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LordEntrails
October 12th, 2022, 19:20
Is there a tutorial someplace for putting Traps and Hazards (primarily HAZARDS) in the NPC blocks for 5E? I'm vexed by what goes where and how to make it functional. In 3.5E (on FGC) there was a distinct difference between a NPC and a trap, 5E has no such distinction.
Thanks in advance
There is a long discussion on it here, as well as an exampe mod with some cusotm & SRD traps and hazards. https://www.fantasygrounds.com/forums/showthread.php?24613-Hazards-amp-Traps I know there are other trap modules on the forums and DMsGuild. Though I think they all pre-date te MToF format.

You can also see example traps and hazards from both the DMG and I think MToF has examples of a newer format. Plus Unearthed Arcana has examples that pre-date MToF format.

Weepdrag
October 12th, 2022, 19:52
Actually, you're just the guy I need to address this to. In Tasha's Cauldron, for example, there is text for "avalanche" (page 169) and the storms (page 163). I haven't seen the mod that you did for this yet, but it's a perfect example of my question. Seeing that you did the conversion, how did you translate this text into the NPC block? I looked at the mod and the discussion before posting, but it doesn't really get through my skull about the hazards. Traps, I think I got. Hazards seem like a bad algebra word problem that won't sink in.
Thanks again

Zacchaeus
October 12th, 2022, 20:02
I didn't actually do anything with those. But if I were to then I'd create an NPC add an action with whatever name I chose and then copy the text into that action. The text would read something like "A creature must make a DC 15 Strength saving throw taking 1d10 bludgeoning damage on a failed save, with half as much damage on a success".

You can find information on how to set up actions on NPCs here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#NPC-Actions

Weepdrag
October 12th, 2022, 20:16
Great Thanks,
I guess I misunderstood the "Adapted for Fantasy Grounds by: Zacchaeus" on the Tasha's page here in the FG shop. As usual, I was over complicating things, Thanks again

Zacchaeus
October 12th, 2022, 22:16
Great Thanks,
I guess I misunderstood the "Adapted for Fantasy Grounds by: Zacchaeus" on the Tasha's page here in the FG shop. As usual, I was over complicating things, Thanks again

I did adapt Tasha for Fantasy Grounds; I just didn't create the items you mentioned as NPCs in the module.

Ghoti
October 18th, 2022, 22:17
Hello,

The new dice packs are very nifty (though I am still startled by how big the dice are now in the UI). I'd really love to be able to use specifically themed dice for specific actions - e. g. fire dice for fireballs, lightning dice for thunder effects. Is it possible now (or planned to be possible in the future) to add that as an attribute for effects and actions?

ddavison
October 18th, 2022, 22:18
Hello,

The new dice packs are very nifty (though I am still startled by how big the dice are now in the UI). I'd really love to be able to use specifically themed dice for specific actions - e. g. fire dice for fireballs, lightning dice for thunder effects. Is it possible now (or planned to be possible in the future) to add that as an attribute for effects and actions?

It is in the works. See the sneak peek from earlier this week.
https://youtu.be/KduT6JHgQM4

fabiocm
October 18th, 2022, 22:46
Hello.

The new dices are really big, but it looks cool. However, they are overlapping the mod field in my screen. Can we move the new dice position? Where? I couldn't find it in the options.

ju95
October 18th, 2022, 22:47
Hello.

The new dices are really big, but it looks cool. However, they are overlapping the mod field in my screen. Can we move the new dice position? Where? I couldn't find it in the options.

If you hover just to the left of the d20, you should see a lock icon appear. Clicking it will allow you to move the dice.

Moon Wizard
October 18th, 2022, 22:57
The ruleset also controls where the dice are placed. Any ruleset that uses extra buttons next to the modifier box will need to be updated to move the new dice panel to the correct location. Please reach out to the developer for the ruleset to get them to address.

Regards,
JPG

fabiocm
October 18th, 2022, 23:00
If you hover just to the left of the d20, you should see a lock icon appear. Clicking it will allow you to move the dice.

Thanks!

Ghoti
October 18th, 2022, 23:54
It is in the works. See the sneak peek from earlier this week.
https://youtu.be/KduT6JHgQM4

Awesome news! Thanks for the fast response. Talking of dice, I'd still love to see a return of D20-spinning, but the magic dice are really swanky.

ZoranDob
October 19th, 2022, 02:14
Does the dice position that the GM sets transfer to the players or do each of them have the ability to move where they want?

Sulimo
October 19th, 2022, 02:44
Does the dice position that the GM sets transfer to the players or do each of them have the ability to move where they want?

Dice position is per user, each can set their own.

ZoranDob
October 19th, 2022, 02:49
Dice position is per user, each can set their own.

Thanks

vonBlashyrkh
October 19th, 2022, 09:10
I am now finding that the dice are now far too big, can we resize them?

Zacchaeus
October 19th, 2022, 09:49
I am now finding that the dice are now far too big, can we resize them?

No. Ironically the dice size was increased during beta because people were complaining they were too small.

vonBlashyrkh
October 19th, 2022, 10:22
No. Ironically the dice size was increased during beta because people were complaining they were too small.

Some people may have, many didn't as they were perfectly happy with them. Maybe a way to scale them should be considered for an individuals preference rather than one size fits none.

Zacchaeus
October 19th, 2022, 11:42
Some people may have, many didn't as they were perfectly happy with them. Maybe a way to scale them should be considered for an individuals preference rather than one size fits none.

Given that only two people that I've seen mention the dice size that's hardly one size fits none. Make sure you add your suggestion to the wish list so the devs will see it. Link in my signature.

Ghoti
October 21st, 2022, 09:10
For what it's worth I preferred the original die size, but larger dice just take getting used to for my part. The ideal IMO would be to permit the application's user to scale the die tray to personal taste, and then everyone can be happy with the size of the dice on their screens. (:

Jay_NOLA
October 24th, 2022, 20:16
question about doors that I ran into when working on adding in the occludes on a map. How do you do a double door I have a map which has two big stable doors next to each other and I'm having trouble getting the 2nd adjacent door in since you have no wall or anything in between the two doors and all attempts at trying to draw a 2nd door are causing the lines to merge o4r a gap to form when I try making 2 doors next to each other/ I haven't seen any videos with any tips on how to do a double door any advice would be appreciated.
Thanks

LordEntrails
October 24th, 2022, 20:30
question about doors that I ran into when working on adding in the occludes on a map. How do you do a double door I have a map which has two big stable doors next to each other and I'm having trouble getting the 2nd adjacent door in since you have no wall or anything in between the two doors and all attempts at trying to draw a 2nd door are causing the lines to merge o4r a gap to form when I try making 2 doors next to each other/ I haven't seen any videos with any tips on how to do a double door any advice would be appreciated.
Thanks
I create the first one as a rectangle, then start a second door rectangle by clicking on one of the first door corners. With snap on it works well for me. I've not had any problems with the two doors having one set of lines that are colinear (which can cause problems other times).

Zacchaeus
October 24th, 2022, 21:22
question about doors that I ran into when working on adding in the occludes on a map. How do you do a double door I have a map which has two big stable doors next to each other and I'm having trouble getting the 2nd adjacent door in since you have no wall or anything in between the two doors and all attempts at trying to draw a 2nd door are causing the lines to merge o4r a gap to form when I try making 2 doors next to each other/ I haven't seen any videos with any tips on how to do a double door any advice would be appreciated.
Thanks

See videos Twenty Nine, Thirty and Thirty One linked in the first post. I just make one cccluder for any door double or otherwise.

stromguard555
October 26th, 2022, 00:13
Apologies if this has already been asked, searching for a related topic led me here: How do I update image pathing? The campaign files for the current one I am running have gotten to be a lot and it takes too long to find new images I put in the folder. Trying to reorganize into subfolders has broken the image links. Refresh doesn't update, and I cannot find a way to target the new subfolders to get all the custom token images and maps to refresh (especially the ones I've already drawn occluders). Hindsight, create the subfolders before importing from assets. Thanks!

Zacchaeus
October 26th, 2022, 00:18
Indeed, don't move images that you have already linked. You'll probably need to put the ones you moved back where they were in order to get the occluder information back. (Don't rename them either).

You can relink them from their new folder but you'll lose any occluders etc that you have on them.

ddavison
October 26th, 2022, 03:14
After you have LOS info, you can right click on the image layer and choose to export metadata. That creates an XML file that you can remove around with the image files to any folder you want and it will be auto imported with the image from your assets when you add it to your campaign.

Zacchaeus
October 26th, 2022, 10:57
I added a new video showing how to use the new dice for damage types feature just released. Link is in the first post.

Weepdrag
October 29th, 2022, 23:00
Hello all,
How do edit a specialization on a character sheet? I have a player that chose the wrong origin on a Sorcerer. I don't see an edit for the Origin.

Thanks in advance

OOPS, Found it! Just drag and drop the new Origin on the character sheet for anyone that doesn't already know.

Weepdrag
November 7th, 2022, 23:00
Is there a way to use a light effect on a map or is there a mechanism to turn lights on or off during play (i.e. players light a fireplace, etc)? I have lights placed on the map already but, in an OFF state.

Zacchaeus
November 7th, 2022, 23:17
Is there a way to use a light effect on a map or is there a mechanism to turn lights on or off during play (i.e. players light a fireplace, etc)? I have lights placed on the map already but, in an OFF state.
Yes. Just unlock the map, go to the light tab select the light and turn it on.

Weepdrag
November 7th, 2022, 23:31
Thanks Zacchaeus,
I tried that being the first obvious option but, it didn't seem to change anything on the map (no lights). The light layer is turned on and the lights that were placed previously (during creation) are lit. But not the lights that are done "on the fly". Is there something I'm missing?

Update; Did a restart on Windoze and everything started working as it should.
Thanks again

Zacchaeus
November 17th, 2022, 12:46
New video added showing you how to use the new dice control panel. Link in the first post.

om
November 23rd, 2022, 20:14
Is there any chance these videos could be uploaded on a rival platform like Rumble or similar? There must be a couple of hours of video on there and YouTube is now showing me something like three unskippable ads every ten minutes. I don't want to sit through a hundred ads to learn how to use this. :_(

Zacchaeus
November 23rd, 2022, 21:21
Unfortunately I have no control over YouTube's ads. My site is not monetised but apparently YouTube can put ads on whether that is the case or not.

You could use something like AdBlocker.

om
November 26th, 2022, 14:44
Unfortunately I have no control over YouTube's ads. My site is not monetised but apparently YouTube can put ads on whether that is the case or not.

You could use something like AdBlocker.

Oh, I know the ads are not your fault. But you could put them on a service like Rumble which does have ads but they are WAY less. Pretty sure Rumble is still free to use. Just a suggestion though. For me, YouTube has been getting worse and worse over the years. Unfortunately it's the de facto monopoly.

wjflynn3
December 19th, 2022, 00:18
how do I join a game with a demo account? I am trying to DM for the first time and I want to test a few things out before my players join. I created a demo account to join my main unity account so I can see what my players will see...when I tried to join and got the following warning: Authorization Failed: Licence key conflict? what am I doing wrong?

