damage against a Hunt Prey target one time only. That effect would only be applied at the start of a round (if it's not already applied from a previous round) to ensure it wouldn't fire off more than once a round.

Milke
November 20th, 2019, 17:18
Okay. I had thought for a minute the precision damage tag for the ranger was a permanent effect that would fire off every round.
I'm guessing you still have to click it every round if you haven't hit yet.
But the tag for hunt prey means if he switches targets, it won't affect that target.

30377

So this should work just fine.

The custom tag thing is actually pretty cool. So, if I want to label someone Jerkface, and have sneak attack only go off on someone who's a Jerkface, it'll work. haha
Just a joke, but the point is still the same.

ShadeRaven
November 20th, 2019, 19:22
Yep yep! You got it!

Yeah, there's no real way (so far as I know) to have a trigger like that go off only once a round short of someone coming along and making an EXT file that deals with a new set of variables.

And no, I am not volunteering! :p I have enough I am working on already ;)

ShadeRaven
November 22nd, 2019, 03:52
New version out! 8.0

Added (SR) Ranger in the Spells Tab
Added All-in-One Ranger which includes a Snares Spell Tab.
Added (SR) Snares


Because Rangers have the option to make heavy use of Snares, I thought it was important to include a Snares section in this version. All the CRB Snares are in there, with the appropriate Attacks, Damages, and/or Effects associated with them. Hopefully, this allows for easier use of snares in game.

Just go into (SR) Snares on the Spells Tab, then drag whatever snare you have crafted or bought onto a spell tab and it should be ready for use.

One additional note on Snares. Because Rangers have the Ability to Make Snares easily with Snare Specialist, it might be a good practice to treat those individual snares like normal spell slots. For Example, Set up a Snare (Spell Class) and use the first level spell slot to indicate how many snares you can make each day (Snare Specialist, at first, allows for 4). So on any given preparation day, you might quick craft 1 Hampering Snare, 2 Spike Snares, and 1 Alarm Snare. You can then set them to the appropriate number of uses using Preparation Mode and be able to check them off as "used" as you go along.

Milke
November 22nd, 2019, 17:41
Accidently posted twice.

Milke
November 22nd, 2019, 17:43
My rogue's sneak attack and my ranger's hunt prey are both being doubled on crits. The tag I have is DMG: 1d6 precision and 1d8 precision. Both using the IFT for if the target is flatfooted or hunted prey. How do I fix that. Do I need a comma or something? Here is how they look.

30412

30413

Trenloe
November 22nd, 2019, 17:48
My rogue's sneak attack and my ranger's hunt prey are both being doubled on crits.
Yep, that's right. Have you read anywhere that leads you to believe it shouldn't be doubled on a critical?

Milke
November 22nd, 2019, 17:51
Hmm. No. I just heard someone saying it. And now that you mention it, they probably just assumed it from first edition and I didn't check them on it, because it sounded reasonable.
Rookie mistake. Grabbing my book.:cry:

Trenloe
November 22nd, 2019, 17:58
I've seen a lot of assumptions made off what was done in PF1. Safe to say, never assume based off PF1.

The thing to remember is that for critical damage you double everything that you would roll for normal damage, except anything specifically added as part of the critical - deadly dice, critical specialization, etc.. There is the odd exception to this, for example, the weapon "fatal" trait that changes the base weapon damage dice on a critical.

Milke
November 22nd, 2019, 18:00
Yea. Back in 2009, it took me two months to realize undead and constructs could be critted. So, I'm trying really hard to assume NOTHING. But this one slipped by me. I think it's because of when creatures immune to precision are still immune to sneak attack and ranger's hunt precision. But it says right there... it increases the base damage type.

Milke
November 23rd, 2019, 16:09
Shaderaven. This stuff is awesome. I love having the companions made up. I have people that enjoy playing druids and rangers, so it's handy.
If you do an update again, the troll shows up in the combat tracker with this effect: REGEN: 20 acid or; WEAK: 10 fire
Needs to have fire added so it reads "20 acid or fire; WEAK: 10 fire"
I don't know if I'll ever be half as good at this stuff as you or Trenloe. But it's fun to play around with it and program effects in for the players and monsters. :)

UltimateGM
November 23rd, 2019, 16:57
I've seen a lot of assumptions made off what was done in PF1. Safe to say, never assume based off PF1.

The thing to remember is that for critical damage you double everything that you would roll for normal damage, except anything specifically added as part of the critical - deadly dice, critical specialization, etc.. There is the odd exception to this, for example, the weapon "fatal" trait that changes the base weapon damage dice on a critical.

Makes things easier instead of remembering if this needs doubled or that isn't. Just one more thing to make the system simplified from pf1.

Thanks Shade for all you've done to make things easier. It's helped me learn a lot about effects just from looking at what's there.

Thanks Trenloe, I know I've thanked you in previous threads for the incredible work you're putting into the ruleset.

Thank's to anyone I haven't mentioned for putting time into PF2.

ShadeRaven
November 23rd, 2019, 17:46
Shaderaven. This stuff is awesome. I love having the companions made up. I have people that enjoy playing druids and rangers, so it's handy.
If you do an update again, the troll shows up in the combat tracker with this effect: REGEN: 20 acid or; WEAK: 10 fire
Needs to have fire added so it reads "20 acid or fire; WEAK: 10 fire"
I don't know if I'll ever be half as good at this stuff as you or Trenloe. But it's fun to play around with it and program effects in for the players and monsters. :)Actually.. this is a good find... let me redirect this.

Milke
November 24th, 2019, 07:14
Makes things easier instead of remembering if this needs doubled or that isn't. Just one more thing to make the system simplified from pf1.

Thanks Shade for all you've done to make things easier. It's helped me learn a lot about effects just from looking at what's there.

Thanks Trenloe, I know I've thanked you in previous threads for the incredible work you're putting into the ruleset.

Thank's to anyone I haven't mentioned for putting time into PF2.

I have to agree with Ult GM here. This is one of the best online communities I've had the pleasure to be a part of. Guys who know a lot are willing to get on here and explain stuff without being condescending at all. I've learned tons of stuff just in the past month from Trenloe, Shaderaven, and a few others. I look forward to checking the boards every couple of days to see what new topics are brought up, or further discussion on ongoing topics.
Cheers to all you guys.

Milke
November 25th, 2019, 19:23
Hey, Shaderaven. Can you tell me if I did something wrong.
I made the button for the ranger's hunt prey to add the hunted prey tag to a creature.
When the player clicks it from his computer (making sure he has the creature targeted), nothing happens.
Then I click it from my GM screen and it works.
Not sure what the issue is there.

ShadeRaven
November 25th, 2019, 21:35
Milke.. That is an odd one!

Just had my wife test it in game:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30461

Wife tried it a couple of different ways, both worked.

