View Full Version : Generic Actions extension for Fantasy Grounds Unity 5E ruleset
SilentRuin
July 15th, 2023, 17:56
"Maybe" a workaround to this bug of the scaling is to bring up the webm in the Asset window that you are going to place as it actually displays those assets in the Asset window (and I suppose manges to get into the file and get the missing data?). If you bring up every asset you plan to use in the asset window at least once before you start placing assets in lua code then it "appears" to work. Though i've not done enough through testing to state this unequivocally.
Yep running through every webm asset you plan to use through the Asset window so it displays seems to insure any future use will work. Annoying but I can do that before I use stuff with webm placements I suppose.
New pre game prep I suppose to open every webm asset I might use (under campaign/Generic Actions or data/Generic Actions directories) in the Assets window so they play through.
Also, if you refresh the asset folder you have to go play them all again as the webm data is lost by the refresh.
SilentRuin
July 16th, 2023, 23:41
GenericActionsLayer.ext - V1.6 - Bug/Feature - for effect the name will first strip off "[%w%p%s]*:" (everything before : ) from the name before it processes it. This was because a lot of AE5E data had effects with the actual name with some description in front of it ending in a semi-colon. Now put Effects on their own layer "Generic Actions Effects". Duplicate names will always use the last one added into the cache and the campaign/images directory has been fixed so it will always be last so that its assets override the FGU/images directory assets. New option "Manually delete Generic Actions Ptr layer" defaulted to "off". If "on" this will allow map assets under Generic Actions Ptr layer to remain till layer is manually deleted in map UI or the option is turned back on and normal auto deletes start taking effect again. This is only layer not tied to a token location so only one that can stick around. Added "Asset:" to all layer options to keep them together. New map button to "Create visible CT token effects on map in Generic Actions Effects Layer". When selected it will display all matching effect assets on CT tokens currently displayed on host CT. Will also tell how many assets it checked (not same as placed). It will delete the Generic Actions Effects layer and Generic Actions Ptr layer (as this one can be placed with an effect) before it tries to place anything - providing it finds any CT entries for the map the button was selected from.
Also, my here files above (if you don't know don't worry about it) example assets were updated with more stuff following the rules I've written in the .txt file. Which I'm all so sure you've read... sure.
https://www.youtube.com/watch?v=f1kRcQsOi6c
SilentRuin
July 18th, 2023, 19:20
GenericActionsLayer.ext - V1.7 - Bug - now clean the name as other FGU functionality does to remove things after and including "(", "*", and "-" as some names have comments and extraneous things after them. Also remove anything before a ":". Also remove the special characters "€", "$", or "#" that AE5E can put on effects in case they reach this level of the code.
SilentRuin
July 18th, 2023, 23:43
Bug - Yep GenericActionsLayer.ext is not showing the effects added into the DB in the CT - no idea why. May take a while to figure out. They are added in by all indications just not into the CT. And only some of them.
SilentRuin
July 19th, 2023, 01:02
Still issues with CT display of certain effects. Not solved yet. Seems to happen with no extensions also.
SilentRuin
July 20th, 2023, 01:31
GenericActionsLayer.ext - V1.8 - Bug - Action buttons have cast buttons divided into attacks and saves. The cast attack will actually trigger two call backs which can cause name conflicts. I've now distinguished these by appending "Cast" to end of name when its a cast trigger (watch chat you'll see two messages generated - one for cast - one for attack). If you have the debug option on then you'll see what names are being looked up including their defaults.
This will change a few names (maybe) for you if you've already defined a cast attack button. I've updated my "here" cache of examples as I flesh them out for my current campaign with the updated naming.
SilentRuin
July 20th, 2023, 21:14
So people know how I make assets for this extension.
https://www.youtube.com/watch?v=gZco54Xy_cA
SilentRuin
July 21st, 2023, 03:27
GenericActions.ext - V1.46:
GeneircActionsLayer.ext - V1.9:
- Conflict - upped my load order from 99 to 150 to prevent having onDamage code stomped by someone else - I call the original code so won't stomp them.
SilentRuin
July 23rd, 2023, 15:58
New stuff not delivered yet... a preview before I test it on Monday's game...
https://www.youtube.com/watch?v=b2AljJKfy4I
Also a playlist with all videos on layers I've made to date - in order of lastest to oldest (as they go out of date the next day though have some useful info in each)
https://www.youtube.com/watch?v=b2AljJKfy4I&list=PLudwZcUmLrnD9hmPavCJFTxN9LNyJeLZ2
SilentRuin
July 23rd, 2023, 16:18
An explanation I made that I don't wish to repeat :)
First you have to realize FGU is not giving me access to much in doing any of this - and I'm using a combination of undocumented calls and my own AdvatagesPA.ext (Advantages) for PTRs (cone/circle/rectangle). Layers are always behind tokens and can not be brought above them. Hence, the scaling and clearing anytime anything moves or happens except with PTRs (options and new stuff I'll show in video I made last night shortly), though PTRs again is also a series of kludges because FGU never tells you when they are placed, when they are in image, or when they are removed (hence AdvantagesPA where I already track the data of the last thing placed). And if that's not enough, the triggers I have access to in order to get these things to pop up are bizarre in some cases - specifically when doing PC action button clicking. You can see this in chat messages - click on a pure weapon attack - you get one trigger (one chat message) - click on a power cast attack or power cast save - and you get two triggers (two chat messages) for the attack and one for the save - click on NPC sheet/CT or PC sheet save and you get... Well its a pain and even I can't remember. So don't confuse the "cast" suffix with anything other than allowing me to separate the names (which can conflict) in attacks where you get two of them - and of course adding that also means... ugh. In the end, this is all just so I can get things to work "good enough" and your best bet is just to not try to understand which names will be looked up in any given situation and have debug on so you can literally SEE which are being looked up or failing to be found. So that is first part.
Second part...
Is covered in bottom of .txt file in forums which I advise you to read. Short story if I'm remembering right is Attack/Save triggers will only have a run asset placed (scaled between two tokens) and the heal/damage will have a run and target token asset placed, and effects will just have a token asset place. As this is just a TOOL you will have to figure out what you like to have appear - in my examples I tend to show a run for the attack and again for the damage but that is purely to show you and you can have the run only appear during attack or only during damage or on both depending on what name matches you have defined. So don't look for LOGIC in a TOOL as its that way because I have no access to anything and have to make it so the assets are temporary. Though I provide a button to show all current effects visible on host CT at any time - provide ability to leave PTRs out till you manually delete or put them back on (as they are not tied to tokens so won't care if something moves away from on top of them).
AND of course the stuff in the video I'm now going to post - which is all new and not to be delivered till after my Monday's game and I see how this all works or what player issues make me come up with yet more kludges. And trust me - this is the klugiest riskiest extension yet. Before this I considered AdvantagesPA my riskiest :)
As far as the ranges - anything with a <underbar>%d following the name will be considered only applied when token is > than its reach to target and will pick the closest defined matching one to scale and place. Again - only if you choose to define it. So optionally you have a name - which can have melee or ranged appended - and a potential PTR<shape> appended after that - and a Keep appended after that (new stuff) - and on top of all that, a <underbar>%d number appended to that. Oblivously lot of name potentials. Use debug to see what its trying to look for.
So ignoring all this - I just look to see if I want a run applied - if so I have ranged or ranged_30 or whatever. And usually define a melee name to go with it. See examples I post in dropbox - if you don't know that that is again - read the forum thread at bottom where I started talking about all this its referenced in there. If I have an effect then its usually where i have just the name or a PTR or both. And if I have a PTR I use keep sometimes if applicable (new). And use debug to show me when I'm not sure. TOOL. User it as you see fit.
SilentRuin
July 23rd, 2023, 22:54
You can also make a .mod to hold your assets you just have to make sure they go in the asset diretories I'm looking for - in this example (which I actually use for myself) I zipped up these files and renamed the zip to mod to create it. Key point is it has to be a directory strating with "images" (in FGU app the asset window has buttons up top - this is the one I'll look in) and then the name has to be "Data" (which is where FGU app puts things from its images directory - see it as folder name in Assets window). I put it in Data instead of Campaign so that anything I want to locally override I can simply put in the campaigns/<name of campaign>/images directory.
58306
SilentRuin
July 24th, 2023, 17:26
Generic Actions Layer Extension - V1.10 - Features - New "Self" appended to any effect name so that the target (normal name) and source (self name) can be separated. This new "self" name cannot be extracted from CT effect so the display all effects map button will only find non "self" name matches. Not sure what to do about that for now (I'm just making a non self name where required - still not perfect). If you add "Keep" to end of any asset name it will be stored as a separate layer "GA_<name>_<source name>". This new name will check vs any delete node operation to see if it has is an "%.effects.%id" node path and then determine the CT node and label value from that - then form and check the name vs existing layer names and remove any match. How I plan to use this to keep my lazy DM ways is for example - my player Cirrus will do a Fog Cloud spell (I use advantagesPA extension) by using a ptr shape of circle to place where they want the fog cloud - then select targets and apply the effects which will trigger an asset name match on FogCloudPTRCircleKeep.webm and place that 20ft cloud scaled to circle placed in a map layer called GA_fogcloud_Cirrus. When the concentration effect expires or is deleted the layer will be found and also be deleted. The other default layer names have also been shortened so they can be seen (limited MAP UI to display name no way to see full name). The new names are "GA" , "GA Ptr", and "GA Effect". Also when a PTR Keep asset is placed it will check if the original name matches an NPC name and if it does it will place that NPC in the CT and at the center of the PTR. And when that PTR Keep asset is removed it will also check for the matchin NPC and remove it completely also. As I plan to use it - I will have for example a Fog Cloud NPC that has an AURA effect on it - so that when the Fog Cloud effect is reset (without changing duration of course unless you have duplicate effects allowed) it will appear to move the Fog Cloud Asset and the NPC associated with it (invisible). And when effect is removed it will remove the asset and the NPC (including its aura effects on anything). I do this by also using AURA and Equipped Effect Extension for most of these keep type of NPCs. While Fog Cloud NPC does not require AURA as I define it to have a trait defined as Fog Cloud and a custom effect defined as "Fog Cloud; LIGHT: 20/20 darkness". My Flaming Sphere NPC however requires AURA as I have a trait defined as Flaming Sphere and a custom effect defined as "Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEA: [SDC] DEX (H)(M); SAVEE: [SDC] DEX (H)(M); SAVEDMG: 2d6 fire". The Keep naming option is just a tool and provides you ways to do lots of things. For instance, I may have an invisible assistant GM PC that has a number of traits and custom effects which allow me to trigger keep PTRs asset placement based on pretty much anything I want and simply remove them by removing the effect from my dummy PC (or NPC). Of course, the downside of tools are they allow you to do truly stupid things. I suspect some nut will have 1000 targets and trigger assets and NPCs for each one of them until their map runs out of memory and drops dead. Back up your projects which include your maps IMHO or suffer the consequences.
You can watch new video if you want a clue as to what all this means. But I'm much to invovled in prepping my game with all this stuff to bother with more explanation. Play with it. For sure I'm adding emotes for my players also - but not bothering to explain - you have the Tool - you choose how to use it. Or not. It's "good enough" given the amount of kludging an workarounds I've had to do just to get this much working.
SilentRuin
July 25th, 2023, 06:53
GenericActions.ext - V1.47 - Bug - invisible flanking tokens were giving flanking advantage. Fixed.
GenericActionsLayer.ext - V1.11 - Bug - Display effect assets button was deleting PTRs instead of just effects. Fixed. Other general fixes.
SilentRuin
July 26th, 2023, 23:07
Actually used the new GenericActionsLayer.ext and VLC sounds in a live session.
https://www.youtube.com/watch?v=jq-gXm8yxq4
SilentRuin
July 27th, 2023, 06:16
GenericActionsLayer.ext - V1.12 - Feature - if (P) appears in effect name and it happens to trigger a Keep generic actions asset then it will treat that asset as permanent until the effect itself is deleted. Personally, I can see so many uses for this I'm not going to bother to enumerate them. For sure my examples will have a WayPointSelfKeep.webm and a WayPointSelfPTRCircleKeep.webm that I tested with - but that is truly only a trivial use I can see for this power.
SilentRuin
July 28th, 2023, 15:35
FYI - using paint.net (free app on web I downloaded) and https://pixelied.com/convert/png-converter/png-to-webp to convert all my .png to .webp as some helpful people informed me in discord that .webp takes much less space than .jpg and .png (transparencies).
SilentRuin
August 9th, 2023, 01:31
I should note the debug does not show the name searched before a "self" name - but it is there. And for cast - even though the name Ranged and Melee is not used the point the asset will be placed will reflect whether it was a ranged (between tokens) or melee (on token) distance. Latest update in .mod examples shows this in fireball.webm (placed between source and target(s)) and fireballcastptrcircle.webm (put in center of circle). Both are not keep as this is not something that sticks around nor is tied to an effect.
spencerg
September 3rd, 2023, 05:29
Bravo. I have a simple question. Apologies if missed this somewhere.
I noticed it parses chat for attacks, ect.. not just effects.
I use AD&D 2e (aka classic dnd ruleset) - In the short time i played with this i managed to get it working when clicking an effect with the matching name of the web and/or animated asset. Aka i got a nice cute light wounds working on targets, as well as a fireball. I simply emulated what i saw in the video, which was to make a generic assets folder loaded with various image assets, and match the name with the effect string.
However I noticed you were shooting bows and swinging swords and vola, it was parsing chat or (n) and checking for a matching named asset. Aka you had it working somehow with attacks, damage and others.
I have the debug on - only time i see it check is when an effect goes off. Damage and attack is no mass.
Im mainly just curious at this point how you did that. If there is some instructions i missed, by all means let me know. Im reading the txt - almost positive it’s the string matching, but just want to be sure. Don’t expect miracles.
Thanks, great work.
happy labor day
SilentRuin
September 3rd, 2023, 16:34
Bravo. I have a simple question. Apologies if missed this somewhere.
I noticed it parses chat for attacks, ect.. not just effects.
I use AD&D 2e (aka classic dnd ruleset) - In the short time i played with this i managed to get it working when clicking an effect with the matching name of the web and/or animated asset. Aka i got a nice cute light wounds working on targets, as well as a fireball. I simply emulated what i saw in the video, which was to make a generic assets folder loaded with various image assets, and match the name with the effect string.
However I noticed you were shooting bows and swinging swords and vola, it was parsing chat or (n) and checking for a matching named asset. Aka you had it working somehow with attacks, damage and others.
I have the debug on - only time i see it check is when an effect goes off. Damage and attack is no mass.
Im mainly just curious at this point how you did that. If there is some instructions i missed, by all means let me know. Im reading the txt - almost positive it’s the string matching, but just want to be sure. Don’t expect miracles.
Thanks, great work.
happy labor day
As its technically only supported in 5E I assume because the functions I listed at bottom of .txt file that trigger these things are not supported in your ruleset. To be honest I'm shocked it works at all. But I guess some rulesets did not go off the rails completely on rewriting how CORE and things work. So you get partial support by pure luck. Not by my intention - just by luck. So unless using 5E you'll have to take what you get - sorry.
spencerg
September 3rd, 2023, 18:18
Creating an effect and having it parse for the matching name when said effect fires === good enough for me.
In this case, I just made an effect for Cure Light Wounds called 'curelightwounds' (Heal wasn't triggering the check). Works great.
I don't need it to get too fancy. The fact that it can place something on the image when I click a button is awesome, not to mention the self-cleaning mechanics.
I'll poke around deeper with it and see what else works.
In any event, thanks you.
This is/has always been, a very nice extension and has sure grown a lot since I stopped playing 5e.
I was surprised to see a piece of it pop up in the extension list when I opened up my AD&D game.
spencerg
September 4th, 2023, 05:49
Class DnD Ruleset (AD&D 2e)
Love it - even without 80% of the features working.
Only 'effects' trigger an asset check, so in the case of things like cure light wounds, which is simply a 'HEAL' - I made an additional effect 'i.e. CureLightWounds' that I can trigger to get a visual -
Event hooks for Damage, Heal, Save and Cast - don't get raised in this ruleset - but Effect does.
Only thing that's a bummer is the placement and scaling of rays-like effects, like lightning bolts.