Thanks

GunnarGreybeard
December 19th, 2022, 00:42
You wouldn't create a new account. You would start a second instance of your licensed copy and connect using that one: Connecting to your own table| Fantasy Grounds Unity (https://www.youtube.com/watch?v=p5Ce0KJ_gQ4)

Zacchaeus
December 19th, 2022, 01:04
how do I join a game with a demo account? I am trying to DM for the first time and I want to test a few things out before my players join. I created a demo account to join my main unity account so I can see what my players will see...when I tried to join and got the following warning: Authorization Failed: Licence key conflict? what am I doing wrong?

Thanks

If the video is too long, start up FGU as a cloud public campaign. Once the campaign is open right click on the FG icon on the windows task bar and select fantasy grounds. This starts the second instance. Click on join and type in your username in the GM name connection box and press start.

darkivel
January 3rd, 2023, 20:57
How do I change pointer colors in the current version of FGU? It used to be that the dice colors also changed the pointer, but with the new fancy dice, the color picker only seems to be tied to the dice and I can't find another option to change pointers.

Thanks!

Zacchaeus
January 3rd, 2023, 21:07
Click on options and then user colour.

Zacchaeus
January 3rd, 2023, 21:08
New video added all about using notes. See the link in the first post.

SirGunther
January 7th, 2023, 18:59
How do i add different numbers of charges to an individual item in a power group? for example, if i have a group called "Wands" and i want each to have different charges, how do i do that? NEVERMIND. DUMB QUESTION. I figured it out, duh.

Weepdrag
January 8th, 2023, 03:54
Hello All,
Anyone have any pointers on how to program the effect for ARCANE WEAPON? I have 90% of my effects coded but seem to have a mental block to this one.
Thanks for any input
From the wiki:


1st-level transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

LordEntrails
January 8th, 2023, 04:08
Hello All,
Anyone have any pointers on how to program the effect for ARCANE WEAPON? I have 90% of my effects coded but seem to have a mental block to this one.
Thanks for any input
From the wiki:

Have you tried?
DMG: 1d6 magic, fire
DMG: 1d6 magic, acid
etc...

Zacchaeus
January 8th, 2023, 09:16
You'll need the following effect DMGTYPE: magic; DMG: 1d6, fire. You'll need an effect the same as that for each of the possible damage types. You need the DMGTYPE since it turns the weapon magical which means that not only does the extra damage be also magic damage but the base weapon damage also becomes magical.

Weepdrag
January 8th, 2023, 21:28
Eureka!! Thanks Zacchaeus. That was the missing link! DMGTYPE was completely escaping me.

Thanks again

Reg
January 13th, 2023, 12:36
IS there a way of adding the language "Gith" for a character that can then be an different font to choose from the chat drop-down?

ddavison
January 13th, 2023, 14:22
You can add any languages that you want. For each of these, you would need to pick from one of the other fonts to represent them.

Zacchaeus
January 13th, 2023, 15:19
IS there a way of adding the language "Gith" for a character that can then be an different font to choose from the chat drop-down?

See video Four here https://www.fantasygrounds.com/forums/showthread.php?75515-New-Video-Series

LordEntrails
January 13th, 2023, 16:31
If you want to add a font that is not in the current list, you would need an extension to add the font files as well as the choice to the list.

Weepdrag
January 24th, 2023, 00:52
Is there a way to create a random table that includes a "STORY" or "CHAT ENTRY" AND a "PARCEL" or "ENCOUNTER". I'm trying to generate a random room with an encounter generated from the same dice roll.
Any ideas? Work around?
Thanks for any replies

Zacchaeus
January 24th, 2023, 10:25
You can try using a Story template. But a table can't output to both a story and an encounter at the same time. You'd need separate tables.

Weepdrag
January 24th, 2023, 18:12
Thanks Zacchaeus,
Do you know if there is a way that an extension could "make" FGU split the output? I assume (without looking) that the button for output on the [TABLES] window just addresses the particular branch to the actual output? I'll take a look at TEMLATES, I've never used them.

Thanks again

Zacchaeus
January 24th, 2023, 18:16
I suppose anything is possible with an extension, but I don't know for sure if what you want is possible.

Weepdrag
January 27th, 2023, 00:08
Another dumb question...
Is there a way to scale just the LoS layers in FGU? The original images needed to be scaled to 25% and now the LoS layer is exactly 4x larger than it needs to be.

Thanks for any input

Zacchaeus
January 27th, 2023, 08:43
No. You can move all or parts of line of sight but you can't shrink or grow it.

ddavison
January 27th, 2023, 13:36
You can use the point selection tool and draw a box around all the LOS points. This allows you to move all the LOS points together. In order to grow or shrink them all, you need to grow or shrink the entire layer that contains the LOS points. Using this information, you could potentially adjust the LOS for a layer that is underneath another image layer and it will still apply to the top-most, visible layer. You can also duplicate layers by selecting it in the Image Control Panel and clicking on the duplicate layer button. A layer needs to at least be set to GM-visible in order for the LOS definitions to apply to players.

Weepdrag
February 6th, 2023, 04:14
I've been playing with templates and have 2 questions...
1. When rolling on a table within the template we "should" (according to the video) be able to suppress the output using the? [?table name]. This only seems to work for [text] entries and not [link] entries within the table. Is there a different/additional character needed to suppress all output?
2. Is there a character for clearing the variables between rolls on a table within the same template sheet? I roll on a table and parse the information (works flawlessly). Within the same sheet, I call for a second roll on the same table (getting a different result) BUT, the parsing of the table returns the data from the first roll. I've repeated this with multiple rolls and the only parsed data returned is the first roll, when multiple calls are used in the same template. I did a work-around by making duplicates of the original table numbered 1-4 assigning a different table to each table call. Please fill me in if there is a proper way to accomplish this.

Thanks in advance

Zacchaeus
February 6th, 2023, 09:33
I don't think there's any kind of suppression other than the query. If there is I don't think it has been documented by the author of the Templates Pro thing.

I don't think you can clear the entries for a roll on a table. The idea is that you make a roll and then use that output. I don't think it's meant to be used to get multiple results from the same table, since that would be confusing. To create story templates you need to put some thought into how your tables are going to look. If you are trying to do what you said above then I'd have one table for your stories and another for your parcels. I doubt that combining those two disparate things will work satisfactorily in a template. A template can't create a parcel; only a table can do that.

Weepdrag
February 6th, 2023, 23:20
Thanks Zacchaeus,
The first question was more about an item, parcel, or location link that don't seem to get suppressed. Minor thing, it all works fine. Just a bit redundant.
On my second question...
I guess that I wasn't effectively describing the situation. I have one story template that draws on the same multi-column table four times. The results parsed from column 1 are ALWAYS different (working as expected). The results from columns 2-5 are identical for all four table rolls. It appears that the results for the first table roll is stored and displayed (as expected), but the subsequent tables don't get stored and are therefore replaced with the data from the first roll on the table.

Thanks again, and sorry about the wierdness

Zacchaeus
February 6th, 2023, 23:24
I think I might need screenshots of the template and the table so that I can maybe work out what’s going on. I think what you are trying to do might be possible.

Weepdrag
February 7th, 2023, 01:47
My GOD Zacchaeus! Do you sleep?!
Here you go. I hope this is clear enough to see what havoc I'm trying accomplish.

Thanks again

LordEntrails
February 7th, 2023, 03:33
My GOD Zacchaeus! Do you sleep?!
I'm pretty sure sometimes he goes to the pub...

Reg
February 7th, 2023, 08:02
Is there a way of utomating the transfer of text from a character's sheet to chat?

This would be handy for sharing the text of spell descriptions, special abilities and the like

Zacchaeus
February 7th, 2023, 09:06
Is there a way of utomating the transfer of text from a character's sheet to chat?

This would be handy for sharing the text of spell descriptions, special abilities and the like

Not without an extension. damned did this one for just that purpose https://forge.fantasygrounds.com/shop/items/549/view

Zacchaeus
February 7th, 2023, 09:15
My GOD Zacchaeus! Do you sleep?!
Here you go. I hope this is clear enough to see what havoc I'm trying accomplish.

Thanks again

That looks ok to me; I'm not sure what the -r is for on each line. But the output seems to be working. I think I'm still missing your point though.Are you using the CoS tables as they are in the module or have you re-written those?

Weepdrag
February 7th, 2023, 16:11
Thanks Zacchaeus, If you look at the "Trouble Template and Result" only the values for column 1 on all rolls returns a different value than the first roll on the template, the other values for the second and third rolls are identical to the first. This was created using a modified version of the original CoS tables from the module. The -r is just my notation that I'm working with the "revised" tables (nasty programming habit of keeping originals intact :))
The "My Solution" images are from my "work-around" and they actually do work well but not a very elegant solution, using multiple iterations of the tables and calling them seperately.
Thanks again

Zacchaeus
February 7th, 2023, 18:18
Ok, I see where your issue is now (sorry I hadn't had any coffee before I read your post this morning).

I'm not sure that you can do what you want to do. See my screenshot below. A simple two column table with different values gets called twice by the same template. As you can see the reulst are different for each time it is called; but the 'remembered' values are only those for the first roll. So it looks like that the template only remembers and stores the first roll and doesn't replace those with the values for any subsequent rolls on the same table.

Now, I'm no expert on the way story templates now work. The only person who seems to know that is the author of the original extension which was incorporated into FGU. You may be able to get some more insight by posting in this thread https://www.fantasygrounds.com/forums/showthread.php?63527-Story-Template-PRO-(Extension-for-Unity). Maybe reading through some of the stuff there might help. It's all pretty dense reading I'm afraid.

Weepdrag
February 8th, 2023, 18:37
Hello all,
Is there a proper way to extract a .MOD to re-create a functioning Campaign Folder? If so, what files need to be created in addition to those in the .MOD?

I can't find my original campaign folder and need to make extensive changes to the .MOD.

Thanks in advance

LordEntrails
February 8th, 2023, 18:48
Hello all,
Is there a proper way to extract a .MOD to re-create a functioning Campaign Folder? If so, what files need to be created in addition to those in the .MOD?

I can't find my original campaign folder and need to make extensive changes to the .MOD.

Thanks in advance
Sort of... The .mod file is a zip file. Rename it to .zip and you can extract it.
But, it's not the exact same format as a campaign file. I'm sure their is a correlation, but not sure what it is. If you are good enough with xml, you can figure it out if needed.

LordEntrails
February 8th, 2023, 18:58
The other option, create a new devl campaign, open the module in it. Copy everything from the module to the campaign, close the module.

Weepdrag
February 8th, 2023, 19:36
Thanks LordEntrails, Thanks for the reply.
I tried the new campaign route and the problem is the settings for images (LoS, etc.) don't transfer. I've got hundreds of hours into the maps alone. That's the sticky bit.
I guess I need to look into the campaign file structure a bit more and play with it some.