For the Skeleton, she simply CTRL-Clicked the Skeleton, then hit the second button on her Hunt Prey action tab power (adds the effect: Hunt Prey; Designated Target.
For the Imp, she grabbed that second button from Hunt Prey and dropped it on the Imp in the Combat Tracker.

When she then attacked and did damage, it recognized her target as the Hunt Prey affected, so it applied the bonus precision damage from Hunter's Edge: Precision (action tab item).

The only suggestion I would have it try it again after a fresh reboot/game start. Occasionally, but not often, there's a syncing problem with FG Host and Clients where it doesn't seem to recognize targeting, etc. I've had to drag and drop attacks, damage, saves, etc., to players and mobs because of this. Luckily, it doesn't happen often.

Let me know if this covered what you were asking or if you want more details.

Milke
November 25th, 2019, 21:38
Okay. Going to remove it all. Update. Then remake and retry.
I'll lyk.

Update:

I removed all the buttons, tags, everything. Remade them. And ran a second instance of FG and clicked it as the player of the ranger. It worked just fine for me. Next, I'm'a have that player log on remotely and we'll try it again.
That was really odd that it worked when I clicked it on my GM screen, but not when he did. But, like a lot of things, hopefully just a reboot, wipe the effects, update, and start fresh will fix it.

ShadeRaven
November 29th, 2019, 23:50
New version out! 9.0

Completed the thorough walk-through of 4th-Level Spells and their Heightened Versions.
Added Dinosaur Forms as Character Imports (thought the Character Selection screen)


I continue to add information and features for ease of use (like Disbelieving Illusions or Weapon Critical Specialization entries), but I am always looking for better ways and suggestions on what might make gameplay even better!

Enjoy!

Milke
December 10th, 2019, 07:18
Hey, SR. I did a wipe of the buttons. Made them again. Updated, etc.
Same thing. When my player clicks the hunted prey button, nothing happens. When I click it on his sheet from my GM screen, it adds the hunted prey tag, and then he can click his precision button to add his 1d8.
Very confused by this.

Trenloe
December 10th, 2019, 09:47
Same thing. When my player clicks the hunted prey button, nothing happens.
1) Make sure the player has the enemy targeted.
2) Ask the player to make sure they haven't clicked on the targeting icon in the top left of the modifier stack under the chat window. If it's greyed out then targeting won't be enabled.

Milke
December 10th, 2019, 15:03
We checked to make sure he had the creature targeted first.
I targeted the creature for him in the CT to make sure it was targeted.
Then he clicked the button to add the hunted prey tag. Nothing happened.
Then I clicked the button. It added the tag to the target.

I haven't had him try dragging the effect over to the creature in the CT. We've both just been clicking the button effect on his sheet, while the creature is targeted by his character.

Trenloe
December 10th, 2019, 16:56
Then he clicked the button to add the hunted prey tag. Nothing happened.
Ask the player to make sure they haven't clicked on the targeting icon in the top left of the modifier stack under the chat window. If it's greyed out then targeting won't be enabled.

Milke
December 11th, 2019, 00:47
I guess that will be the next thing I check when we play this weekend. It works when I run a second instance of FG and log on as his character. So there's got to be a legitimate reason, like the one you suggested.

ShadeRaven
December 11th, 2019, 04:18
YEah, sorry, Milke. I am not one to point fingers, but really feels like this is more on the user end than anything in the EFFECT or ruleset itself. More than happy to help out, as always, where needed or to even add more functionality in where warranted/capable.

Milke
December 11th, 2019, 05:37
Oh, I'm definitely not offended. And it probably is something we're doing.
I just didn't get it. The creature was definitely targeted when he clicked the button I made.
I'll keep trying it with the troubleshooting points you and Trenloe pointed out.

yarnevk
December 15th, 2019, 19:19
The Ape Fist on Animal Form pregen is using MAP agile attack modifiers and slashing, it should not be agile and should be bludgeoning

The Snake Fangs is missing from Animal Form pregen

Milke
December 15th, 2019, 22:41
Got the hunt prey button working.
All the other buttons I've made work on a click.
This one works on a click when I click it, but not when he clicks it. He has to drag it over. Really weird that this one button only does that for him, when all the others work for me and everyone else.
But it's workable, at least.
Thanks for the help.

Trenloe
December 15th, 2019, 22:51
This one works on a click when I click it, but not when he clicks it. He has to drag it over. Really weird that this one button only does that for him, when all the others work for me and everyone else.
Please get the player do do a screenshot of the issue so we can give advice on what is happening. Ask them to include in the screenshot the whole FG window showing: the PC sheet action tab and the effect expanded, the Combat Tracker open that shows the PC and the target of the hunt prey condition, the chat window after the effect button has been pressed and failed to add the condition to the target.

Milke
December 16th, 2019, 05:11
Please get the player do do a screenshot....

Okay. Will do it this next week.
I mean, again, it's working. Just not sure why it's only drag and not click.
But I'll expand it all out and show you what we're working with.

ShadeRaven
December 16th, 2019, 10:13
The Ape Fist on Animal Form pregen is using MAP agile attack modifiers and slashing, it should not be agile and should be bludgeoning

The Snake Fangs is missing from Animal Form pregenThanks, Y! I fixed it for the upcoming release.

Milke: Keep us informed. Hopefully, this will sort out and get your gameplay a little smoother :)

ShadeRaven
December 20th, 2019, 02:36
New version out! 10.0
All-in-One Rogue
Fixes to Animal Form

So in the Rogue, I want to point out that there is included some information to help understand some of the various processes within PF2. This was included in other class features as appropriate, but if I missed anything that players could benefit from having within the feature, please feel free to suggest.

What I did was include some of the rules and FG integration of those rules within the powers or features, especially those that can be a bit confusing or difficult to find in the rule books. These include things such as:

Being Stealthy: Hide and Sneak rules included within a spell tab detailing how to use and apply these in game.
Applying Flat-Footed: Explanation of how to apply Flat-footed to creatures, especially if the flat-footed condition is only applicable to a single creature.
Counteracting: Rules on how counteracting spells and powers works within the spells or actions (such as the rogue's Dispelling Slice).
Skill Actions: Many powers and skills are augments or variations of skill actions or basic/advanced combat actions. I try to include the structure for the use of these through entries that include the appropriate effects field (such as Intimidation: Demoralize and Athletics: Trip).

There are many more examples in the Spells Tab under various headings for those interested in expanding what's available at a click of a button.

Enjoy!
SR

ShadeRaven
December 22nd, 2019, 14:12
11.0 added to front page.

5th-level Spells completed.

This included a bunch more Polymorph Forms so there are new Character Import Templates included.

theMaXX
December 26th, 2019, 01:01
Hi... i'm still a bit confused with some new actions you've created. Will you group all actions in the future, so i can just drag and drop to all characters? Right now they're kinda lost on the huge amount of content you're giving us... and i guess i'll use them a lot, couse it's a simple way to reference the rules for new players.
BTW your mods are awesome... and works like a charm.