With assets like this, it doesn't scale or place the asset correctly (the direction the asset is placed is always a straight line through the token across the x axis) - not adjusted to the correct angle, a line from caster to target.
Additionally it does not scale it properly.
But things that just apply the asset at the token seem fine and scaled correct.
To learn more, I loaded up 5e to try out the full set of capabilities and learn more about it, really robust.
IF I had one wish for this, it would simply be to support the angle/placement computation for ray-like assets.
Just out of curiosity, Is there something I can bring up to the author of the ruleset to make it more compatible with this?
This is just badass.
SilentRuin
September 4th, 2023, 21:48
Class DnD Ruleset (AD&D 2e)
Love it - even without 80% of the features working.
Only 'effects' trigger an asset check, so in the case of things like cure light wounds, which is simply a 'HEAL' - I made an additional effect 'i.e. CureLightWounds' that I can trigger to get a visual -
Event hooks for Damage, Heal, Save and Cast - don't get raised in this ruleset - but Effect does.
Only thing that's a bummer is the placement and scaling of rays-like effects, like lightning bolts.
With assets like this, it doesn't scale or place the asset correctly (the direction the asset is placed is always a straight line through the token across the x axis) - not adjusted to the correct angle, a line from caster to target.
Additionally it does not scale it properly.
But things that just apply the asset at the token seem fine and scaled correct.
To learn more, I loaded up 5e to try out the full set of capabilities and learn more about it, really robust.
IF I had one wish for this, it would simply be to support the angle/placement computation for ray-like assets.
Just out of curiosity, Is there something I can bring up to the author of the ruleset to make it more compatible with this?
This is just badass.
IT does support those. But YOU have to insure the asset is made correctly to play nice with the angle etc. Per discussion and videos - the asset must be aligned where I'm going to adjust the angle. Not where you "feel" like having it :)
spencerg
September 4th, 2023, 23:11
That's strange because what I'm referring too, worked when I used it in 5e, but not in 2e. 58764.
I'm probably missing something in the videos or chat, it is a lot to take.
Funny thing is, I had this working in 5e last night, now I'm getting the same result as the image, ;)
Could it be I need to include SELF to give it an origin point to target ? I'll keep poking at it, obviously user error and I missed something in the various conversations.
SilentRuin
September 4th, 2023, 23:52
That's strange because what I'm referring too, works when I use it in 5e, but not in 2e. 58764. I'm probably missing something in the videos or chat, it is a lot to take. Funny thing is, I had this working in 5e last night, now I'm getting the same result as the image, i. ;) Could it be I need to include SELF to give it an origin point to target ? I'll keep poking at it, obviously user error.
You do realize I have a examples in the mod I provide somewhere above. You can just look at those if you want to see how the "ray" needs to be oriented. But if memory serves its left to right on x axis of asset. Then the scale is done based on distance between tokens. And of course, you read up on the range differences you can provide if you don't feel scaling one fits your needs. Again - see the dropbox mod I provided. Can't remember the link so I leave that to you as an excerise on how to properly explore this thread - particularly the last 5-10 pages.
spencerg
September 4th, 2023, 23:55
I did not know this - I'll keep trying.
spencerg
September 5th, 2023, 00:56
I just wanted to add this:
5e vs. 2e -
Here is my lightning bolt working in 5e. I hit CAST and it parses, places and scales correctly.
58768
Here it is when I try to add it as an EFFECT.
58769
This last image is the result I get in CLASSIC DND Ruleset, no matter what I do. As I was saying before, non of the Event Triggers, like HEAL, SAVE, DAMAGE, ect. get raised in this ruleset.
The only one that seems to work is EFFECT. When you click an EFFECT from powers, or add one manually via the Tracker and manually trigger a rescan from the image, it will work.
But with rays, it places it like the following.
58767
IF it can't work with this ruleset, that's fine, but Id sure like to know what I'm doing wrong if it does.
I'll leave it at that for now.
Happy labor day.
I should add - I use : https://github.com/Jules-Bens-Aa/JB2A_DnD5e
Nice collection.
SilentRuin
September 5th, 2023, 04:25
I just wanted to add this:
5e vs. 2e -
Here is my lightning bolt working in 5e. I hit CAST and it parses, places and scales correctly.
58768
Here it is when I try to add it as an EFFECT.
58769
This last image is the result I get in CLASSIC DND Ruleset, no matter what I do. As I was saying before, non of the Event Triggers, like HEAL, SAVE, DAMAGE, ect. get raised in this ruleset.
The only one that seems to work is EFFECT. When you click an EFFECT from powers, or add one manually via the Tracker and manually trigger a rescan from the image, it will work.
But with rays, it places it like the following.
58767
IF it can't work with this ruleset, that's fine, but Id sure like to know what I'm doing wrong if it does.
I'll leave it at that for now.
Happy labor day.
I should add - I use : https://github.com/Jules-Bens-Aa/JB2A_DnD5e
Nice collection.
As I always say in all of my extensions - they are for 5E. Where I can see they can partially work in other rulesets I open them up for them but in no way EVER will you ever see in print ANYWHERE that I support anything other than 5E in my extensions. Its the only one I use and the only one I plan to ever support.
As for why things don't work in other rulesets - they tend to do their own things outside of CORERPG standard coding sometimes (a lot of the time) and if I opened up something because it was pure CORE calls its by no means stating it will work in any of them. Look at the text file for this extension for dirt level details - or look at code as all my code is open and not in the vault nor will it ever be.
What does this mean? It means it only works in 5E. But might, if your lucky, have aspects that work in other ones. And that I will be putting 0 effort into supporting those that do not - they vary from non 5E ruleset to non 5E ruleset on what calls they support that I use. Do I wish all rulesets respected the CORERPG standard coding contract? Sure. But they don't. Hence why I don't support them at all.
Why do I open some of my extensions to those other rulesets? Because some parts do work and I was asked. But I still state here - and in all my page 1 extensions - its 5E only. But secretly, in the .txt file - I may say it might work in some other things. No support if they don't :)
spencerg
September 5th, 2023, 05:29
Not a problem at all. I was just thrown off when you said “rays work, create your asset correctly” (verbatim).
I’ve been a developer for > 20 years, believe me I understand everything you said and why you chose to unlock it.
Furthermore, I tend to document and heavily comment my source as well ... just for it too not be read through .
Therefore, I try to make an effort to read through everything when someone has taken the time to lay it out such as this.
If you ever have time to poke at it, that is great … if not, that’s absolutely fine as well.
I can tell you, with debugging on, Its definitely falling into the logic of putting it on the screen and attempting to scale/place it ... its just missing something vital or its a sequence issue.
In any event, just curious.
Anyways SilentRuin, thank you again for your help/explanations.
SilentRuin
September 5th, 2023, 15:48
As a developer - you understand that the callbacks I listed in the .txt file are not being called in the all the rulesets outside of 5e. And as I said - feel free to modify the code for your own use to make it call things in whatever world you are running in. I'm not so tight fisted with my code that I don't allow people to do what they want with it. Ideally you could even make an extension of your own that exist on top of mine to override parts to make it do what you want it to do where you want it to do. But for some reason people never want to do that.
If you have a 5E issue feel free to let me know. The other rulesets are "unsupported" unless they happen to call the CORERPG things I'm calling. And any 5E specific things they will not support at all. Hence the blanket "unsupported" statement outside of 5E.
Either way good luck on what you decide to do.
SilentRuin
September 26th, 2023, 04:18
Note to self:
Something in FGU or extension (other than mine that I use) has changed in the last month that caused a longbow attack on something with fairy fire effect
# Faerie Fire (Blue); (C); GRANTADVATK; LIGHT: 0/10 0000FF; 'Deactivate invisibility
on it to generated 3 dice for attack (1 dice roll then an advantage dice roll) when it should have just been the advantage dice roll. Can't duplicate in local client.
nephranka
October 10th, 2023, 22:16
I noticed that when you use the Hide action button and you are wearing armor that gives DIS to stealth checks it is not seeing the DIS when clicked. I do note that a normal DEX check is not DIS since that might not be a check for stealth. I was wondering if this is working as expected or should the hide pick up the DIS? The screen shot has the details. The first roll is with GA, the 2nd is off the skills tab, and the 3rd is off the 1st tab using the dex ability.
SilentRuin
October 11th, 2023, 04:56
I noticed that when you use the Hide action button and you are wearing armor that gives DIS to stealth checks it is not seeing the DIS when clicked. I do note that a normal DEX check is not DIS since that might not be a check for stealth. I was wondering if this is working as expected or should the hide pick up the DIS? The screen shot has the details. The first roll is with GA, the 2nd is off the skills tab, and the 3rd is off the 1st tab using the dex ability.
V1.48 - Bug - Hide button was not taking into account armor disadvantages. Fixed.
nephranka
October 11th, 2023, 11:02
V1.48 - Bug - Hide button was not taking into account armor disadvantages. Fixed.
Thanks!
MrDDT
October 11th, 2023, 16:09
V1.48 - Bug - Hide button was not taking into account armor disadvantages. Fixed.
Wow thanks that was fast.
SilentRuin
October 25th, 2023, 22:51
Tip for Generic Actions Layers:
This tip is only if you use the circle/square/cone pointer (left-right mouse held down to draw pointer) so that this extension will automagically look up a ptr asset to place and a matching (named) NPC to place with associated effects on it. Usually with Equipped Effects, Aura, and BCEG.
I use the self effects (per past videos and explanations) with relevant ptr and asset associated to it in order to automagically do all the work.
But if I do something that can be moved and want to move the ptr and reset the effect to trigger replacement of NPC and asset to new position I don't want to lose the current duration of the effect - as BCEG has an option to check duration to determine duplicate effect this must be off. Moonbeam is what my druid uses most often that is movable spell so that is where I discovered I had this option on for some unknown reason in particular campaign. This is the tip - if you do this and have this ON then you will need to remove it manually and replace it remembering the old duration the spell is currently at (unless they recast it of course).
SilentRuin
November 5th, 2023, 19:16
Warning: AURA has changed its naming to remove any FROMAURA name in effects it creates - I did not notice this as impacting my generic actions layers but where you have an AURA with the same name for the AURA and the effect it creates it can mess it up by triggering the delete of an asset it had placed in relation to a self effect of the same name. Confusing I know - I'll make a video later to clarify.
Gist is I use a spell/power self effect as a trigger when an active PTR object (circle/square/cone) is present with a name that (via rules) matches an asset and an NPC that matches that named self effect. The NPC has several effects added to CT (via Equipped Effects) based on a trait name. I typically had the self effect name, the NPC name, the NPC trait name, the NPCs AURA effect name, and the effect the aura generated name as all the same name for simplicity. However, with the loss of the AURA generated name of FROMAURA this now has the name of the AURA generated effect. And that name will mess up the logic when the holder of the original self effect moves into the AURA (and triggers that effect name which is seen as a change to the original keep asset). Basic gist of the whole thing is I have to rename every AURA generate effect into a unique name so its not interpreted as something updating the original effect. I just add an _ at the end of all the AURA generated effect names to get around this issue. Here is an example of a mod file I have to replace all the 5EAE module data that I want to play this game - using moonbeam to show the relevant data...
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59224&d=1699211753
https://www.youtube.com/watch?v=_aW4sab7u3A
SilentRuin
November 7th, 2023, 04:04
Generic Actions Layer - V1.13 - Bug - Cannot remove selection to hide targeting arrow so asset can be seen better as this effects vision. Will have to let targeting arrow overlay the asset for now.
SilentRuin
November 15th, 2023, 13:26
Warning: AURA has changed its naming to remove any FROMAURA name in effects it creates - I did not notice this as impacting my generic actions layers but where you have an AURA with the same name for the AURA and the effect it creates it can mess it up by triggering the delete of an asset it had placed in relation to a self effect of the same name. Confusing I know - I'll make a video later to clarify.
Gist is I use a spell/power self effect as a trigger when an active PTR object (circle/square/cone) is present with a name that (via rules) matches an asset and an NPC that matches that named self effect. The NPC has several effects added to CT (via Equipped Effects) based on a trait name. I typically had the self effect name, the NPC name, the NPC trait name, the NPCs AURA effect name, and the effect the aura generated name as all the same name for simplicity. However, with the loss of the AURA generated name of FROMAURA this now has the name of the AURA generated effect. And that name will mess up the logic when the holder of the original self effect moves into the AURA (and triggers that effect name which is seen as a change to the original keep asset). Basic gist of the whole thing is I have to rename every AURA generate effect into a unique name so its not interpreted as something updating the original effect. I just add an _ at the end of all the AURA generated effect names to get around this issue. Here is an example of a mod file I have to replace all the 5EAE module data that I want to play this game - using moonbeam to show the relevant data...
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59224&d=1699211753
https://www.youtube.com/watch?v=_aW4sab7u3A
Decided to add the dropbox link of .mod files I used to make this video (and use in my live 5EAE supplemental data games):
[UPDATE: 5EAECorrections.mod is no longer required as the new 5EAE PHB module will have these built in - removed from drop box and my campaigns.]
GenericActionsLayerImages.mod (https://www.dropbox.com/scl/fo/75p7u8dxrc7bbnlbxsorj/AJKHRjyjg44KiRrjrXn3FPA?rlkey=s8gb1h12ushp279i4ead sx1pj&st=ukidx7bi&dl=0)- This contains assets following the naming rules for Generic Actions Layers with some that match things in above module along with every other "free" asset I've grabbed online and/or made/modified based on description (and link) in previous posts in here (do your own research) (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=692466&viewfull=1#post692466).
SilentRuin
November 19th, 2023, 14:57
https://www.youtube.com/watch?v=n2axez33VpM
NOTE: I show you what I do for myself. You'll have to choose what you do for you - or if you even follow this path of what I'm doing. Just tools and data. And these posts are purely informative to show you what I'm doing for my games - not in any way to be implied what you should do for yours.
SilentRuin
November 20th, 2023, 15:39
V1.14 - Feature - new option "Asset: Generic Action Layer NPC faction will be none" defaulted to "on". While I originally used AURA/BCEG tied to NPCs for mines in SW5E where the faction is required to be the faction of what placed it - I can see no harm in allowing NPCs to be placed with none in other campaigns as it will not effect my definition of what the AURA effects are one way or the other (I don't use none but instead depend on things respecting the non targetable aspect of the NPC token) and I can just turn it off in places I need the NPC to have a faction so it can have more power in the AURA discrimination of friendfoe.
SilentRuin
November 20th, 2023, 22:26
FYI - the non targetable NPC is having issues where the first time it's placed it will work and not be selectable. But come up in map where it still exists in a new session and it will then be selectable. This has something to do with the way I'm adding an override to the specific token - it may have to have some generic onTokenAdd logic implemented onInit so that these special NPC proxies have that override reset on their tokens when readded to map (which a new session will do). Also so issues with the Advantages PA targeting not being able to unselect things when this NPC proxy is within the PTR circle.
For now I'm working on it but it may take a few days to figure out. As a workaround for now just be careful you don't target these NPC proxies or have other AURAs targeting them. As I use "no faction" (and special AURAs that are owner faction specific) as an actual faction in at least two of my campaigns - I'll have to be careful with AURA's in those. In one's where a "no faction" is unused I can let the new default placement of the NPC proxy with "no faction" and have all the AURAs they use replace "IF: FACTION(notself)" with "IF: FACTION(!none)". Not a solution I can use in all my campaigns so no easy way to have one size fits all AURAs for me until I can get this non targeting stuff fully working.
So when I figure it out I'll add it in and can go back to one size fits all AURAs (as no NPC proxy will be targetable).
Arnagus
November 21st, 2023, 07:03
Very stupid idea - ignore if too complex to implement: perhaps you could add a new faction (nonTarget) and apply the logic (have all auras extended with above IF: FACTION(!nonTarget)) per default in the backend, not part of the AURA. Tokens without entry on CT are added to this faction.
Not sure how this is coded - might be not practical.
SilentRuin
November 21st, 2023, 16:32
Very stupid idea - ignore if too complex to implement: perhaps you could add a new faction (nonTarget) and apply the logic (have all auras extended with above IF: FACTION(!nonTarget)) per default in the backend, not part of the AURA. Tokens without entry on CT are added to this faction.
