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Smithicus
December 1st, 2020, 21:28
How do I set up the effect of a special weapon like the holy avenger? Does the effect have to be coded outside the weapon on the Action tab? Or can this be added to the weapon? If coded outside the weapon, is there a simple way to make the effect occur when only the holy avenger weapon is used?

Zacchaeus
December 1st, 2020, 21:45
No, effects go on the actions tab. You would need to add the effect when the weapon is used and remove it if it isn't being used. You can use this extension which allows effects to be added to weapons and only come into force if the weapon is used. https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)

burnmelt
December 1st, 2020, 22:06
How do I add a table to someone's actions in 5e character sheet?

For example, if I wanted to let them roll the sorcerer wild magic table from the character's action tab. Or roll from one of the bags of tricks?

If a table can't be added, is there a way to add a straight dice roll? Basically to let them click in their character sheet rather than dragging the dice from the bottom so they don't have to remember which die type it is?

Zacchaeus
December 1st, 2020, 22:36
No, you can’t link a table to the character sheet, nor make a roll from it. You can however drag the dice roller from the table into one if the quick bar slots to enable a quick roll from there.

burnmelt
December 1st, 2020, 22:38
Awesome, thanks!

Smithicus
December 2nd, 2020, 03:08
Rolling Tables from Action Tab

I am new to this and am not confident I am full comprehending the question, but such as it is :)

Not sure if this is what you are wanting burnmelt, but it seems like it may suffice for what you want?

I created a Feature called [PC Tables] then added a couple of tables to it (Wild Magic Surge and Tan Bag of Tricks). 41588 41589

I then created the Feature on the Actions tab calling it [PC Tables / Table). 41590

I am able to open this on the Actions tab and roll from the tables as a PC. 41591

Hopefully that was helpful?

Smithicus
December 2nd, 2020, 03:43
No, effects go on the actions tab. You would need to add the effect when the weapon is used and remove it if it isn't being used. You can use this extension which allows effects to be added to weapons and only come into force if the weapon is used. https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)

Thank you! This worked out quite nicely!

zohret
December 2nd, 2020, 04:09
Why is the image resolution in unity is not better? Just bought the Sword Coast Adventurer's Guide book and the map of Faerun looks like **** when you zoom in. I thought this was not going to be an issue in FGU

Zacchaeus
December 2nd, 2020, 11:35
Why is the image resolution in unity is not better? Just bought the Sword Coast Adventurer's Guide book and the map of Faerun looks like **** when you zoom in. I thought this was not going to be an issue in FGU

Welcome to FG.

All modules need to be backward compatible with Classic and so the modules are the same for both Unity and Classic.

Smithicus
December 2nd, 2020, 15:05
How do I change the ROOT list of languages in 5E?

For example, if I wanted some intelligent slime (they do exist - even today), how can I change the root language to Slimish, as opposed to Common, Primordial, or Elvish, etc?

This would allow sub-languages to derive from the same new root: Green slime, Purple pudding, Scintillating Ooze and such.

Jiminimonka
December 2nd, 2020, 15:58
You can go to Setting Languages and add extra languages.

Smithicus
December 2nd, 2020, 16:07
You can go to Setting Languages and add extra languages.

Not sure how to get to [Setting Languages] in FGU.

I only see the [Languages] in the Options with no apparent access to root languages.

Zacchaeus
December 2nd, 2020, 16:23
Not entirely sure what you mean by root language, but as noted above you can add your own languages to the list of available languages.

Smithicus
December 2nd, 2020, 17:22
Not entirely sure what you mean by root language, but as noted above you can add your own languages to the list of available languages.

I am trying to provide a deeper language structure: 41605

For example how English is derived from Scottish...:)

LordEntrails
December 2nd, 2020, 17:41
Yea, There is no context of root and sub-languages. You would need to write an extension if you wanted such a structure. Otherwise every language is just like every other language, they are all at the same level.

You can just do a: Slime (Primordial), Gooble (Primordial), Earthen (Primordial), etc.

Zacchaeus
December 2nd, 2020, 17:43
I am trying to provide a deeper language structure:

For example how English is derived from Scottish...:)

Haha :)

There's currently no way to have sub languages. But you could have them listed with the root in brackets perhaps (Scottish) English or dash separated. I'm not sure how that would get picked up from the character sheet; but you could experiment a bit with that.

Smithicus
December 2nd, 2020, 18:25
Yea, There is no context of root and sub-languages. You would need to write an extension if you wanted such a structure. Otherwise every language is just like every other language, they are all at the same level.

You can just do a: Slime (Primordial), Gooble (Primordial), Earthen (Primordial), etc.

Upon review, I noticed the fonts play a role in the "root". So maybe what I determined was a root language was simply the choice of font to display as the written language.

These are the fonts (TTF) I spotted while poking around (with an .fgf file for Common?): 41607

It appears I would have to generate a new TTF for each "root", if this is indeed the case.

Best for me to stick with derived languages at this moment.

Thank you both! LordEntrails and Zaccheus!

LordEntrails
December 2nd, 2020, 18:33
So there are 'alphabets' and 'languages'. The alphabets are represented by various fonts. And those are what are used when the language is displayed in chat. You would need an extension to add a new alphabet/font. When you define a language, you also have to assign the font it uses. But only the language is used for determining which character can read the message and who gets a translation of what was typed.

fieldson
December 2nd, 2020, 22:33
burnmelt,
I was setting up a sorcerer last night, myself, and here is what I did that might get what you want. First, I set up a "Sorcerer Features" power group on the action tab, and then I dragged the Wild Magic Surge info from the Sorcerer class into this group. This created a "spell" that doesn't do anything, but it copies over all of the info from the class specialization, including the link to the table. Even though it doesn't do the rolls, now I can open this item from the action tab, and the table is quickly available.

Weissrolf
December 5th, 2020, 18:04
FGU has the ability to import tables, but how do I export tables (to be imported in another campaign)? Are there any files that I can just copy from one campaign to another?

Zacchaeus
December 5th, 2020, 18:28
FGU has the ability to import tables, but how do I export tables (to be imported in another campaign)? Are there any files that I can just copy from one campaign to another?

Just export like anything else. See the video in this series for how to export to a module. https://www.fantasygrounds.com/forums/showthread.php?42440-Tutorial-Video-Series

Weissrolf
December 6th, 2020, 00:37
Thanks. So I have to load the table as module in every campaign I'd like to use it then? No way to just export for specific table import?

Zacchaeus
December 6th, 2020, 00:58
The only way to export from a campaign in FG is to a module, apart from characters which can be exported as an xml file. So, yes, if you want to use a table in multiple campaigns export to a module and open the module in the other campaigns.

Weissrolf
December 6th, 2020, 01:30
Thanks again. I will take a look at this, but having even more modules to load and organize can be quite daunting. Even more so with the module activation window using so much space (even with modules extension).

Turns out that converting something like Pathfinder weather tables from SRD web-sites to comma delimited input strings is quite easy. No manual typing and pasting into several campaigns works, too. So both approaches seem to work.

Kelrugem
December 6th, 2020, 01:43
Thanks again. I will take a look at this, but having even more modules to load and organize can be quite daunting. Even more so with the module activation window using so much space (even with modules extension).

Turns out that converting something like Pathfinder weather tables from SRD web-sites to comma delimited input strings is quite easy. No manual typing and pasting into several campaigns works, too. So both approaches seem to work.

Put as many things as possible into one module :) I have one module for my own GM stuff (and a separate campaign for creating it), and one for player stuff :) I just add what I need at the moment :)

Weissrolf
December 6th, 2020, 01:47
Good idea, thank you. :rv:

Daso
December 6th, 2020, 02:09
Put as many things as possible into one module :) I have one module for my own GM stuff (and a separate campaign for creating it), and one for player stuff :) I just add what I need at the moment :)

That's what I do as well. I start up an empty game for my GM stuff, build there and export everything in that campaign as a mod. Super easy to update.

LordEntrails
December 6th, 2020, 03:28
Export to a module from your development campaign.
Open module in your play campaign.
Copy table to campaign.
Close module.

Be aware copy is now independent from the module and development campaign copy, but you don't have to worry about how many modules you have open.

Weissrolf
December 6th, 2020, 09:13
By "copy table to campaign" I understand that I first create a copy of the table and then drag it into the uncategorized group? This seems to work at least.

Having a GM and maybe player module ready also sounds like a good idea to handle over multiple campaigns. I do worry a bit about module organization, because the Module Activation window is rather basic in function and easily gets filled over time. I already bought an extension to make it smaller in size, though.

https://i.imgur.com/r6Yxx1t.png https://i.imgur.com/ltvk6KF.png

PS: We could use an option to hide modules that are no longer needed/used. For example, I am not going to GM the "Fall of Plaguestone" adventure anytime soon again, but it still keeps being downloaded with updates and thus showing up in my module list.

Zacchaeus
December 6th, 2020, 11:12
That's a piffling amount of modules :)

Use the search function to find what you are looking for rather than browsing through them.

Jiminimonka
December 7th, 2020, 12:21
You could make the tables into a module using /export

Weissrolf
December 7th, 2020, 14:28
I am following Kelrugem's hint and try to put all GM relevant stuff usable in multiple campaign into one module. Weather tables come to mind, for example.

Miko_Chan
December 9th, 2020, 06:02
How do I remove the automatically generated token rings so I can have square tokens again?41820

Moon Wizard
December 9th, 2020, 07:02
As noted in Discord, tokens always have rings when selected. If you want to add images as non-tokens, move them to the images folder, and add as image layers.

Regards,
JPG

legoboy177
December 9th, 2020, 14:57
How do i see the complete chat box log from previous sessions? I would like to see the rolls and results from a battle that was stopped midway but i don't know where the information is stored or if it's accessible.