ShadeRaven
December 27th, 2019, 11:45
First, hope everyone has enjoyed the holiday season!

Hey MaXX: I tried to set up Spell Groups to allow for more selective searching of each individual category. So if you are looking for a Skill Power, there's a group for that. If you are looking for Weapon Traits (Crit Specialization), a different group. Etc. I am always up for suggestions!

ShadeRaven
January 14th, 2020, 01:48
12.0 added to front page.

All-in-One Sorcerer

On the all-in-one Sorcerer character, I included (Activity) Refocus as a reminder of the refocus process. This will be details on the 10-minute activity that recharges the focus pool. For those who don't use the all-in-one, you can find the Refocus action in the spells tab under (SR) Actions and Skills.

Enjoy!

Trennik
January 28th, 2020, 02:51
I've been using this a lot, thank you!

One error I've found: The "(Crit Effect) Sword" spell entry has the error - it's effect is the Spear crit effect.

MaxAstro
January 28th, 2020, 15:25
Another bug report - Searing Light seems to be set to a ranged attack instead of a ranged spell attack.

ShadeRaven
February 2nd, 2020, 12:25
Thanks for the input! Both fixed. Next update coming soon :)

Bayleron
February 10th, 2020, 22:15
Hi ShadeRaven,

Thanks for all your work on this. Hopefully, this has not already been addressed but for the Trap Finder Rogue ability to function correctly for the skill check, I needed to edit it to the following string. Trap Finder; SKILL: +1 circumstance, perception; SAVE: +1 circumstance; AC: +1 circumstance. I also changed the Expend? to Once per Modifier, but that may be just my preference to not have to re-apply the effect up to three times when there actually is a a trap.

ShadeRaven
February 12th, 2020, 00:37
Thanks Bayleron, changing for this release today!

ShadeRaven
February 12th, 2020, 00:51
13.0 added to front page.

6th-level spells completed.
Some user input fixes (thanks again!)


Special note on the spell Righteous Might. I treated this like other Polymorph Forms, creating a Character Sheet template that can be used as this new form. The main part of it is the attacks. Because it is based on a deities favored weapon, I put some examples in that show how a favored weapon would be augmented by the spell.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=31573

I wasn't sure if that was overkill, so I stopped after doing a handful to show how to handle the damage dice and special traits. Hope it's useful for those who employ the character form templates!

Enjoy!

Larsenex
February 18th, 2020, 15:51
Shade, nice job on update #13. Thank you!

rickyhunt
February 23rd, 2020, 18:53
I just noticed something when I was adding antivenom and antiplague to a character. You have the durations set to hours and days. Fantasy Grounds, for some reason, still doesn't support those durations, even though it has them in its drop down. If you want the durations to work in the combat tracker, you will have to translate them to minutes.

Kelrugem
February 23rd, 2020, 19:16
I just noticed something when I was adding antivenom and antiplague to a character. You have the durations set to hours and days. Fantasy Grounds, for some reason, still doesn't support those durations, even though it has them in its drop down. If you want the durations to work in the combat tracker, you will have to translate them to minutes.

There would not be really a use for the support of days and hours in the CT because one does not have any tool in FG to reduce the durations of such effects in higher increments than minutes (and noone wants to reduce it by several minutes by clicking very often on the round button; also with the right-click options of 20 or 50 rounds at once this might become tedious :D). Then you also would get conflicts with how the rest function works which erases everything with a set duration; of course you could define the rest function to reduce durations by 8 hours (which might also depend on the ruleset) but also this would require that the GM can reduce durations in other increments than minutes or rounds because the 8-hour reduction will still not result into correct values when the GM could not adjust durations correctly to the value which it has just right before the rest etc... Thence, the duration value for such effects would be probably wrong all the time and therefore it is better not to support it at all and to handle it manually, and to have the rest working as it does right now :) (I hope it is clear what I mean, a bit difficult to describe; I just mean that such a support would need a more suitable "duration tool" for GMs like a clock and when the GM adjusts the time on the clock the durations get adjusted corresponding to that. The rest function would then also just set the clock to the morning of the next day and so on. Therefore it seems that the amount of work to do that is higher than expected to make it really useful)

rickyhunt
February 24th, 2020, 11:53
There is the "advance 10 minutes" menu item that I use all the time when my players are refocusing, searching, and treating wounds. If there is a spell with a duration of 1 hour, like Heroism or Walk on Water, it is important to track when it runs out.

One point I have is that if you are not going to support those time increments, why are they in the menu? If you try to use them, it just sets the duration to 0 and the effect never goes away, which is obviously not what the user expected.

Kelrugem
February 24th, 2020, 12:43
There is the "advance 10 minutes" menu item that I use all the time when my players are refocusing, searching, and treating wounds. If there is a spell with a duration of 1 hour, like Heroism or Walk on Water, it is important to track when it runs out.

One point I have is that if you are not going to support those time increments, why are they in the menu? If you try to use them, it just sets the duration to 0 and the effect never goes away, which is obviously not what the user expected.

Yes, you're right, but I was more thinking about effects with a duration of several hours or days :) (EDIT: not sure about PF2's typical durations but this duration thing is coded on the level of CoreRPG I think such that it got coded in such a way that it supports several systems)

Your point is correct though, I use these informations personally just as an information in the character sheet such that one knows how long somethings lasts without the need to open the spell description :)

Cinders
March 31st, 2020, 20:45
https://i.imgur.com/TucmijQ.png getting this when i try to drag drop

edit: nvm, found out how to do it

AURapier
April 5th, 2020, 02:32
Does this work with Unity?

JTM3469
April 8th, 2020, 03:51
Thank you for all your work on this project it really helps out new GMs (like me) and new players (like mine).
I did notice that the Badger in the (SR) Drag N Drop - Bestiary is actually an eagle ( has all stats and description for an eagle)

33262

ShadeRaven
April 8th, 2020, 05:44
Hey, if squirrels can fly....

I'll see if I can hunt that down. Thanks! :)

ShadeRaven
April 9th, 2020, 18:31
Would there be interest in having me take this over to Unity, too? I know I didn't quite finish this yet, still missing Wizard plus highest level spells that aren't being heightened.

Larsenex
April 9th, 2020, 20:02
Would there be interest in having me take this over to Unity, too? I know I didn't quite finish this yet, still missing Wizard plus highest level spells that aren't being heightened.

YES Absolutely 100% YES PLEASE!!!

JTM3469
April 9th, 2020, 21:53
I have been using your SR Bestiary and SR drag and drop in unity .. I have not noticed any problems with it yet. I did load the SR-U Bestiary mod but it did not show in my Library, just the SR Bestiary

ShadeRaven
April 9th, 2020, 22:40
I have been using your SR Bestiary and SR drag and drop in unity .. I have not noticed any problems with it yet. I did load the SR-U Bestiary mod but it did not show in my Library, just the SR BestiaryInteresting. I wasn't sure if you could drop them in there so I created unity specific ones.