Not sure how this is coded - might be not practical.
AURA already handles this with "IF: FACTION(!none)" if your CT entry has a neutral or no "friendfoe" value for its faction. There are technically only 4 faction settings one of which some use as you suggest - a non faction. As I said I have campaigns I use that "non faction" as an actual faction so that is not really a solution for me in all cases.
As far as making something non targetable - I have done so in two other extensions - combat groups and map parcels. Both tokens are not tied into the standard CT mechanisms so just have their own code to maintain them. But to make a CT token non targetable, there is a lot of existing code doing its own thing already so I have to figure out where (minimally) I can intercept that code and force the CT token to be non targetable - and also how I want to recognize its not targetable (can't use factions for reasons I stated). Experimenting around now just to try to see where/how I can force it to be non targetable which because Token.onAdd is triggered before the map is actually there it appears (meaning any token settings I make are basically lost - or appear to be so).
Gist is will probably take a while for me to jury rig something. In mean time - the session you place my proxy NPCs they will be untargetable. But not when you come back up. They also have some other oddities that I'll have to resolve (or hopefully just resolve themselves once I get the not persistent token settings to stick between sessions).
Arnagus
November 21st, 2023, 18:53
Thanks for the explanation. I rather thought of a completely new faction (none, friend, neutral, foe, nonTarget), but this seems technically not possible.
MrDDT
November 21st, 2023, 19:07
Thanks for the explanation. I rather thought of a completely new faction (none, friend, neutral, foe, nonTarget), but this seems technically not possible.
Short answer is that FGU doesn't allow for factions outside the ones they already have, which is none, foe, friend, neutral.
SilentRuin
November 21st, 2023, 20:44
V1.15 - Bug/Feature - the attempt to make the NPC non targetable failed so took a completely different tact. If the effect "NOTARGETING" is present (NPC proxy will have it added in) in the CT entry then no targeting will be allowed (ctrl click on map or ctrl click on CT to target) and will be set back to not targeted. AuraEffect.isAuraApplicable function in AURA extension has also been overwritten to respect this effect. If its there - targeting (and Aura application) will not take effect - if its not there it will. Simple but deadly. Use this extension and feature at your own risk - ye be warned.
Essentially its as simple as it sounds. When the custom effect triggers and finds the matching PTR asset name which finds the matching NPC name where EE loads up the custom effects to its CT entry - it now also adds the effect "NOTARGETING" to the NPC proxy CT entry which prevents it from being targeted or used by AURA.
And yes, it applies to any CT entry runtime not just my proxy one.
[and if DMsG does not load it then too bad as I'm not going through the hell of trying to get it to load like I did with Combat Groups - which update still has not taken after 6 tries. DMsG may just be busted for legacy things not for sale there anymore.]
SilentRuin
November 21st, 2023, 22:17
https://www.youtube.com/watch?v=Zjs0VBj-Uqg
SilentRuin
November 25th, 2023, 17:45
Current TEST will Error when you try to do the Generic Actions Layers custom effect triggering discussed above. I have a fix that works in LIVE and TEST but holding off on delivering it as there will surely be something else that crops up in the next month. Just FYI.
SilentRuin
November 26th, 2023, 04:00
Tip: When you place a PTR radius (cone, circle, square) you will notice FGU has two wider shapes it gives as the same distance. So when you exand out a circle and hit a 5ft increment - you will hit it twice before it moves on.
For the purposes of AURA and LIGHT effects that I provide in my mods this will always be the outer ring value (2nd duplicate 5ft increment you hit) if you want the asset to match the LIGHT and AURA effects.
SilentRuin
December 1st, 2023, 20:13
V1.16 - Bug/FGU update - something changed in FGU update (test) that caused error. Fixed. As it works in LIVE and TEST for fix will just deliver now.
No impact to anyone but in current TEST - which it fixes.
SilentRuin
December 3rd, 2023, 15:55
Generic Actions Layer - V1.17 - Bug - FGU does not consistently call ruleset code for hasEffect and hasCondition (hasEffectCondition in 5E). KLUDGED. Not saying fixed.
Basically, FGU codes processing of effects with some coreRPG calls (almost random on where) that do not handle conditions and this causes lots of problems when conditions are present. BCEG would not make this simple override to compensate for this, and until FGU calls ruleset specific code for these functions everywhere, I ended up having to do it myself here for my Monday game. I'll remove it if/when FGU or BCEG resolve it on their side.
Forge will be updated sometime next week.
SilentRuin
December 3rd, 2023, 16:18
Also, when you come up in a session and some condition is not working when effect is triggered by AURA - clicking the CT entries effect display list on and leaving it on gets move into/out of AURA back to working for me. I suspect things that used to do things at startup for you no longer are in FGU - but really don't know and have no desire to debug this mess further.
Should also mention that clicking the CT effect display list off (if not done an end turn) stops it from working again. This stuff is crazy.
MrDDT
December 3rd, 2023, 17:02
Generic Actions Layer - V1.17 - Bug - FGU does not consistently call ruleset code for hasEffect and hasCondition (hasEffectCondition in 5E). KLUDGED. Not saying fixed.
Basically, FGU codes processing of effects with some coreRPG calls (almost random on where) that do not handle conditions and this causes lots of problems when conditions are present. BCEG would not make this simple override to compensate for this, and until FGU calls ruleset specific code for these functions everywhere, I ended up having to do it myself here for my Monday game. I'll remove it if/when FGU or BCEG resolve it on their side.
Forge will be updated sometime next week.
Thanks for working on this, working now. I'm going to make a report on the forums about it not working, Moonwizard knows about it and told me to make the report (even though I reported it in discord)
SilentRuin
December 11th, 2023, 00:30
Generic Actions - V1.49 - Bug - shove should not prevent the roll if target is grappled - though on success I'll leave it to DM to figure out if they need to remove grappled state as it determines on what direction they are shoved (say a cliff is next to grappled guy and you push him in that direction but its still within reach of grappler - not making that decision for the DM).
SilentRuin
December 18th, 2023, 19:43
Generic Actions Layers - just another video example added to playlist....
https://www.youtube.com/watch?v=CrGVSq-6y6M
SilentRuin
January 14th, 2024, 00:18
V1.50 - FGU Bug - FGU has never put chat message about what is actually triggering the save roll - especially annoying for power saves (weapons with a save roll) as they cannot have any sounds tied to them. Not to mention wanting to see what actually triggered the save roll.
MrDDT
January 14th, 2024, 00:52
V1.50 - FGU Bug - FGU has never put chat message about what is actually triggering the save roll - especially annoying for power saves (weapons with a save roll) as they cannot have any sounds tied to them. Not to mention wanting to see what actually triggered the save roll.
Confused what this update is doing.
SilentRuin
January 14th, 2024, 00:57
Confused what this update is doing.
Steps to duplicate:
1) Get an NPC with an ACTION that instead of an attack roll - is a save roll. For me this was SW5E tie fighter, CR90, dreadnaught, etc. where all the heavy lasers were power saves.
2) Get in CT and double click on that SAVE in the NPC on actions CT entry.
3) Now tie a sound to it.
You can't. Without this update. There is nothing to tie the sound to in that chat. Or so you will discover. Essentially exactly what the update says if you know how to match sounds and that power saves are not "cast" but have to be "chat" and then the name of what you are actually doing the save for has to appear in chat someplace.
MrDDT
January 14th, 2024, 01:10
So this is fixing the bug of not putting any chat display text by adding chat display text?
SilentRuin
January 14th, 2024, 01:14
Correct
Evolivolution
March 17th, 2024, 16:51
Hey I've tested around a bit with the Generic Actions Layer in SFRPG. I can only get it to trigger on Attack Rolls and Effect usage. "Trigger" being the inbuild debugger outputing that it is searching for an asset.
From your documentation there should be more options there (Damage, Heal, Cast). Could you take a look at that?
SilentRuin
March 17th, 2024, 17:08
Hey I've tested around a bit with the Generic Actions Layer in SFRPG. I can only get it to trigger on Attack Rolls and Effect usage. "Trigger" being the inbuild debugger outputing that it is searching for an asset.
From your documentation there should be more options there (Damage, Heal, Cast). Could you take a look at that?
As ive stated many times inmany threads i only fully support 5e in my extensions. This is because different rulesets just go off on their own when it comes to common corerpg functionality. So while some features are partially supported in other rulesets i make no attempt to support their byzantine code offshoots from common coreRPG fictionality.
Hard enough to keep things working in coreRPG and 5E which i actually use then trying keep track of the rest of the crazy rulesets i dont use.
Feel free to override my extension with one you make based on it and enjoy the fun of being broken by whim of changes in corrRPG/5E/my stuff/and whatever ruleset you want to make it with.
Why i only support 5E even if i allow some extensions to partially eork in other rulesets putely by chance.
But only 5E is actively supported.
Evolivolution
March 17th, 2024, 17:19
As ive stated many times inmany threads i only fully support 5e in my extensions. This is because different rulesets just go off on their own when it comes to common corerpg functionality. So while some features are partially supported in other rulesets i make no attempt to support their byzantine code offshoots from common coreRPG fictionality.
Hard enough to keep things working in coreRPG and 5E which i actually use then trying keep track of the rest of the crazy rulesets i dont use.
Feel free to override my extension with one you make based on it and enjoy the fun of being broken by whim of changes in corrRPG/5E/my stuff/and whatever ruleset you want to make it with.
Why i only support 5E even if i allow some extensions to partially eork in other rulesets putely by chance.
But only 5E is actively supported.
Gotcha, well thank you for making the limited functionallity available
Tordrache
March 17th, 2024, 21:18
Hi,
I want to thank you for your mods and all your work. They are great. Perhaps, I am just not good at finding an answer and you good sirs can help me out. I have managed to set up everything for the layers. The Conditions work perfectly (thank you, that alone is just really cool). I experimented with spells. I get Fireball to work with the asset named Fireball. It casts the Run (the tile towards the aim). What I don`t get working is how damage is named (I think I get the naming of the Generic Actions wrong). For example: Fireball, how would I name it so it works when I click the damage button in the Actions tab. I tried: FireballDamage / FireballDMG / FireballdamageRun /FireballDamgeRun. Nothing seems to generate the action layer. When I name the effect DefaultDamage it works fine. Seems to be the case with all the Default actions (I tried it with Melee ect and that worked fine as well).
While I am asking. I tried the shape naming (cone and square ect) and it didn`t work either. Is there any list of naming conventions (besides the Readme,which I did read) that could help me along my way. Sorry to me a bother and I hope you all have a good day.
Max
PS: Everything in 5e
Ironlung79
March 18th, 2024, 03:07
You may want to check out this thread: https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=701855&highlight=layers#post701855
I am currently trying to work the same issue with the naming conventions.
SilentRuin
March 18th, 2024, 19:00
Somewhere in this thread is my own dropbox mod files i use for my 5E and SW5E campaigns. Unzipping those can give you idea how i do it.
Ironlung79
March 18th, 2024, 22:13
This is for 5E only.
This seems to rely on SilentRuin's other extension here:https://www.fantasygrounds.com/forums/showthread.php?66564-Advantages-Extension-(FGU-5E)&highlight= When you see the `xptrcircle.webm` or xptrconekeep,webm` below, this is the extension it relies on.
He goes into some detail on spells with ongoing effects and placing their assets here (https://www.youtube.com/watch?v=_aW4sab7u3A&t=3s) and here (https://www.youtube.com/watch?v=n2axez33VpM) He utilizes AURA's heavily, if you aren't familiar with effects coding you will have a learning curve.
SilentRuin's post in this thread (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=701855&highlight=layers#post701855) may help you as well. In it he shares a dropbox link for GenericActionsLayerImages.mod, you can change the .mod to .zip and examine the assets if you wish, or just install the mod. It creates a subfolder in your images directory called Generic Actions, and has the assets placed already. There are subfolders in that directory for ease of searching, but aren't critical.
YMMV in regards to the following examples:
Weapon Melee Attacks:
longswordmelee.webm
xmelee.webm
x=weapon name i.e, Sword of Answering becomes swordofansweringmelee.webm
He has them separated by type, I don't know if it calls the correct asset based off your weapon type or not.
I've had success by just using the weapon name and going from there.
Ranged Weapon Attack:
xranged_XX.webm
x= name XX = range in two digit expression (if you use three digits for one, you must use three digits for all) _05; _15; _30; _60; _90 seem the most common.
Damage:
I struggle with these the most. I still don't know how to name a specific webm asset to apply onto a target when damage is rolled for something like fireball/ sacred flame/ mind sliver, etc. I can get the default damage to apply (fire/ cold/ force/ etc) but that's my current knowledge limitation.
60209
Of note here, if you add xDMGRun, it will create a webm layer that animates the distance between the caster and the target. You get some crazy stretching on some images, so utilizing animations that cover greater distances, like bolts or beams works best.
Powers/Spells:
60210
when the PC clicks "cast" on their sheet, these will execute.
the xPowerSave.webm activates when the Player clicks the 'save' button on a spell. I'm still experimenting with this as well.
The following will apply the webm asset in the last pointer shape used to verify the spells coverage. look in the picture above for examples. If someone draws a circle before the active player executes the spell, it will draw the webm asset in the most recent one, fyi.
ptrcircle
ptrcone
ptrsquare
Ongoing effects:
60211
Of note here is the 'self' suffix in the name convention. Ideally this will place a webm asset under the PCs token to ID them concentrating on the effect.
The 'keep' suffix keeps the layer active in your map for the duration of the effect (SilentRuin's videos explain in more detail).
You can combine these to have various results btw. His example of cloud kill uses the naming convention CloudKillSelfPTRCircleKeep.webm. This places the cloud kill webm layer in the circle you drew when the PC activates the effect on themselves. There is more to it with auras, but that's it in a nutshell.
I'm learning all this myself, let me know if you have any success.
SilentRuin
March 18th, 2024, 23:50
Sounds like you know more than me already. Here is my process:
1) get irritated because something i want is not in FGU
2) hack the code with loving strokes of a crude hammer till some bits of it form something that looks like it might do something close to what i want.
3) use my coding meat tenderizer until i can trial and error past all the unexpected issues
4) finally fine tune the tangled mess so it barely makes sense and declare it “good enough”
5) then write a series of text walls and rambling videos as within two weeks i will have forgotten almost all of what i did
Thats my process. We are past that 2 week period - so you are the resident expert - good luck!
Ironlung79
March 19th, 2024, 00:02
Well, I appreciate you creating this thing as I don't have the skills to do it. I wanted to re-create what Foundry VTT does well, and this is the closest thing FGU has to automate animated spell effects (to my knowledge).
I just need to know how to name the damage so it's applying the correct webm layer on a damage roll. The default's all work, but it gets screwed up when I try to make one for specific spells. If anyone figures that out, I'd be grateful.
SilentRuin
March 19th, 2024, 00:06
Well, I appreciate you creating this thing as I don't have the skills to do it. I wanted to re-create what Foundry VTT does well, and this is the closest thing FGU has to automate animated spell effects (to my knowledge).
I just need to know how to name the damage so it's applying the correct webm layer on a damage roll. The default's all work, but it gets screwed up when I try to make one for specific spells. If anyone figures that out, I'd be grateful.
I have no issues with damage in the example in the dropbox mod - have you tried those?
This on assumption FGU fid not break something under me that has yet to be noticed. Make sure relative options it requirds are on also.
Ironlung79
March 19th, 2024, 04:31
I disabled all other mods except yours for these tests.
I have used the Dropbox assets, and am still testing them. Some work and some are......not working as intended. Still working through the list. The most common "error" I get is a stretching like the webm has a "Run" suffix. This video shows what I'm talking about. I'm still learning and troubleshooting, and appreciate this ability to manipulate the layers very much! I also don't know jack about coding, so don't know how FGU is ID'ing anything.
https://youtu.be/LVhqbXKsVC4
SilentRuin
March 19th, 2024, 18:08
I disabled all other mods except yours for these tests.