Zacchaeus
December 9th, 2020, 15:18
Go into your FG Data folder and find your campaign inside the campaigns folder (the folder will have the same name as your campaign name). Inside that you'll find a file called chatlog.html which contains the chat for the campaign.

legoboy177
December 9th, 2020, 21:38
How do i lock LoS occludders? I want the players to be able to see a door or window but only allow the GM to open or close them.

Broken.Arrow
December 9th, 2020, 21:48
How would a DM create a Welcome Banner for players who log on to the server? I am not looking to change the background. I am looking to display the banner in the chat window immediately after the player logs on.

Zacchaeus
December 9th, 2020, 22:04
How do i lock LoS occludders? I want the players to be able to see a door or window but only allow the GM to open or close them.

Hold down SHIFT and click on the door. See videos 10-13 here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

Zacchaeus
December 9th, 2020, 22:05
How would a DM create a Welcome Banner for players who log on to the server? I am not looking to change the background. I am looking to display the banner in the chat window immediately after the player logs on.

Sam answer as you got on Discord https://www.fantasygrounds.com/forums/showthread.php?22369-Message-of-the-Day-%28MOTD%29-Extension

legoboy177
December 11th, 2020, 12:21
How do i increase the font size? My players are having difficulty seeing a lot of the text due to its size.

Weissrolf
December 11th, 2020, 13:03
Either via /scaleui (increases everything) or by installing a theme or font extension:

https://www.fantasygrounds.com/forums/showthread.php?57197-Fonts-from-Google-Fonts

You can edit the scripts in these extensions via text editor, they include the font sizes.


<!-- Formatted text field regular text default size 14-->
<font name="reference-r">
<ttf file="graphics/fonts/Roboto-Regular.ttf" name="Roboto" size="16" />
<color value="#000000" />
</font>

Weissrolf
December 11th, 2020, 14:03
Is there a way to delete campaigns other than manually deleting the campaign and the corresponding cache folder via OS?

Zacchaeus
December 11th, 2020, 16:27
No, deleting the campaign folder is all that's required.

Weissrolf
December 11th, 2020, 16:37
So it needs to be done externally and the corresponding cache folders need to be deleted manually, too. Thanks for the answer.

Weissrolf
December 12th, 2020, 15:42
Are db.session files the same as db.backup files? I noticed the name-change happened from a specific date onwards (end of Oct, early Nov)? Are these full backup files that can be renamed to db.xml when something goes wrong?

Zacchaeus
December 12th, 2020, 16:11
Whenever FG starts a campaign it creates the db.xml file as well as a file called db.restore. If for whatever reason FG does not exit cleanly then if a db.restore file is found it changes that file name to backup when the campaign is next opened. In an existing campaign whenever the campaign is opened on a new day a session.db file is also created as well as the restore file.

So, to answer your question. The main file is the db.xml; there could be a backup.db file which will be a copy of the campaign when it last started up and there could be several session files which are saves at various points in the campaign's history. And, yes, the backup and/or session files can be renamed to db.xml in order to restore a campaign to a previous state.

Weissrolf
December 12th, 2020, 16:14
Useful information, thanks for the answer! :)

Weissrolf
December 13th, 2020, 09:04
Is it intentional that PCs removed from the combat tracker have their token not deleted on the map? NPCs get removed from both.

Zacchaeus
December 13th, 2020, 14:27
I'm not sure if that is a bug or not. Generally PCs are never removed from the CT once placed there. However if a PC is deleted from the CT (and the token isn't just moved onto another map); then it does leave a ghost token. A similar thing happens if a PC that's on the CT gets deleted from the character selection window. It doesn't remove the PC from the CT or map.

Weissrolf
December 15th, 2020, 09:09
What things other than &# symbols (German Umlaute öäü and various special chars) get changed in db.xml when a campaign is transferred from Classic to Unity? Can these be revoked by using find & replace logic in an editor?

GMSean
December 19th, 2020, 16:40
How do I increase token title size? (specifically, the name assigned to the token that appears when you select it or hover over it, as you've set via options) What determines its base size? (is this a map scale thing?) As is, at least for my group, it is laughably small and not useful, which is unfortunate.

Zacchaeus
December 19th, 2020, 17:25
How do I increase token title size? (specifically, the name assigned to the token that appears when you select it or hover over it, as you've set via options) What determines its base size? (is this a map scale thing?) As is, at least for my group, it is laughably small and not useful, which is unfortunate.

It depends on a number of factors but it is more of an issue with maps with a lot of pixels on them I think. To make the names more readable put a token on your map and right click on it and then select unlock token scale. Then right click again and select lock token scale and then delete it and then put it back on the map. After unlocking the scale in the first step you can resize the token if you want before locking the scale but I usually find that just unlocking and then locking again does the trick.

Katapraktoi
December 20th, 2020, 17:40
Hello!

Is there a way for me as GM to limit what icons the players can see and click in the sidebar? I'm using the CoreRPG ruleset and want to keep them from accessing the NPC, Vehicles, and Story buttons by not showing them at all. The problem is, I've logged in as a player on my second computer, and I can click "library" and make every single button accessible for me, so I'm guessing my real players will also be able to do that.

Thanks in advance!

Zacchaeus
December 20th, 2020, 17:45
Hi Kataraktoi, welcome to FG.

No, you can't hide buttons. But unless you have shared them with your players they won't see NPC's, stories or Vehicles. Just because they have a button doesn't mean that there will be anything there when they click on it.

LordEntrails
December 20th, 2020, 17:46
Hello!

Is there a way for me as GM to limit what icons the players can see and click in the sidebar? I'm using the CoreRPG ruleset and want to keep them from accessing the NPC, Vehicles, and Story buttons by not showing them at all. The problem is, I've logged in as a player on my second computer, and I can click "library" and make every single button accessible for me, so I'm guessing my real players will also be able to do that.

Thanks in advance!
No. But there really isn't any need for you to control what lists/button they can see, because unless you share with them an NPC, or allow them to load an NPC source module, the NPC list will be empty. Same will all the other lists/buttons. You can prevent a source from being loaded by dragging the red x into the icon for the module in the library.

Rivanknight220
December 24th, 2020, 03:46
A thousand pardons if this has been answered somewhere before, but I was looking at the Unity Wiki for 5E Campaign Options and saw that there should be an option for Chat: Show Portraits. However when I looked for it in my game the option isn't there at all. Is this as intended or a bug? Thanks!

LordEntrails
December 24th, 2020, 04:45
A thousand pardons if this has been answered somewhere before, but I was looking at the Unity Wiki for 5E Campaign Options and saw that there should be an option for Chat: Show Portraits. However when I looked for it in my game the option isn't there at all. Is this as intended or a bug? Thanks!
I think the option was removed in the last year or so. Not sure though

Zacchaeus
December 24th, 2020, 09:20
It looks like it has been removed and I can't find anything in the patch notes that says it was removed or why (it must have been a good while ago since it's not an option in Classic either). I'll see about getting the wiki entry removed.

It defaults to showing the portrait - so probably the reason it was removed is that everyone used that option and didn't use the one where it was turned off.

Moon Wizard
December 25th, 2020, 00:23
I removed from the wiki. It was an old option that almost no one used; so it was deprecated.

Regards,
JPG

Weissrolf
December 25th, 2020, 12:16
How do I send an image/story link to a single player only? I tried /whisper, but it does not seem to accept links.

Zacchaeus
December 25th, 2020, 12:27
Drag anything and drop it onto the player portrait on the top left of the UI. You can drag/drop a chat frame as well to whisper it by dragging the chat icon from the story entry.

Weissrolf
December 26th, 2020, 00:15
Thanks, I thought I tried that, but obviously I did not. It works as expected. Is there a way to ID an NPC only to the one player I share the record with, though?

I also wonder how to use the language dropdown in a whisper to a single player?

Weissrolf
December 26th, 2020, 00:34
I recently got an error popup about cache data when I connected as player to my own GM server. This was with the server being a cloud server, so I could not use localhost to connect. It was a one-off, but I wonder if GMs are supposed to use the cloud connection when they want to connect as PC to their own local server?

Zacchaeus
December 26th, 2020, 01:11
Thanks, I thought I tried that, but obviously I did not. It works as expected. Is there a way to ID an NPC only to the one player I share the record with, though?

I also wonder how to use the language dropdown in a whisper to a single player?
If you make a copy of the NPC and change the name then if that NPC is unique it will be ID’d only to the player you share it with. Otherwise an NPC is either ID’d to everyone or to no one.
I’m not sure you can send a whisper in a different language since it needs to pass through the OOB in chat for that to work. You could try selecting the language and the do /W and paste the text into the chat before pressing return. I don’t know if that would work. I’m pretty sure it won’t work if you drag and drop a chat bubble onto a player portrait.

Zacchaeus
December 26th, 2020, 01:14
I recently got an error popup about cache data when I connected as player to my own GM server. This was with the server being a cloud server, so I could not use localhost to connect. It was a one-off, but I wonder if GMs are supposed to use the cloud connection when they want to connect as PC to their own local server?
If you start a LAN game then connect the second instance with localhost. If you start a Cloud game then join using join by DM name with the second instance. (That is use your own username).

Weissrolf
December 26th, 2020, 01:32
I tried the /w using language dropdown part, unfortunately it did not work. While we are at it, I noticed that I have to use the full name for whispering, but mean to have read that the first few letters should suffice?

Copy of NPC it is then for personal ID.

I knew about the LAN game localhost part and I am using the cloud game GM name thing. But seeing the one-off cache error message I wasn't so sure if GMs were supposed to do the cloud connection to themselves.