Thanks again

LordEntrails
February 8th, 2023, 19:41
There is a way to export LOS/Lightning from one image to another. But sorry, other than knowing it exists (right mouse click on the image?) I don't know how to use it.

Mr. Z probably does, I'm sure he'll be along shortly.

Sulimo
February 8th, 2023, 19:51
Right-Click on the LoS layer and choose Export Metadata.

Then place both the XML file and the Image file into the Images folder together (make sure they have the same name except for the Extension, .jpg for the images, and .xml for the metadata).

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

Zacchaeus
February 8th, 2023, 19:51
You'll need to do as follows:

1. Create a new campaign and close it down. Come out of fantasy Grounds altogether.
2. Unzip the module and copy the images from the images folder in the module and paste them into the images folder in the campaign you created.
3. Copy the db.xml file from the module and paste into the campaign overwriting the campaign db.
4. Open that db file in a text editor and search for @yourmodulename (so if your module was called My Map Module search for @My Map Module). Replace all instances of that with nothing. And I mean nothing; not a space or anything - just blank)
5. Look for all instances of <bitmap> in the db.xml and replace all instances of <bitmap>images with <bitmap>campaign/images
6 Save the xml; open your campaign and hope that it works

You may well have to open the module in another campaign and export the meta data (open the image and unlock it and right click on the image base layer) from each image to and include that exported xml file in the images folder of your campaign along with the images (don't change the names of the file - the xml file must be the same as the image)

If all you want are the images then just copy the images into a new campaign and add the meta data files to that same folder. Then open the campaign and import the images and export to a new module.

Weepdrag
February 9th, 2023, 02:32
Thanks all,
I knew the Wizard of Z would have the answer to my dilemma.
and thanks Sulimo, that will come in handy also :)

Reg
February 10th, 2023, 03:19
Hi Guys - Quick question :-
How can I change an already imported image's Category from "Uncategorised" to a newly created Category?
I'm trying to tidy up a growing campaign
Also posted this in Discord

LordEntrails
February 10th, 2023, 03:23
Hi Guys - Quick question :-
How can I change an already imported image's Category from "Uncategorised" to a newly created Category?
I'm trying to tidy up a growing campaign
Also posted this in Discord
Open the category/group pull down, drag the image from the list to the category/group.

Reg
February 10th, 2023, 03:49
Open the category/group pull down, drag the image from the list to the category/group.

Got it!

thanks!

Zionmatrix
February 22nd, 2023, 22:33
Is there a way to stop purchases from Smithworks from always downloading and/or updating. I like this feature in the forge. For example, I DM'ed COS 4 yrs ago, and my never play it again. I don't need it downloaded every time FGU updates.

Sulimo
February 22nd, 2023, 22:46
No, there is no way prevent Store Purchases from updating when you press check for updates.

LordEntrails
February 22nd, 2023, 23:10
Note, it only updates if there have been changes to it. So generally, once you download it, it won't again.

Zacchaeus
February 24th, 2023, 11:09
New video added all about Death Markers. Link in the first post. Video twenty eight has also been updated to showcase the new character wizard.

Urheil
February 24th, 2023, 12:59
Hi all! First of all thanks for all your hard work!

Yesterday I wanted to expand a map and didn't know how to do so. I guess it's something easy, but couldn't do it.

I had a map of a house, the map ended after a square of the door. But the foe run out of the house just 30' out, and my players where fighting from inside the house.

I wanted to expand the map in the direction of the enemy, so my players could see the foe... but didn't know how to do so.

Since it's not the first time I tried, how can I achieve this?

Thanks in advance!

Zacchaeus
February 24th, 2023, 13:14
If you want to add to a map then unlock it and then find a suitable assets in Assets > Images and drag that directly into the map. This will add the asset to the image. You can then move it around until it's in the right place.

Some further details here (although not exactly what you are looking for) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640673/Creating+Maps+with+Tiles

Urheil
February 24th, 2023, 18:19
If you want to add to a map then unlock it and then find a suitable assets in Assets > Images and drag that directly into the map. This will add the asset to the image. You can then move it around until it's in the right place.

Some further details here (although not exactly what you are looking for) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640673/Creating+Maps+with+Tiles

Wow... i thought it couldn't be done! thanks!

Zionmatrix
February 24th, 2023, 18:28
No, there is no way prevent Store Purchases from updating when you press check for updates.
Thanks for the fast reply.
Can this be looked at for a future option?

Moon Wizard
February 24th, 2023, 18:31
It's on our long list of things we would like to look at doing; but is not currently something that is scheduled.

Regards,
JPG

Urheil
February 24th, 2023, 21:36
If you want to add to a map then unlock it and then find a suitable assets in Assets > Images and drag that directly into the map. This will add the asset to the image. You can then move it around until it's in the right place.

Some further details here (although not exactly what you are looking for) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640673/Creating+Maps+with+Tiles

Hi... I was trying to do what you have told me, also looking in the link you'd sent.

Added the map:
56364

But the tokens are stucked in the border of the first image (and the players don't see the other map. What am i doing wrong?

Edit: the original map had boundaries that kept the token in... that's what happenned... sorry!

Majyk
February 26th, 2023, 10:50
Token visibility with Line of Sight + Lighting is awesome and highly useful but it is still very manual for a GM with a sneaky ambush setup.
Is there an automatic way to have tokens hidden from one another due to a flag or tag that can be applied to each one, whether via the combat tracker or individual tokens themselves?

Maybe a lookup of the (N)PC’s Sneak/Stalk/Hide skill from the linked character sheet of said token(s) vs the Perception/Spot/Search ability of t’other ones?

For just 5e, this could be two tag fields for a Passive Perception and a second for Active Perception/Investigation that gets updated with any die rolls for the skill.
Same with a kind of Passive Sneak and Active one - or just the one auto-updated field for every skill roll, if that makes things muddled.

An option in Settings could allow this to be switched on or off for those GM not wanting this on at all. Thank you for any pointers on even a player-coded solution!

Zacchaeus
February 26th, 2023, 11:41
Add such requests to the wish list. (it may also already be there so you can upvote it). Link in my signature.

manthys
February 27th, 2023, 22:31
Hi im tring to make a variant of wizard for a homebrew to make a Defiler wiz ..

how make a defiler point counter , its count a increase numbrer , ( some like inverse the ki points .. ) ?
i want to automatize , and when you load the class , the feature its load like a power inn ( the counter colud increase manually )
want to make some similar with psionic point

LordEntrails
February 28th, 2023, 03:35
Hi im tring to make a variant of wizard for a homebrew to make a Defiler wiz ..

how make a defiler point counter , its count a increase numbrer , ( some like inverse the ki points .. ) ?
i want to automatize , and when you load the class , the feature its load like a power inn ( the counter colud increase manually )
want to make some similar with psionic point
Any automation to increase the counter when spells are used would require that you create or use an extension.
You can create a power already, and you can manually increment the number, but not sure the benefit. I think I would just start by having the power create a note effect on the PC, and then have the player manually adjust the number on the Combat Tracker each time. You will have to remember to write down the number if you remove the PC from the combat tracker though.

manthys
February 28th, 2023, 23:57
Any automation to increase the counter when spells are used would require that you create or use an extension.
You can create a power already, and you can manually increment the number, but not sure the benefit. I think I would just start by having the power create a note effect on the PC, and then have the player manually adjust the number on the Combat Tracker each time. You will have to remember to write down the number if you remove the PC from the combat tracker though.

yes , its much more simple , add a feature call "defiler points" with just the description , and "sugest" manage with a counter put manually in the Notes of the data sheet , thanks

Zodiac
March 6th, 2023, 04:22
Hi, regarding Great Weapon Fighting, I've added reroll 2 to my weapon property and it seems to work fine on the regular weapon damage. However, when I add effects like smite, sneak attack, or other modifiers (DMG: 3d6, melee) to the weapon damage that should be rerolled, it does not seem to work with those extra dice.

Is there a fix for this?

Griogre
March 6th, 2023, 06:47
According to Sage Advice, Great Weapon Fighting is only suppose to apply to the roll of the weapon.



If you use Great Weapon Fighting with a feature like Divine Smite or a spell like hex, do you get to reroll any 1 or 2 you roll for the extra damage? The Great Weapon Fighting feature—which is shared by fighters and paladins—is meant to benefit only the damage roll of the weapon used with the feature. For example, if you use a greatsword with the feature, you can reroll any 1 or 2 you roll on the weapon’s 2d6. If you’re a paladin and use Divine Smite with the greatsword, Great Weapon Fighting doesn’t let you reroll a 1 or 2 that you roll for the damage of Divine Smite.

The main purpose of this limitation is to prevent the tedium of excessive rerolls. Many of the limits in the game are aimed at inhibiting slowdowns. Having no limit would also leave the door open for Great Weapon Fighting to grant more of a damage boost than we intended, although the potential for that is minimal compared to the likelihood that numerous rerolls would bog the game down.


You can download the PDF here: https://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf

Obviously your DM may house rule something different, but the base ruleset follows rules as written.

SirGunther
March 6th, 2023, 15:40
I have a character in the party whose token always becomes tiny when dropped onto the map from the combat tracker. All the others drop onto the map as medium sized tokens. How do I change the default size of the token when it is dropped?

LordEntrails
March 6th, 2023, 16:52
I have a character in the party whose token always becomes tiny when dropped onto the map from the combat tracker. All the others drop onto the map as medium sized tokens. How do I change the default size of the token when it is dropped?
Do you have the campaign option for Auto-Size Tokens turned on? If not, size will depend upon the image size in pixels.

Zacchaeus
March 6th, 2023, 17:05
Make sure that the character has a size noted in the Notes section of the character sheet. Any character with a size of Medium, Small or Tiny will automatically take up a full grid square when added to a map.

webdove
March 11th, 2023, 05:29
Where are the options settings stored? I am trying to help a new GM debug some problems like damage not appearing to clients and I want to make sure when he sends me his data configuration that it includes all the option settings he was using.

Moon Wizard
March 11th, 2023, 06:33
It's included in the campaign database and registry files included in the campaign directory. The only things that might be stored outside of the campaign folder would be any custom assets (image, tokens, etc.) that he added at the data folder level. The ones added directly at the campaign level will already be included in the campaign folder.

I usually just ask GMs to zip up their whole campaign folder, and send over, when looking at an issue.

Regards,
JPG

Zacchaeus
March 11th, 2023, 09:14
Where are the options settings stored? I am trying to help a new GM debug some problems like damage not appearing to clients and I want to make sure when he sends me his data configuration that it includes all the option settings he was using.

See video forty two linked in the first post of this thread.

webdove
March 11th, 2023, 16:43
See video forty two linked in the first post of this thread.

Excellent video. So the campaign folder contains the state and you said that the db.xml contains the option settings. I see a small handful of option labels like VERBOSE_EXHAUSTION under the <options> tag in db.xml, but the vast majority of options like "bell" for "Player: Ring bell on turn" do not appear there. Are most of the options encoded somewhere else?