I have used the Dropbox assets, and am still testing them. Some work and some are......not working as intended. Still working through the list. The most common "error" I get is a stretching like the webm has a "Run" suffix. This video shows what I'm talking about. I'm still learning and troubleshooting, and appreciate this ability to manipulate the layers very much! I also don't know jack about coding, so don't know how FGU is ID'ing anything.
https://youtu.be/LVhqbXKsVC4
I can get with you at some point - not sure when - drop me a discord text to establish a link (I don't accept friends) and we will see what your doing. Keep in mind this is dumb stuff - if you have it set for the token - it will go on the token - if you have it set for a range - it will be stretched. Don't ask me the rules I'd have to look them up and not in any mental shape to do that at the moment. Anyway - establish a discord "hello" and we will see when we see.
Tordrache
March 23rd, 2024, 21:58
Hi,
it is me again.....^^
I have a question regarding the Generic Actions (not the layers this time). The character that has the initiative has a purple square around him (it is not the square that shows up when you hover over him. [I think this is tied to this mod]. Is there a way to get rit of the purple square? 60316
MrDDT
March 24th, 2024, 01:45
Hi,
it is me again.....^^
I have a question regarding the Generic Actions (not the layers this time). The character that has the initiative has a purple square around him (it is not the square that shows up when you hover over him. [I think this is tied to this mod]. Is there a way to get rit of the purple square? 60316
That is from the extension combat groups, which I can see you have loaded That is from the extension combat groups, which I can see you have loaded. You can change that in the options under combat groups.
Tordrache
March 24th, 2024, 08:28
Thank you, that bugged me to no end :D
Asmerion
April 3rd, 2024, 15:12
Hello!
I just purchased your extension and I have a question.
The Grab action is applying Disadvantage to the check when the character does not have armor proficiency (wizards, for example), even though the character is unarmored.
SilentRuin
April 3rd, 2024, 16:39
Hello!
I just purchased your extension and I have a question.
The Grab action is applying Disadvantage to the check when the character does not have armor proficiency (wizards, for example), even though the character is unarmored.
While there are many reasons you can have DISadvantage in a grapple (Mostly FGU stuff that causes DIS for some other reason) - armor proficiency and unarmored is not something I deal with in the extension.
I use the RAW 5E rules...
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
In the cases where more than one skill can be used to contest the role its always the best one.
I would check the chat and see what block of text is sticking [DIS] into it. For sure you can have things that apply disadvantage to skill checks but its going to be for some legit reason unless a bug. I personally do nothing with armor proficiency in this extension. Looking through the code I override I see only the skill check contests and ADV/DIS being extracted from FGU data already applied to source/targets for grappling.
MrDDT
April 3rd, 2024, 20:56
Hello!
I just purchased your extension and I have a question.
The Grab action is applying Disadvantage to the check when the character does not have armor proficiency (wizards, for example), even though the character is unarmored.
I'm not seeing this issue, are you running other exts?
Also if you want you can contact us on the discord for faster replies and easier to solve it.
Asmerion
April 5th, 2024, 16:55
While there are many reasons you can have DISadvantage in a grapple (Mostly FGU stuff that causes DIS for some other reason) - armor proficiency and unarmored is not something I deal with in the extension.
I use the RAW 5E rules...
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
In the cases where more than one skill can be used to contest the role its always the best one.
I would check the chat and see what block of text is sticking [DIS] into it. For sure you can have things that apply disadvantage to skill checks but its going to be for some legit reason unless a bug. I personally do nothing with armor proficiency in this extension. Looking through the code I override I see only the skill check contests and ADV/DIS being extracted from FGU data already applied to source/targets for grappling.
I verified that this is an FGU problem. It appears that the following rule is being applied to any character without armor proficiency, even if they do not have armor equipped.
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.
Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
I disabled all extensions and the problem continued. So, sorry for the mistake.
Asmerion
April 5th, 2024, 19:37
While there are many reasons you can have DISadvantage in a grapple (Mostly FGU stuff that causes DIS for some other reason) - armor proficiency and unarmored is not something I deal with in the extension.
I use the RAW 5E rules...
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
In the cases where more than one skill can be used to contest the role its always the best one.
I would check the chat and see what block of text is sticking [DIS] into it. For sure you can have things that apply disadvantage to skill checks but its going to be for some legit reason unless a bug. I personally do nothing with armor proficiency in this extension. Looking through the code I override I see only the skill check contests and ADV/DIS being extracted from FGU data already applied to source/targets for grappling.
I found out what was going on.
https://www.fantasygrounds.com/forums/showthread.php?81063-No-armor-proficiency-and-no-armor-equipped-giving-Disadvantage
SilentRuin
May 5th, 2024, 18:32
GenericActionsLayer.ext has an issue where if the NPC created has EE dropping and effect onto it with [SDC] the value is not correct for the caster that triggered the process via its own self effect.
I'll have to look into it as it may require some kludging or overrides. For now I'd recommend editing the NPC after placement to the give the effect the correct saving value for the caster. Typically, it appears its now being set to 20 when applied to my dummy NPCs.
If you don't know what I'm talking about - don't worry about it as you probably don't use GenericActionsLayer.ext to place dummy NPCs with effects dropped on via EE.
SilentRuin
May 6th, 2024, 14:57
Generic Actions Layer ext - V1.19 - Bug - Generic Actions Layer dummy NPCs had effects being applied by Equipped effects which had SDC (from BCEG) defined in them not translating properly. Solved by insuring every effect added to the dummy NPC between its creation and end of creation was given the source of the CT entry that created it. Now you can see who owns the dummy NPC just by looking at the source also.
Example of my stinking cloud GAL placed dummy NPC to control effects...
60756
SilentRuin
May 6th, 2024, 23:42
Generic Actions - V1.53 - Bug - NOTARGETING was not being respected when applying flanking or ranged penalties got applied to PC/NPC next to dummy NPC on the map (should not be effecting anything). Fixed.
SilentRuin
May 7th, 2024, 19:13
V1.20 - Bug - failed concentration roll will get and error after deleting the dummy NPC this extension creates. Fixed.
Arnagus
May 12th, 2024, 20:06
I have started to dig into the "Generic action layers" part of the extension and played around especially with the spell tokens / auras / persistent asset layers (from PTRsqrKeep, PTRconeKeep & PTRcircleKeep). I really love how the spell tokens are placed and removed with the effects applied (by EE).
Is there a way to leverage this functionality to add tokens without a matching asset image? It looks like a "Keep" image is required if a token has to be placed.
Thanks a lot for this great extension!
SilentRuin
May 12th, 2024, 20:10
Just use a blank non visible asset. Otherwise the answer to your question is no.
Arnagus
May 13th, 2024, 06:32
Just use a blank non visible asset. Otherwise the answer to your question is no.
Sometimes, it’s the obvious… many thanks for pointing this out. Simple, efficient, no change needed. Just the same fully transparent image with three PTR…Keep names.
Now, I have some homework to do.
SilentRuin
May 29th, 2024, 20:41
Generic Actions Layers - V1.21 - Bug - make sure if an NPC already has NOTARGETING it does not add it again during placement.
In preparation for new 5EAE PHB with supporting data for this - maybe. Sort of. Kinda.
SilentRuin
May 30th, 2024, 17:02
Generic Actions Layers - Ok the new 5EAE PHB module will incorporate my 5EAECorrections.mod NPCs and custom effects so that has been removed from my drop box and my campaigns as no longer being required. As I shared this with people in https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=701855&viewfull=1#post701855 I'm notifying people who might use it that they need to ditch it and remove it when new 5EAE PHB module gets delivered on DMsG (sometime soon).
Arnagus
May 30th, 2024, 19:57
I'm notifying people who might use it that they need to ditch it and remove it when new 5EAE PHB module gets delivered on DMsG (sometime soon).
Thanks for the heads up! So the new AE will support AURAs? That's great news.
SilentRuin
May 30th, 2024, 20:04
Thanks for the heads up! So the new AE will support AURAs? That's great news.
It will support a separate list of NPCs and their custom effects that GAL can use (what essentially 5EAECorrections.mod had - why its no longer useful to use when that comes out). As GAL uses name matching those NPCs and custom effects will be the same names I used in 5EAECorrections.mod - though the NPC traits and custom effects have been updated to be more accurate. There may or may not be separate list of NPCs that 5EAE uses linked to its data for manual placement also.
I'm sure they will explain all the extensions or whatever can be used with their data when they deliver it. That is usually embedded someplace in the mod (story? Can't remember).
Arnagus
May 30th, 2024, 20:20
It will support a separate list of NPCs and their custom effects that GAL can use (what essentially 5EAECorrections.mod had - why its no longer useful to use when that comes out).
That is exactly how I use your extensions already :-)
I also move the tokens which players should have control over to them after they have been placed with GAL and AdvantagesPtr automatically on the map.
SilentRuin
May 30th, 2024, 20:27
That is exactly how I use your extensions already :-)
I also move the tokens which players should have control over to them after they have been placed with GAL and AdvantagesPtr automatically on the map.
One must be a certain kind of crazy to use my extensions.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=60965&d=1717097193
60965[/URL]
Arnagus
May 31st, 2024, 06:19
One must be a certain kind of crazy to use my extensions.
THAT is for sure :square:
SilentRuin
June 13th, 2024, 19:11
GenericActionsLayerImages.mod (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=701855&viewfull=1#post701855) was updated in my dropbox to have restrained/prone assets copied and renamed to cover new AE5E PHB SAVEADD effect names (which were renamed from raw condition effect names of restrained and prone).
MrDDT
June 13th, 2024, 19:31
GenericActionsLayerImages.mod (https://www.dropbox.com/scl/fi/e6cwybc5liqlbhhq30dsx/GenericActionsLayerImages.mod?rlkey=8c5opoqnpmrows po5o1swf1c4&dl=0) was updated in my dropbox to have restrained/prone assets copied and renamed to cover new AE5E PHB SAVEADD effect names (which were renamed from raw condition effect names of restrained and prone).
Awesome dude, you've done so much work on this, its great.
I wish SW would get the API fixed on WEBM not sizing correctly the first time.
jonesdaadi
June 15th, 2024, 18:32
Awesome dude, you've done so much work on this, its great.
I wish SW would get the API fixed on WEBM not sizing correctly the first time.
I agree wholeheartedly on both accounts. I am finally digging deep into the Generic Actions Layers, customizing and trying to link the things we use in our campaign. Im having a little trouble understanding the various aspects of how to name the animations.
The first simple question is this, when there is a damage trigger can i make each spell produce,(TolltheDeadDamage.webm for instance) its own damage effect, or am i locked into the damage types like fire, cold, poison, etc.? Same question with DMGRun. Can i Have TolltheDeadDMGRun.webm? it seems like my answer is no, but healing seems to be able to find a named Heal effect and a HealRun for each individual spell or power.
Second Question is in regards to Self, Cast and Save. I was thinking that if my player casts a spell or uses a power with a ranged attack or a saving throw that if i had an asset named TolltheDeadCast.webm and an asset named TolltheDeadSelf.webm when the spell is cast that the Cast asset would stretch between the caster and the target, while the Self asset would surround the caster. I am not seeing that behavior so i was trying to understand if i was wrong about how it should work.
Hopefully i made these questions clear enough and will clarify if not.
SilentRuin
June 15th, 2024, 18:58
I agree wholeheartedly on both accounts. I am finally digging deep into the Generic Actions Layers, customizing and trying to link the things we use in our campaign. Im having a little trouble understanding the various aspects of how to name the animations.
The first simple question is this, when there is a damage trigger can i make each spell produce,(TolltheDeadDamage.webm for instance) its own damage effect, or am i locked into the damage types like fire, cold, poison, etc.? Same question with DMGRun. Can i Have TolltheDeadDMGRun.webm? it seems like my answer is no, but healing seems to be able to find a named Heal effect and a HealRun for each individual spell or power.
Second Question is in regards to Self, Cast and Save. I was thinking that if my player casts a spell or uses a power with a ranged attack or a saving throw that if i had an asset named TolltheDeadCast.webm and an asset named TolltheDeadSelf.webm when the spell is cast that the Cast asset would stretch between the caster and the target, while the Self asset would surround the caster. I am not seeing that behavior so i was trying to understand if i was wrong about how it should work.
Hopefully i made these questions clear enough and will clarify if not.
The .txt file on page one version info describes how GAL was created for naming and everything else - I'd have to review it to remember so for now I'll leave that for you. Also the .mod file I provide shows plenty of examples of a variety of things. Keep in mind this is a stupid non intelligent tool that basically just applies name matching based on what is currently being processed in terms of save/effect/attack/damage/etc. - which is shown in your chat when you turn on the Generic Actions debug option. The debug option is the only way I ever know what any one operation is trying to match as it shows all the created names its attempting to find. Its basically going to do the self token match, the run match between source and target, and the pointer shape match.
Gist being - set the debug option - see what your operation is creating and trying to match in terms of names. Then determine which of them you think is applicable to be defined. Its stupid and simple with no intelligence. Something I added so my players could see cool moving graphics (very temporary in most cases - with map tool asset button to recreate all applicable ones - which are also temporary - only the KEEP stuff sticks around for longer than a token click/etc. - again see .txt file if you want trigger details on what clears assets).
Anyway - that is how I do it - use the debug option - set the name(s) it expects - if I want it(them).
Pretty much same thing I did with my VLC sounds that go with them - though I don't share those just describe how I do them - somewhere - I don't even know anymore. Works for me - good enough - I've moved on until my players have some new spell/etc. that we want some fancy stuff to show. Then I use debug to figure out what I should be defining. Or apply the rules to figure out the SELF/KEEP/etc. naming rules I want applied.
SilentRuin
July 16th, 2024, 06:01
Generic Actions Layer - V1.23 - Update - option "Asset: Recreate effect assets when any token stops dragging or effect is changed (can be slow)" defaulted to "off" which will recreate all effect assets whenever a token is drag dropped on map or an effect is added, updated, or removed from CT entry. Assets that are marked hidden in CT do not get assets displayed. Do not use this option if you have a lot of GAL assets in play (lots of effects in CT) as this can slow things down. Keep in mind every key stroke in effect field triggers and update and thus recreation of all effects. This also adds a feature that insures that "GA Effects" layer now also supports "GA Effects GMOnly" layer for effects that are only visible to the GM.
SilentRuin
July 16th, 2024, 20:39
Generic Actions Layer - V1.24 - Bug - Aura extension mistakenly triggers GAL updates every time it crosses an aura boundary many times. Fixed to not process when Aura triggers GAL update.
SilentRuin
July 19th, 2024, 19:22
Generic Actions Layer - V1.25 - Features - added 1.25 as a scaling option for assets, previously 1.5 was the lowest option setting. If "GAL NPC" exists in your combat groups list any GAL created NPC will be added into it by default. Ideally you'd create this in campaign and set it to not be visible so no NPC created by GAL would show in CT unless you changed its combat group or the visibility of "GAL NPC". If not present then no combat group will be set for NPC.
Farratto
August 5th, 2024, 16:34
Have you considered parsing the entire effect string for conditions? I don't know how time-consuming that would be to write so if it's a lot then problem not worth it. But if it isn't, consider this:
Instead of having to make several copies of the same webm file to cover all the different effects that include the restrained condition, have just one restrained.webm; and then any effect that has "something; something else; restrained; and another thing" puts the restrained.webm on that token.
Just an idea. Hope it's helpful.
SilentRuin
August 5th, 2024, 17:00
Have you considered parsing the entire effect string for conditions? I don't know how time-consuming that would be to write so if it's a lot then problem not worth it. But if it isn't, consider this:
Instead of having to make several copies of the same webm file to cover all the different effects that include the restrained condition, have just one restrained.webm; and then any effect that has "something; something else; restrained; and another thing" puts the restrained.webm on that token.
Just an idea. Hope it's helpful.
Due to the layers code only allowing one layer and not to edit things in that layer - making something put assets for EVERYTHING in a named line would generate an unusable amount of layers in the map. Hence, No.
This stuff was a HACK to do things FGU is not equipped to do with the current level of engine code they expose. It does what it does because of these limitations.
Good enough.
Farratto
August 5th, 2024, 17:03
Due to the layers code only allowing one layer and not to edit things in that layer - making something put assets for EVERYTHING in a named line would generate an unusable amount of layers in the map. Hence, No.
This stuff was a HACK to do things FGU is not equipped to do with the current level of engine code they expose. It does what it does because of these limitations.