Zacchaeus
December 26th, 2020, 09:48
I tried the /w using language dropdown part, unfortunately it did not work. While we are at it, I noticed that I have to use the full name for whispering, but mean to have read that the first few letters should suffice?

Copy of NPC it is then for personal ID.

I knew about the LAN game localhost part and I am using the cloud game GM name thing. But seeing the one-off cache error message I wasn't so sure if GMs were supposed to do the cloud connection to themselves.

Yep, I just did some testing (I wasn't on my computer last night when I replied) and I can't see a way to send a chat bubble in a different language either. And yes, you need to type the full name in a whisper. One thing that would work is if you had the chat bubble already in the language that you wanted - but then it wouldn't get translated. I''m guessing here that whispers don't go through the normal channels when text is sent to players.

Also, yes, if you are joining your own Cloud game it is perfectly fine to use the Join by DM name option (in fact it's the only way you can join a cloud game on the same computer). I do this frequently and I haven't seen any errors - so it is probably, as you say, a one off.

Weissrolf
December 26th, 2020, 10:23
Thanks again. That "one-off" might have been a Dropbox related thing. I successfully used Onedrive for months and switched to a Dropbox based folder lately in order to test its reliability with FGU. Firefox has trouble successfully downloading directly into the Dropbox folder (often 0 byte files) and one of my player claimed to have lost his character leveling we did at the end of a session while all other players did not. So Dropbox seems potentially more problematic than Onedrive, but I will keep testing it for some more time.

Zacchaeus
December 26th, 2020, 10:54
You haven't synced your Dropbox or Onedrive to FG Data folders have you? This is extremely likely to end up with you losing data. It's fine to have your data backed up there but make sure that you are not syncing when FG is running otherwise you'll have issues eventually.

Weissrolf
December 26th, 2020, 11:07
Yes, I read this horror story repeatedly, but no one cared to give a meaningful explanation or discern different cloud services, so the most likely reasons are software bugs or user errors. As a result I prefer to test these things myself and allow myself to make use of modern cloud possibilities instead of fearfully staying in the digital stone-ages out of hearsay.

No need to discuss this further here, this is not the thread for it and others got locked. I only wanted to let you know that the "one-off" might have been based on Dropbox specifics and thus not a FGU problem. Thanks for clarifying that connecting a second instance via GM name is the correct way of doing things. Thanks again for that and have nice holidays (what is left of it). :)

TungstenShark
December 27th, 2020, 17:45
I just downloaded some map and token packs to play around with. How can I take a map and rename it to use with a specific campaign? After I get the maps I want to use, I don't want players having to download all of the maps in each pack when they connect, just the ones I want to use so I don't have to enable all the modules. I may not be asking clearly enough as I'm still learning the system.

LordEntrails
December 27th, 2020, 17:52
I just downloaded some map and token packs to play around with. How can I take a map and rename it to use with a specific campaign? After I get the maps I want to use, I don't want players having to download all of the maps in each pack when they connect, just the ones I want to use so I don't have to enable all the modules. I may not be asking clearly enough as I'm still learning the system.
If you add the file as an Asset , then you will need to create an image in your play campaign and then share that image with your players. Nothing else. You can also just add the file directly as an Image, and then share that with the players.

See the page on the wiki called Working with Images as a GM.

Zacchaeus
December 27th, 2020, 18:20
Just as in Classic you just share the image with your players. You don't need to share modules (assuming that the images are in the modules folder in the first place).

Grommit57
December 28th, 2020, 19:51
How do I create modules with LOS data on the maps? Anything special I should know before attempting this? Any instructions anywhere?

Zacchaeus
December 28th, 2020, 19:56
If you mean modules where all of the content has been created in Unity then just export as you would normally and the LoS will be exported with the images you created.

If you created the modules in Classic then the instructions for that are here. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/260440084/Developer+Guide+-+Extracting+LOS+Data+for+Modules

Grommit57
December 28th, 2020, 20:39
Generic forest maps, houses and such I've applied LoS and would like to be able to reuse in other campaigns. Everything been done in Unity

Zacchaeus
December 28th, 2020, 20:49
Generic forest maps, houses and such I've applied LoS and would like to be able to reuse in other campaigns. Everything been done in Unity

Then the first option; just export as you would have done in Classic.

Grommit57
December 28th, 2020, 20:58
Thank You Sir. It just seemed way too easy.

Galdor
January 13th, 2021, 11:17
How do I make invisible a part of map became visible through Line of Sight?

Jiminimonka
January 13th, 2021, 12:45
If you are talking about masking, then you have to unmask the area and the LOS will automatically work as the tokens move. If you are talking about the map not showing LOS then you have to click on the Padlock icon and unlock the editing feature for the image and enable LOS.

42819

Galdor
January 13th, 2021, 13:15
If you are talking about masking, then you have to unmask the area and the LOS will automatically work as the tokens move. If you are talking about the map not showing LOS then you have to click on the Padlock icon and unlock the editing feature for the image and enable LOS.

42819

I am talking about a specific part of map revealed by LOS: as I GM, I want to hide that specific part of map revealed, even if players could see it according to their LOS

Jiminimonka
January 13th, 2021, 13:22
Use the mask feature then. For now. Once LOS is implemented fully then their LOS will have a limit.

Zacchaeus
January 13th, 2021, 16:27
I am talking about a specific part of map revealed by LOS: as I GM, I want to hide that specific part of map revealed, even if players could see it according to their LOS

See video two in the first post. This how how you can use the mask and Los together.

Galdor
January 13th, 2021, 17:24
See video two in the first post. This how how you can use the mask and Los together.

Thank you for the hint!

marqss
January 13th, 2021, 20:51
I know that you can substitute a math equation as the left argument for the dice formula (eg [5+7]d6), but I can't seem to find a way to substitute another die result in that place.
I'm trying to achieve something like (10d10s7)d100, but the formula treats the right-most 'd' as 'drop', not as 'die', so instead of "roll between zero and ten d100s" I get "count all dice above 7 from 10d10 drop 100".
Is what I'm trying to do achievable at all? Is it supposed to be achievable?

Zacchaeus
January 13th, 2021, 21:00
I can't say since I haven't played with the dice roller (no need to so far), but all the information is here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640101/Rolling+Dice

Bonkon
January 25th, 2021, 18:59
Good Day Zacchaeus :)
I was perusing another thread and you directed someone to watch Video 14. As I was watching it I noticed that the PC tokens are different on the DM and Player views. I had this happen once in my campaign and was wondering if it is something that happens often? :)

Thanks for all the great videos and help you always give! :)

Zacchaeus
January 25th, 2021, 19:10
Well you noticed more than I did and I haven't seen it happen before or since (well I've never actually seen it happen at all - until you pointed to the video).

Weissrolf
January 26th, 2021, 09:17
- How do I change a LOS line from one element (like pit) to another (like wall)?

- How do I remove a LOS point so that the lines break in between points? I managed to do that with one pit (to open the lines on one side), but not with another (lines kept reconnecting, regardless of which delete option I used).

Zacchaeus
January 26th, 2021, 10:03
It depends on what type of occluder that your are trying to edit. Some, like terrain, doors and pits need to be closed polygons, so if you delete a point it will automatically join itself together to preserve its closed status. There isn't an automatic way to change from one occluder type to another, so you'd need to delete the first and then re-draw it as the one you want.

If you want to make a gap in a wall (or other occluder type that isn't a closed polygon) then you can draw a square on top of the wall line and then delete the square which will leave two points on the line which you can use to delete a portion of the wall. You can also draw a small wall section bisecting a line and use the same trick to remove a section. See the videos on LoS in the first post for examples of how to edit occluders that have already been drawn.

Weissrolf
January 26th, 2021, 11:04
Too bad about pits having to be closed polygons and always only allowing to look into, not the other way around. Is there a way to get (open polygon) walls/illusions that allow to look through from only one-side, but occlude from the other side?

This way we can occlude cliff that allow to only look down, but not up (think mining pits or steep cliffs), or one-sides mirrors.

Zacchaeus
January 26th, 2021, 12:27
No, there's no one way occluder at the moment. The closest would be illusionary walls which block LoS but not movement.

Jiminimonka
January 26th, 2021, 12:42
- How do I change a LOS line from one element (like pit) to another (like wall)?

- How do I remove a LOS point so that the lines break in between points? I managed to do that with one pit (to open the lines on one side), but not with another (lines kept reconnecting, regardless of which delete option I used).

Cant change one LOS type to another. Maybe in future we can.

For the line break, draw a line across the existing one and then delete the 3 newly created nodes.

Zacchaeus demonstrates it in one of his videos.

Weissrolf
January 26th, 2021, 13:16
I needed the line-break for a pit, which I just learned cannot be broken up. Pits are the closest to one-way see-through lines (can look into, but not out).

Weissrolf
January 26th, 2021, 13:30
How do I temporarily disable the mask without having to delete it entirely? There does not seem to be a dedicated mask layer that can be switched on/off.

Zacchaeus
January 26th, 2021, 16:26
There isn't that I am aware of. The mask is either on or off. Once it's on then you can punch holes in it. but if you turn it off then it will all go off and when you turn it back on it will have lost any holes in it.

Egheal
January 27th, 2021, 20:05
just clic on the eye to make it invisible or only visible for the DM.

adamdane
January 29th, 2021, 19:26
Is there a way to remove a token from initiative but not from the map? I have large fights sometimes with lots of minions/mooks and it's tough scrolling through lists of inactive enemies while simultaneously leaving their position on the map for things like area-of-effect healing which might put them back into a fight.

Fate
January 29th, 2021, 20:11
I've run into a problem in the last couple sessions where I am now forced to confirm my players moves on the map where as this was not a problem previously. Is there a way to disable this so my players can move about freely without me having to confirm every step they take?