The SR-U one will work as long as it's in the correct directory, though, that I am sure of. Can you confirm that you have it there before I try to figure out why it wouldn't show? Also... it'll be important that you are definitely using different data locations for each version of FG (Classic and Unity).

JTM3469
April 9th, 2020, 23:02
This is my Unity. I do not have SR in my Classic

I am on Discord as cdat if you want trouble shoot it.

33359

ShadeRaven
April 9th, 2020, 23:34
This is my Unity. I do not have SR in my Classic

I am on Discord as cdat if you want trouble shoot it.

33359 Hey.. don't mind chatting on discord... but searching for cdat netted me nothing.

I wonder if the fact that, in game, (SR) & (SR-U) version of the Bestiary both appear simply as (SR) Bestiary as the module name is having an effect. Do you see each different version when you open up the Library? If not, see what happens if you close (SR) Bestiary, but leave (SR-U) Bestiary open.

Thanks!

[Edit] Duh, and if (SR-U) isn't even showing up in the module list to open, see what happens if you move (SR) Bestiary out of there, then try reopening Unity to see if the (SR-U) version is available.

JTM3469
April 10th, 2020, 00:40
So removing both the SR and SR-U vers .. made SR Bestiary disappear as expected.. adding only SR-U caused the (SR) Bestiary to appear so looks like FGU is reading and displaying SR-U as (SR) Bestiary .. when I had both (SR) and (SR-U) FGU only showed one copy of (SR).

ShadeRaven
April 10th, 2020, 00:54
I've added a (SR-U) version of drag-n-drop to the front page. Let me know if you run into any oddities. I did notice that the ' character often isn't appearing correctly. I am not sure if that will affect anything physically, though, but I'll probably try to hunt down and replace those odd characters eventually - once Unity is in more than just BETA. That said, anything that is broken I would be happy to hear about. :)

Enjoy!

Bolorokenpay
April 10th, 2020, 14:30
Is there a difference between the two versions?

ShadeRaven
April 10th, 2020, 16:25
As far as content, not yet (well, actually, the flying badger has been grounded in unity). The bigger question is whether or not there's any difference in creating it in Unity for Unity or not. The file ends up being noticeably bigger in in Unity, but it's hard to say if that's because it's better for unity to have it built in unity yet. My inclination is to believe to use the unity version for unity just to be safe going forward.

Enjoy!

Bolorokenpay
April 10th, 2020, 16:29
Gotcha, thank you for your hard work, that makes life easier for us.

ShadeRaven
April 13th, 2020, 21:01
14.0 added to front page.
All-in-One Wizard

I'll Export it to Unity Next.

ShadeRaven
April 14th, 2020, 06:30
Unity version added to the front page. :)

Enjoy!

erithian
April 17th, 2020, 12:50
Hi,

I'm using the unity version of the mod (in unity) and my players cant see the groupings in the spell selection window. as a GM i can see them fine - is this correct?

GM View:-
33862

Player View:-
33863

Trenloe
April 17th, 2020, 12:58
Hi,

I'm using the unity version of the mod (in unity) and my players cant see the groupings in the spell selection window. as a GM i can see them fine - is this correct?

GM View:-
33862

Player View:-
33863
It doesn't look like the player has the module open, as there's no spells at all in the window. Each player has to open the modules they want to access.

erithian
April 17th, 2020, 13:33
That's what i thought too, but it definitely loaded:-

GM View:-
33864

Player View:-
33865

ShadeRaven
April 17th, 2020, 15:10
Actually, you are right. For some reason, it's not displaying, because I can see my information in the details/list box below, but the categories are not there.

Has anyone else had this occur? I'll see if I can replicate it with my players later.

Weissrolf
April 28th, 2020, 02:11
This extension is fantastic, thank you very very much for providing it! :)

One question: Your "Magic Missile" comes with a "Self" applied effect of "Magic Missile: 1 per action, resist/weakness special". Why is that, or what is it good for?

Weissrolf
April 29th, 2020, 23:02
Now that I got used to SR Drag N Drop I wish the PF1 modules/extensions I downloaded from the forum would offer any such prepared actions/automations. This really gets the group going more quickly without me having to set up all those effects and spells myself. Thanks again!

RodneyMohr
May 15th, 2020, 22:44
Anyone having any issues loading this into FG (Classic)?

For some reason, I loaded the file to my App Data directory (which is just the base install directory), and it is not showing as a module to load?

Do I need to create an AppData directory?

Any help would be greatly appreciated.

Thanks,

Trenloe
May 15th, 2020, 22:53
Anyone having any issues loading this into FG (Classic)?

For some reason, I loaded the file to my App Data directory (which is just the base install directory), and it is not showing as a module to load?

Do I need to create an AppData directory?

Any help would be greatly appreciated.

Thanks,
Load the module to your <FG app data>\modules directory. Get to <FG App Data> by clicking the folder icon in the top right of the FG start screen.

Grivenger
May 16th, 2020, 12:48
I had to add the spells button cause it wouldn't show up automatically after adding the module. You can select it when you go to Library and with the spells button active you should have access to the module.

RodneyMohr
May 16th, 2020, 12:59
Thank you very much! This worked! appreciate the help.

MxWolfie192
June 5th, 2020, 23:43
Getting the following error whenever I load a character that has SR-U stuff on it.

[6/5/2020 6:40:50 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/5/2020 6:40:50 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

It will then not show the effect text on hover. I have updated to the latest versions and replaced all SR-U content on the sheet with ones from the latest version (just in case) and the error persists. The error will show up, as per my testing, after I close the game and re-open it then open a character sheet.

Trenloe
June 6th, 2020, 06:31
Getting the following error whenever I load a character that has SR-U stuff on it.

[6/5/2020 6:40:50 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)
[6/5/2020 6:40:50 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/spell_action_mini.lua"]:128: attempt to call field 'getActionEffectDC' (a nil value)

It will then not show the effect text on hover. I have updated to the latest versions and replaced all SR-U content on the sheet with ones from the latest version (just in case) and the error persists. The error will show up, as per my testing, after I close the game and re-open it then open a character sheet.
Disable this extension: https://www.fantasygrounds.com/forums/showthread.php?53891-Spell-Level-Damage

Thes33
June 8th, 2020, 17:28
I don't know if all the Errata was not incorporated or just this one error, but Goodberry appears to still use the 1d8+5 description rather than the errata's 1d6+4.

ShadeRaven
June 9th, 2020, 03:59
I don't know if all the Errata was not incorporated or just this one error, but Goodberry appears to still use the 1d8+5 description rather than the errata's 1d6+4.Thanks, Thes33. I have been busy with more ... beastly ... projects. I'll note this and try to get this updated here in the near future.

Weissrolf
July 3rd, 2020, 19:14
I have to come back to repeat how incredibly useful this module is. I wish the DLC adventure encounters would make use of it for NPCs.