LordEntrails
March 11th, 2023, 16:44
Excellent video. So the campaign folder contains the state and you said that the db.xml contains the option settings. I see a small handful of option labels like VERBOSE_EXHAUSTION under the <options> tag in db.xml, but the vast majority of options like "bell" for "Player: Ring bell on turn" do not appear there. Are most of the options encoded somewhere else?
Pretty sure they are only recorded if they differ from default.

webdove
March 11th, 2023, 17:11
Ah yes. I was looking at a test campaign that only had a few changes. My regular campaign has lots of <options> entries. Thanks very much.

SirGunther
March 25th, 2023, 02:36
Do you have the campaign option for Auto-Size Tokens turned on? If not, size will depend upon the image size in pixels.

Just FYI, he had not filled in the space or reach section of the character sheet. Once we added that, it worked correctly.

Zodiac
April 4th, 2023, 18:58
According to Sage Advice, Great Weapon Fighting is only suppose to apply to the roll of the weapon.



You can download the PDF here: https://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf

Obviously your DM may house rule something different, but the base ruleset follows rules as written.

Thank you so much for clarifying. I hadn't realized it was a house rule that all dice are affected.

I have another question, if a player casts Gift of Alacrity, giving +1d8 to initiative rolls, how do I code that? I tried INIT: 1d8 but it doesn't seem to work. Is there a way to code Gift of Alacrity?

LordEntrails
April 4th, 2023, 19:37
INIT: 1d8 works if inti is rolled automatically on turn start or via the Combat Tracker. I don't know if it works if rolled from the character sheet.

Zacchaeus
April 4th, 2023, 20:49
It does indeed work if initiative is rolled from the character sheet.

Urheil
April 4th, 2023, 21:15
Hi all!



I've been trying to think on how to create an effect to do the Witch Hex Protective Luck.
Protective Luck (Su)
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

And... i have no clue. Is the an easy way to do this? is it possible create it?



Thanks!

Zacchaeus
April 4th, 2023, 21:36
There's no way to do it automatically. The easiest way to do it is to un-target the target and roll two attacks and then drag the lowest result onto the target

Ghoti
April 4th, 2023, 22:43
Could you make a targeted effect that imposes GRANTDISATK with an expiry of [ROLL] that you could drag onto the affected creature?

Weepdrag
April 7th, 2023, 02:08
Hello All,
Is there a wiki, walk-through, or tutorial (that isn't centuries old) for how to add a tab to a character sheet and then populate the tab in FGU (5e ruleset in particular)?
I'm trying to learn the coding for extensions with something task-based.

Thanks for any replies

LordEntrails
April 7th, 2023, 02:16
Hello All,
Is there a wiki, walk-through, or tutorial (that isn't centuries old) for how to add a tab to a character sheet and then populate the tab in FGU (5e ruleset in particular)?
I'm trying to learn the coding for extensions with something task-based.

Thanks for any replies
Consider investing in the Ruleset Wizard. Works for extensions too. Examples Library – Ruleset Wizard (https://www.rulesetwizard.com/examples-library/)

Weepdrag
April 7th, 2023, 02:30
Thanks LordEntrails, I'll take a look. I found a wiki, but I had to push a dinosaur off that was sitting on it. I don't believe that it was even for FGU.

Thanks again

Sulimo
April 7th, 2023, 02:34
The FGU developer guide is here (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644285/Developer+Guide), as far as I am aware, it has the most up to date info regarding developing. But I do not believe there is a specific example of adding a tab. For that, I believe the guidance is to look at CoreRPG for examples.

There is also The Workshop (https://www.fantasygrounds.com/forums/forumdisplay.php?42-The-Workshop) sub-forum where you can interact with others.

Weepdrag
April 17th, 2023, 20:49
Hello All,
Is there a way to add multiple spell categories to an NPC using the importer?
I'm adding a celestial that has wizard spells and cleric spells. It seems that only one category (the first one) will parse on the CT. I thought maybe adding one of the categories to INNATE SPELLS, but that didn't seem to pan out either

Thanks in advance

LordEntrails
April 17th, 2023, 21:33
You want them to have different spell casting abilities for the different sets of spells? I think Innate is the only way to do it. Should work. Make sure that all spells are deleted from the NPC when you parse. Make sure your trait wording and formatting is exact.

Zacchaeus
April 17th, 2023, 21:35
Yes, you can have Innate Spells and a Spellcasting trait. Make sure that you create them as traits and not actions; you can only have one spellcasting action but you can have both innate and spellcasting in traits. See the this wiki article for more details on how to specifically word the traits. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#Spellcasting-NPCs

Weepdrag
April 17th, 2023, 22:00
Thanks for the quick replies,
I knew there had to be a way. Is it better to have both Innate and regular spells in TRAITS or, one in TRAITS and one in ACTIONS? or does it matter at all?

Weepdrag
April 17th, 2023, 22:15
Thanks for the quick replies,
I knew there had to be a way. Is it better to have both Innate and regular spells in TRAITS or, one in TRAITS and one in ACTIONS? or does it matter at all?

Zacchaeus
April 17th, 2023, 22:44
If you want both innate and Spellcasting then place them both in traits. If you just want one or the other you can put them in actions. I don’t think one in traits and one in actions will work.

Weepdrag
April 17th, 2023, 22:51
Thanks Zacchaeus

Urheil
April 22nd, 2023, 00:00
Hi! it's me again with another failed search-fu.

Running PFRPG1. Having two npcs, one buffing the other with spells, the effects are seen in the chat.
I want to hide the effects in the chat when the pcs don't pass the spellcraft DC.

How do i do that?

Zacchaeus
April 22nd, 2023, 08:38
I don't know the PF1 ruleset that well; but in general you have options in options to show or hide DM rolls and to show or hide results to clients. You also have show effects on notice and show notice to players. Having said that you can't be very specific about what rolls or results are seen. In other words all of these options are either on or off; so you either see all of the rolls or none of them You can't specify a particular set of rolls to be hidden. As I say however I don't know the PF1 ruleset very well so I'm not sure what a spellcraft roll is.

Urheil
April 22nd, 2023, 22:40
I don't know the PF1 ruleset that well; but in general you have options in options to show or hide DM rolls and to show or hide results to clients. You also have show effects on notice and show notice to players. Having said that you can't be very specific about what rolls or results are seen. In other words all of these options are either on or off; so you either see all of the rolls or none of them You can't specify a particular set of rolls to be hidden. As I say however I don't know the PF1 ruleset very well so I'm not sure what a spellcraft roll is.

The thing is:
- have a lots of active extensions. don't know if this is making things worst, hopefully not.
- it doesn't happen all the time. When i join myself as a player to my campaign or use the account of my wife i don't have any problems.
- also, while playing the first part of the session usually my players don't see the effects, but for some reason, it seems that at some point it starts to show them.

I will compare the options for my campaign to one without any extensions to see if there is any differente.


Thanks, Zacchaeus!

LordEntrails
April 23rd, 2023, 01:54
The thing is:
- have a lots of active extensions. don't know if this is making things worst, hopefully not.
- it doesn't happen all the time. When i join myself as a player to my campaign or use the account of my wife i don't have any problems.
- also, while playing the first part of the session usually my players don't see the effects, but for some reason, it seems that at some point it starts to show them.

I will compare the options for my campaign to one without any extensions to see if there is any differente.


Thanks, Zacchaeus!\Start a new campaign, use no extensions. Does the issue occur? If not, then it's one of your extensions, and unless you get lucky, no one is going to know which one, or combination, is responsible. You'll probably have to identify it yourself by disable the extensions in sets until you can identify which one(s) are the cause.

If you upload your logs, they might indicate something, but unless it's showing an actual warning or error, it's unlikely :(

Urheil
April 23rd, 2023, 05:28
\Start a new campaign, use no extensions. Does the issue occur? If not, then it's one of your extensions, and unless you get lucky, no one is going to know which one, or combination, is responsible. You'll probably have to identify it yourself by disable the extensions in sets until you can identify which one(s) are the cause.

If you upload your logs, they might indicate something, but unless it's showing an actual warning or error, it's unlikely :(

It's a random event. For me it's the same, but My players start with "uh it's enlarge perdón", "it's xxxx spell" then i know.

Joining myself from another instante doesn't show.... Si i don't know how to reproduce the situation.

Thanks anyway

LordEntrails
April 23rd, 2023, 23:51
It's a random event. For me it's the same, but My players start with "uh it's enlarge perdón", "it's xxxx spell" then i know.

Joining myself from another instante doesn't show.... Si i don't know how to reproduce the situation.

Thanks anyway
99% of the time issues like these are due to an out of date extension, or a conflict between extensions. I would suggest you try your next play session will all extensions disabled. Then try to get one or more of your players to test with you, and turn back on your extensions until the issue happens again.

I will also suggest you do a Compile Logs and attach here. That will tell us exactly what extensions you are using along with a bunch of other useful info. Until then, anyone is just guessing. Remember, if you can't repeat it, how likely are we to be able to?

Rikster
April 24th, 2023, 16:23
Hi, One of my players spell lists in his action tab on the character sheet has gone from being classed by level to being alphabetical listing- how do I reset it?

Zacchaeus
April 24th, 2023, 17:29
Click on the magnifying glass icon at the end of the spells line and in the dialog that opens click the sword icon to change it to a book.

Rikster
April 24th, 2023, 21:04
Awesome thanks!

Weepdrag
April 27th, 2023, 00:10
Hello All,
I'm trying to input a high lvl NPC that uses ALL spells as 9th level and has unlimited use. Is there a way to say UNLIMITED on the on spell slots AND to use the spells as if they were a 9th level? I hope this is somewhat clear :D
Thanks in advance

Zacchaeus
April 27th, 2023, 00:49
If you switch to preparation mode you can edit the number of spell slots. You can edit each spell to be only 9th level, and to do damage etc at 9th level or use the click/drag/right click to add extra dice and drop to upcast lower level spells. Since FG doesn’t automatically tick off spell usage, if you don’t manually tick off used spell slots the spells are essentially unlimited uses.

But if you are asking can this be automated, then I can’t think of a way to do it.

Weepdrag
April 27th, 2023, 01:50
Thanks Zacchaeus,
Eloquent answer as always But, how does the level-up of spells work for NPC characters?
I'm actually trying to turn this mess into a Spell block:

Eye Rays. The gibbering orb shoots all of the following magical eye rays, choosing any number of targets it can see within 150 feet of it. However, it cannot aim more than five rays at any single target. The target must succeed a DC 26 Dexterity saving throw, or suffer the effects of one of the following spells:

-1 - Blindness - The targeted creature suffers the effects of a blindness spell on a failed save.

-2 - Cold of Cold - The targeted creature suffers the effects of a cone of cold spell cast with a 9th level spell slot on a failed save.

-3 - Disintegration - The targeted creature suffers the effects of a disintegration spell cast with a 9th level spell slot on a failed save.

-4 - Dispel Magic - The targeted creature suffers the effects of a dispel magic spell cast with a 9th level spell slot on a failed save.