Dire Weasel
January 29th, 2021, 20:13
You can Unlock Tokens from the right-click context menu.

adamdane
January 29th, 2021, 20:16
I've run into a problem in the last couple sessions where I am now forced to confirm my players moves on the map where as this was not a problem previously. Is there a way to disable this so my players can move about freely without me having to confirm every step they take?

That's a map setting, you'll want to turn Token Lock off:

43325

Zacchaeus
January 29th, 2021, 20:18
I've run into a problem in the last couple sessions where I am now forced to confirm my players moves on the map where as this was not a problem previously. Is there a way to disable this so my players can move about freely without me having to confirm every step they take?

It isn't a problem - it's a feature. Token lock is now on by default. You can toggle it using the token lock toggle (unlock the map and click the token lock toggle next to the LoS toggle). Or as noted above use the right click menu.

Zacchaeus
January 29th, 2021, 20:21
Is there a way to remove a token from initiative but not from the map? I have large fights sometimes with lots of minions/mooks and it's tough scrolling through lists of inactive enemies while simultaneously leaving their position on the map for things like area-of-effect healing which might put them back into a fight.

No, you could make the token invisible on the CT and use the skip hidden tokens option. Mostly when an NPC dies they don't come back so I remove those from the CT at that point. You might want to use dying rules for significant NPCs but for minions and mooks as you call them I'd just remove them when they die.

Fate
January 29th, 2021, 22:01
that clears things up nicely, thank you kindly, and good gaming to you all.

DCrumb
January 30th, 2021, 02:54
Is there a way to remove a token from initiative but not from the map? I have large fights sometimes with lots of minions/mooks and it's tough scrolling through lists of inactive enemies while simultaneously leaving their position on the map for things like area-of-effect healing which might put them back into a fight.


No, you could make the token invisible on the CT and use the skip hidden tokens option. Mostly when an NPC dies they don't come back so I remove those from the CT at that point. You might want to use dying rules for significant NPCs but for minions and mooks as you call them I'd just remove them when they die.

The only time that this can cause a problem is if you have an invisible enemy and need to keep it in the initiative order. Just having it have the invisible tag doesn't make it disappear from the player's views.

adamdane
January 30th, 2021, 21:40
No, you could make the token invisible on the CT and use the skip hidden tokens option. Mostly when an NPC dies they don't come back so I remove those from the CT at that point. You might want to use dying rules for significant NPCs but for minions and mooks as you call them I'd just remove them when they die.

I agree that its possible to just handwave away mooks and minions, but that's not the game I want to play when the mechanics for the games I'm playing make keeping track of these things important.

Lady Archer
January 31st, 2021, 19:17
How do I rotate the FGU module maps and retain the notes/LOS built in? (Specifically talking about Hoard of the Dragon Queen episode 6 castle maps.)

Zacchaeus
January 31st, 2021, 22:12
How do I rotate the FGU module maps and retain the notes/LOS built in? (Specifically talking about Hoard of the Dragon Queen episode 6 castle maps.)

Unlock the map and then select the Paint tool and use the rotate buttons.

Lady Archer
January 31st, 2021, 22:31
Unlock the map and then select the Paint tool and use the rotate buttons.

Thanks for your quick reply Zacchaeus! However I must be missing something because when I rotate the map that way, the pins do not move with the map. See attached image. Could you tell me step by step how to rotate the map with the DM note pins?

43382

Zacchaeus
February 1st, 2021, 00:43
Ah, I misread your initial post. I thought you just meant LOS, but I see you also mentioned pins. You’ll need to manually moved the pins since those are fixed at an x, y point relative to the top left (or right I can’t remember now) of the map. So in other words FG can’t work out where the new position should be. The map and LOS will move ok, but not the pins.

lamorric
February 2nd, 2021, 21:28
Is there a way to turn off the sound effects, for instance on the dice rolls?

Zaister
February 2nd, 2021, 21:32
Is there a way to turn off the sound effects, for instance on the dice rolls?

/dicevolume off

TungstenShark
February 4th, 2021, 03:47
I might be dreaming, but at one time I thought I watched a video (or maybe it was a tutorial in-game) to generate random inventory for a store if players wanted to go do some shopping in town. It didn't mean much to me at the time (I was still working on the very simple basics) but now I would like to try this. For the life of me I cannot seem to find this now. Can anyone point me in the right direction, or did I just imagine this?

LordEntrails
February 4th, 2021, 04:09
I might be dreaming, but at one time I thought I watched a video (or maybe it was a tutorial in-game) to generate random inventory for a store if players wanted to go do some shopping in town. It didn't mean much to me at the time (I was still working on the very simple basics) but now I would like to try this. For the life of me I cannot seem to find this now. Can anyone point me in the right direction, or did I just imagine this?
You can create this yourself using Story Templates and Rollable Tables. Or there are several modules and products you can find that do this. I believe their is one or two on the DMsGuild and Jim Socks Content Generator here on the forums might do it as well.

So, no links but if you have trouble finding them let us know and I can search for them.

Zacchaeus
February 4th, 2021, 10:44
I might be dreaming, but at one time I thought I watched a video (or maybe it was a tutorial in-game) to generate random inventory for a store if players wanted to go do some shopping in town. It didn't mean much to me at the time (I was still working on the very simple basics) but now I would like to try this. For the life of me I cannot seem to find this now. Can anyone point me in the right direction, or did I just imagine this?

This video might help https://www.fantasygrounds.com/forums/showthread.php?37400-Video-on-Story-Templates

And there's also this Wiki article https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640973/Using+Story+Templates+to+Create+Random+Stories

Sgt.Rock008
February 8th, 2021, 17:37
Not sure if this is the right thread for this but...

In the D&D 5e character sheet: What is the "caster" box for in the Class and Level window? Options are: 1 x, 1/2 x, 1/3 x, and blank.

Zacchaeus
February 8th, 2021, 17:42
It's for the different levels of caster. Caster level depends on when the class gets its spells. So a Wizard gets their spells at level one and is therefore a full caster (1x); A Paladin gets their spells at level two and so is a half caster (1/2x) and an Arcane Rogue gets theirs at level 3 and so is a 1/3 caster. This is impoortant for calculating the number of spell slots that a multi-class character gets.

Sgt.Rock008
February 10th, 2021, 13:20
Perfect! Thanks, Zacchaeus.

spiderterp
February 10th, 2021, 20:55
If this is the wrong thread to ask this my apologies and I would appreciate being directed to the correct resource. I have been scouring the posts trying to find an answer and have had no luck so far.

I am setting up an NPC for a 5e campaign that I have been running in person and it has been almost a year since we have been able to gather so I am trying to set everything up in FG.

I have the spells and most other things set up properly for this NPC except for:

Sacred Weapon. As an action, Penelope can
wreath her weapon in positive energy. For
one minute she adds +3 to her attack rolls,
and her weapon sheds light in a 20 ft.
radius. She must take a rest before she can
use this ability again

and:

Divine Smite. When Penelope hits a
creature with a melee weapon attack, she
can expend one spell slot to deal radiant
damage to the target. The damage is 2d8
for a 1st level slot, +1d8 for each level slot
higher than first. This damage increases
by 1d8 against undead of fiends.

and:

Lay on Hands (1/Day). Penelope magically
heals up to 45 hit points for one creature
she can touch, including herself.

I am not sure if multiattack can be automated: Multiattack. Penelope makes two melee or
ranged attacks.

Any advice would be welcome. Thanks.

Zacchaeus
February 10th, 2021, 22:03
Welcome to FG.

See here for the things you can set up in NPCs to automate attacks etc. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters

For the Sacred Weapon and Divine Smite you'll need to set up new attack actions to deal with the bonus attack and damage rolls (sacred weapon) and the radiant damage (divine smite). For the lay on hands a new ability will be needed and include the wording <the NPC> regains 45 hit points. You can't do anything about multiattack to automate it.

spiderterp
February 10th, 2021, 22:11
Thank you. I will work on that. I am not sure where I add an "ability". I do not see this section in the NPC creation. Does it go under "Traits"?

Zacchaeus
February 11th, 2021, 01:13
Yes, I should have said trait.

spiderterp
February 11th, 2021, 19:54
Sorry to bother you again, I feel so stupid that I cannot figure this out and have spent hours trying to do this correctly and I cannot get it to work. The basic melee weapon attack I have set up functions fine. I can roll the attack and the damage. The Divine smite I am trying to set up does not. I can roll the attack but the only the damage at the end will highlight to roll.

Also, how to use the spell slots as specified. I also feel it will be impossible for me to set up the sacred weapon as referenced below with the shedding of light and requiring a rest before the ability can be used again.

Sacred Weapon. As an action, Penelope can wreath her weapon in positive energy. For one minute she adds +3 to her attack rolls, and her weapon sheds light in a 20 ft. radius. She must take a rest before she can use this ability again

Divine Smite. When Penelope hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage to the target. The damage is 2d8 for a 1st level slot, +1d8 for each level slot higher than first. This damage increases by 1d8 against undead of fiends.

I have attempted to attach a screenshot.



43649

Zacchaeus
February 11th, 2021, 20:38
You can't do everything with an NPC that you can do with a PC. One thing you can't do without an extension is to add effects to an NPC. (see here if you are interested https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters).

Below is a sample character with the things you want on it. Note the Divine strike ability - the wording there creates the effect of the extra radiant damage and you'd need to apply that effect once the NPC is on the CT as shown (just double click it). See also the Divine Smite attack and the Sacred weapon attack lines. I have assumed a rapier for the damage roll and used your base +7 to hit from your graphic. So it's just a question of adding 3 to the attack and damage rolls. You can show that this can only be used once by adding the (1/Day) to the attack descriptor. See also the spell slots on the CT. This NPC has three 1st level slots; so when they use an instance of their Divine Smite then you can manually change the three to a 2.

