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Terenor
April 5th, 2020, 00:58
Greetings,

i switched my campaign to FGU recently, apart from my Poison and Traps module all modules load in fine. But i can't create new magic items.
In classic i dropped the magic effect in items and then dropped the base weapon or armor on it, but this doesn't work in unity.

Has anyone the same problem or even better a solution for this?

superteddy57
April 5th, 2020, 15:51
Can you give us some images of this and show the steps you are attempting to perform the magic item creation?

Terenor
April 5th, 2020, 16:27
Thank you for replying. My steps include:

-open items tab

- choose magic item an drop it into items tab (creating a new item, in my case fey strike weapon +2)

- open base item (in my case longsword)

- drag and drop base item in the details part of the magic item

just tried doing it that way in FG classic (same campaign and modules). Didn't work there either.

I try to follow the steps in this thread: https://www.fantasygrounds.com/forums/showthread.php?12847-Creating-Magical-Items-in-4E/page2

not sure what pictures would help.

Items i created in january work fine and show up.

superteddy57
April 5th, 2020, 16:34
Ok thank you. I setup a ticket for us to look this over and see if we can resolve it. FGU-1025

Terenor
April 5th, 2020, 18:19
By "ticket" you mean e-mail support under help in the top bar?

Kelrugem
April 5th, 2020, 18:23
By "ticket" you mean e-mail support under help in the top bar?

No, Superteddy created a ticked, I think :) I guess it was meant "I setup [...]" :)

superteddy57
April 5th, 2020, 18:30
I created a bug ticket for us to investigate it. Thank you for reporting

raynbowbrite
April 6th, 2020, 16:47
This is really flaky, even in Classic. There's something about the source you get the normal item from that matters. I have two mods with items, one is the PHB, and one is just a list of all items. If I try and do it using the normal item from the complete item list, it doesn't work. But if I do it using the normal item from the PHB, it does work.

Worked with someone else recently who was having the exact same issue with similar sources as well.

gamerhawaii
April 6th, 2020, 18:56
This has been my experience: if I use the base equipment type record (weapon, armor, etc.) and drag it onto the magic item, it creates the magic item fine. If I try to use the "magic item" version of the base equipment, then it does not work. The base item has the silver header, the magic item version has the yellow header. I do not know how to access the base version from the "Items" icon (as that seems to always treat the record as a magic item), I have to do it from the module directly. See image.

33189

gamerhawaii
April 6th, 2020, 19:05
If you used the 4E Item parser, image shows example of navigating to a base weapon record from the library/module. (I think technically called a "mundane" record in 4E terminology)

33191

raynbowbrite
April 6th, 2020, 19:38
This has been my experience: if I use the base equipment type record (weapon, armor, etc.) and drag it onto the magic item, it creates the magic item fine. If I try to use the "magic item" version of the base equipment, then it does not work. The base item has the silver header, the magic item version has the yellow header. I do not know how to access the base version from the "Items" icon (as that seems to always treat the record as a magic item), I have to do it from the module directly. See image.

33189

Thank you, this completely explains my issue. In one mod I have longsword is in the magic item format, and in another it's in the mundane item format. Only the one that's in the mundane item format works.

Terenor
April 6th, 2020, 20:38
Hm interesting. I don't have a silver version of the mentioned weapons. Did also load the PHB as a seperate Module but those are golden too. Meaning in the past it must have worked since i already created items.

gamerhawaii
April 6th, 2020, 21:00
Terenor, if you used the 4E Item parser to create your modules then opening the items from the main "Items" tab does not show mundane items as mundane, you have to navigate to it through the library (per my previous post.) Only by navigating through the library and module can you get to the mundane (silver) record.

33198

Terenor
April 6th, 2020, 21:21
Ah thank you good sir. That worked. Was it always that way? I hope i got all other books parsed with base weapon infos in them.

Edit: just tested it with said Fey Strike Longsword +2. This weapon should do 2d6 extra on a crit. this doesn't seem to work. its in the description but not in the line with the numbers and doesn't add damage when rolling a crit.

gamerhawaii
April 7th, 2020, 00:06
Terenor, the magic item was created or else it would not say "Longsword" in the name but I see what you are saying. Now that I checked I am having an issue with any weapon even if I create it from scratch. When I drag to the character sheet the critical dice do not show up. Then even if I add them to the weapon on the character sheet, they still do not add on a crit. (However, once I add them manually, then the chat when I roll seems to know about the crit dice but does not roll them.) So I think the critical damage is a separate issue. And hopefully operator error. (I am usually DM and we hand-roll, so I never noticed the issue.) Maybe someone else can help.

(Also, noticed if I drag them on the weapon on the character sheet a new XML tag called "criticaldice" is added.)

gamerhawaii
April 7th, 2020, 04:31
By checking the code, I found that it is looking for the words "critical damage" instead of just "damage" (even though it is looking in the "<critical>" tag.) So just edit the damage listed on the critical field of the weapon to say "+2d6 critical damage" and then everything seems to work. And if it has a type put that immediately after the dice, e.g., "+2d6 fire critical damage"

Terenor
April 7th, 2020, 23:22
i tried as you described. Right now when a crit occurs i have to open the weapon, click on the crit damage. this applies an effect on the player. then when rolling damage the 2d6 are rolled. i have the impression that i either haven't implemented it right or it doesn't work as intended.

ok figured it out. seems all weapons i created before were missing the crit extra damage. had to drop dice on the crit field then it worked. i thought this would be generated automaticly. thanks for all your help