ShadeRaven
July 3rd, 2020, 21:24
Thank you!

Been working pretty hard on Automation for the Bestiaries as Trenloe's giving us some powerful tools to make that possible. Once that is done, hopefully we can start to shift the automation focus towards making those things you see in my Drag n Drop part of the core ruleset. It will, undoubtedly, be a while down the road because there's a lot that goes into these things (and our grand PF2 guru has a nightmarishly long list of things to do).

Until then, glad I could make your game easier in the meantime.

PS: Is there anything blaringly missing that I could toss into this .mod? It's not hard to add features/powers that benefit gameplay.

Weissrolf
July 3rd, 2020, 21:51
Blatantly missing, no. We changed a thing or two maybe. We are only at character level 4 with our current game, though, so more things might come up once my party reaches higher levels.

Currently the main change I did was how to handle "Hunt Prey". A single custom effect is enough to automate the whole Flurry action thing with Trenloe's new "MAP" modifier now.

Edit: I would love to have a whole list of magical weapons and armor. So if someone finds a Hammer +1 and then transfers the rune to a Scimitar I could just drag & drop a Scimitar +1 from the list. But I acknowledge that this would be lots of work for the sake of my laziness. ;)

Weissrolf
July 16th, 2020, 23:21
We just noticed that the "Inspire Courage" drag n drop effect only increase DMG, but not DMGS. So we fixed it for ourselves. Interestingly the other PF2 spell effects addon does not use "DMG: 1; DMGS: 1", but "DMG: 1 status, physical, spell" instead. I need to check if this makes any difference.

ShadeRaven
July 16th, 2020, 23:29
That'd be great to know for more than just my little module's sake :)

Weissrolf
July 17th, 2020, 00:02
"DMG: 1 status, physical, spell" does not work as intended. It's just the same as "DMG: 1", so it does not apply to spell damage, just like your module does not. "DMGS: 1" is needed then to make Inspire Courage work on spells, too.

Unfortunately this still leaves me with no way to exclude fixed (splash) damage from Inspire Courage, which is a nuisance for the Alchemist player.

MaxAstro
July 17th, 2020, 19:15
Honestly I'd just say let the alchemist have it. You are in no danger at all of making alchemist, of all classes, overpowered. :P

Trenloe
July 17th, 2020, 19:48
Unfortunately this still leaves me with no way to exclude fixed (splash) damage from Inspire Courage, which is a nuisance for the Alchemist player.
No automatic way currently, yes. But not "no way" at all. There are plenty of ways to do this: the GM can toggle the Inspire Courage effect off for the alchemist PC in question if they are using splash damage. The PC could put an offsetting modifier in the modifier stack before applying fixed damage, the PC could apply an offsetting one-action effect before applying fixed damage, etc., etc..

I'll look into a way to differentiate damage rolls from fixed damage in the DMG effect when I work on updates to the damage subsystem, probably in a couple of months. In the meantime, like with the many things that aren't covered by automation, or are outside of the current scope of the ruleset, use manual ways to work around it.

Weissrolf
July 17th, 2020, 20:48
I set up a "Burn it!" effect for the PC to use when he throws fire bombs, this deals with any combination of Inspire Courage being active or not. Curiously this also applies to fixed damage, but the "One Action/Roll" effect does *not* wear off when fixed damage is applied. So FG does differentiate rolls from non rolls already, just the effect itself does not. I assume that FG not removing the effect on fixed damage could be called a bug for the "One Action" kind of effect, though. Even more so, since FG keeps applying the effect forever until the first roll is made, despite it being "One Action/Roll".

Additionally we set up an F-key shortcut to a -1 modifier for when he applies splash-damage while being under the "Inspire Courage" effect. Of course he tends to forget having to use that button every now and then.

The player now also adds the splash damage to the main target as modifier to the damage roll, because only then are resistances/weaknesses applied correctly (one resistance to the sum of roll and splash). Thinking of it, we should just add the main target splash damage as permanent bonus damage to the roll. So I will change the drag n drop actions for bomb main target damage rolls accordingly now. An Alchemist's Fire will deal "1D8+splash" then instead of just "1D8".

ShadeRaven
July 26th, 2020, 10:05
Version 14.1 released (see first page, first post)

Update to Spells to reflect those that can take advantage of the Spell Level feature.
Added Animal Companions Bestiary Entries. This includes any Automation that is appropriate.
Adjustment to Alchemical Bombs with Splash to include the splash with the initial target (thanks Weissrolf for pointing out the usefulness of this).
Fixed Entries that had been adjusted by the Errata.


About Spells: The ones that can take advantage of the new Spell Level feature are damage and healing spells, but not all of them. So while you might see a single entry for Fireball that can now be dragged to the Level 3 slot and do 6d6 fire or the Level 4 slot where it will do 8d6 instead, not every damage spell with heightening can take advantage of this. That said, Trenloe is always making improvements and a day will come when this will change! Still, it's GREAT having things like Chain Lightning, Heal, and Shadow Blast needing only single entries now, with more to come. :)

Animal Companions: So I want to go a little into the Animal Companions Bestiary Entries. This is a little tricky since it requires adjusting by hand when they level with the character (unlike the included Character Sheet versions). That said, sometimes all those open character sheets is a hassle so I really like having this option available. For those who haven't tried using a Combat Tracker version of an NPC released to player use, it's quite handy! Simply take that characters red-square symbol from the CT and drop it on a character image in the upper left hand of FG (where you see players logged in) and that CT Creature is now usable by players. So to use these companions, simply drag one to the CT, set it to friendly (presumably) and share it with the player who's employing one.

Here's what you'll see within the Bestiary Tab of this module:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38070

There's a lot of moving parts for these animal companions, but I tried to cover it all and give details on what needs to be changed when they level up, go to mature, and perhaps even later become Nimble or Savage. I did not, however, include the Specialized Animal Companions abilities as there are quite a few that are selected individually but up to 3 total and come later in the character's levels. Hopefully, everything is there to understand how to make the adjustments to the Companions if/when the time comes to add a specialization.

If I errored, though, in any of the details, please let me know.

Beyond that, enjoy!

PS: I did not update the Unity Version yet. Want to confirm that there's no need to differentiate between the two. Have people been using the regular version in Unity or has it been necessary to have a separate unity version? If it's not necessary, I will just delete the unity version and let everyone use (SR) Drag_N_Drop for both. Thanks!

Weissrolf
July 26th, 2020, 10:22
Great work, thanks a lot! :)

Weissrolf
July 26th, 2020, 12:02
- wrong thread -

Willot
July 27th, 2020, 01:01
mmm downloaded new "Drag n Drop" still seems to be the old one?

What the update only for FGU? (Im still using FGC)?

Is there a place where the module says what version it is?

ShadeRaven
July 27th, 2020, 01:55
mmm downloaded new "Drag n Drop" still seems to be the old one?