One thing to note; if this is an NPC which is going to be used a lot or is a recurring villain or companion to the party then I'd consider making it as a PC under the DMs control. It'd make your life a lot easier. If this is a one off NPC then don't spend a huge amount of time sweating the details. Even a boss NPC is very unlikely to last long enough to worry about how many spells slots they have left or how long an ability will last for.

spiderterp
February 11th, 2021, 20:44
Thank you so much.

Rivanknight220
February 13th, 2021, 21:49
Hi everybody! Is there a way for players to be able to add the "Player" log entries to the calendar? It seems a little silly for me to have to enter logs for them.

Zacchaeus
February 13th, 2021, 21:53
No, players can't create anything other than notes. Except if you use this extension which does a whole lot more than just add the ability for players to create and share notes, https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension

Rivanknight220
February 13th, 2021, 22:03
Thanks for the info and also for bringing that extension to my attention!

Weissrolf
February 18th, 2021, 12:10
How do I remove NPC from combat tracker without removing their corresponding token from the map? Wading through the beaten up remains of enemies is difficult terrain in my groups.

Naroe
February 18th, 2021, 12:43
I'll be interested in answers to this one as well as I like slippery footing and difficult terrain from corpse build up as well.

I had been using circular pointers in some of my sessions then deleting the combat record but its a pain.

I have just tried following
Creature is dead.
You click on the stats link on the RH side of combat tracker for that creature to open the creatures stats.
Drag the icon from the stat block on top of the token on the map then delete the combat tracker record.
It will leave behind the token you dropped in that location.
If you use blood effects they will be gone though.

Only other method would be to set them to not visible in combat tracker and set skip hidden actor on in the options.
But set the token visibility on map to always visible.


Anyone with other better ideas????

Zacchaeus
February 18th, 2021, 14:58
How do I remove NPC from combat tracker without removing their corresponding token from the map? Wading through the beaten up remains of enemies is difficult terrain in my groups.

You can't without an extension and I don't think one exists. There's a couple of extensions which leave blood splatters or 'dead' tokens but I'm not sure if they work in Pathfinder. The simplest way would be to make them invisible on the CT and turn on skip hidden actor in options.

adamdane
February 18th, 2021, 17:45
Drag the icon from the stat block on top of the token on the map then delete the combat tracker record.
It will leave behind the token you dropped in that location.


Hey I like this solution a whole lot, I think it'll work for me, even though it's a couple of steps per enemy. Sure are a lot of people asking for this kind of token behavior these days.

Lady Archer
February 22nd, 2021, 03:26
Hi There!

My player has the Ioun Stone (Mastery) which increases his proficiency bonus. How does this work on FGU? I don't see how I as the DM can increase his proficiency bonus. Thank you for all of your help in advance!

Lady Archer

Zacchaeus
February 22nd, 2021, 03:53
You’d need an effect which added 1 to anything that uses proficiency to compute - so ATK: 1; SKILL:1 (list of proficient skills); SAVE:1 etc

Weissrolf
February 22nd, 2021, 10:33
-removed- seems to already work that way. Need to clarify with my player.

Lady Archer
February 23rd, 2021, 02:18
Thanks for your quick reply Zacchaeus!

Could you be a bit more specific for me? How would I go about creating an effect? I also see the item needs to be attuned. Is there a way to track attunement and is that why it is not updating automatically? It may also be worth noting that I am pulling the Ioun Stone (Mastery) item from the SRD and I do not own the Dungeon Master's guide in FGU.

Thanks again for all your help!

Lady Archer

spoonhead
February 23rd, 2021, 06:24
Is there a way of opening every story entry with the padlock unlocked so I can edit straight away? The default is always locked I know, but I tend to edit my story entries with more flavour text, links to stuff etc.

Is there an extension that does/could do that?

LaiJien
February 23rd, 2021, 07:48
[QUOTE=Lady Archer;581572]Thanks for your quick reply Zacchaeus!

Could you be a bit more specific for me? How would I go about creating an effect? I also see the item needs to be attuned. Is there a way to track attunement and is that why it is not updating automatically? It may also be worth noting that I am pulling the Ioun Stone (Mastery) item from the SRD and I do not own the Dungeon Master's guide in FGU.

Thanks again for all your help!

While you're waiting for Zacchaeus to reply, you might want to take a look at this Effects How To website. Regarding attunement, I believe that is something you just have to roleplay - there is nothing in the code to indicate that.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation

Also, Rob Twohy has a wonderful extension on dmsguild that covers many conditions. Here is the link.

https://www.dmsguild.com/product/192648/Conditions--Effects-for-Fantasy-Grounds?term=conditions

Good luck!

Weissrolf
February 23rd, 2021, 10:06
How do I unlock a map in maximized/desktop view? The corresponding toolbar vanishes.

Zacchaeus
February 23rd, 2021, 14:33
Thanks for your quick reply Zacchaeus!

Could you be a bit more specific for me? How would I go about creating an effect? I also see the item needs to be attuned. Is there a way to track attunement and is that why it is not updating automatically? It may also be worth noting that I am pulling the Ioun Stone (Mastery) item from the SRD and I do not own the Dungeon Master's guide in FGU.

Thanks again for all your help!

Lady Archer

Here's a link to some videos; the first one will show you exactly how to set up and effect. https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E

You'll want to create an effect of ATK:1; SAVE: 1, <ability>,<ability>; SKILL: 1, <skillname>, <skillname> where ability is the name of the ability that the character has proficiency in and skillname is the skills that the character is proficient in. So it might look like ATK: 1; SAVE: 1;strength, charisma;SKILL: 1, athletics, deception, perception, religion

Zacchaeus
February 23rd, 2021, 14:33
Is there a way of opening every story entry with the padlock unlocked so I can edit straight away? The default is always locked I know, but I tend to edit my story entries with more flavour text, links to stuff etc.

Is there an extension that does/could do that?

Not that I am aware of on both counts.

Zacchaeus
February 23rd, 2021, 14:35
How do I unlock a map in maximized/desktop view? The corresponding toolbar vanishes.

You can't unlock a map in maximised view.

Weissrolf
February 25th, 2021, 18:23
But you can switch a map to maximized view once its unlocked and it will show the unlocked sidebar. So it's possible to combine both, they just forgot to add the button in max mode?!

merkvah
March 1st, 2021, 17:12
EDIT:

pebkac.

Sorry.

Zacchaeus
March 12th, 2021, 12:29
Added a new quick and dirty video covering the new lighting system currently in Beta. Note it is beta so things may change.

Sgt.Rock008
March 12th, 2021, 13:26
Added a new quick and dirty video covering the new lighting system currently in Beta. Note it is beta so things may change.

How does one get the beta version to try it and help with testing?

ddavison
March 12th, 2021, 14:11
You can switch to the TEST channel to play around with the new lighting. You can see some basic steps and sample videos here:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens

Baelzar
March 12th, 2021, 19:17
How do I move the character portraits in the top left corner elsewhere? I thought I saw in recent patch notes that it was possible, and there's a little clickable button up there, but all it yields is a blank circle menu.

Zacchaeus
March 12th, 2021, 19:24
Click the lock button to unlock and a reset position button will appear. Click and drag in the space below that button to reposition the portraits.

LordEntrails
March 12th, 2021, 19:55
How does one get the beta version to try it and help with testing?
Please read this post and understand the limitations and risks of using the Test channel.
https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1

legoboy177
March 14th, 2021, 15:59
Hello,

I tried searching for this and couldn't find anything on it.

I am currently running 5e Curse of Strahd. There are vampires in the module who should not heal and also take damage if they are in sunlight. What effect can i add to monsters with sunlight sensitivity to activate their abilities. I tried just typing in "Sunlight" as a line item in the effects but it did not work. I also have a drow in the same campaign who should also be affected while in the sunlight.

Zacchaeus
March 14th, 2021, 16:18
Hello,

I tried searching for this and couldn't find anything on it.

I am currently running 5e Curse of Strahd. There are vampires in the module who should not heal and also take damage if they are in sunlight. What effect can i add to monsters with sunlight sensitivity to activate their abilities. I tried just typing in "Sunlight" as a line item in the effects but it did not work. I also have a drow in the same campaign who should also be affected while in the sunlight.
There's no such effect so you'd need to handle that manually (assuming that you'd ever need to since Vampires are pretty clever and avoid the sun). For the Drow click on the DIS button before making any attack rolls. If the Drow is a PC then add an effect of DISATK in the actions tab and apply it when in sunlight..

TungstenShark
March 15th, 2021, 05:06
Playing in a 5e campaign, our druid used Conjure Animal to summon a bunch of wolves. No problem adding them to the map as well as the combat tracker, but I could not figure out how to give the druid control over the wolves (or other creatures) he summons. I just did it for him and it was no big deal, but I feel like I am missing something obvious.

Sulimo
March 15th, 2021, 05:11
Zacchaeus has a video for that (it's not specific to Unity I think, which is probably why it is not linked in the first post). Video here. (https://www.youtube.com/watch?v=eS5p68O5EuQ)

Zacchaeus
March 15th, 2021, 10:10
Playing in a 5e campaign, our druid used Conjure Animal to summon a bunch of wolves. No problem adding them to the map as well as the combat tracker, but I could not figure out how to give the druid control over the wolves (or other creatures) he summons. I just did it for him and it was no big deal, but I feel like I am missing something obvious.