-5 - Dominate Monster - The targeted creature suffers the effects of a dominate monster spell cast with a 9th level spell slot on a failed save.

-6 - Enervation - The targeted creature suffers the effects of a enervation spell cast with a 9th level spell slot on a failed save.

-7 - Feeblemind - The targeted creature suffers the effects of a feeblemind spell on a failed save.

-8 - Finger of Death - The targeted creature suffers the effects of a finger of death spell on a failed save.

-9 - Flesh to Stone - The targeted creature suffers the effects of a flesh to stone spell on a failed save.

-10 - Harm - The targeted creature suffers the effects of an harm spell on a failed save.

-11 - Hold Monster - The targeted creature suffers the effects of a hold monster spell on a failed save.

-12 - Horrid Wilting - The targeted creature suffers the effects of an Abi-Dalzim’s horrid wilting spell on a failed save.

-13 - Inflict Wounds - The targeted creature suffers the effects of an inflict wounds spell cast with a 9th level spell slot on a failed save.

-14 - Irresistible Dancing - The targeted creature suffers the effects of an Otto’s irresistible dancing spell on a failed save.

-15 - Lightning Bolt - The targeted creature suffers the effects of a lightning bolt spell cast with a 9th level spell slot on a failed save.

-16 - Mental Prison - The targeted creature suffers the effects of a mental prison spell on a failed save.

-17 - Polymorph - The targeted creature suffers the effects of a polymorph spell on a failed save.

-18 - Power Word Kill - The targeted creature suffers the effects of a power word kill spell on a failed save.

-19 - Power Word Pain - The targeted creature suffers the effects of a power word pain spell on a failed save.

-20 - Power Word Stun - The targeted creature suffers the effects of a power word stun spell on a failed save.

-21 - Prismatic Spray - The targeted creature suffers the effects of a prismatic spray spell on a failed save.

-22 - Psychic Scream - The targeted creature suffers the effects of a psychic scream spell on a failed save.

-23 - Time Stop - The targeted creature suffers the effects of a time stop spell on a failed save.

-24 - Weird - The targeted creature suffers the effects of a weird spell on a failed save.

Thanks again.

Zacchaeus
April 27th, 2023, 09:15
You would need to upgrade either the NPC or the actual spells to always do damage as if cast at ninth level. For example, the Cone of Cold spell does 8d8 damage and is a 5th level spell. If you upcast it you get an extra d8 for every slot above 5th so at 9th level you do 12d8 damage. You can make a copy of the spell and change the wording in the copy to 12d8 rather than 8d8 and remove the 'At Higher Levels' section. If the spell is on an NPC then you can make a copy of the NPC and change the wording in the spell on the NPC.

However there could be issues with NPCs 'reading' the correct spell depending on how the spellcasting trait has been set up on the NPC. Previously all spells showed in the NPC sheet, but more recently they don't. In the latter case spells are read in when the NPC is placed on the CT; so you'll need to make sure that only your amended Cone of Cold spell, for example, is the only one available. You could do this by amending the name of the spell both in the spell and in the NPC spellcasting trait. Where the spell is already on the NPC you'll need to remove all of the existing spells and either drag in your new versions of all of the spells or change the spell name in the spellcasting trait so it reads in your spell.

You can still just use the click/hold/drag/right click method to upcast spells from NPCs as well.

Weepdrag
April 27th, 2023, 15:16
Thanks again, Zacchaeus,
I was over-thinking the problem as usual.

Rikster
May 1st, 2023, 19:59
Hi, my wizards spell book is now listed by level but every spell is prepared and he cant 'unprepare' any of the spells? The circle that yiou would normally tick in preparation mode has gone. Any advice. Thanks hoping I have not missed something obvious

LordEntrails
May 1st, 2023, 20:13
Hi, my wizards spell book is now listed by level but every spell is prepared and he cant 'unprepare' any of the spells? The circle that yiou would normally tick in preparation mode has gone. Any advice. Thanks hoping I have not missed something obvious
The player needs to change to "Preparation" Mode. Bottom left corner of the character sheet.
57233

Rikster
May 1st, 2023, 20:45
Thanks for that. Yes that normally works but the tick box (circle) is gone 57234

LordEntrails
May 1st, 2023, 20:53
Change the Display from Summary to Group

Zacchaeus
May 1st, 2023, 21:52
Thanks for that. Yes that normally works but the tick box (circle) is gone

It looks like they've inadvertently removed the number in the spell data. See the GIF attached for how to fix that.

Rikster
May 1st, 2023, 23:43
Fantastic thnaks Zacchaeus, that worked

HiLoF
June 17th, 2023, 21:31
A very newbie question but how so I attach a screen shot to a thread reply?

Zacchaeus
June 17th, 2023, 21:37
Welcome to the forums.

Click on the Go Advanced button at the bottom of the post, and then click on Manage attachments. Use the Browse button to find the file you want to use and then click on upload.

HiLoF
June 18th, 2023, 00:36
Thanks Zacchaeus but there is no manage attachments under Go Advanced for me. Only Title, Message, Advanced Options which has only a selectable toggle for parse links or not and then subscription click to subscribe to thread. Nothing else other than post or submit. Perhaps I am blind but do not and did not see it prior. TY!!

LordEntrails
June 18th, 2023, 01:07
Do you not have the Insert Image icon?
57806

HiLoF
June 18th, 2023, 01:37
No those icons do not show ... I suppose I can screen shot what I am seeing in discord under FG support if that helps.

LordEntrails
June 18th, 2023, 01:41
Maybe you need 5 posts on the forums before you can attach images?

HiLoF
June 18th, 2023, 01:44
I believe that is what is happening ... either some min threshold or an admin needs to give permission. Thanks ...

vyk
June 18th, 2023, 10:36
Hello !
Where did the "import" button for images has gone ?
How do we import images without it ?

Zacchaeus
June 18th, 2023, 12:06
The import button has moved to the bottom of the window. Click the blue up arrow.

keywork
October 1st, 2023, 20:36
Hi all - in FG Classic there was a slash command to change the background color on the screen, /lighting, where you would enter an RBG code and the screen color would change accordingly. That code is no longer working in FGU. Does anyone know how to set equivalent mood coloring in FGU?

Zacchaeus
October 1st, 2023, 21:52
Hi all - in FG Classic there was a slash command to change the background color on the screen, /lighting, where you would enter an RBG code and the screen color would change accordingly. That code is no longer working in FGU. Does anyone know how to set equivalent mood coloring in FGU?

That isn't a feature of Unity I'm afraid, so there's no option to do that.

Pink Dalek
October 7th, 2023, 11:45
how do i... use a cthulhu adventure (for example) in a savage worlds ruleset, or savage worlds adventure using Cthulhu ruleset?

explanation; at home on the tabletop i can grab the ravenloft scenarios or even just the written advice of the sourcebooks and incorporate them (with obvious changes to npc and equipment stats) into a pulp Cthulhu campaign.
I am replicating for my own players use the James Bond world of adventures adventures into FGU and applying them to the Cthulhu rules... but one day i might like to throw my older d&d adventurers into a complicated revision of the same adventure. on the home tabletop - i can quite easily... i cant find any way of doing that here.

Zacchaeus
October 7th, 2023, 12:30
how do i... use a cthulhu adventure (for example) in a savage worlds ruleset, or savage worlds adventure using Cthulhu ruleset?

explanation; at home on the tabletop i can grab the ravenloft scenarios or even just the written advice of the sourcebooks and incorporate them (with obvious changes to npc and equipment stats) into a pulp Cthulhu campaign.
I am replicating for my own players use the James Bond world of adventures adventures into FGU and applying them to the Cthulhu rules... but one day i might like to throw my older d&d adventurers into a complicated revision of the same adventure. on the home tabletop - i can quite easily... i cant find any way of doing that here.

Welcome to the forums.

You can use this extension to open a module from one ruleset in another https://forge.fantasygrounds.com/shop/items/266/view

You'll be able to use the story or reference manual entries, and images. But pretty much everything else won't open properly because of the differences between how rulesets work.

ddavison
October 7th, 2023, 14:13
It possible makes sense to copy the story or reference manual entries into a new story or reference manual that you can edit. Check out the reference manual Builder that is built in.

Weepdrag
October 7th, 2023, 23:34
Did the Atlassian pages (Wiki) take a dump?

Moon Wizard
October 8th, 2023, 01:03
I'm able to access them without issue right now; are you still having an issue?

Regards,
JPG

Weepdrag
October 8th, 2023, 02:01
Thanks Moon Wizard,
I just tried all of my shortcuts/bookmarks and had 4 stinkers and 3 good. I'm remaking them all now.
Thanks

Dar Kreader
November 8th, 2023, 17:50
My god! this updated list just saved my life. Thanks again Immortal Supreme Deity of the Scots, Zacchaeus.

Elihu
December 24th, 2023, 05:17
How do I make a 4d6 drop the lowest in a table? Not as a normal command like /die 4d6d1, but in a rollable table.

Zacchaeus
December 24th, 2023, 09:43
How do I make a 4d6 drop the lowest in a table? Not as a normal command like /die 4d6d1, but in a rollable table.
There isn’t a way to do that in a table as yet. It can only be done using the /die command.

Laerun
December 25th, 2023, 01:02
Video Timestamps:

To make these videos more useful and accessible, most of these videos NOW have a video timestamp comment in each post where a video transcript could be retrieved. Only two older videos did not have a video transcript available to create the video timestamps. Happy Gaming Folks!

ps. If you find any other official videos that critically need video timestamps, please PM me privately here, or in Discord. Provide the URL and maybe a brief reason 'why'.

Laerun
(FGA)


A series of videos each one covering a topic that is a frequently asked question here or on Discord.

A playlist of videos complimenting the 5e wiki articles can be found here https://www.fantasygrounds.com/forums/showthread.php?77623-5e-Wiki-update-videos&p=685277#post685277 (Video Timestamps added in comments.)

For a set of videos on 5e effects (updated for Unity - previously done for Classic) see here https://www.fantasygrounds.com/forums/showthread.php?74212-Updating-5e-effects-videos&p=654177#post654177 (Video timestamps added in comments.)

If you have suggestions for further videos then post a comment here.

See here for a set of videos (https://www.fantasygrounds.com/forums/showthread.php?75515-New-Video-Series) which covers the basic operation of Fantasy Grounds Unity (Video Timestamps added in comments.)