What the update only for FGU? (Im still using FGC)?

Is there a place where the module says what version it is?If you got the (SR)Drag_n_Drop, that is the new one. Beyond that, this was the update for Classic (FGC) that I am hoping will also be usable in Unity. Not sure why you wouldn't be getting the new features, etc.

Has anyone else run into this with Classic?

Weissrolf
July 27th, 2020, 13:47
Nope, downloaded the new module over the old one. Tested with "Heal" spell. Minor inconvenience when dragging spells from a lower to a higher level on action tab (number of cast/day get mixed up), but that's more a PFRPG2 thing.

Our healer is using "Healing hands" (d10 instead of d8), so I changed the action accordingly and it works as expected when the spell is moved between spell levels.

Endurance
July 27th, 2020, 17:36
If you got the (SR)Drag_n_Drop, that is the new one. Beyond that, this was the update for Classic (FGC) that I am hoping will also be usable in Unity. Not sure why you wouldn't be getting the new features, etc.

Has anyone else run into this with Classic?

Wait, so if I am using Unity, I should add (SR)Drag_n_Drop now instead of (SR-U)Drag_n_Drop?

bigdummy
July 27th, 2020, 21:12
Version 14.1 released (see first page, first post)
PS: I did not update the Unity Version yet. Want to confirm that there's no need to differentiate between the two. Have people been using the regular version in Unity or has it been necessary to have a separate unity version? If it's not necessary, I will just delete the unity version and let everyone use (SR) Drag_N_Drop for both. Thanks!

I can't claim extensive testing, but the regular version is working fine for my purposes in Unity.

Weissrolf
July 27th, 2020, 23:23
I noticed that "Magic Missile" does the same 1D4+1 damage effect for all levels. Instead I would expect more dice+1 to be used. Unfortunately there is no multiplier field for the CL/SL part of damage, so we cannot automate the +2 Heighten = one more missile.

Willot
July 27th, 2020, 23:50
If you got the (SR)Drag_n_Drop, that is the new one. Beyond that, this was the update for Classic (FGC) that I am hoping will also be usable in Unity. Not sure why you wouldn't be getting the new features, etc.

Has anyone else run into this with Classic?

ALl is COOL man.

I was looking for "Animal Companions" and expected them to be in the Bestiary when in fact they were in Characters

kaernunnos
July 28th, 2020, 14:12
I noticed that "Magic Missile" does the same 1D4+1 damage effect for all levels. Instead I would expect more dice+1 to be used. Unfortunately there is no multiplier field for the CL/SL part of damage, so we cannot automate the +2 Heighten = one more missile.

That is because each bolt of magic missile can hit a different target, so it's easier to just have the damage as one bolt and roll as many times as needed.

Weissrolf
July 28th, 2020, 14:47
Yes and no. There is no need to have 5 entries of MM (1/3/5/7/9) if all of them do exactly the same thing. Additionally you might want to cast several missiles at the same target: "If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth."

I set up this instead:

https://i.imgur.com/06ZNdus.png

The higher the spell level the longer the list gets: 1 = 1-3 D4, 3 = 1-6 D4, 5 = 1-9 D4, 7 = 1-12 D4, 9 = 1-15 D4. Players can delete entries they consider never to be used.

ShadeRaven
July 29th, 2020, 12:47
Version 14.1.1 released (see first page, first post)

Update to Animal Companion import character sheets to include information on advancement as well as some minor fixes/improvements.


So in doing the Bestiary tab version of Animal Companions, it became apparent that the information about advancing in levels or improving to Mature (as well as Nimble and Savage) was desired by my players who are using the Animal Companion character sheets that get imported. It also gave me the chance to fix a couple of minor issues as well as update the sheets to some of the new features.

So with the new version of the importable animal companions (which are importable by the GM only, as I found out, though they can then be "owned" by players interested in using them thereafter), you'll see new information on how to handle advancing in levels and features for these character sheet versions.

Here's a quick look at the Animal Companion: Cat character sheet:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38148

Notes on how to update the companion sheet as it levels with the character can be found therein.

You might notice there is a small oddity in this which I discovered this morning. Hit points will automatically adjust with the increase in the "Animal Companion" level (found in the Class & Level hourglass pop-up box) only if you also have the Hit Point pop-up box open at the same time. This is obviously due to the fact that "Animal Companion" isn't a real class, but boosting this from level 1 to 2 (and so forth) will still increase all relevant fields that improve with increased level so it's a nice, easy way to get all the boosts to attack hit bonus, trained skills, armor proficiencies, saves, etc.

As always, let me know if you find anything out of sorts and I'll adjust the module accordingly.

Enjoy!

Crescentine
July 29th, 2020, 15:06
I love all of this! Thanks for your tireless work.

thepope
August 1st, 2020, 06:54
I'm not familiar with how FGU updates, but am I correct in the assumption that modules aren't updated automatically? I would imagine it doesn't update existing characters, so if there were new effect or updated ones I would have to apply them to the character sheet manually?

Thanks for all the work! Makes running games so much more enjoyable!

ShadeRaven
August 4th, 2020, 02:00
I'm not familiar with how FGU updates, but am I correct in the assumption that modules aren't updated automatically? I would imagine it doesn't update existing characters, so if there were new effect or updated ones I would have to apply them to the character sheet manually?

Thanks for all the work! Makes running games so much more enjoyable!Yes, you have the right of it. This is because when it (a spell, etc) goes on the character it becomes the character's version, to be used, tweaked, updated, and so forth, for that character specifically. Unfortunately, that means when there's an update, especially for these community modules, there is a need to update the character's version as well (hopefully, any personal changes made aren't hard to recreate).

I am glad you are enjoying it! :) Someday, I hope most of what I have done becomes redundant, but for now, I am happy that people are finding these projects an enhancement to their games.

As always, if you find something this lacks and would further improve gameplay, feel free to suggest!

Weissrolf
August 4th, 2020, 09:31
It's noteworthy that anything drag & dropped to an F-key shortcut also becomes its own version. So you may have to update both the character sheet and shortcut.

Trenloe
August 4th, 2020, 09:41
It's noteworthy that anything drag & dropped to an F-key shortcut also becomes its own version. So you may have to update both the character sheet and shortcut.
It depends on what is added to the hotkey.

For example, if a spell from the core rules module is added to a hotkey, it's a link to the spell in the module. So if the spell in the module changes so does the data displayed when the hotkey is clicked. For example, this is the XML for a hotkey linked to a spell. Note that the shortbut datasource is a link to the Core Rules module:


<key number="4">
<description>Aberrant Whispers</description>
<icon>button_link</icon>
<dbref>[email protected] Second Edition Core Rules</dbref>
<data>
<type>shortcut</type>
<slot number="0">
<shortcut>
<class>spelldesc</class>
<datasource>[email protected] Second Edition Core Rules</datasource>
</shortcut>
</slot>
</data>
</key>

Weissrolf
August 4th, 2020, 10:15
Dragging a spell from the core rules to the shortcut only opens its description, though. So it's only of limited use.