In Unity you'll also need to turn on Party Vision and Movement (in options) in order to allow the Druid to control the NPCs (as well as the steps in the video Sulimo linked).

webdove
March 17th, 2021, 06:20
Hiho,
I have found a way to give players individual fog of war, but also give them a shared memory of the previously explored map.

I enable Party Vision, remove all characters and minions from party vision and create a metaPC called "PV" that is the only one included in Party Vision.

When the players are exploring they move the PV character in order to explore. Once they encounter something, the PV character is moved back out of the way (since they can all see in real-time through its eyes) and the PCs are moved into place for the encounter.

The PC's cannot see through each others eyes (except for individual minions that have been dragged from the CT to a Player Portrait which creates a real-time vision link that allows that Player to also see through that minions eyes in real-time just like a familiar). Thus they all have proper fog-of-war, but they share a common memory from the PV character of previously visited map areas.

It would be helpful if I could better control what is now in FGU the automatic insertion of all friendlies into Party Vision. Each time I restart a session I have to remember to remove all friendlies from Party Vision. Each time I add a new friendly character to the CT I must remember to remove them from Party Vision.

I would much prefer a setting in which nobody is automatically added to Party Vision and I only have to start the session by adding the PV character to Party Vision for the players to see their joint memory of previously explored areas and for players to have proper fog-of-war.

Would that be possible please?

Thanks
Web

LordEntrails
March 17th, 2021, 15:26
Have you tried if you have party vision option off, you can just add the PV token to Party Vision via right mouse each time you add it to a map. Therefore you only have to deal with one token, not all the others.

Weissrolf
March 18th, 2021, 23:24
How do I switch a map layer between invisible and "Visible to GM only" without cycling through "Visible to all"? This would allow GMs to use a label/legends layer that he does not want his player to see when he switches it on/off. Is there a keyboard shortcut or anything allowing that?

Moon Wizard
March 18th, 2021, 23:25
No, cycling is the only method right now.

JPG

Weissrolf
March 19th, 2021, 00:16
Thanks for the quick answer. Consider this a feature request then, as some things are not meant for mortal (players') eyes. ;)

webdove
March 19th, 2021, 00:56
Happy, happy, joy, joy!!

webdove
March 19th, 2021, 01:17
Well, that does eliminate the constant need to remove PCs and friendly NPCs from Party Vision to preserve fog-of-war, but Player loses the ability to control friendly NPCs (which they can do with Party vision and control enabled).
If those two functions could be split into two settings that would work perfectly for maintaining good fog-of-war.

Nevermind. It appears that the Assistant GM extension from SilentRuin grants control to owning PC's.

webdove
March 19th, 2021, 04:45
What would be the easiest way to add a 1.5x damage button?

Zacchaeus
March 19th, 2021, 09:08
What would be the easiest way to add a 1.5x damage button?

That would be a question more suited to the Workshop since it would involve writing an extension.

webdove
March 19th, 2021, 13:29
Thanks.
Is there a special section of the workshop for unity? Several of the tutorials make no mention of it.

LordEntrails
March 19th, 2021, 16:15
Thanks.
Is there a special section of the workshop for unity? Several of the tutorials make no mention of it.
Nope, just create a new post there and state you are looking do make the extension for Unity.

webdove
March 19th, 2021, 21:35
How do I use the effect modifier DMGX (N) [multiplier] Damage multiplier. For example a 2 would double damage, 0.5 would reduce the damage by ½.
I have tried adding the effect DMGX:2 and DMGX:[2] and nothing seems to happen to damage.
It is listed in: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641187/Reference+-+Effects

Zacchaeus
March 19th, 2021, 21:54
I think you'd need to ask that question in the 2e ruleset channel; I'm not familiar with it. Looking at the Wiki it would seem that DMGX: 2 would double whatever damage was rolled.

Widukind
March 21st, 2021, 20:11
I wonna delete FGU. What folders and files i need to safe for my campaign if i will Reinstall FGU

Zacchaeus
March 21st, 2021, 22:58
All your data will be in the FGData folder. Click on the little folder icon on the top left of the start screen to find where that is. Uninstalling FGU won't affect your data in any way. You don't say if you are changing computers but if you aren't then your data will still be there in the same place after you reinstall. If you are changing computers then copy the campaign folder from your old one into your new one - same place inside the FFG Data folder.

adarosa
March 26th, 2021, 04:04
I used to log in as a player to my campaign in the Original Fantasy ground program. That way other players would also see the character and everything worked smoothly.

They could see that characters chat and rolls etc.

How do I replicate this in Unity if I can't run that second instance of the program?

If there is a video or something please let me know

DCrumb
March 26th, 2021, 04:06
You should be able to start a second instance of Unity. If using the cloud broker, use your forum name to join your campaign. If using IP address, use localhost to join your campaign.

LordEntrails
March 26th, 2021, 04:39
I used to log in as a player to my campaign in the Original Fantasy ground program. That way other players would also see the character and everything worked smoothly.

They could see that characters chat and rolls etc.

How do I replicate this in Unity if I can't run that second instance of the program?

If there is a video or something please let me know
See the other reply on how to start a second instance. Note if you are on a Mac or running via Steam, the methods can vary.

You also have the ability to 'claim' a PC via the PC selection window where you right click and 'Take Ownership' of the PC.

Telccu
March 27th, 2021, 01:16
How do I add a table into F1 hotkey slot, so it opens the table, instead of sending the table name into chat?

Zacchaeus
March 27th, 2021, 01:34
Drag the dice roll button on the table into the Quick bar slot.

And welcome to FG.

Telccu
March 27th, 2021, 02:38
Drag the dice roll button on the table into the Quick bar slot.

And welcome to FG.

Thank you for welcoming and fast response.

Problem seems to be that it is reference table, so kinda unrollable. No dice roll buttons in that table. I would like to have fast shortcut to RR table in RMC ruleset. It is needed in out-of-combat situations quite often, like with poisons and I keep forgetting where the table is. Although now that I have tried several ways to shortcut it, I probably will remember where to find it already and would save only few clicks with that shortcut. :D

Zacchaeus
March 27th, 2021, 10:41
Sorry, not familiar with that ruleset. If it's in a reference page then drag the link icon on the top left of the reference page onto the quickbar slot.

Sulimo
March 27th, 2021, 18:27
That particular table cannot be put on the Hot Bar.

Unfortunately, it is a specific table type for Rolemaster. It's one of the tables for the Table Resolver.

The only thing I could suggest to maybe make things a bit faster, is to drag the RM Tables icon to the Hot Bar. If you drag it to a story entry first you could rename it to RR Table.

Here is a sequence showing it.

Drag the RM Tables icon to a Story Entry:
https://i.imgur.com/fA18Vn9.png

Rename the Story Entry, do not back space over the Link icon, the Red Iron Crown, that will delete the link itself, and you do not want that.
https://i.imgur.com/f6QlYO8.png

Then drag the Link icon (the Iron Crown) to the hot bar.
https://i.imgur.com/o592buL.png



Also, just FYI, any ruleset specific questions (like this one), would be better off in the Rolemaster Classic Sub-forum section (https://www.fantasygrounds.com/forums/forumdisplay.php?65-Rolemaster-Classic). You'll find more people familiar with the RMC ruleset there.

TheFlyingGribble
March 30th, 2021, 22:18
Hi,

I've looked but can't find out how to this, so apologies if I've missed something!

I'd like to create a label overview layer for an image, where I as a GM could add annotation to an image without it appearing to the players, by making the label overview layer visible to GM only. The Image Control Paint layer mode has line/rectangle/circle/stamp tools (described here (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640166/Working+with+Images+as+the+GM)) but no Text tool. Is there any way to do what I want from within FGU or do I need to use a separate tool to create the annotation with a transparent background and import that in addition to the underlying image?

Cheers,

TFG

Zacchaeus
March 30th, 2021, 22:24
Currently there is no text layer.

TheFlyingGribble
March 30th, 2021, 22:41
Currently there is no text layer.

Thanks. I'll refresh my Photoshop skillz then ;-)

merkvah
April 1st, 2021, 21:40
So, I'm not even sure if this is possible, but it seems like it should be, given what else FGU can do:

If I layer two maps in a FGU image, can I erase portions of one to show the other? For example, if I add a tile of water first, and then overlay it with a tile of grass, can I erase a section of the grass tile (in a manner similar to "revealing" a masked area) to create a river?

Could I create several layers of maps to show things changing through the course of the combat? I know I can add an element (like a roof on the witch's house) and then hide that... can I show or hide portions of whole maps?

I'm not sure if that's clear or not. I'm sorry if it doesn't make any sense.

LordEntrails
April 1st, 2021, 21:44
So, I'm not even sure if this is possible, but it seems like it should be, given what else FGU can do:

If I layer two maps in a FGU image, can I erase portions of one to show the other? For example, if I add a tile of water first, and then overlay it with a tile of grass, can I erase a section of the grass tile (in a manner similar to "revealing" a masked area) to create a river?

Could I create several layers of maps to show things changing through the course of the combat? I know I can add an element (like a roof on the witch's house) and then hide that... can I show or hide portions of whole maps?

I'm not sure if that's clear or not. I'm sorry if it doesn't make any sense.
Each image/asset can be placed on it's own layer. Each layer can have it's own alpha (transparency) value as well as be shown or hidden. So if you make your assets and the image correctly, you can show/hide the grass overlay layer as desired to achieve your desired effect.

Josh does a stream on YouTube/Twitch every week on mapping with FGU. He does some pretty cool things, you may want to check it out. https://www.youtube.com/playlist?list=PL3h0dIaiayC9HEfu73vRNoTFVHqHwMd2s

merkvah
April 1st, 2021, 22:08
Thank you! I'll watch the videos to see how to do that. =) I appreciate your response!