Video One: (https://youtu.be/_zgl2OTbuI4) How do I get images into my campaign in Unity (UPDATED)
Video Two: (https://youtu.be/LG7ba77tCAk) How does the Line of Sight feature work in Unity
Video Three: (https://youtu.be/a-fJpe6duM0) How do I set up my Fighter's Fighting Style in Unity (and in Classic)
Video Four: (https://youtu.be/7sbuJ-fTWPc) How do I see monsters when LoS is enabled in Unity
Video Five: (https://youtu.be/Buf8HSmXVLo) How do I get started with Lost Mine of Phandelver in Unity
Video Six: (https://youtu.be/-R8iqpEQ2So) How to restrict environmental effects to one area of a map (UPDATED)
Video Seven: (https://youtu.be/GCWukTyf78c) How do I set up effects for Hexblade's Curse
Video Eight: (https://youtu.be/mfyt-6s9UFw) How do I create and use Power Groups
Video Nine: (https://youtu.be/fPc9z8oHrxo) How do I Set up effects for racial traits
Video Ten: (https://youtu.be/EdhJjjYwqWE) How do I add Line of Sight - Part One
Video Eleven: (https://youtu.be/7qs2LeLgQHs) How do I add Line of Sight - Part Two
Video Twelve: (https://youtu.be/DJVBs-ZG6vI) How do I add Line of Sight - Part Three
Video Thirteen: (https://youtu.be/pdHjFald4HE) New occluders for Unity
Video Fourteen: (https://youtu.be/Ibr8cncALsI) Adding spell tokens to a map.
Video Fifteen: (https://youtu.be/gua_wNY4wc0) The new import tables feature
Video Sixteen: Video deleted as it no longer applies post version 4.1
Video Seventeen: (https://youtu.be/uWyajbNF8_M) Beta Lighting
Video Eighteen: (https://youtu.be/Ze2_UJgXHps) V4.1 Ambient lighting
Video Nineteen: (https://youtu.be/_UgvMP8oUGA) V4.1 Lights
Video Twenty: (https://youtu.be/sF5Ntvc_3kU) V4.1 Token Lights
Video Twenty-One: (https://youtu.be/Fm1RtNDq8OU) V4.1 Token Vision
Video Twenty-Two: (https://youtu.be/I4I3N_iHAgA) Story Templates revisited
Video Twenty-Three: (https://youtu.be/HyzlPrl6b3I) New occluder tools
Video Twenty-Four: (https://youtu.be/7Od3VEoY-N8) The Wild Beyond the Witchlight
Video Twenty-Five: (https://youtu.be/QUK006vemUQ) Using the Templates in Tashas's cauldron of Everything
Video Twenty-Six: (https://youtu.be/Q_TZbU60XfQ) Reference manual Builder
Video Twenty-Seven: (https://youtu.be/w97lQqkkGpk) Decals
Video Twenty-Eight: (https://youtu.be/bpjwIDX-I3k) The rebuilt Character Wizard (UPDATED)
Video Twenty Nine: (https://youtu.be/KXy1BRbCWO8) Occluders Revisited One
Video Thirty: (https://youtu.be/nzMnZzd8NSk) Occluders Revisited Two
Video Thirty One: (https://youtu.be/S7OU6y_jJrw) Occluders Revisited Three
Video Thirty Two: (https://youtu.be/AIPLhc3vzao) New Copy/Paste functionality
Video Thirty Three: (https://youtu.be/qU3MMBrQwGs) A quick video on upcoming features
Video Thirty-Four (https://youtu.be/HDq6AbhgGIA) Importing and exporting characters (including importing from DnD Beyond)
Video Thirty Five: (https://youtu.be/oa9CbtYiCJs) Creating a new class in Unity
Video Thirty-Six: (https://youtu.be/L6jOO_ROuZA) Creating a new Race (including how to import a Race)
Video Thirty Seven: (https://youtu.be/eWm0ZRkcmYM) Using the NPC importer
Video Thirty Eight: (https://youtu.be/N7zQbxoj5sw) Spelljammer and Vehicles
Video Thirty Nine: (https://youtu.be/-8DKA1uV8Uo) Campaign Management - Basics
Video Forty: (https://youtu.be/o6TCSX5dAfc) Campaign Management - Editing
Video Forty One: (https://youtu.be/6yilMnTzGbI) Campaign Management - Exporting
Video Forty Two: (https://youtu.be/coSeQSQz-Vg) Managing Campaigns - Technical
Video Forty Three: (https://youtu.be/rHZ2KdBHJ6s) Allocating dice types to damage types
Video Forty Four: (https://youtu.be/qWSNHF1X3xI) New dice control panel
Video Forty Five: (https://youtu.be/HW5RnsqC1OE) All about grids
Video Forty Six: (https://youtu.be/mHim9UJPjWo) Importing text
Video Forty Seven: (https://youtu.be/ZSphKbVEeeU) Using Notes
Video Forty Eight: (https://youtu.be/nCm6bYwo0mU) Death Markers
Video Forty Nine: (https://youtu.be/InkdmeiTOuU) Death Markers - adding your own

Laerun
December 28th, 2023, 01:32
Video Series Organized by Topics

Map Tools & Features
Line of Sight Feature in Unity (https://youtu.be/LG7ba77tCAk)
Adding Spell Tokens to a Map (https://youtu.be/Ibr8cncALsI)
All About Grids (https://youtu.be/HW5RnsqC1OE)
Adding Line of Sight - Part One (https://youtu.be/EdhJjjYwqWE)
Adding Line of Sight - Part Two (https://youtu.be/7qs2LeLgQHs)
Adding Line of Sight - Part Three (https://youtu.be/DJVBs-ZG6vI)
New Occluders for Unity (https://youtu.be/pdHjFald4HE)
New Occluder Tools (https://youtu.be/HyzlPrl6b3I)
Occluders Revisited One (https://youtu.be/KXy1BRbCWO8)
Occluders Revisited Two (https://youtu.be/nzMnZzd8NSk)
Occluders Revisited Three (https://youtu.be/S7OU6y_jJrw)


Character Management & Customization
Setting Up Fighter's Fighting Style in Unity (and in Classic) (https://youtu.be/a-fJpe6duM0)
Setting Up Effects for Hexblade's Curse (https://youtu.be/GCWukTyf78c)
Setting Up Effects for Racial Traits (https://youtu.be/fPc9z8oHrxo)
Creating a New Class in Unity (https://youtu.be/oa9CbtYiCJs)
Creating a New Race (Including How to Import a Race) (https://youtu.be/L6jOO_ROuZA)
The Rebuilt Character Wizard (UPDATED) (https://youtu.be/bpjwIDX-I3k)
Importing and Exporting Characters (Including Importing from DnD Beyond) (https://youtu.be/HDq6AbhgGIA)
Using the NPC Importer (https://youtu.be/eWm0ZRkcmYM)

Custom Content & Tools
The New Import Tables Feature (https://youtu.be/gua_wNY4wc0)
Reference Manual Builder (https://youtu.be/Q_TZbU60XfQ)
Decals (https://youtu.be/w97lQqkkGpk)
Importing Text (https://youtu.be/mHim9UJPjWo)
Using Notes (https://youtu.be/ZSphKbVEeeU)
New Copy/Paste Functionality (https://youtu.be/AIPLhc3vzao)

Campaign Management
Campaign Management - Basics (https://youtu.be/-8DKA1uV8Uo)
Campaign Management - Editing (https://youtu.be/o6TCSX5dAfc)
Campaign Management - Exporting (https://youtu.be/6yilMnTzGbI)
Managing Campaigns - Technical (https://youtu.be/coSeQSQz-Vg)

Lighting and Visual Effects
Beta Lighting (https://youtu.be/uWyajbNF8_M)
V4.1 Ambient Lighting (https://youtu.be/Ze2_UJgXHps)
V4.1 Lights (https://youtu.be/_UgvMP8oUGA)
V4.1 Token Lights (https://youtu.be/sF5Ntvc_3kU)
V4.1 Token Vision (https://youtu.be/Fm1RtNDq8OU)

Miscellaneous Tips & Tricks
A Quick Video on Upcoming Features (https://youtu.be/qU3MMBrQwGs)
Allocating Dice Types to Damage Types (https://youtu.be/rHZ2KdBHJ6s)
New Dice Control Panel (https://youtu.be/qWSNHF1X3xI)
Death Markers (https://youtu.be/nCm6bYwo0mU)
Death Markers - Adding Your Own (https://youtu.be/InkdmeiTOuU)
Spelljammer and Vehicles (https://youtu.be/N7zQbxoj5sw)
The Wild Beyond the Witchlight (https://youtu.be/7Od3VEoY-N8)
Using the Templates in Tasha's Cauldron of Everything (https://youtu.be/QUK006vemUQ)
Story Templates Revisited (https://youtu.be/I4I3N_iHAgA)

Weepdrag
January 8th, 2024, 20:14
While working on a map in FGU, is there a way to lock tokens that have been placed into a layer, so they are "baked" into the map? I have tokens placed but when I export the module and re-open it in another campaign, all of the tokens are gone. I can do it in GIMP but didn't want to re-invent the wheel.
Thank in advance

Zacchaeus
January 8th, 2024, 20:38
While working on a map in FGU, is there a way to lock tokens that have been placed into a layer, so they are "baked" into the map? I have tokens placed but when I export the module and re-open it in another campaign, all of the tokens are gone. I can do it in GIMP but didn't want to re-invent the wheel.
Thank in advance

If you place the tokens as stamps in the layers menu then those tokens become part of the map. If you just place tokens by dragging them directly onto the map then they don't become part of the map. So it depends on how you placed the tokens on the image.

Weepdrag
January 8th, 2024, 21:24
Thanks Zacchaeus, I was afraid you would say that. :square:

RESmeCUE
January 18th, 2024, 16:36
Question:

I run a 2E campaign and last night ran into an issue where (after an update) the party was unable to roll their own initiative. An error popped up on their end whether the players used the initiative button from their action tab in the character sheets or from the initiative spot within the combat tracker.

As GM, I was able to roll the PC initiatives from the combat tracker.

I made no changes to FG of any kind since the previous game session where it worked normally.

Has this issue been reported and/or fixed?

Thank you.

LordEntrails
January 18th, 2024, 16:41
Question:

I run a 2E campaign and last night ran into an issue where (after an update) the party was unable to roll their own initiative. An error popped up on their end whether the players used the initiative button from their action tab in the character sheets or from the initiative spot within the combat tracker.

As GM, I was able to roll the PC initiatives from the combat tracker.

I made no changes to FG of any kind since the previous game session where it worked normally.

Has this issue been reported and/or fixed?

Thank you.
D&D 2E or a different 2E rule system?

Things like this are usually due to extensions not being updated. But we will need to know more. Bug reports are asked to be placed in their own threads, usually in the sub-forum for the specific ruleset. You can see the link in my signature for troubleshooting advice as well as the type of info that you can add to your report so we can best help you.

RESmeCUE
January 18th, 2024, 18:53
D&D 2E or a different 2E rule system?

Things like this are usually due to extensions not being updated. But we will need to know more. Bug reports are asked to be placed in their own threads, usually in the sub-forum for the specific ruleset. You can see the link in my signature for troubleshooting advice as well as the type of info that you can add to your report so we can best help you.

Sorry....D&D 2E

LordEntrails
January 18th, 2024, 21:17
Sorry....D&D 2E
No problem :)
You should start a thread here then: Classic D&D (1E/2E, AD&D, OSRIC) (fantasygrounds.com) (https://www.fantasygrounds.com/forums/forumdisplay.php?73-Classic-D-amp-D-(1E-2E-AD-amp-D-OSRIC))
Include what extensions etc you are using and folks who are familiar with that ruleset should be able to get you help.