I suspect that most of the time spells actions are dragged from the character sheet to a shortcut key, which then does not automatically update when the character sheet is changed (either manually or just dragging a spell to a different level). The character sheet in turn does not update when a spell action is changed in the SR Spells module. So this is something to look out for.

Especially with CL/spell level based actions I wished that the shortcuts would update to reflect the character sheet.

ShadeRaven
August 4th, 2020, 14:16
Yeah. The Function Hot-keys are terrific for things directly tied to the character sheet like skill checks, initiative, saves, etc., along with some oft-used conditions and/or modifier values. However, for spells (and actions), it doesn't offer the same active connection but is more a pseudo-snapshot of what they are at the time of the drag.

Farnaby
August 10th, 2020, 21:07
Just a small thing.
My champion pc has Lay on Hands as a focus spell and you have the amount healed (or damage for undead) as amount x spell level. As focus spells don't have spell levels perhaps it should be CL instead?

ShadeRaven
August 10th, 2020, 21:27
Just a small thing.
My champion pc has Lay on Hands as a focus spell and you have the amount healed (or damage for undead) as amount x spell level. As focus spells don't have spell levels perhaps it should be CL instead?Hey Farnaby. Yeah. It should be [Odd CLs] instead as it will heighten with each odd level similar to cantrips. Good catch :)

Farnaby
August 19th, 2020, 15:44
Questions about your rogue surprise and sneak attacks.
38655

a) I take it both statements to apply flat-footed are meant to be applied with SHIFT?

b) Why is flat-footed not capitalised in the IFT statement but in the other 2?

c) Why is the sneak attack 2nd action only for one roll? Why do we need it anyway?

MaxAstro
August 19th, 2020, 20:29
I imagine the one-action flat-footed is for the convenience of rogues who like to feint, hide and snipe, or other methods of setting up single sneak attacks.

ShadeRaven
August 19th, 2020, 22:14
Questions about your rogue surprise and sneak attacks.
38655

a) I take it both statements to apply flat-footed are meant to be applied with SHIFT?

b) Why is flat-footed not capitalised in the IFT statement but in the other 2?

c) Why is the sneak attack 2nd action only for one roll? Why do we need it anyway?
Hey Farnaby, I'll see if I can explain each - which really means, I'll see if I can remember what I was doing when I created that :D

re: a) SHIFT is not needed for Sneak Attack because it's a one-action application, although for anyone comfortable with using Shift to apply flat-footed for things like flanking, you could change the tag to apply flat-footed for a round and have it work on all actions. I included a sub-window within each that explains how to use SHIFT to apply flat-footed that only applies vs specific creatures. For Surprise Attack, yeah... SHIFT makes that work so that others don't get to take advantage of the condition. I suppose adding a little reminder note to the Effect would help make that clearer.

re: b) For absolutely no reason. Both work equally well. :)

re: c) So this goes back to a). I am pretty sure when I first jumped into making this drag-n-drop module, either the SHIFT feature for targeting hadn't been implemented yet or I was unware of it. So there was a lot of things I initially started out applying effects for only 1 action, because I didn't want to leave it active afterwards.

The truth of the matter is that my focused shifted to some high-priority projects and there are areas of the Drag-n-Drop that could use some refinement. I catch some of it when possible (such as the new Spell Level feature), but Trenloe seems to be bent on improving this Ruleset all the time, which is darn inconvenient when it comes to keeping up with some of my earlier projects. :p

If I ever get the free time, I'd love to clean up some loose ends in this module :) Until then, tweak out things like this so it works more cleanly for you. Hopefully, the basis everyone gets to start with takes care of most of the work.

Enjoy!

PS: Full disclosure - secretly, I am looking forward to the time when the ruleset itself takes care of all this and I don't have to worry about these modules at all! Until then, though, I am happy to keep tweaking and adjusting where needed.

Farnaby
August 20th, 2020, 20:18
Thanks for the reply and all your hard work!

PoohPuss
August 27th, 2020, 06:22
Smokes!!! This is the best mod ever <3

Stinky
October 17th, 2020, 07:22
Where does one find the download link for these All-in-One Character sheets? I have tried searching on the forums and google but I am not finding a link to download them.

ShadeRaven
October 17th, 2020, 16:45
They can be found within the module itself. I tried to describe how to find them in the first post. :)

Nakedjustice
October 21st, 2020, 18:14
Raven, thank you for the mod, it's absolutely amazing! I wonder will you add Evil Champion actions to it?

ShadeRaven
October 21st, 2020, 19:09
Once I can turn my eye back to this (as well as the Bestiary), I plan on giving it a well fleshed-out update (including, in all likelihood, compartmentalization and expansion). Hopefully, that's in the near-ish future :)

Thanks for the positive feedback!

Nakedjustice
October 21st, 2020, 23:10
That's absolutely amazing, really glad to hear that, wish you best luck with developing stuff :)

kerrigaj
October 22nd, 2020, 20:04
@ShadeRaven - amazing mod - thank you.

I just wanted to provide an additional code line for the Witch 'Wilding Word' spell courtesy of Zacchaeus on the FG Discord channel:

Set up an effect of 'Wilding Word; AC:2' set it to 'self' and SHIFT-drag it onto the target

This applies a -2 penalty to hit the caster from the target wild animal. If I come across any more tweaks I'll let you know. Thanks once again for supporting the community!

ShadeRaven
October 22nd, 2020, 23:07
Nice catch, kerrigaj (with nods to Zacch). There are quite a few places that SHIFT-DRAG + [SELF] implementation would come in quite handy. Maybe when I set down to really reexamine this down the road here, I can see how many of those I can catch.

kerrigaj
October 22nd, 2020, 23:14
ShadeRaven we're starting out in a campaign at the moment. Anything we spot I'll send your way. Are you on the FG Discord channel or is this the best place for comments and suggestions?

DalatWest
October 23rd, 2020, 23:46
Has anyone done the actions/abilities for an Investigator?

Thanks in advance

ShadeRaven
October 23rd, 2020, 23:50
This is a great place, but you can find me in discord, too @ShadeRaven#2399

Leprekorn
October 30th, 2020, 16:39
@shaderaven I can't find Bardic Lore in the All in one bard of within skills etc. How would you suggest i set it up?

ShadeRaven
November 1st, 2020, 22:17
Simplest method is to go to the Skills Tab, create a new Lore Skill, name it Bardic (Lore), and then set the proficiency to Trained. The character will then be able to roll his or her Recall Knowledge checks off of that skill when appropriate. :)

Leprekorn
November 2nd, 2020, 06:42
Great thanks

Leprekorn
November 3rd, 2020, 12:21
I'm struggling understanding how to use the drag and drop weapon traits. I want to add trip and disarm for a whip. But I'm obviously missing something as when I drag it into weapons it's not working. Appreciate your help.

bigdummy
November 3rd, 2020, 13:46
I'm struggling understanding how to use the drag and drop weapon traits. I want to add trip and disarm for a whip. But I'm obviously missing something as when I drag it into weapons it's not working. Appreciate your help.