Griogre
April 1st, 2021, 22:18
Generally speaking, yes, you can do what you want. However usually you can't subtract *part* of a tile, but you could add a stream on *top* of a tile. I'd second watching Josh's videos. If FGU's mapping tools are really new to you - you might find the GenCon seminar a good (if a bit dated) overview since it doesn't assume any knowledge.

Kumajuhl
April 2nd, 2021, 00:40
Hello, is there a way to reveal a layer through a pin? I will explain what I mean, just in case I'm not clear. In one of my games my players activated a trap that flooded the room with acid. I had created a layer (that I hid) to show the room filled with acid. The only way I know to reveal the layer is if you go to the map menu to hide or reveal layers. This is honestly a bit cumbersome, and I was hoping there'd be a way to add it to a room entry (through the pins) or if maybe there was an easier way to do it than having the layer menu open.

LordEntrails
April 2nd, 2021, 03:20
Hello, is there a way to reveal a layer through a pin? I will explain what I mean, just in case I'm not clear. In one of my games my players activated a trap that flooded the room with acid. I had created a layer (that I hid) to show the room filled with acid. The only way I know to reveal the layer is if you go to the map menu to hide or reveal layers. This is honestly a bit cumbersome, and I was hoping there'd be a way to add it to a room entry (through the pins) or if maybe there was an easier way to do it than having the layer menu open.
Nope :(

Urheil
April 2nd, 2021, 12:57
I want the los and lighting, when it's going to be released? Si there any link for following the progresa?

Zacchaeus
April 2nd, 2021, 13:42
LOS was released along with the initial release a year or so ago. Lighting is in Beta https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1

Urheil
April 2nd, 2021, 13:49
LOS was released along with the initial release a year or so ago. Lighting is in Beta https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1

Sorry, it's just i found a thread that said "los and lighting" and stucked.

Kumajuhl
April 2nd, 2021, 17:29
Nope :(

sadness :(

Zacchaeus
April 7th, 2021, 17:37
Yes, everything is forward compatible. So anything that works in Classic will work in Unity. However once you open that campaign in Unity there's no going back - so make sure you only copy the campaign over and not move it. The only caveat is that if you use a lot of extensions in Classic then some of those are known to create problems with campaigns in Unity.

Griogre
April 7th, 2021, 19:45
I just want to second *copy* the campaign don't move it so you have a backup. :)

Also drawings don't come over, and make sure you understand how to use assets and images it's the major change. There are some very good videos by Zacchaeus in the first post (easy to overlook now we're 45 pages in).

GMPirnice
April 10th, 2021, 16:23
Hey, Me and my group are fairly new to FGU so we are still learning how to use the program. Before the update I could connect with second instance of game to the same server I'm running as GM to see what player see and help them look for stuff or at least check if they have the same option as I see as GM. I now get license error when trying to connect with second instance... is there a new feature or way on how to do this now?

Zacchaeus
April 10th, 2021, 16:27
No, it's just the same as before. Once you have the first instance open in a campaign right click on the FG icon on the task bar and select Fantasy grounds to start the second instance then click join. If you started a LAN game then type localhost into the Join by IP address box. If you are running a Cloud game then type your username into the Join by DM name box.

Baelzar
April 11th, 2021, 23:25
How do I, a player, give control of my PC to another player so they can play two PCs at the same time?

I assume the GM must do something as well?

Sulimo
April 11th, 2021, 23:33
How do I, a player, give control of my PC to another player so they can play two PCs at the same time?

I assume the GM must do something as well?

If you are asking what I think you are asking, the GM would right-click Clear Owner on the character in question. Then the other player could pick up the other character, and play two at once.

If you wanted to switch back at some point, the GM would have to do the same again. Characters can only be controlled by one player at a time.

https://i.imgur.com/J5uhVYc.png

Baelzar
April 11th, 2021, 23:42
That is what I was asking, and I thank you. We shall test this in an hour.

Sulimo
April 12th, 2021, 00:08
That is what I was asking, and I thank you. We shall test this in an hour.

Here is a good resource (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640121/Controlling+1+or+More+Characters).

Phistandantilus
April 26th, 2021, 01:02
OK, first time posting, lots of questions to ask, google returns nothing and I do NOT have time to sit through 45 minutes of tutorial videos for 3 tiny unrelated things...

1, how do I enter null stats, like a mindless construct with "-" for CON and INT? they're treated as 10s, so I've been leaving them as 10s, but I don't know if there's a better way to put this in?

2, several items and abilities I've found adjust critical confirm rolls, or AC vs critical confirm rolls. is there a field where I can enter these on a character, or is this something I still have to calculate manually?

3, how do I ensure weapons with multiple damage types are being calculated against DR correctly? for instance, firearms deal piercing AND bludgeoning damage, but I'm not sure how that should be entered to parse correctly... (edit: I figured this one out with help from my players and experimentation. damage type entries in the action tab of the character sheet must be entered all lowercase, no spaces, with commas between damage types, i.e. "piercing,slashing" for a weapon that does both piercing and/or slashing damage)

Lathian
April 26th, 2021, 01:20
Hello! How do I create separate visibility masks for multiple images on one map. Is this possible?
I see it can be done for Fx layers, where you can create a separate mask for each to show rain, water, etc. where you would like on a map.

I would like to have my base layer (ie. normal map) and then another image that has things like traps on it that I can reveal in sections to the players.
Thanks!

LordEntrails
April 26th, 2021, 04:13
OK, first time posting, lots of questions to ask, google returns nothing and I do NOT have time to sit through 45 minutes of tutorial videos for 3 tiny unrelated things...

1, how do I enter null stats, like a mindless construct with "-" for CON and INT? they're treated as 10s, so I've been leaving them as 10s, but I don't know if there's a better way to put this in?

2, several items and abilities I've found adjust critical confirm rolls, or AC vs critical confirm rolls. is there a field where I can enter these on a character, or is this something I still have to calculate manually?

3, how do I ensure weapons with multiple damage types are being calculated against DR correctly? for instance, firearms deal piercing AND bludgeoning damage, but I'm not sure how that should be entered to parse correctly... (edit: I figured this one out with help from my players and experimentation. damage type entries in the action tab of the character sheet must be entered all lowercase, no spaces, with commas between damage types, i.e. "piercing,slashing" for a weapon that does both piercing and/or slashing damage)
What ruleset? #2 & 3 sound like PF questions, but you don't say...

#1) I just leave them at 10, but again, might be a better way depending upon what ruleset you are using.

#2) 3.x has a field on the weapon entry I believe, but not sure as I don't play it too much.

#3) I was going to say experiment, glad you have it figured out :)

LordEntrails
April 26th, 2021, 04:14
Hello! How do I create separate visibility masks for multiple images on one map. Is this possible?
I see it can be done for Fx layers, where you can create a separate mask for each to show rain, water, etc. where you would like on a map.

I would like to have my base layer (ie. normal map) and then another image that has things like traps on it that I can reveal in sections to the players.
Thanks!
I'm not a map guru, but I don't think you can have multiple visibility masks. But, you can just put your traps on a layer and make it GM visible only, then they players can't see it until/unless you make the layer visible.

Phistandantilus
April 26th, 2021, 06:08
ah, sorry. Pathfinder 1e, using FG Unity.

thanks. although I still don't see anything for things like the Dwarven Boulder Helmet's +2 AC vs critical confirm rolls, and it feels like I'd need something to interject with the automatic follow-up on critical threats that FGU does...

DCrumb
April 26th, 2021, 07:43
@Phistandantilus What you are looking for are effects that are tied to items. These are all done through extensions. This thread might be one to look at, though many of the extensions might need to be updated for the newest ruleset versions: https://www.fantasygrounds.com/forums/showthread.php?40602-Extension-Enhanced-Items-v4

Urheil
April 26th, 2021, 11:44
OK, first time posting, lots of questions to ask, google returns nothing and I do NOT have time to sit through 45 minutes of tutorial videos for 3 tiny unrelated things...

1, how do I enter null stats, like a mindless construct with "-" for CON and INT? they're treated as 10s, so I've been leaving them as 10s, but I don't know if there's a better way to put this in?

2, several items and abilities I've found adjust critical confirm rolls, or AC vs critical confirm rolls. is there a field where I can enter these on a character, or is this something I still have to calculate manually?

3, how do I ensure weapons with multiple damage types are being calculated against DR correctly? for instance, firearms deal piercing AND bludgeoning damage, but I'm not sure how that should be entered to parse correctly... (edit: I figured this one out with help from my players and experimentation. damage type entries in the action tab of the character sheet must be entered all lowercase, no spaces, with commas between damage types, i.e. "piercing,slashing" for a weapon that does both piercing and/or slashing damage)

Hi. I'd seen you got some answers.

Even so, in relation to 2 and 3 you can add spells:
- 2 : add to the pc with the helmet a spell that applies an effect that grant a -2 to the confirmation.
- 3 : also, an effect that changes the damage type.

physicsfaith
April 29th, 2021, 22:07
I have watched every video I can find on Maps. I am totally new to FG. I can share images, but maps... the icon to share never even appears! I've tried everything I can think of or look up. THe share icon simply does not appear to push the map out to the group? HELP!

4620046200

Zarestia
April 29th, 2021, 22:19
I have watched every video I can find on Maps. I am totally new to FG. I can share images, but maps... the icon to share never even appears! I've tried everything I can think of or look up. THe share icon simply does not appear to push the map out to the group? HELP!

Every map is an image which can be shared like an image. Where are your maps located in Fantasy Grounds (they should be under 'Images' in the sidebar)?

Sulimo
April 29th, 2021, 22:19
Are you trying to share something directly from Assets?

If you want to share something from Assets, you need to create an Image record first.