RESmeCUE
January 19th, 2024, 00:49
Thank you

Weepdrag
February 7th, 2024, 00:43
Hello,
I'm working on an effect for Assassinate. I know there is an EXT for that, this is a learning exercise :)

Assassinate; ATKADV;IFT Surprised; [CRIT]

I have a different effect for the "Surprised" condition

How do I "force" CRIT damage on an attack?

Thanks for any input

Zacchaeus
February 7th, 2024, 14:46
You can't force critical damage via an effect. When making the damage roll hold down SHIFT to apply critical damage. If you wanted to semi automate this you could do something like IFT: CUSTOM(surprised); DMG: ndn where ndn is the same dice string as the normal attack. (So if the normal damage was 1d8 them use DMG: 1d8). You'd need another effect of 'surprised' which would go onto the target. The IFT part goes on the assassin. See video nine here for more information on the use of the CUSTOM effect. https://www.fantasygrounds.com/forums/showthread.php?74212-Updating-5e-effects-videos&p=654177#post654177

Weepdrag
February 8th, 2024, 19:44
Thanks Zachaeus,
Always a fount of information :)

Urheil
February 21st, 2024, 23:41
Hi all!

I could swear I saw an spell on 3.5 or some d20 with this. I makes you make a will save and the ones who pass it are deselected, ready for applying an effect.

Does anybody knows how to do this? Or maybe I'm just loosing my mind?

ddavison
February 22nd, 2024, 00:09
That is correct. It should work that way if the spell is one that saves. You can alternately have a spell set to deal half damage with a save and those will not deselect the targets. Instead, it will know which ones to deal half damage to and which to deal full damage to.

Urheil
February 22nd, 2024, 01:15
That is correct. It should work that way if the spell is one that saves. You can alternately have a spell set to deal half damage with a save and those will not deselect the targets. Instead, it will know which ones to deal half damage to and which to deal full damage to.

I'd created a new pf1 campaign.
Created a new spell and didn't worked...

Are you really sure this works?

59924

59925

Edit with half damage:

59926

59927

Edit for note: damage was half for the one that saved correctly

Edit for note2: when applying damage, it deselected one of the pcs... i guess i have to force damage.

Urheil
February 22nd, 2024, 02:23
Thanks, I will use the damage.

Another question: how do i hide an effect of a spell?

I tried using:
ATK: -2 visibility [hide]
[ATK: -2] visibility [hide]
visibility [hide] ATK: -2

nothing works

help?

ddavison
February 22nd, 2024, 02:24
You have the Will Save set to Half damage on Save. That is incorrect if you want it to untarget and only apply an Effect on Failed Saves.

Per Moon Wizard:
It depends on the Per User targeting setting (Target: Remove on Miss; Default = Multi), as well as whether the spell as Half Damage on failed save.

Default is to remove targets on miss when multi-targeting only and that is disabled when half damage on failed save is enabled for the Save (i.e. shows (H) in the save roll).

I just tested in PFRPG 1E, and it is working.

LordEntrails
February 22nd, 2024, 02:41
I don't know about PF1e, but you can (normally) hide the effects on the combat tracker. But depending upon what options you have set, they may show up on the die rolls in chat. You will have to look at the ones for pf1e, but they will be like Hide Die Results etc.

Urheil
February 22nd, 2024, 02:47
You have the Will Save set to Half damage on Save. That is incorrect if you want it to untarget and only apply an Effect on Failed Saves.

Per Moon Wizard:
It depends on the Per User targeting setting (Target: Remove on Miss; Default = Multi), as well as whether the spell as Half Damage on failed save.

Default is to remove targets on miss when multi-targeting only and that is disabled when half damage on failed save is enabled for the Save (i.e. shows (H) in the save roll).

I just tested in PFRPG 1E, and it is working.


Sorry, maybe I'm missing something because of my english.

What It worked for me was trying to apply Damage 0 nonlethal (it applies 1 to those who passed the save and 0 for those who doesn't ). This action with the "Half on Success" deselects the ones that pass the save so i can apply the effect correctly

I don't see any "Default", "Remove on Miss" nor "Multi".

In the effects in Targeting I only see: Targets or Self.

Can you uplod an image to clarify? Thanks.

EDIT: Found it in Options! I have Remove on miss : Off. Now I understand a little bit better. Still don't understand why it doesn't deselect without applying the damage

Urheil
February 22nd, 2024, 02:50
I don't know about PF1e, but you can (normally) hide the effects on the combat tracker. But depending upon what options you have set, they may show up on the die rolls in chat. You will have to look at the ones for pf1e, but they will be like Hide Die Results etc.

The idea was to apply effects without the players knowing specifically what had happened, but in the chat it usually shows everything, maybe not the dice, but the results like:

Effect ['ATK: -2'] -> [to Steve Wonder] [by Medium Plant]


Thanks anyway!

LordEntrails
February 22nd, 2024, 02:59
So ruleset specific questions are usually best asked in the ruleset sub forum. That's where you will find the people who use that ruleset the most posting and answering. I've used 3.5 years ago, but never PF. The PF1e forum is here; https://www.fantasygrounds.com/forums/forumdisplay.php?114-Pathfinder-1st-Edition

You can find more info on PF1E effects here: PFRPG and 3.5E Effects - Fantasy Grounds Customer Portal - Confluence (atlassian.net) (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects) Here you will see that Active State is the how you hide the effects on the combat tracker.

To hide the results in chat, you need to have the GM set the campaign options accordingly. They are detailed here: PFRPG and 3.5E Campaign Options - Fantasy Grounds Customer Portal - Confluence (atlassian.net) (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643248/PFRPG+and+3.5E+Campaign+Options) You probably want to set the option 'Show results to clients' set to 'PC' but you should test (start a second local client, connect to your game as a player and test in a test campaign). Also check out the option; Show Enemy Effects

Urheil
February 22nd, 2024, 03:06
So ruleset specific questions are usually best asked in the ruleset sub forum. That's where you will find the people who use that ruleset the most posting and answering. I've used 3.5 years ago, but never PF. The PF1e forum is here; https://www.fantasygrounds.com/forums/forumdisplay.php?114-Pathfinder-1st-Edition

You can find more info on PF1E effects here: PFRPG and 3.5E Effects - Fantasy Grounds Customer Portal - Confluence (atlassian.net) (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects) Here you will see that Active State is the how you hide the effects on the combat tracker.

To hide the results in chat, you need to have the GM set the campaign options accordingly. They are detailed here: PFRPG and 3.5E Campaign Options - Fantasy Grounds Customer Portal - Confluence (atlassian.net) (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643248/PFRPG+and+3.5E+Campaign+Options) You probably want to set the option 'Show results to clients' set to 'PC' but you should test (start a second local client, connect to your game as a player and test in a test campaign). Also check out the option; Show Enemy Effects


Wow!!! Thanks!!!

Zetesofos
March 1st, 2024, 17:43
Hi All. I'm trying to customize or change the sidebar buttons in FGU. I remember being able to do it in the past, but when I go to Options menu, there is no button for "sidebar". Was this moved.

I've bugtested by turning off all extensions, and still don't see where to do this. Anyone able to help?

Zacchaeus
March 1st, 2024, 17:46
Hi All. I'm trying to customize or change the sidebar buttons in FGU. I remember being able to do it in the past, but when I go to Options menu, there is no button for "sidebar". Was this moved.

I've bugtested by turning off all extensions, and still don't see where to do this. Anyone able to help?

See the replies in the other thread that you posted in. Please don't post the same question in multiple threads - it wastes peoples time.

Moon Wizard
March 1st, 2024, 17:46
See the most current sidebar documentatation. There is no option to add/remove buttons; but you can collapse sections as well as make narrower.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242857473/The+FG+Unity+Sidebar

Regards,
JPG

Weepdrag
March 11th, 2024, 22:26
Hello All,
I'm trying to figure out a spell effect for the following spell:
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

The spell is supposed to apply damage at the BEGINNING of the TARGETS turn for the duration (10 RND) of the spell. Is it even possible to do this within the effects of the spell or would it need to be done manually each round?

Thanks for any input

LordEntrails
March 12th, 2024, 00:08
Hello All,
I'm trying to figure out a spell effect for the following spell:
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

The spell is supposed to apply damage at the BEGINNING of the TARGETS turn for the duration (10 RND) of the spell. Is it even possible to do this within the effects of the spell or would it need to be done manually each round?

Thanks for any input
Depends on the ruleset... But since this sounds exactly like Tasha's Caustic Brew, I will assume D&D 5E

Here's how I did the spell:
60146

bwatford
March 12th, 2024, 07:25
There is an extension on the Forge called Better Combat Effects and it will let you set when the effect happens, at the beginning or the end of their turn

https://forge.fantasygrounds.com/shop/items/155/view#:~:text=Description,support%205E%20Automatic% 20Effects%20packages.

Weepdrag
March 12th, 2024, 17:38
Thanks for the input, I'll take a look at "Better Combat Effects"

LordEntrails
March 12th, 2024, 19:01
DMGO happens at the beginning of the turn. BCEG extension is not needed in this case.

Weepdrag
March 12th, 2024, 21:39
Thanks LordEntrails. I missed the "DMG0", that was what I was missing.

LordEntrails
March 12th, 2024, 21:44
Thanks LordEntrails. I missed the "DMG0", that was what I was missing.
Yea, and it always used to confuse me, it's an Oh, as in Damage Ongoing. I used to always think it was damage zero, and that doesn't work!

Weepdrag
March 19th, 2024, 23:26
Is there a tutorial (or something like it) for the [FG Image Metadata Builder] ?

Laerun
March 19th, 2024, 23:54
Is there a tutorial (or something like it) for the [FG Image Metadata Builder] ?

Sorta?

3D View Image Meta Data Builder
Smiteworks 3D asset Image Metadata Builder tool.

Video Instructions - Instructions:
https://youtu.be/7Y_BqXN1r6Q?si=5pr1SADpzzvCu1w_


PC App:
https://www.dropbox.com/scl/fi/gwisyptgjzu68ezxgpkli/FG-Image-Metadata-Builder.zip?rlkey=m2a9dk7zbtopot841xfmj1u1o&dl=0

Use cases/examples:
https://youtu.be/DNTbz_Dk5DA?si=nIqRIdmKyTnHYHR3

MacOS:
https://www.dropbox.com/scl/fi/3yx3d3qbef1vya3qynlby/MacOS.app.zip?rlkey=lryaezprrn5mpom9xpulp012f&dl=0

60229

Weepdrag
March 20th, 2024, 00:25
Thanks Laerun, I actually heard about the app from your video, but didn't know if there were any "official" instructions.
tyhanks again

Laerun
March 20th, 2024, 01:24
Thanks Laerun, I actually heard about the app from your video, but didn't know if there were any "official" instructions.
tyhanks again

Okay, no problem..I did include the links in the video description, if it's the same video?

https://youtu.be/DNTbz_Dk5DA?si=-zJJvO6he6Re1_22

DSAGruppe
March 21st, 2024, 19:49
Hi everyone,

my group is playing with a ruleset, which isn't maintained anymore. Not a problem so far, but since the 4.5 update it threw mistakes. We managed to identify the problem with the new CoreRPG. We simply replaced it with an older version (from September, still had an old Laptop around with the old file), and now it works again.