Good enough.
Ahh, okay, that makes sense. Thank you for explaining. Might I put forth one other suggestion? Again, no idea how hard this would be. Instead of having several copies of webm for each effect that we want to use it for; have like a list to map. For example:
Restrained -> restrained.webm
Evardrestrained -> restrained.webm
WebRestrained -> restrained.webm
etc
What do you think?
SilentRuin
August 5th, 2024, 17:05
Ahh, okay, that makes sense. Thank you for explaining. Might I put forth one other suggestion? Again, no idea how hard this would be. Instead of having several copies of webm for each effect that we want to use it for; have like a list to map. For example:
Restrained -> restrained.webm
Evardrestrained -> restrained.webm
WebRestrained -> restrained.webm
etc
What do you think?
I think I made a simple dumb tool that goes by named effects to one asset. Trying to make it intelligent as you suggest would be more trouble and full of more pitfalls than its worth. However, you are free to create an extension on top of this extension to modify it to do what you wish.
I'm keeping it simple. One name = one asset. Not really intelligent to know that name is a "condition" or anything else that might fall under a named entry.
Farratto
August 5th, 2024, 17:07
I think I made a simple dumb tool that goes by named effects to one asset. Trying to make it intelligent as you suggest would be more trouble and full of more pitfalls than its worth. However, you are free to create an extension on top of this extension to modify it to do what you wish.
I'm keeping it simple. One name = one asset. Not really intelligent to know that name is a "condition" or anything else that might fall under a named entry.
Fair enough :-) Oh, and by the way, I don't find it simple or dumb. Thank you very much for your contribution.
Farratto
August 7th, 2024, 20:51
I added a bunch to the GenericActionsLayerImages.mod. It's mostly additional conditions using the same graphics. I also added a lot more weapons effects from the same free asset resource. I may have added 1 or 2 free asset effects as well. This does make it quite a bit larger. I'ts 1.8gb now. But a lot more conditions and weapon swings are there now. Here's a link:
https://www.dropbox.com/scl/fi/6hbmayjya6t94s4tc7hpd/GenericActionsLayerImagesExtra.zip?rlkey=qqlor9z1r aykfuyegkoaovgxt&st=h3zeyxaf&dl=0
MrDDT
August 7th, 2024, 20:59
I added a bunch to the GenericActionsLayerImages.mod. It's mostly additional conditions using the same graphics. I also added a lot more weapons effects from the same free asset resource. I may have added 1 or 2 free asset effects as well. This does make it quite a bit larger. I'ts 1.8gb now. But a lot more conditions and weapon swings are there now. Here's a link:
https://www.dropbox.com/scl/fi/6hbmayjya6t94s4tc7hpd/GenericActionsLayerImagesExtra.zip?rlkey=qqlor9z1r aykfuyegkoaovgxt&st=h3zeyxaf&dl=0
Thank you so much, awesome work.
Dax Doomslayer
August 8th, 2024, 16:05
@Faratto - this looks pretty cool. Stupid question but how do I use this? Do I change the .zip to .mod and activate it?
Farratto
August 8th, 2024, 18:14
@Faratto - this looks pretty cool. Stupid question but how do I use this? Do I change the .zip to .mod and activate it?
Oh, did I forget to rename it to .mod? My apologies. If it's a .zip, just rename it to .mod and put it in your modules folder.
MrDDT
August 8th, 2024, 21:02
@Faratto - this looks pretty cool. Stupid question but how do I use this? Do I change the .zip to .mod and activate it?
You don't activate this mod, just leave it in the folder and GAL will use it if you know how to use GAL.
SilentRuin
August 14th, 2024, 15:55
Combined Farroto's with mine and when someone can deliver will be listed here...
https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=701855&viewfull=1#post701855
BaneTBC
August 15th, 2024, 23:32
I wonder if that .mod could be put into the Forge to make updating for you easier? :) Not sure though due to possible permissions from JB2A's free assets.
SilentRuin
August 15th, 2024, 23:37
I wonder if that .mod could be put into the Forge to make updating for you easier? :) Not sure though due to possible permissions from JB2A's free assets.
0 chance
plap3014
August 31st, 2024, 02:06
Hi, when we apply the Dodge action to a PC, the state is set to 'None' instead of 'Remove at Start of Turn'."61821
can you confirm?
SilentRuin
August 31st, 2024, 18:31
Hi, when we apply the Dodge action to a PC, the state is set to 'None' instead of 'Remove at Start of Turn'."61821
can you confirm?
Correct, its been around for years before BCEG RS option existed and is not using any of its specialized extension options. Currently when I use it in my games (init is randomized every turn and I use the EffectiveInitiative extension to keep init in synch) it will be removed when the players turn comes up.
If you wish to use the BCEG version of Dodge then I suggest making a custom effect and using that instead of the Dodge button in Generic Actions (raw FGU effect).
As I tell others, I think its crazy to let players have some kind of magical clairvoyance and know the next round's turn order so they can cheat and plan as if they know who/what will go before or after them. I'd never let any of my games do that. Gist is - with the randomized init per round and Effective Initiative extension running I seem to get the dodge to turn off when the PC/NPC enters its turn.
But no plans to make Generic Actions Dodge use a specialized setting I don't appear to need in my own games.
plap3014
September 1st, 2024, 11:19
Correct, its been around for years before BCEG RS option existed and is not using any of its specialized extension options. Currently when I use it in my games (init is randomized every turn and I use the EffectiveInitiative extension to keep init in synch) it will be removed when the players turn comes up.
If you wish to use the BCEG version of Dodge then I suggest making a custom effect and using that instead of the Dodge button in Generic Actions (raw FGU effect).
As I tell others, I think its crazy to let players have some kind of magical clairvoyance and know the next round's turn order so they can cheat and plan as if they know who/what will go before or after them. I'd never let any of my games do that. Gist is - with the randomized init per round and Effective Initiative extension running I seem to get the dodge to turn off when the PC/NPC enters its turn.
But no plans to make Generic Actions Dodge use a specialized setting I don't appear to need in my own games.
Thanks, will try this with my group.
For the NPCs, do you keep their initial initiative, or do you roll for them each round?
SilentRuin
September 3rd, 2024, 04:09
Thanks, will try this with my group.
For the NPCs, do you keep their initial initiative, or do you roll for them each round?
As I said, I consider it crazy to keep them the same - I roll every round and use Effective Initiative extension to keep things like effect timers playing nice.
Tatershal
September 30th, 2024, 16:25
Good morning, I bought this extension on Forge, but I can't see the action buttons on the file, what's wrong?
SilentRuin
September 30th, 2024, 17:50
Good morning, I bought this extension on Forge, but I can't see the action buttons on the file, what's wrong?
Assuming you read through the txt file version info included on page 1 and skimmed through forums here. [edited out - does not require sheet to be in combat tracker I forgot] Insure its 5E and extension is loaded (there are two in this one so your interested in Generic Actions one in this case (buttons for actions).
Or having some other extension loaded that conflicts with it.
If you have not read through version info or this forum thread I strongly recommend it.
MrDDT
September 30th, 2024, 17:57
Good morning, I bought this extension on Forge, but I can't see the action buttons on the file, what's wrong?
Really hard to say what the issue is without more information.
Did you load it?
Did you open an NPC or PC sheet and look at the action tab on the PC sheet at the bottom?
If you have more questions you can also hit us up on Grim Press discord found in my sig.
Tatershal
October 1st, 2024, 01:44
Thank you for responding, I will leave two images, I have shared them, but the buttons do not appear in the actions tab.
6222162222
Thank you in advance if you can help me. Are there any extensions that create known conflicts?
It doesn't appear even with just it activated, without any other extension.
MrDDT
October 1st, 2024, 02:08
Thank you for responding, I will leave two images, I have shared them, but the buttons do not appear in the actions tab.
6222162222
Thank you in advance if you can help me. Are there any extensions that create known conflicts?
It doesn't appear even with just it activated, without any other extension.
You need the other ext loaded also, that's just Layer, you need GA also loaded, which is the main ext.
Tatershal
October 1st, 2024, 02:20
You need the other ext loaded also, that's just Layer, you need GA also loaded, which is the main ext.
Thank you, sincerely thank you. I'm sorry for wasting your time with my ignorance.
SilentRuin
October 1st, 2024, 04:23
Speaking of Generic Actions Layers I had an issue with my game tonight. A dragon was 90ft in the air when targeted with 5ft circle of moonbeam (AE5E which has NPC proxy aura definitions defined) so when the player applied the self effect - the GAL NPC was created right over the token with asset of circling moon. And nothing happened. Not even after the dragon's turn came up.
Turned out it was idiot DM (me) who did not realize a 2d shape has no height and the aura effect would not reach more than 5ft (which is not 90ft to dragon above). I would have to ALT up the NPC proxy height to 90ft (or whatever height it was at) in order to get it to apply.
Word of warning to any other idiot DM's out there. Sometimes you have to pay attention when applying height with 2D Shape triggering NPC proxy placements.
SilentRuin
October 7th, 2024, 15:12
2024 Changed Rules for my extensions (which I have no plans of supporting till after MM drops in Feb of next year - if ever):
Grapple/Break Grapple/Shove -
Grappled condition also imposes all attack rolls made against any target that's not the grappler with disadvantage. Initiating a grapple has also been simplified – players can grapple a target as part of an Unarmed Strike action, which means the target must succeed on either a Strength or Dexterity saving throw. Previously, a player had to make an opposed Strength (Athletics) check opposed by the target's Strength (Athletics) or Agility (Acrobatics) skill check. Additionally, escaping a Grapple now requires either a Strength (Athletics) or Agility (Acrobatics) skill test against a fixed escape DC. The DC for the check is equal to 8 plus the grappler's Strength modifier plus their proficiency bonus. Previously, players had to make an opposed Strength (Athletics) check to escape the grapple. The Grappler Feat has also gotten an upgrade. Grappler is now a "half feat" that includes a 1 point increase to either Strength or Dexterity. While players can no longer pin a Grappled target as part of the Grappler feat, they still have Advantage on attack rolls made against a target grappled by the player, they can attempt to damage AND grapple a target as part of the same Unarmed Strike attack, and they no longer have their speed halved when moving a creature they are grappling.
Hide -
Stealth check: The player rolls a DC 15 Stealth check.
Invisible condition: If the player succeeds, they gain the Invisible condition. This condition lasts until the player reveals themselves by making noise or taking aggressive action.
Perception check: An enemy can find the player with a successful Perception check.
Various other new actions.
Gist being no plans currently to support any of the above till next year (if ever - as I don't plan on using 2024 and these extensions are for me). If you wish to apply those rules you'll have to do them yourself.
kilma.ard.venom
December 6th, 2024, 09:10
Something's wrong, but I've no idea what exactly. It goes both for an existing campaign and for a newly created one. Updated today.
62878
62879
SilentRuin
December 6th, 2024, 15:42
Something's wrong, but I've no idea what exactly. It goes both for an existing campaign and for a newly created one. Updated today.
The current FORGE version of Generic Actions is V1.56 - you are running some older incompatible version. Only two ways this can be - you don't own the FORGE version so its not updating - or - you have unzipped an older version of the .ext into the delivery directory for extensions and its permanently using that expanded older code set which is not the latest .ext version.
You'll have to resolve why your running an old version.
Farratto
December 6th, 2024, 15:58
Something's wrong, but I've no idea what exactly. It goes both for an existing campaign and for a newly created one. Updated today.
62878
62879
If you have the forge versions, just delete the FantasyGrounds/GenericActions.ext and GenericActionsLayer.ext and then update Fantasy Grounds. Depending on why you have these old versions, you may want delete any extensions you know you have on the Forge and let them redownload on update.
SilentRuin
December 10th, 2024, 21:34
WARNING IF YOU USE GENERIC ACTIONS LAYERS!!!!!!!
The layers I create for this are temporary in nature. And if you don't pay attention like I didn't and add LOS data or graphic data to this ACTIVE LAYER instead of the layer you should be using IT WILL VAPORIZE WITH THAT TEMPORARY LAYER WHEN ITS LIFETIME IS OVER!
Usually after every token move.
SilentRuin
February 6th, 2025, 18:19
Generic Actions Layer - V1.28 - Features - added new "GA GMOnly" layer which is tied to the "GA" layer in terms of when its cleaned up. It will be used when graphics is tied to both a source and a target and one of them is invisible. This allows the GM to always see all graphic "attacks" etc. but a client will only see it when both its source and target are visible. Effects are not in play here as they were already handled since they only apply to one token and its either visible or not on a client map (if not then the effect GMOnly layer will be in play already).
Gist is users don't need to know anything about it - its just the new behavior on how it handles invisible source or target (when both in play) for graphics placement. Essentially will be GMonly visible for those. For now I'm not worrying about if you own the "invisible" thing as a client - only the GM will see the graphics. There is no map layer display option for individual clients after all.
charmov
February 22nd, 2025, 03:34
Got a weird bug with just this extension loaded. Weapon attack rolls can't be dragged from a PC sheet. Let me know if you want more info.
Thanks!
SilentRuin
February 22nd, 2025, 06:17
Got a weird bug with just this extension loaded. Weapon attack rolls can't be dragged from a PC sheet. Let me know if you want more info.
Thanks!
Generic Actions - V1.59 - Bug - weapon dice drag would not appear - not sure why. Removed super call and replaced with direct call. Fixed.
I'm baffled why the super calls for this no longer work - but am just going to directly call the window calls and let the dice fall where they may.
This update will be soon on the FG Forge. Find it and our other extensions here: http://affiliates.fantasygrounds.com/316089/15958/url_22866
charmov
February 22nd, 2025, 17:18
Wow that was pretty fast! You're great. Thanks!
SilentRuin
February 22nd, 2025, 17:19
Wow that was pretty fast! You're great. Thanks!
Likely GP will not deliver it to Forge till Monday. Just FYI.
jonesdaadi
March 2nd, 2025, 19:25
I have a question about how force an individual character to forego the DIS for ranged attacks when a hostile creature is within 5ft. when using generic actions, what do you do if one player in your game can ignore the disadvantage? like for example crossbow expert feat. Maybe there is an effect or perhaps your extension is looking for that specific feat? The player in question is using homebrewed abilities so he does not actually have the specific feat "crossbow expert". I cant seem to figure out a hands-off way to make this archer/ monk be able to use his bow to fire in melee while he also attacks with hands and feet.
Ludd_G
March 2nd, 2025, 19:42
I have a question about how force an individual character to forego the DIS for ranged attacks when a hostile creature is within 5ft. when using generic actions, what do you do if one player in your game can ignore the disadvantage? like for example crossbow expert feat. Maybe there is an effect or perhaps your extension is looking for that specific feat? The player in question is using homebrewed abilities so he does not actually have the specific feat "crossbow expert". I cant seem to figure out a hands-off way to make this archer/ monk be able to use his bow to fire in melee while he also attacks with hands and feet.
Hi,
if your player hit's the ADV button on the desktop modifies pop-out, it will cancel out the DISADV for that attack. You could even have them drag ADV from the Effects panel to their hotbar, for ease of use.
Hope this helps.
Cheers,
Simon
p.s. if the ADV/DISADV buttons aren't stock 5e (i can't remember), it is available via the 5e Modifiers Extension, which I use:
https://forge.fantasygrounds.com/shop/items/121/view
SilentRuin
March 2nd, 2025, 20:12
I have a question about how force an individual character to forego the DIS for ranged attacks when a hostile creature is within 5ft. when using generic actions, what do you do if one player in your game can ignore the disadvantage? like for example crossbow expert feat. Maybe there is an effect or perhaps your extension is looking for that specific feat? The player in question is using homebrewed abilities so he does not actually have the specific feat "crossbow expert". I cant seem to figure out a hands-off way to make this archer/ monk be able to use his bow to fire in melee while he also attacks with hands and feet.
if sFaction ~= sSourceFaction and not bIncapacitated and not hasFeat(nodeSource, "Crossbow Expert") and not EffectManager.hasEffect(rActor, "NOTARGETING") then
If you are talking about something other than crossbow expert for ranged then its not taken into account.
jonesdaadi
March 2nd, 2025, 22:15
Thank you SilentRuin this answers my question and i can see a couple paths forward. One small follow up question: is the extension only looking for the feat's existence on the character sheet and its name? For instance, if i added a blank feat to his sheet named Crossbow Expert would that work?