When you open an Asset, either:

Click Create Image Record and share the image record
Drag/Drop the Asset to the Images & Maps section then share the image record


Option 1 on the left, option 2 on the right.
https://i.imgur.com/OCU49vfl.jpg

physicsfaith
April 29th, 2021, 22:24
I edited my original and show a screen capture. The image is found in FG under Images.

Sulimo
April 29th, 2021, 22:28
I believe that is a known issue at the moment. Don't maximize the map (click the up arrow in the upper right corner), click the down arrow once and you will get the option to share.

EDIT: once you share it, you can maximize it again.

physicsfaith
April 29th, 2021, 22:31
Yes! Thanks everyone.

seismicshock
May 1st, 2021, 03:59
We transitioned 5e characters from Classic to Unity, and none of the spells are working, they seem to throwing errors about range, indicating the range of the casted spell is 0... is there something we can do about that? I don't see any kind of "range" attribute when I edit the spell in the Action list?

Griogre
May 1st, 2021, 08:47
This sounds like a problem with an extension. Make sure the GM copies all the extensions over and into FGU and make sure they all work with unity and are the latest version.

Edit: And welcome to the forums :)

spoonhead
May 3rd, 2021, 18:14
In 5e, is there a way to affect the initiative modifier for an NPC automatically without changing the DEX ability when dropped onto the the combat tracker?

Zacchaeus
May 3rd, 2021, 18:31
Not that I am aware of. You may be able to add an effect of INIT:x to an NPC if you use this extension. https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters).

spoonhead
May 3rd, 2021, 18:38
Cheers. I'll take a look.


Not that I am aware of. You may be able to add an effect of INIT:x to an NPC if you use this extension. https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters).

spoonhead
May 9th, 2021, 08:35
New Question

Is there a way to automate the Frenzied condition for an NPC? This is the wording as it appears.

"On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage."

I don't mind if it just parses the statement to create the coding, which I could then drop on them for their next turn.

Zacchaeus
May 9th, 2021, 09:17
There's no wording that would give advantage but if you change the wording for the damage to 'and deals an extra 2 damage' it should create an effect for that.

spoonhead
May 9th, 2021, 09:23
Thank you again. I did add the Advanced Effects Extension, which added my coding after creating an effect called Frenzied Rage, but I still had to manually set it on or off as it was only dependent on being damaged first.

It's close.

Zacchaeus
May 9th, 2021, 10:10
Ah, right I see what your question is now. No there isn't a way to trigger an effect being applied based on a condition such as taking an amount of damage. As you say you need to apply the effect manually.

Wrightstuff169
May 10th, 2021, 17:03
hi,

Can anyone tell me if its possible to set up Great Weapon Fighting in Unity?

I've seen a lot of comments on the forum saying that we can use "reroll 2" but wont this continue to reroll 1's & 2's until we get a higher number?

For Great Weapon Fighting it needs to accept the reroll even if it is another 1 or 2

Zacchaeus
May 10th, 2021, 17:34
No, it will only reroll 1's and 2's once. See video three linked in the first post https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

Moriarity
May 18th, 2021, 15:03
Is there a guide on LIGHT: effect coding syntax anywhere?

OK, found it.... https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens

Anyone know what the defaults are for candle, torch, lantern, etc.?

Zacchaeus
May 18th, 2021, 15:17
Is there a guide on LIGHT: effect coding syntax anywhere?

In the videos listed in the first post and here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens and here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1315930113/Player+and+NPC+Token+Vision+on+Maps

Zaister
May 19th, 2021, 08:04
Is there an explanation what exactly the runoff values for lights do?

Zacchaeus
May 19th, 2021, 09:12
The videos above on Add lights and token lights explains that.

rathen45
May 22nd, 2021, 16:53
I made a boat using the coastline assets. I'm trying to rotate it but can't seem rotate my boat without having all of my decoration fall off. This is odd as the flip tool seems to keep everything together.47003 how do I prevent this?

Zacchaeus
May 22nd, 2021, 17:25
I think if you put all the assets used for the boat in a folder then you can move everything at once.

rathen45
May 22nd, 2021, 18:46
ok, yeah, i think it was creating subfolders that screwed it up. It's working now.

Solidseq
May 26th, 2021, 20:32
Hey there, quick question.

When I'm using a map with line of sight, and the aarakocra in my party flies up into the air 50ft, is there a way to adjust the visibility on the map just for her?

Zacchaeus
May 26th, 2021, 21:06
No, height isn't something that is currently available.

Fingersome
June 6th, 2021, 06:30
What is the syntax for the new VISMAX and VISMOD effects? They're pretty new, so I can't seem to find anything on the wiki...? How would one use VISMOD to limit just one kind of vision, like say, darkvision?

Zacchaeus
June 6th, 2021, 09:22
What is the syntax for the new VISMAX and VISMOD effects? They're pretty new, so I can't seem to find anything on the wiki...? How would one use VISMOD to limit just one kind of vision, like say, darkvision?

There are no such effects as VISMOD or VISMAX as far as I am aware. You may possibly be referring to something in an extension perhaps? If so I'd refer to the documentation for the extension.

spoonhead
June 6th, 2021, 09:24
There are no such effects as VISMOD or VISMAX as far as I am aware. You may possibly be referring to something in an extension perhaps? If so I'd refer to the documentation for the extension.

They are mentioned here? First line.

https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html

Zacchaeus
June 6th, 2021, 09:56
They are mentioned here? First line.

https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html

ooh, I totally missed that. So I played about and it looks like VISMAX just takes a simple number parameter. So VISMAX: 20 will limit the vision of any character with any kind of vision or light source to 20 feet. I can't get VISMAX to do anything though. I will try to find out a bit more.

Fingersome
June 6th, 2021, 15:16
ooh, I totally missed that. So I played about and it looks like VISMAX just takes a simple number parameter. So VISMAX: 20 will limit the vision of any character with any kind of vision or light source to 20 feet. I can't get VISMAX to do anything though. I will try to find out a bit more.

Indeed, VISMAX was the easy one to figure out, but I'm not sure what kind of params VISMOD wants...

LordEntrails
June 6th, 2021, 15:25
I was under the impression VISMOD would modify vision distance by a positive or negative number. So like in a special fog you could apply an effect like "VISMOD: -20" to reduce all vision types by 20 feet.

Fingersome
June 6th, 2021, 16:18
I was under the impression VISMOD would modify vision distance by a positive or negative number. So like in a special fog you could apply an effect like "VISMOD: -20" to reduce all vision types by 20 feet.

They've cracked the code! This is indeed how it works. Thank you :)

WishX
June 8th, 2021, 21:48
The Player and NPC Token Vision on Maps (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1315930113/Player+and+NPC+Token+Vision+on+Maps) section of the Customer Support portal has been updated to include VISMAX and VISMOD.
Link: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1315930113/Player+and+NPC+Token+Vision+on+Maps
Enjoy!

Zacchaeus
June 14th, 2021, 16:18
Added a new video which revisits Story Templates and discusses some of the new features released recently. Link in the first post.

Urheil
June 19th, 2021, 03:58
Hello all!
(PFRPG)
I'm trying to create a familiar in a pc sheet.
It's a Sage Familiar, so i want to add half its level to the knowledges (but for this example, i will try only with all the skills).

I can't make it work.

"SKILL: 1" works perfectly
"SKILL: CL", "SKILL: HCL", "SKILL: CLC", "SKILL: LVL", "SKILL: HLVL", "SKILL: [HLVL]", "SKILL: [DEX]", "SKILL: DEX" etc. not one of these works.


What am i doing wrong?

Zacchaeus
June 19th, 2021, 10:22
You need to enclose the PCTags in square brackets. So SKILL: [CL], SKILL: [HCL] etc. If you want to restrict the bonus to just a skill or an ability include those all in lower case. So SKILL: [HCL], wisdom or SKILL: [LVL], perception

More information here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects#PC-Specific-Notes

Urheil
June 19th, 2021, 14:53
You need to enclose the PCTags in square brackets. So SKILL: [CL], SKILL: [HCL] etc. If you want to restrict the bonus to just a skill or an ability include those all in lower case. So SKILL: [HCL], wisdom or SKILL: [LVL], perception

More information here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects#PC-Specific-Notes

I'd already tried that. Either way, tried again this two "SKILL: [HCL]" and "SKILL: [CL]". Again, didn't work. :(


New PFRPG Campaign, no extensions.

-- Edit --

I was writing the effect in the combat tracker directly. That's why it didn't work.


thanks!

muzouka
June 24th, 2021, 03:31
How do I create a hazard in PF2? The Adventure Creation Guide says to create hazards as NPC but NPCs do not have the Disable field.
And when I lock the hazard this error shows up.47815

Zacchaeus
June 24th, 2021, 09:16
How do I create a hazard in PF2? The Adventure Creation Guide says to create hazards as NPC but NPCs do not have the Disable field.
And when I lock the hazard this error shows up.47815

Go to the bestiary tab and then click on the green + button at the bottom to open a new sheet. At the bottom of that sheet tick the hazard checkbox. You can now complete the sheet with your hazard.

ELMentzer111880
June 24th, 2021, 10:17
How do I tell if I bought Unity from steam, because i've noticed that what i thought was FGU is actually the FGUpdateEngine? Since I thought I was getting an awesome sale price in the middle of the night a few weeks ago and i wanted to get FG while i had the money to get it I spent zero time checking it out before i bought it.

ELMentzer111880
June 24th, 2021, 10:19
I'm going to be running a full Ravenloft campaign and want the best i can get before i run my session 0.

Zacchaeus
June 24th, 2021, 12:26
Unity and Classic have different start up screens so you can tell from that. The Unity screen is pictured below.