Since we're surely not the only people having this issue, is it possible to set up a database with the old files, so we can reference them? Or can you, alternatively, tell me, if there is a copyright-infringement, if I'd share the old CoreRPG publically?

Moon Wizard
March 21st, 2024, 20:00
We'd prefer that you just kept it for private use. The whole point of improving on the CoreRPG and other rulesets is to allow us to add features, without having to maintain multiple older versions.

Regards,
JPG

DSAGruppe
March 21st, 2024, 20:07
I understand. I'm not trying to get you to maintain multiple versions.

I'm just trying to freeze a certain status, so that rulesets can still work, even after an update.

Third option would be to rename the Core and call the renamed version in the specific ruleset. So it doesn't interfere with the updater. Would that be ok? I would still like to enable others to the same solution, meaning sharing the old Core.

Moon Wizard
March 21st, 2024, 20:46
Hmm. I guess I don't mind it being done informally, but you'll have to rename the older version (CoreRPG_2023 for file name and Core RPG (2023) for display name) to not conflict with newer version and to provide a clear difference for our development and support team so we don't spend time on it at all. I would prefer just to have it stored as a file, rather than submitted to repository (which implies changeability).

Regards,
JPG

Weepdrag
June 3rd, 2024, 17:10
Is there a way to "pre-define" the style frame used in the reference manuals. I use the same style frame nearly 98% of the time on any particular project so if I can set it once and done, it would be pretty helpful. I'm sure it would need to be in code, I just don't know where to start looking for the correct parameter.
Thanks in advance for any replies

Zacchaeus
June 3rd, 2024, 17:28
Is there a way to "pre-define" the style frame used in the reference manuals. I use the same style frame nearly 98% of the time on any particular project so if I can set it once and done, it would be pretty helpful. I'm sure it would need to be in code, I just don't know where to start looking for the correct parameter.
Thanks in advance for any replies

It would need an extension certainly. The Frames are defined in CoreRPG.

Weepdrag
June 3rd, 2024, 18:15
Thanks Zacchaeus,
I don't know whether I did it correctly, but this is what I did in the graphics_frames.XML of the theme to make it work:
<framedef name="referenceblock-page">
<!--<bitmap file="graphics/frames/refblock_page.png" />-->
<bitmap file="graphics/frames/refblock_text5.png" /> <-------this was my change
<topleft rect="0,0,25,50" />
<top rect="25,0,250,50" />
<topright rect="275,0,50,50" />
<left rect="0,50,25,50" />
<middle rect="25,50,250,50" />
<right rect="275,50,50,50" />
<bottomleft rect="0,100,25,50" />
<bottom rect="25,100,250,50" />
<bottomright rect="275,100,50,50" />
</framedef>

Thanks again

astromath
August 19th, 2024, 15:21
I already know how to create a instance for a TV being used as a monitor. Just create a second instance and slide it over to the TV. Then I Load the campaign being run on my computer and use Join for the one on the TV.

Question 1: How can I create a third instance and move it over to a second computer.

Some background for this question. I am involved in a game where all the players are sitting around a table. The player on the second computer is the DM and I am the co-DM, thus the need for a TV for a second monitor. But one of the players is using a computer, thus the need for a 3rd instance.

Question 2: If the above question is yes,how can I give control of FG to a DM that does not have FG installed.

Some more background I'm the co-DM and therefore the need for him to control the NPC placement and movement and I do all the rest as a co=DM. Or is there a workaround fir this (see question 1).

Zacchaeus
August 19th, 2024, 15:54
You can only run two instances on the one computer and you can't 'project' an instance to another computer. To have a third instance you would need a second computer and have FG installed on that and run it as a normal player instance and joined to the host.

There isn't a way to have someone other than the host to be the GM. There's an extension which I believe allows one player to control NPCs but I have no more details other than that about it. It may be called Combat Groups or something similar to that.

astromath
August 20th, 2024, 02:11
I thought as much. I even looked at Remote Desktop. Thx anyway.

stylusnix
August 22nd, 2024, 23:49
Can you create a reference manual from created story, encounters, and parcels and the like OR can you create story, encounters, parcels, and the like from a reference manual? OR are the Reference Manuals meant to replace the story, encounters, parcels and the like?

Thank

Zacchaeus
August 23rd, 2024, 00:52
Can you create a reference manual from created story, encounters, and parcels and the like OR can you create story, encounters, parcels, and the like from a reference manual? OR are the Reference Manuals meant to replace the story, encounters, parcels and the like?

Thank

You can create both story and advanced story entries and you can copy and paste from a story to an advanced story and vice versa. Prior to about three years ago adventure modules were primarily story entries with an added reference manual. Since then only reference manuals were produced for adventures, and most recently reference manuals have been replaced by advanced story entries. Purely reference modules have always just been reference manuals.

Encounters, parcels etc are independent of any kind of story and can be linked to either story entries or advanced story entries.

merkvah
November 4th, 2024, 01:58
In the vid last week, Bryce was talking about being able to add text to a layer on the map... I'd love to be able to label rooms like "A7" or "H4" like they do in modules... he said that was added recently, but I can't figure it out. how do you do it?

Thanks!

LordEntrails
November 4th, 2024, 02:07
In the vid last week, Bryce was talking about being able to add text to a layer on the map... I'd love to be able to label rooms like "A7" or "H4" like they do in modules... he said that was added recently, but I can't figure it out. how do you do it?

Thanks!
It's only in the Test channel right now. Give it a few weeks until the next application update. You can see in the Laboratory sub-forum any info on it.

merkvah
November 4th, 2024, 03:30
Thank you!!

Fingersome
December 12th, 2024, 12:10
In the updates over the last year, quite a few new effects for 5th edition (especially with the advent of the new 2024 rules) were added to automate certain things; the wiki is however woefully lacking the appropriate info.

The only reason I know about these effects are because of the patch notes; and now i've gone and lost them, meaning I can't remember how the new Reliable Talent effects work; I remember there are several of them, but not how each is phrased...!

Zacchaeus
December 12th, 2024, 12:31
In the updates over the last year, quite a few new effects for 5th edition (especially with the advent of the new 2024 rules) were added to automate certain things; the wiki is however woefully lacking the appropriate info.

The only reason I know about these effects are because of the patch notes; and now i've gone and lost them, meaning I can't remember how the new Reliable Talent effects work; I remember there are several of them, but not how each is phrased...!

See the videos here https://www.youtube.com/playlist?list=PLvtWYj3HpGj5mTvgewAo4-vBsM_hFpiFE

Ruleset updates are here https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html

Fingersome
December 13th, 2024, 10:39
See the videos here https://www.youtube.com/playlist?list=PLvtWYj3HpGj5mTvgewAo4-vBsM_hFpiFE

Ruleset updates are here https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html

Fantastic, thank you!

Henrique Oliveira Machado
January 14th, 2025, 22:50
Hello.

I don't know if i'm allowed to ask questions over here or if i'm supposed to open a new topic. If someone can clarify that to me, i'd be thankful.

Question:
I'm GMing an adventure where every outdoor map must be Dim light or total Darkness. Is there a Way that i can add this kind of light into a map (not a token), so it applyes to all players?

Henrique Oliveira Machado
January 14th, 2025, 22:52
Hello.

I don't know if i'm allowed to ask questions over here or if i'm supposed to open a new topic. If someone can clarify that to me, i'd be thankful.

Question:
I'm GMing an adventure where every outdoor map must be Dim light or total Darkness. Is there a Way that i can add this kind of light into a map (not a token), so it applyes to all players?

Nevermind, I think i saw a video of the wonderful Philip Greig that teaches us to add Light to maps. I think i can remove Bright light and let only Dim light do their work, Right?

Zacchaeus
January 15th, 2025, 08:49
Hello.

I don't know if i'm allowed to ask questions over here or if i'm supposed to open a new topic. If someone can clarify that to me, i'd be thankful.

Question:
I'm GMing an adventure where every outdoor map must be Dim light or total Darkness. Is there a Way that i can add this kind of light into a map (not a token), so it applyes to all players?

Simply by having no lights on your map and enabling lighting will give you total darkness. For dim light you could use the Time of Day Fx to adjust the amount of brightness. Or you could add ambient light to the maps and adjust the alpha channel to increase or decrease the brightness.

Bakku
March 22nd, 2025, 15:55
Not sure if this is the right place to ask, but I'm wanting to go full in on the 3D play style for FG. Is there a way to convert 2D maps/images to 3D? If so, is it only for individual map assets or layers, or can the entire map be converted?

I've also been trying to find 3D maps that FG has already premade, but I do not see any. I'm an art subscriber, and there's three new immersive map packs, which are nice for creation, but don't have a sample map for trying out, which is kind of a bummer. I think that would really ignite a fire for creators to be able to sample a fully immersed map.

Anyway, I just want to know if there is a way of conversion. If not, are there any good tips or instructions for fast 3D map and token building? Thanks in advance!

Zacchaeus
March 22nd, 2025, 18:24
Not sure if this is the right place to ask, but I'm wanting to go full in on the 3D play style for FG. Is there a way to convert 2D maps/images to 3D? If so, is it only for individual map assets or layers, or can the entire map be converted?

I've also been trying to find 3D maps that FG has already premade, but I do not see any. I'm an art subscriber, and there's three new immersive map packs, which are nice for creation, but don't have a sample map for trying out, which is kind of a bummer. I think that would really ignite a fire for creators to be able to sample a fully immersed map.

Anyway, I just want to know if there is a way of conversion. If not, are there any good tips or instructions for fast 3D map and token building? Thanks in advance!

Answered in Discord.

You'll need to use the art packs to add assets to the 2d map to give it the 3d feel.

Omalus
April 23rd, 2025, 17:18
How do I bold/italic text now in new version 4.7.0?

LordEntrails
April 23rd, 2025, 18:00
How do I bold/italic text now in new version 4.7.0?
In a formatted text field it should still be ctrl-i or right menu. But I haven't updated yet so can't be sure.
A screen shot of exactly what text in what object of what ruleset will allow us to give you a better response.

Zacchaeus
April 23rd, 2025, 20:23
How do I bold/italic text now in new version 4.7.0?

Same as always; highlight the text and hit CTRL+B for bold, CTRL+i for italic or CTRL+U for underline.Someone else mentioned that the radial menu no longer had theses options and I can't remember if they were on the radial menu or not since I never used it.

Zacchaeus
September 3rd, 2025, 14:43
A quick note that I'm currently recording new videos, re-recording existing ones, and removing some older videos that are no longer relevant from the first post in this thread. This is mainly because so much has changed in FGVTT over the last 5 years since I started posting the videos.

If you have suggestions for videos that you'd like to see do let me know.