Ludd G thanks for the workaround, we use it. The problem is my players forget.
SilentRuin
March 3rd, 2025, 05:34
Thank you SilentRuin this answers my question and i can see a couple paths forward. One small follow up question: is the extension only looking for the feat's existence on the character sheet and its name? For instance, if i added a blank feat to his sheet named Crossbow Expert would that work?
Ludd G thanks for the workaround, we use it. The problem is my players forget.
I believe as long as the abilities list has the feat listed your good - but not really positive as I'm getting it from the "featlist" in the database node entry - whereever that is.
Arnagus
March 16th, 2025, 18:41
FYI, there is a race condition with Clock Adjuster (https://github.com/JustinFreitas/FG-ClockAdjuster/tree/main) which affects auto-removal of NPC tokens when placed with GAL layer. I believe this must be fixed on their side (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=740096&viewfull=1#post740096), but you might want to check as well.
SilentRuin
March 16th, 2025, 18:45
FYI, there is a race condition with Clock Adjuster (https://github.com/JustinFreitas/FG-ClockAdjuster/tree/main) which affects auto-removal of NPC tokens when placed with GAL layer. I believe this must be fixed on their side (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=740096&viewfull=1#post740096), but you might want to check as well.
Don't use it and as you say you can't remover something that something outside of your extensions power (GAL) has removed for its own reasons.
Arnagus
March 16th, 2025, 19:11
you can't remover something that something outside of your extensions power (GAL) has removed for its own reasons.
Actually, it is a Generic Actions Layer Extension - V1.10 (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=693536&viewfull=1#post693536) feature to place and remove those tokens.
A NPC token removed this way seems to still exists on the CombatManager.CT_LIST.
But it will be much easier to check the existence of the token before processing instead of assuming each entry of CT_LIST is valid.
SilentRuin
March 16th, 2025, 20:42
Actually, it is a Generic Actions Layer Extension - V1.10 (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=693536&viewfull=1#post693536) feature to place and remove those tokens.
A NPC token removed this way seems to still exists on the CombatManager.CT_LIST.
But it will be much easier to check the existence of the token before processing instead of assuming each entry of CT_LIST is valid.
combattracker.list is a DB entry. If you are not rereading it every time you try to use that list then you are subject to it getting out of date. Usually someone who stores a list from DB will intercept "onUpdate", "onDelete", etc. to keep it up to date. If you do not, you take the risks - you reap the dangers. Again - nothing to do with GAL.
Arnagus
March 16th, 2025, 22:11
As far as I can tell, it is a true race condition since ClockAdjuster loops over the freshly pulled list and it becomes outdated while still processing the loop.
But as said: needs to be fixed there.
SilentRuin
March 16th, 2025, 23:19
As far as I can tell, it is a true race condition since ClockAdjuster loops over the freshly pulled list and it becomes outdated while still processing the loop.
But as said: needs to be fixed there.
If loop makes calls that can trigger stuff outside of the loop while looping then yes, its a true race condition. As generally FGU is single threaded.
SilentRuin
March 21st, 2025, 21:40
New video on Page 1.
Arnagus
March 22nd, 2025, 15:05
If loop makes calls that can trigger stuff outside of the loop while looping then yes, its a true race condition. As generally FGU is single threaded.
That is exactly what GAL is doing... the ClockAdjuster is looping over all CT entries, lists the effects on each, and reduces the duration accordingly. GAL interferes here by removing tokens during this loop.
Let me explain: you have a combat tracker (CT) token (usually with a low ID number) which casts a spell causing a GAL layer image to be created and with the image, places an NPC on the CT (usually with a higher ID number). The layer is bound to a spell effect on this token.
Advancing the time, ClockAdjuster loops over all CT entries (apparently in numerical order) to reduce the duration of each effect. This causes the effect of the spell caster to expire, triggering the deletion of the GAL layer and with it, deletion of the NPC token. When the loop continues, it reaches this token entry in the CT, but it is no longer there - causing the error.
I have added the fix in my original post (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=740096&viewfull=1#post740096) - it is as simple as checking if the next CT entry is still there before processing it.
SilentRuin
March 22nd, 2025, 20:35
This is true for any valid deletion operation. If you are not rereading the information you are subject to that information having been removed by other operations reacting to changes in the system - which may have been done by the owner of the loop. A DB entry (record,token,whatever) can be removed if you trigger a callback by changing data someplace that something else is watching.
Nature of the beast in FGU extension land. You have to guard against nil if you hold a DB record in a list as it can and will go away if your touching things in the DB during the loop.
SilentRuin
March 29th, 2025, 15:13
Generic Actions Extension - V1.61 - Update - support of 2024 ruleset for generic actions operations. The generic actions operations have a unique option: "Rules: Grapple, Break Grapple, Shove". Each has the following options: "Default" (active FGU ruleset defined in options - 2024 or Legacy), "2024" (forces use of 2o24 ruleset), or "Legacy" (forces use of Legacy ruleset). Basically these operations have changed in how they manage rules in the 2024 5E ruleset - all other operations have remained the same. The first roll in Grapple and Shove will be replaced with the 2024 rules (when in effect) 8 + strength bonus + proficiency bonus. And for Break Grapple the 2nd roll will be replaced with 8 + strength bonus + proficiency. Monks will be able to use higher of strength or dexterity bonus.
SilentRuin
April 2nd, 2025, 05:33
Generic Actions Extension - V1.62 - FGU update - something in encoding drag now checks for rRoll.sDesc and where it worked before with nil now it fails. Fixed.
This will result in a console error anytime you try to drag search or some of the other action button dice rolls.
nephranka
April 6th, 2025, 00:48
Tonight in the 5e 2024 rules we tried to use hide and search and found they did not get the bonus to the rolls they should have and it did not pick the heavy armor's DIS.
SilentRuin
April 6th, 2025, 05:25
Tonight in the 5e 2024 rules we tried to use hide and search and found they did not get the bonus to the rolls they should have and it did not pick the heavy armor's DIS.
Forget 5e 2024, the Hide, Search, and Tumble rolls have not worked with dice modification of any kind since day 1.
I would love to say I'm shocked no user has found it for 4 years but that would be a lie. Thanks for finding it now at least. Its fixed but GP is out till the 10th so will update it then. As nobody has noticed for 4+years I assume they can wait a few more days.
Thanks though for spotting it. Better late than never.
[Update: bug was introduced 10 days ago with 2024 implementation - no 4 years ago - worked up till then]
Arnagus
April 6th, 2025, 10:27
I would love to say I'm shocked no user has found it for 4 years but that would be a lie.
Don’t tell my players. They will want to reroll some mega-leaps and hideous funny „you cannot see me“ failed rolled.
Thanks for noticing and fixing!
ColoradoGM
April 7th, 2025, 08:57
Funny! I just hit the Hide not working tonight as well. Can it be that everyone's just been rolling Stealth from the Skills tab all this time? It seems weird that we'd not have noticed before.
QUESTION: does, or will, Generic Actions adapt to the 2024 grapple, trip, etc. rules?
SilentRuin
April 7th, 2025, 14:21
Funny! I just hit the Hide not working tonight as well. Can it be that everyone's just been rolling Stealth from the Skills tab all this time? It seems weird that we'd not have noticed before.
QUESTION: does, or will, Generic Actions adapt to the 2024 grapple, trip, etc. rules?
If it was working at one point in past and this else end coding bug and indentation of all code inside it was introduced at some point in past then I don’t remember doing it. Always possible of course.
Per .txt file version info and even current tooltips your question answers itself.
[Update: bug was introduced 10 days ago with 2024 implementation - no 4 years ago - worked up till then]
SilentRuin
April 7th, 2025, 15:18
Funny! I just hit the Hide not working tonight as well. Can it be that everyone's just been rolling Stealth from the Skills tab all this time? It seems weird that we'd not have noticed before.
QUESTION: does, or will, Generic Actions adapt to the 2024 grapple, trip, etc. rules?
I actually went back in GitHub and can tell that this bug was introduced 10 days ago with the 2024 implementation. As all bugs by my own hand are a result of my own idiocy that is no surprise. I guess the only surprise is that a user caught it before I did! One has to admit this year users are catching more bugs than I am - though seems a lot of my games this year are being delayed so not hitting it as often as I normally would.
So mea culpa on my part, this was not a 4 year old bug but something more recent. Likely I had some IF END not matching up and bugged it by forcing the match and indentation to match the wrong END position.
SilentRuin
April 8th, 2025, 05:28
Renamed to "Feature: Generic Actions" for extensions loading into campaign.
Next time its delivered.
nephranka
April 14th, 2025, 21:41
Next question:
Should halfling luck or the rogue's reliable talent be used in a roll from the GA panel?
As of now, neither are being picked up.
SilentRuin
April 14th, 2025, 21:46
Next question:
Should halfling luck or the rogue's reliable talent be used in a roll from the GA panel?
As of now, neither is being picked up.
That’s up to GM- I have no interest in supporting that level of dice complexity - you’re on your own for that.
nephranka
April 14th, 2025, 21:50
I understand. I figured something was wrong on my end since both of those are now fully automated and controlled by FG and not the GM.
Thanks!
SilentRuin
April 14th, 2025, 21:54
I understand. I figured something was wrong on my end since both of those are now fully automated and controlled by FG and not the GM.
Thanks!
If it’s supported by FG at a low level in dice logic as you say then shouldn’t it just happen as part of dive rolling before it returns results? Honestly I’m not even sure how they would automate that without being in low level logic.
SilentRuin
April 14th, 2025, 22:34
I understand. I figured something was wrong on my end since both of those are now fully automated and controlled by FG and not the GM.
Thanks!
Those idiots replaced all the calls to ActionsManager2.decodeAdvantage with ActionsManager2.setupD20RollResolve - I can't express the amount of pissed off this makes me. Not sure when it happened but I'm looking at where decodeAdvantage used to be way back when I wrote this stuff its now embedded in setupD20RollResolve. I'll see if its as simple a fix as that. SUPER annoying.
SilentRuin
April 14th, 2025, 22:56
V1.64 - FGU update - at some point FG replaced calls to decodeAdvantage with setupD20RollResolve to support certain specialized die rolls. Fixed.
nephranka
April 14th, 2025, 22:58
I think it came in around the the release of the 2024 rules. Thanks!
nephranka
April 15th, 2025, 00:57
Next question:
In the 2024 rules the target of grapple must make a str or dex save vs the DC. Does GA figure out which is better to use? It appears to be making a str check for the grapple? Also, there is the escape.
phb pg. 377: "Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it."
phb pg. 367: "Escaping a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range."
SilentRuin
April 15th, 2025, 16:23
Next question:
In the 2024 rules the target of grapple must make a str or dex save vs the DC. Does GA figure out which is better to use? It appears to be making a str check for the grapple? Also, there is the escape.
phb pg. 377: "Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it."
phb pg. 367: "Escaping a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range."
No idea what all this is about. You need an actual problem to report and have me duplicate not just put out things speculating. I've certainly clarified all this in earlier posts.
During my game last night some things did annoy me though.
Generic Actions Extension - V1.65 - Bug - Grappled was not being checked for anything but the main effect label without checking other embedded possibilities (constrictor snake is what showed this to me in my own game). Fixed. Insure that even if ability is same as dex we use ability as it has both base and skill effect checks - base is only present when there is no skill defined. Fixed.
nephranka
April 15th, 2025, 16:27
When you use the grapple button it sends a str check and it should be a str or dex save. I took a screen shot of it not working.
SilentRuin
April 15th, 2025, 17:16
When you use the grapple button it sends a str check and it should be a str or dex save. I took a screen shot of it not working.
Missed that. Will have to address that at some point in the future. What a pain to change that from using any skills. Will have to rewrite that whole section of code as there are a ton of effects being applied for skill or check. For now its a check still. In fact, I think the logic is all wrong based on the fact their is now only one die roll and the first die roll is based on source - when the 2024 grapple/shove die roll is only one and its the target doing the rolling not the source.
SilentRuin
April 15th, 2025, 18:49
When you use the grapple button it sends a str check and it should be a str or dex save. I took a screen shot of it not working.
Thanks for the find.
Generic Actions Extension - V1.66 - Bug - 2024 5E grapple/shove was not doing save for target correctly. Fixed.
nephranka
April 15th, 2025, 19:06
Missed that. Will have to address that at some point in the future. What a pain to change that from using any skills. Will have to rewrite that whole section of code as there are a ton of effects being applied for skill or check. For now its a check still. In fact, I think the logic is all wrong based on the fact their is now only one die roll and the first die roll is based on source - when the 2024 grapple/shove die roll is only one and its the target doing the rolling not the source.
I imagine the break grapple is also not coded correctly but I figured you would see that as well.
SilentRuin
April 15th, 2025, 19:15
I imagine the break grapple is also not coded correctly but I figured you would see that as well.
? Break grapple is a check what makes you think it would be a save also?
nephranka
April 15th, 2025, 19:17
A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success.
Since it uses the source DC, I figured it would require a change in the code. Maybe not.
SilentRuin
April 15th, 2025, 19:19
A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success.
Ok you repeated what I said - it’s a check not a save. You reported grapple/shove was a check and not a save so I fixed it. Why would I change break? It’s a check.
nephranka
April 15th, 2025, 19:24
Not sure how it is coded is all. I will take it for a spin and report back if things are not working. Thanks for the changes.
nephranka
April 20th, 2025, 19:57
Will you be adding support for the 2024 Spell Sniper Feat? It has the same ability that Crossbow Expert (both 2014/2024) has in that there is no DIS when firing and having an enemy within 5 foot.
SilentRuin
April 20th, 2025, 20:21
Will you be adding support for the 2024 Spell Sniper Feat? It has the same ability that Crossbow Expert (both 2014/2024) has in that there is no DIS when firing and having an enemy within 5 foot.
? Spell Sniper has always been unsupported by GA even in 2014.
Gist is I support weapon feats not spell feats as the modAttack code gets processed the same for both and I have no desire to parse out if its a spell or weapon attack (if that is even easily done) - so simply support the weapon feat only. Less likely a spell caster will have the weapon feat when casting within 5ft (or they would not be penalized) and more likely if I supported spell sniper they would not getting the penalty when throwing daggers (or any other ranged weapon - which they do). Hence, I just support the one and leave it up to the DM to worry out whether they need to hit the DIS/ADV button to get the result to come out correct.
Always been this way - not a 2024 issue at all.
nephranka
April 20th, 2025, 20:34
Thanks for the details.
SilentRuin
April 20th, 2025, 20:36
Thanks for the details.
Looking at the rRoll data it appears a flag is passed in "bSpell" or "bWeapon" that I can use to tell which it is. I guess I will try to support it.
nephranka
April 20th, 2025, 20:42
Looking at the rRoll data it appears a flag is passed in "bSpell" or "bWeapon" that I can use to tell which it is. I guess I will try to support it.
Sounds like a plan. I will take whatever you are giving!
SilentRuin
April 20th, 2025, 21:00
Generic Actions Extension - V1.67 - Update - support for "Spell Sniper" feat that allows 5ft range not to give DIS.
Will be delivered to FORGE Monday likely.
SilentRuin
April 25th, 2025, 21:15
Generic Actions Layers - V1.34 - Bug - fixed how Keep type of named assets are managed. Added in new "NPC" effect to any NPC created CT entries made by GAL so it can tie an individual asset to the placed NPC. Made PTR assets optional where as long as AdvantagesPA has some point (cone, square, circle) cached it will use that as placement and create an NPC if there is an "NPC" named asset. My mod file has updated to all this type of naming with a fixed size relevant to the spell. If not size (cone of cold) to be applied then PTR name is still being applied. Can delete token or CT entry (or in case of effect tied to created GAL NPC) and it will remove the assets (including effects which is one group so unless it was a KEEP named asset it will have to have a drag/drop or map toolbar to replace them on map - blame the delete FGU insane code for having to do this). Dropping a CT onto map will now update assets. Moving a CT with KEEP names will now move it also. New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes. See name examples at bottom of .txt file.
New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes.