I make a spontaneous spellcaster category called "Skills" or "actions" or whatever, and drag the skill under cantrips. You don't add it to a weapon.
40707
You still have to make the trip check manually. Depending on the roll, though, the possible end results are just a click away.

ShadeRaven
November 4th, 2020, 02:12
Yeah. There are plans to have skill attack rolls added in the future, but for now... it's necessary to roll a skill check manually, comparing that against the DC of the target (typically Reflex DC for Trip and Disarm) and then applying the effects that come from these attacks as appropriate as demonstrated by bigdummy or manually with the effects tab.

vonBlashyrkh
November 18th, 2020, 12:02
I love this mod, thank you @ShadeRaven for the time and effort it must have taken

Ishamiel
November 22nd, 2020, 21:16
Does this mod work with the Unity version? I moved the .mod file into the directory in AppData but I don't see anything in the spells section that would indicate it loaded. Just shows the purchased modules in the list of selections.

Leprekorn
November 22nd, 2020, 21:27
Yes it does. Are you the DM? If not you need your DM to install it and allow it as a module. Also it doesn't show up in spells it shows up in library

Ishamiel
November 22nd, 2020, 21:28
Aha! perfect thank you I will let the GM know.

Leprekorn
November 22nd, 2020, 21:29
Once they install it and make it available you will load it like the other resources and access it through library

Weissrolf
November 24th, 2020, 11:28
Ahoi. Are there any plans of adding the APG to this extension? Just to know it before I add these things manually to our campaign. ;)

ShadeRaven
November 24th, 2020, 13:26
I'd like to get to updating this and even creating a more modular version of the Drag and Drop sections... just not entirely sure when. :( Wish I could answer you more definitively than that.

Weissrolf
November 24th, 2020, 13:52
Definite enough. So I will just add things light Blight Bombs manually for the time being. ;)

TigerPisces
November 24th, 2020, 23:21
One thing I’ve noticed is that spells like enervation don’t seem to have damage associated with them in the drag and drop.

However, THANK YOU! The Drag and Drop is so freaking useful.

bmokofisi
January 18th, 2021, 19:31
I just uploaded the mod in unity and the only animal companion showing up is the badger (which strangely has eagle attacks and ability). I didn't see any posts indicating you'd updated for Unity, so maybe it needs a unity update?

ShadeRaven
January 18th, 2021, 21:35
Hey bmokofisi! As far as I know, there's no reason the classic mod won't work in Unity. When I originally did the Unity version, it was with the thought that there must be some difference. Maybe there are those here who can verify whether or not this is true.

I ran into a couple of months where RL put itself forward and I have fallen behind on some of my projects. Currently, I am quickly crafting some new items that'll be seen in the store very soon, so it's unlikely I'll get back to this project very soon, so if the Classic Version works, just slap that into your unity modules directory and it should take care of the strangely taloned badger ;)

bmokofisi
January 18th, 2021, 23:06
It's all good, I'm playing with the other functions like the new spells/powers, and they seem to be working fine. If all thats broken is the companion animals, I think I can live LOL. Anyways, good job and thanks!

Bwoerth
January 26th, 2021, 03:37
Version 14.1 released (see first page, first post)

Update to Spells to reflect those that can take advantage of the Spell Level feature.
Added Animal Companions Bestiary Entries. This includes any Automation that is appropriate.
Adjustment to Alchemical Bombs with Splash to include the splash with the initial target (thanks Weissrolf for pointing out the usefulness of this).
Fixed Entries that had been adjusted by the Errata.


About Spells: The ones that can take advantage of the new Spell Level feature are damage and healing spells, but not all of them. So while you might see a single entry for Fireball that can now be dragged to the Level 3 slot and do 6d6 fire or the Level 4 slot where it will do 8d6 instead, not every damage spell with heightening can take advantage of this. That said, Trenloe is always making improvements and a day will come when this will change! Still, it's GREAT having things like Chain Lightning, Heal, and Shadow Blast needing only single entries now, with more to come. :)

Animal Companions: So I want to go a little into the Animal Companions Bestiary Entries. This is a little tricky since it requires adjusting by hand when they level with the character (unlike the included Character Sheet versions). That said, sometimes all those open character sheets is a hassle so I really like having this option available. For those who haven't tried using a Combat Tracker version of an NPC released to player use, it's quite handy! Simply take that characters red-square symbol from the CT and drop it on a character image in the upper left hand of FG (where you see players logged in) and that CT Creature is now usable by players. So to use these companions, simply drag one to the CT, set it to friendly (presumably) and share it with the player who's employing one.

Here's what you'll see within the Bestiary Tab of this module:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38070

There's a lot of moving parts for these animal companions, but I tried to cover it all and give details on what needs to be changed when they level up, go to mature, and perhaps even later become Nimble or Savage. I did not, however, include the Specialized Animal Companions abilities as there are quite a few that are selected individually but up to 3 total and come later in the character's levels. Hopefully, everything is there to understand how to make the adjustments to the Companions if/when the time comes to add a specialization.

If I errored, though, in any of the details, please let me know.

Beyond that, enjoy!

PS: I did not update the Unity Version yet. Want to confirm that there's no need to differentiate between the two. Have people been using the regular version in Unity or has it been necessary to have a separate unity version? If it's not necessary, I will just delete the unity version and let everyone use (SR) Drag_N_Drop for both. Thanks!

Is there a way to change the image for the animal companion if I am using the CT? I added a wolf and the icon to drop on the map is a W. I was hoping to be able to change that.

Trenloe
January 26th, 2021, 09:25
Is there a way to change the image for the animal companion if I am using the CT?
To change it on the base record, unlock the record (click the padlock icon in the top right) and then drag a new token to the token placeholder (between the ID button and the chat identity button).

To change it in the CT drag the new token over the existing token to the left of the creature name on the CT record.

Bwoerth
January 26th, 2021, 13:38
To change it on the base record, unlock the record (click the padlock icon in the top right) and then drag a new token to the token placeholder (between the ID button and the chat identity button).

To change it in the CT drag the new token over the existing token to the left of the creature name on the CT record.

Thanks, I will give that a try, I was trying to change it in the entry itself!

4meDnD
February 24th, 2021, 09:10
Nvm got it to work.

Trenloe
February 24th, 2021, 09:16
Does this only work with FG unity?
It will work in both.

thepope
February 28th, 2021, 00:10
Super dumb question - how do I determine which version of the module I have installed?

Skellan
February 28th, 2021, 08:55
If you want to be sure you have the latest version maybe just download it again and copy over the old one