New "NPC" at end of name (before other suffixes like self/keep/size/etc.). Will allow PTR names to not be used and replaced with something that can move with the token.
Example of some names:
-- This looks through all directories and if duplicate last one found is the one used
-- campaign images directory will override FGU images directory
-- name examples: (lots of ways to screw this up due to dumb text processing logic but "good enough" if general naming followed)
-- DaggerMelee.webm (melee weapon)
-- DaggerRanged_05.webm, DaggerRanged_30.webm, DaggerRanged_45.webm, DaggerRanged_60.webm, DaggerRanged_90.webm (ranged weapon)
-- Acid.webm (damage type)
-- Two ways to perform NPC placement (latter allows the asset to move with NPC - other is static till replaced)
-- FogCloudSelf.webm, FogCloudSelfPTRCircleKeep.webm (PTRCone, PTRSqr, PTRCircle will have size determined by pointer area currently defined in AdvantagesPA)
-- FogCloudSelf.webm, FogCloudNPCKeepSizeC_20.webm (allows fixed size centered on token center and tied to token - really AdvantagePA just needs some shape - any - defined so it has a placement point)
-- ConeofColdSAVEPTRCone.webm
-- Sleep.webm (effect for token)
-- AuraofCourageKeepSize_10.webm, AuraofCourageL18KeepSize_30.webm (effect with fixed size - Size (from edge of token), SizeC(from center of token), SizeS(length centered on token))
-- [Use debug option to see what names are generated for an operation or effect and to help determine what you what to define]
Assets are searched for as follows (these are real directories under FGU but also can be in mod files supplying assets):
table.insert(aSearchNodes, "images/Generic Actions");
table.insert(aSearchNodes, "campaign/images/Generic Actions");
Updated my drop box mod with examples of everything I use (I use it as my core in my modules directory - though if you plan to change stuff I'd dump it out in one of the search directories above and keep it out of modules directory). This is same as before except for the remove PTR names being replaced with new NPC and Size names.
https://www.dropbox.com/scl/fi/jdh7d6k8u89jfe4q05nu8/GenericActionsLayerImages.mod?rlkey=x5qryh5n0hci33 jvcld5cptaz&st=tuo6d8hc&dl=0
https://www.youtube.com/watch?v=lVVQHvSS-ok
SilentRuin
April 26th, 2025, 05:42
Keep in mind things in parenthesis are comments and not part of making an asset match. They are uniquely matched in Equipped Effects (EE) feats/features/etc. but not in asset name matching where they are stripped out so common things can match like things with (L5) etc. showing levels or (Scimitar) on some common custom effects.
Where you can run into issues with auras is where the name and the name its assigning to the applied effect are the same - this is never supposed to be the case in 5EAE data - but some at time of this writing do not have a unique name for the applied effect (most put AOE or something to make it slightly different from name of aura effect itself). This can cause things to appear on the token with the applied effect and not being able to be removed (as most are keep for aura matched effects). This is DATA bugs not GAL bug so don't report it - check your data and remember its going to simplify the names for matching (strips out all spaces on both effect name and asset name to arrive at a simple name that can commonly be applied to things).
Just FYI if you see incorrect assets being unexpectedly applied, simply look at effect names (if still there - if out of range of an aura that did it you won't see any matching effect and won't be able to remove it short of removing layer in the map) and it will be a valid match to an asset - though you did not intend it to match - its dumb and does what data tells it even if its wrong.
MrDDT
April 26th, 2025, 10:27
Nice work, thanks for putting this much work into it, does clean up and help a lot of things. I love the new tools for GAL.
Now just need to clean up the 5eAE to help support this better and see what we got!
Arnagus
April 27th, 2025, 16:17
Thanks for the update! GAL is providing a lot of value to the handling of area spells.
I have two questions on the correct usage:
it looks like in addition to the "<Spell Name>NPCKeep" image, an additional "<Spell Name>Self" (or "<Spell Name>SelfKeep") image is required when a GAL NPC token is to be placed on the map. Is this intended? From the description, I assumed the "<Spell Name>NPCKeep" image should be sufficient. Reading your description again: yes - this is how it is described. Ignore.
In the past, the GAL NPC vanished when the effect from the caster expired (and the corresponding "Keep" GAL layer was removed). This seems to be no longer the case and the GAL NPC remains. I believe this is because it now has its own GAL layer. How can I get this functionality back?
Again: many thanks for this Extension!
SilentRuin
April 27th, 2025, 18:43
Thanks for the update! GAL is providing a lot of value to the handling of area spells.
I have two questions on the correct usage:
it looks like in addition to the "<Spell Name>NPCKeep" image, an additional "<Spell Name>Self" (or "<Spell Name>SelfKeep") image is required when a GAL NPC token is to be placed on the map. Is this intended? From the description, I assumed the "<Spell Name>NPCKeep" image should be sufficient. Reading your description again: yes - this is how it is described. Ignore.
In the past, the GAL NPC vanished when the effect from the caster expired (and the corresponding "Keep" GAL layer was removed). This seems to be no longer the case and the GAL NPC remains. I believe this is because it now has its own GAL layer. How can I get this functionality back?
Again: many thanks for this Extension!
Likely bug I fixed already. GP does not deliver on weekends.
Arnagus
April 27th, 2025, 21:08
Likely bug I fixed already. GP does not deliver on weekends.
Thanks, i will check after next update.
SilentRuin
April 28th, 2025, 04:36
The GenericActionsLayerImages.mod file I wrote for myself for 5E to use with GAL has had major updates to damage/effects that get placed on tokens. They all now have 50% opacity (meaning you can see other assets and map under them). I have made no effort for them to play nice with each other and they still are the hacked and slashed assets from free resources and editing that were there before. As always if you use this or get it from my dropbox (go read somewhere in this thread for that info) then this was a major change and if you don't want it you better save the old .mod yourself.
As usual if you don't like it - don't use it. May your own assets is wisest and best as mine are crap :)
Note: this is the riskiest pile of garbage code I've put out trying to do all this asset layer management so I'm still working on it - and the current version out there has issues with delete and likely some other things. So use at own risk. Hopefully I can work out some of the impossible stuff I'm trying to accomplish in the limited access FGU code world of things I need to trick it into doing.
SilentRuin
April 30th, 2025, 04:29
Generic Actions Layers - V1.35 - Update - Found a redundant delete call and insure delete is allowed through on aura movement (can spam on updates so this is exception). Added asset updates when left click release over token. Stored layer id deletions while in drag mode till completed then removing them. General week of rewriting the whole thing so can't really describe it all as its mostly under the hood stuff.
RISKY STUFF! Last thing I fixed was it blowing away the map layer (nil layer) bug! Major rewrite.
SilentRuin
April 30th, 2025, 22:42
Dropbox mod files (5E and SW5E) have been updated to all support assets over tokens with 50% opacity and also reduced size of the largest assets as they are unnecessarily large. (dealing with testing of GAL with Farratto revealed insect plague was huge - I then sorted by size and reduced all the largest where not interfering with asset purpose).
If you don't know what I'm talking about then don't worry - you probably don't want to know :)
SilentRuin
May 1st, 2025, 04:42
.txt file on page 1 updated with some important GAL info...
New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes.
New "NPC" at end of name (before other suffixes like self/keep/size/etc.). Will allow PTR names to not be used and replaced with something that can move with the token.
Another way to think of size syntax is:
Size = Side of asset will be token size + 2(spacing + #) centered on center of token
SizeC = Side of asset will be 2# centered on center of token
SizeS = Side of asset will be # centered on center of token
ALL assets are square. ALL. What you put inside of them to be visible? That's up to you. My code does not care.
But that is why you put them as large as you can as they will be scaled automagically for non PTR or NPC stuff based on options you have set. You want them to extend past token so they are visible - but for size its the same you still want image your are putting in there (square, circle, cone, volcano, whatever...) filling your square.
Example of some names:
-- This looks through all directories and if duplicate last one found is the one used
-- campaign images directory will override FGU images directory
-- name examples: (lots of ways to screw this up due to dumb text processing logic but "good enough" if general naming followed)
-- DaggerMelee.webm (melee weapon)
-- DaggerRanged_05.webm, DaggerRanged_30.webm, DaggerRanged_45.webm, DaggerRanged_60.webm, DaggerRanged_90.webm (ranged weapon)
-- Acid.webm (damage type)
-- Two ways to perform NPC placement (latter allows the asset to move with NPC - other is static till replaced)
-- FogCloudSelf.webm, FogCloudSelfPTRCircleKeep.webm (PTRCone, PTRSqr, PTRCircle will have size determined by pointer area currently defined in AdvantagesPA)
-- FogCloudSelf.webm, FogCloudNPCKeepSizeC_20.webm (allows fixed size centered on token center and tied to token - really AdvantagePA just needs some shape - any - defined so it has a placement point)
-- ConeofColdSAVEPTRCone.webm
-- Sleep.webm (effect for token)
-- AuraofCourageKeepSize_10.webm, AuraofCourageL18KeepSize_30.webm (effect with fixed size - Size (from edge of token), SizeC(from center of token), SizeS(length centered on token))
-- [Use debug option to see what names are generated for an operation or effect and to help determine what you what to define]
Assets are searched for as follows (these are real directories under FGU but also can be in mod files supplying assets):
table.insert(aSearchNodes, "images/Generic Actions");
table.insert(aSearchNodes, "campaign/images/Generic Actions");
SilentRuin
May 1st, 2025, 12:45
Updated .txt file on page 1 with more GAL details to make it even more cryptic than ever before. Between that and the videos you know what I know as I just want it to work without me looking at it during a game, defining the assets to be used and their naming is the hard part (though if debug option is on I usually just look what its looking for and choose an asset name to match what is most relevant to the operation its parsing).
SilentRuin
May 7th, 2025, 19:14
Generic Actions Layer - V1.36 - Bug - during removal of NPC and its map layer it could be re-displayed (before actually gone) leaving a leftover asset map layer. Fixed.
SilentRuin
May 9th, 2025, 00:17
I forgot my own rule for Generic Actions Layers assets with things with "Self" included in the name. This was so that things with a source and target (attacks/spells) could have unique assets for each. Any effect that had "Self" in it was assumed to apply only to the source token and anything else the target token. But as many things don't have a target the lookup logic would always first look for the unique name then add in "Self" keyword and try that name also to prevent having to have duplicate names (minus self) created for every match (not all identical matches will have a self).
Gist being my add effect logic was not picking up my new Aura Assets because they do have a "Self" in the effect - which makes it required you have the Self named match (which will also match a non self effect). If it does not find the Self name in that case (which is the unique match as it had Self in effect) then it will end up looking for SelfSelf in the name which of course will fail.
Cryptic enough? Just to make it even more fun - NPC lookups are the exception to the rule and will never look for a self name match!
Gist being, I renamed the relevant assets I provide in my drop box for 5E and SW5E to include the Self keyword so the add effect will find a match. Was finding the non self on updates as those don't have a target. Confusing but that's the price you pay with open ended rules like mine. Good enough. :)
SilentRuin
May 9th, 2025, 06:24
Generic Actions Layer - V1.37 - Bug - aura remove would trigger the display of an effect asset that was in the process of being removed. Fixed.
SilentRuin
May 9th, 2025, 17:18
Generic Actions Layer - V1.38 - Bug - aura remove would trigger removal of NPC when owner moves in and out of its own aura - console error also. Fixed.
SilentRuin
May 12th, 2025, 16:19
Generic Actions Extension - V1.69 - Update - support for new option that requires a restart of app to turn it off or on - it will not be either until app is recycled after setting the option. The option is "Support Dice expression string for Power Damage(restart app)" which will support overriding the PC power damage dice with a SW supported dice expression (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2109571073/All+Things+Dice#Supported-Dice-Expressions) which I need for my SW5E game. A new field will appear to enter a dice expr text string - like for my game I need 2d10r4 and some other minimum roll expressions for certain damage spells/powers. This is NOT something the average user should ever turn on. If you do you can override the dice defined in your damage window with the dice expression string you keyin. If you keyin garbage it will basically do nothing when you try to roll damage. Deleting the text will revert to your damage dice.
I recommend you don't use this. It - like so much else in my extensions - is for me. It can only be turned on or off by restarting app - turn it on - and yes power damage window will have a field for Dice expression appear - and what you put in will go in that lists DB set - but the code to make it work will not be "overridden" until the app restarts. Same if you turn it off - the field will disappear (list DB entry still whatever you had it) and the dice expression code will still be in operation (overridden). Until you restart the app at which point it will truly be "off". That's about all the explanation I'm going to give. Needed this for my SW5E Sith player to keep me from constantly having to redo damage rolls manually when they were too low. And while not the "letter of the law" low roll being replaced with minimum in my game with 2d10r4 - it will be rerolled till it is above the minimum. I can only do what is supported in dice expressions in SW after all (there may be some other dice expression that does this but I'm too lazy to look it up - good enough). Plus this example of 2d10r4 should be 2d10r3 - misread it :)
64340
SilentRuin
May 13th, 2025, 01:29
Client is not respecting dice expression - will fix later this week. Host will roll those damages for now.
Actually, when I tested this in campaign with my own client the first time up in client it did not work. Turned out because was not picking up the flag as being turned on. The next time I brought client up though the flag was set as it was in the host "on".
No idea why this is but if you see this - just bring the client down and back up and see if the dice expression starts working.
SilentRuin
May 18th, 2025, 00:25
Generic Actions Extension - V1.71 - Update - did same thing as I did in V1.69 damage powers support of dice expression except for weapons damage. Pretty much exactly the same.
charmov
June 7th, 2025, 15:35
I got an error while running this and a lot of other extensions. It seems to come up when I set up an encounter then move the NPC's of that encounter to another map. When the new map is closed then opened again, the error pops up. The error itself doesn't seem to do anything beyond open the console log but I noticed a deprecation warning that you might want to know about.
This error may not be your extension. If so, please ignore this. Thanks!
64534
SilentRuin
June 7th, 2025, 16:19
I got an error while running this and a lot of other extensions. It seems to come up when I set up an encounter then move the NPC's of that encounter to another map. When the new map is closed then opened again, the error pops up. The error itself doesn't seem to do anything beyond open the console log but I noticed a deprecation warning that you might want to know about.
This error may not be your extension. If so, please ignore this. Thanks!
64534
You'll have to remove extensions till error goes away to determine which one it is - but I don't do anything with this call.
charmov
June 7th, 2025, 18:08
Will do. It doesn't seem to do anything besides pop up so I'll just play through it until I have time to sort out what's causing it.
Farratto
June 8th, 2025, 18:17
I got an error while running this and a lot of other extensions. It seems to come up when I set up an encounter then move the NPC's of that encounter to another map. When the new map is closed then opened again, the error pops up. The error itself doesn't seem to do anything beyond open the console log but I noticed a deprecation warning that you might want to know about.
This error may not be your extension. If so, please ignore this. Thanks!
64534
Thank you for reporting. This appears to be an error with Walk this Way (the errors, not the deprecation warnings). I've pushed a fix. Let me know if you're still getting this error.
charmov
June 9th, 2025, 11:53
Thank you for reporting. This appears to be an error with Walk this Way (the errors, not the deprecation warnings). I've pushed a fix. Let me know if you're still getting this error.
Oh wow! Thanks for your attentiveness! Errors are gone when opening a closed map that NPC's were placed on/moved between maps.
charmov
June 9th, 2025, 14:14
Don't want to be a bother but i caught another small bug. When you add the "Grappler" feat to the abilities tab, the Grapple button rolls Athletics with advantage. It probably doesn't come up often because the 2014 grappler feat wasn't very good. One of my players took the 2024 version and it's granting advantage to his grapple checks! A little too good if you ask me.
SilentRuin
June 10th, 2025, 00:34
Don't want to be a bother but i caught another small bug. When you add the "Grappler" feat to the abilities tab, the Grapple button rolls Athletics with advantage. It probably doesn't come up often because the 2014 grappler feat wasn't very good. One of my players took the 2024 version and it's granting advantage to his grapple checks! A little too good if you ask me.
Generic Actions Ext - V1.73 - Bug - code was giving a grappler feat ADV on grapple roll - always been there - should never have been according to 5e rules.
charmov
June 10th, 2025, 14:41
Generic Actions Ext - V1.73 - Bug - code was giving a grappler feat ADV on grapple roll - always been there - should never have been according to 5e rules. V1.73 - Bug - code was giving a grappler feat ADV on grapple roll - always been there - should never have been according to 5e rules.
Awesome! No more advantage. Thanks!
@MrDDt thanks for reaching out, everything is good!
SilentRuin
June 17th, 2025, 22:23
Note: the dice expressions option is incompatible with TheoGeek-Nat20.ext due to their updateDice call stomping my modified rRoll data (they copied FG code executed earlier that I overrode the results of - so this basically stomped what I overrode because it only understands "type" dice and not "expr" dice - nothing I can do about it).
SilentRuin
June 23rd, 2025, 16:09
Generic Actions - V1.76 - Bug - fixes to token visibility checks and full support of missing functionality for dice expressions. I've tested UI button (press, dragdrop, or hotkey) damage/heal expr definitions, DMG effects - anything else I have no interest in supporting as this was way to much work. When dice expr roll was combined with normal rolls all are made expr rolls - and expr rolls do not respect dice skin or color - will always be default. IGNORECHECKS effect now applies to all verify functions in options.
Within the limits stated dice expressions are now supported as much as I'm willing to support them. Good enough.
Generic Actions Layer - V1.41 - Bug - placing effect assets in client when token is invisible, calls to Combat Groups extension if present due to ordering of processing issues. Added delaykeyupdate to the CT client and host CT label effect field so it would not update every keystroke. Fixed.
I'm told the speedup has been noticeable in live games.
nephranka
June 23rd, 2025, 20:23
Generic Actions - V1.76 - Bug - fixes to token visibility checks and full support of missing functionality for dice expressions. I've tested UI button (press, dragdrop, or hotkey) damage/heal expr definitions, DMG effects - anything else I have no interest in supporting as this was way to much work. When dice expr roll was combined with normal rolls all are made expr rolls - and expr rolls do not respect dice skin or color - will always be default. IGNORECHECKS effect now applies to all verify functions in options.
Within the limits stated dice expressions are now supported as much as I'm willing to support them. Good enough.
Generic Actions Layer - V1.41 - Bug - placing effect assets in client when token is invisible, calls to Combat Groups extension if present due to ordering of processing issues. Added delaykeyupdate to the CT client and host CT label effect field so it would not update every keystroke. Fixed.
I'm told the speedup has been noticeable in live games.
Also, not sure if this was part of the current fix or still being looked at:
Looks like the effects placed before the invisibility effect remain visible after the invisibility effect is added. Maybe this is an FG thing.
Added an effect of restrained which has the rotating chain. Then added invisible. The token is gone but not the chains.
Client side on bottom of the screen shot, host on top.
SilentRuin
June 23rd, 2025, 20:43
Looks like the effects placed before the invisibility effect remain visible after the invisibility effect is added. Maybe this is an FG thing.
Added an effect of restrained which has the rotating chain. Then added invisible. The token is gone but not the chains.
Client side on bottom of the screen shot, host on top.
I tried this and it worked. This change required three things -
1: you have the updated Combat Groups (CG) Extension.
2: you have the invisibility option set in CG for triggering Invisibility with effects. Probably want other one in CG that preserves token invisibility between app startups.
3: you were not crazy enough to think fixes to GAL to enable CG to work with these options could be done without CG active :)
nephranka
June 23rd, 2025, 21:15
I tried this and it worked. This change required three things -
1: you have the updated Combat Groups (CG) Extension.
2: you have the invisibility option set in CG for triggering Invisibility with effects. Probably want other one in CG that preserves token invisibility between app startups.
3: you were not crazy enough to think fixes to GAL to enable CG to work with these options could be done without CG active :)
CG 1,78
GA 1.76
GAL 1.41
I have both the settings selected.
Not crazy :)
I sure it is me...I will test some more.
SilentRuin
June 23rd, 2025, 21:18
If it is a bug I would need to know how to duplicate it as I'm not seeing it when I do anything you described. Those are all the correct versions.
SilentRuin
June 23rd, 2025, 21:36
Wait. Your not setting token visibility directly are you? You are always free to do that I'm not going to interfere with it at all as DM needs to do it that way forcing it occasionally.
This is ONLY for triggering invisibility through EFFECT of invisible - nothing else.
SilentRuin
June 23rd, 2025, 21:37
A duergar is a good way to test - in his CT actions you click on the effect to give him invisibility - and it goes invisible on client along with any assets - and if you delete that effect it all comes back.
nephranka
June 23rd, 2025, 22:11
A duergar is a good way to test - in his CT actions you click on the effect to give him invisibility - and it goes invisible on client along with any assets - and if you delete that effect it all comes back.
I am not setting invisible through the right click.
I was dragging over the invisible and restrained from the effects lists and dropping them on the token.
Toggle for "on, skip, off" seems to be working now just not the assets respecting the invisible effect on the token.
I will give it some more testing.
nephranka
June 24th, 2025, 00:51
I tried with the duergar and the same issue. The token goes invisible but not the effects on the token. I can zip up the campaign if they would help.
nephranka
June 24th, 2025, 00:53
I do notice the GAL indicates it is visible even when I add the invisible effect....When I turn the layer visibility off the effect goes away as expected.
I also notice that hiding an actor on the CT using the "eye" toggle does not hide the asset or layer in the same way the invisible effect does not hide the layer or the asset on the layer.
nephranka
June 24th, 2025, 11:03
What I did.
Add a NPC to the CT
Drag the NPC to the map
Add an effect by dragging from the effects window. The effect is one that GAL adds an asset for (like restrained)
Add the invisible effect from the effects window to the token
Host on top, client on bottom in the screenshot.
SilentRuin
June 24th, 2025, 17:47
What I did.
Add a NPC to the CT
Drag the NPC to the map
Add an effect by dragging from the effects window. The effect is one that GAL adds an asset for (like restrained)
Add the invisible effect from the effects window to the token
Host on top, client on bottom in the screenshot.
That duplicated it. Now I have to figure out why my test campaign works and this simple campaign does not.
nephranka
June 24th, 2025, 17:49
That duplicated it. Now I have to figure out why my test campaign works and this simple campaign does not.
I also notice that hiding an actor on the CT using the "eye" toggle does not hide the asset or layer.
SilentRuin
June 25th, 2025, 01:11
I also notice that hiding an actor on the CT using the "eye" toggle does not hide the asset or layer.
Keep in mind ALL the invisibility effect stuff is handled in Combat Groups - NOT this extension. However, this extension has code in it that will check invisibility status of the current token(s) involved in the asset and if the token shows in the code to be invisible - it will insure any assets it places are GM only viewable.
Now if you set invisibility yourself on a token - it will not trigger anything (no triggers to trigger to my knowledge) and the assets on the map will not be refreshed. You'd have to use the map button on host to force the refresh in that case. And if you use the CT eye to trigger invisibility - Combat groups is not triggering on that to do anything as the system is doing it. And generic actions layers is not triggering on it either to update the assets in the map.
But here is what I see...
ANY time the token is invisible - and the assets are refreshed - GAL works perfectly. If you don't see the assets refreshed you just have to hit the map toolbar to refresh the GAL assets and it all lines up. You can also drag or click any token as Token.onClickRelease and Token.onDragEnd will update the assets (from client this sometimes loses the drag which always replaces the release - no idea why - happens about 1/4 drags for me).
ANY time the asset is added into the effect (like I do in all my cases) - for example Duergar invisibility by double clicking its EFF: Invisibility from CT actions onto itself - always sets invisible - GAL triggers and it all lines up. No surprise I've not seen this issue as that is only use I make of this feature.
When I drop Invisible effect into the CT - I see it work - and sometimes NOT work. I have no idea why.
The only thing - and I've not nailed down why it does not work sometimes (except something is not triggering).
Basically two open issues I am not having any luck solving:
1) I lose Token.onDragEnd triggers from clients every once in a while when a token is moved by a client forcing me to update assets (as Token.onClickDown removes them all for refresh) with the map toolbar. No pattern I can find - only that when I call layer API code is when it gets "eaten".
2) I lose the trigger (when a CT field effect updates) when the effect is drag dropped into the CT from the effect window.
Currently I have no solution for when these lost triggers happen other than using the map tool bar to refresh the assets from host. And when the token invisibility effect trigger is lost I end up deleting the effects in that CT entry - replacing them and setting invisible effect again - that usually works. Or just set token visibility manually and use map toolbar to refresh assets.
What I can do for now is add a trigger to catch the CT state of visibility and when it changes force the update of the assets.
Otherwise, time will tell - the random lost triggers is a mystery for now. Once it starts working it usually keeps working is all I can tell.
SilentRuin
June 25th, 2025, 01:39
Generic Actions - V1.77 - Bug FG code - Dice to string is not respecting the dropped flag in returning dice rolls it tries to parse - these can be set to true on dice expressions. Fixed.
Generic Actions Layer - V1.42 - Update - support refresh of assets when CT entry eye toggle visibility is changed.
The previous listed issues still exist FYI.
nephranka
June 25th, 2025, 11:30
Keep in mind ALL the invisibility effect stuff is handled in Combat Groups - NOT this extension. However, this extension has code in it that will check invisibility status of the current token(s) involved in the asset and if the token shows in the code to be invisible - it will insure any assets it places are GM only viewable.
Now if you set invisibility yourself on a token - it will not trigger anything (no triggers to trigger to my knowledge) and the assets on the map will not be refreshed. You'd have to use the map button on host to force the refresh in that case. And if you use the CT eye to trigger invisibility - Combat groups is not triggering on that to do anything as the system is doing it. And generic actions layers is not triggering on it either to update the assets in the map.
But here is what I see...
ANY time the token is invisible - and the assets are refreshed - GAL works perfectly. If you don't see the assets refreshed you just have to hit the map toolbar to refresh the GAL assets and it all lines up. You can also drag or click any token as Token.onClickRelease and Token.onDragEnd will update the assets (from client this sometimes loses the drag which always replaces the release - no idea why - happens about 1/4 drags for me).
ANY time the asset is added into the effect (like I do in all my cases) - for example Duergar invisibility by double clicking its EFF: Invisibility from CT actions onto itself - always sets invisible - GAL triggers and it all lines up. No surprise I've not seen this issue as that is only use I make of this feature.
When I drop Invisible effect into the CT - I see it work - and sometimes NOT work. I have no idea why.
The only thing - and I've not nailed down why it does not work sometimes (except something is not triggering).
Basically two open issues I am not having any luck solving:
1) I lose Token.onDragEnd triggers from clients every once in a while when a token is moved by a client forcing me to update assets (as Token.onClickDown removes them all for refresh) with the map toolbar. No pattern I can find - only that when I call layer API code is when it gets "eaten".
2) I lose the trigger (when a CT field effect updates) when the effect is drag dropped into the CT from the effect window.
Currently I have no solution for when these lost triggers happen other than using the map tool bar to refresh the assets from host. And when the token invisibility effect trigger is lost I end up deleting the effects in that CT entry - replacing them and setting invisible effect again - that usually works. Or just set token visibility manually and use map toolbar to refresh assets.
What I can do for now is add a trigger to catch the CT state of visibility and when it changes force the update of the assets.
Otherwise, time will tell - the random lost triggers is a mystery for now. Once it starts working it usually keeps working is all I can tell.
Thank for looking into it. I will make do with the current state as you have outlined.
SilentRuin
June 26th, 2025, 02:18
Generic Actions Layers - V1.43 - Bug - rewrote how some of the GMOnly layers are being handled with regard to invisibility with some other general fixes. A new effect is now placed with GAL NPCs called GALVISIBLE (to support new visibility rules) that allows invisible NPCs to still project assets onto the client, essentially if this effect is present in a CT entry then all of its assets will not respect the visibility status and simply project to Client or not based on particular effect's GMOnly setting. As now even when an effect does not have GMOnly the assets will be put on a GMOnly layer when its token is invisible. Except when GALVISIBLE effect is present somewhere in the CT entry (like the NOTARGETING effect).
Basically "Keep" assets were not playing nice with invisibility nor were some other things and they should now be working.
This leaves two caveats I can't seem to solve and have given up on for now....
1. First time assigning invisible effect will sometimes not properly set visibility of token. It seems if you remove it and do it again it then works. Trigger is somehow lost. No idea how.
2. Client is losing triggers for Token.onDragEnd about 1 out of 4 times sometimes after functions containing layer API code are executed. Seems lag based - if you hover over token for a sec with button down, but before you start dragging, the onDragEnd trigger does not seem to ever be lost. No idea how.
Basically if you have a CT entry generating assets and you want it to stick with the effect GMOnly setting regardless of visibility status then you us GALVISIBLE effect somewhere in the CT entry. This will insure the client sees those assets if the CT's effect(s) does not have GMOnly set and the token is invisible. An override to new visibility logic.
SilentRuin
June 28th, 2025, 14:49
Generic Actions Layer - V1.44 - Bug - timing error at line 570 in console for GAL code (can be ignored or just have host do poly) when polymorphism from client happens. Was not guarding for non existent data (poly deletes CT entry which is being processed by GAL). Fixed.
GP does not deliver on weekends so will be next week when this fix comes in.
SilentRuin
July 1st, 2025, 02:37
The "Manage Inventory Counts (support effects INVACT, INVLR, INVSR)" option is causing enormous lag in a crowed environment so do not use it for now, nor the INVACT effects.
The problem was GA's CT limit option processing the "-" sign - the INVACT< INVLR, INVSR named effects will now have a prefix of "+" with a similar change to Equipped Effects to support it - likely delivered later this week.
SilentRuin
July 2nd, 2025, 19:13
TAKE ANYTHING HERE WITH THE KNOWLEDGE THERE IS NO GUARUNTEE IT WILL REMAIN WORKING OR EVEN EXISTING - MY DROP BOX STUFF IS WHAT I PERSONALLY USE BUT YOU CAN DO YOUR OWN THINGS - IF YOU DARE TAKE ANY OF THIS - YOU ACCEPT THE RISK IT TURNS TO CRAP, LAGS YOU TO DEATH, AND/OR CEASES TO BE USABLE AT SOME POINT...
There I set the proper mood I think that I was going for :) Proceed reading at your own RISK...
Will make a video (probably at some point) on all the new INVACT, INVLR, INVSR effects - likely being delivered later today. For now the bottom of the txt file on page 1 is your only hope.
And I have shared things in dropbox I use for my 5E campaigns (files directly in this directory) (https://www.dropbox.com/scl/fo/75p7u8dxrc7bbnlbxsorj/AJKHRjyjg44KiRrjrXn3FPA?rlkey=2cv6bne9wqbr92hkymlx 2azjv&st=1qed5v8k&dl=0)for what I use for my assets in GAL (GenericActionsLayerImages.mod) and the 5E components I've made where I've also put in the item components and INVACT, INVLR, INVSR custom effects that EE will auto load in for me when equipped or dropped in CT (5EComponents.mod). I've only added what my players are currently using in my campaigns - no desire to code up the world - I just add into this as they get new spells/weapons/etc.. This new INVentory ACTion tracking effects are designed to work in my world of extensions - Combat Groups, Equipped Effects, and Polymorphism all have hooks into this code for preventing GAL from being spammed with updates also FYI.
Gist is - as you surely know by now - this is all for ME and MY players. You're just along for the ride and will have to sink or swim as best you can. I can only vouch for all this stuff running in my environment any conflicts running in some other extension or data module I'm going to be unaware of (and likely uncaring about) - hence I list what I use below. These are what I code/test/play with in my games (YOU DO NOT NEED THEM I REFERENCE THEM HERE PURELY SO IF YOU HAVE PROBLEMS AND YOU RUN WITH SOMETHING ELSE - YOU CAN MAKE A GOOD GUESS WHERE ANY CONFLICT LIES - hopefully nothing will cause any issues):
[What I use in my 5E campaigns]
Extensions:
"GoBigOrGoGnome", "NaturalSelection", "Turbo", "Advantages", "AdvantagesCW", "DeathIndicatorEx", "MapParcel", "Polymorphism", "Sounds - VLC", "CombatGroups", "AssistantGM", "Carrier", "EquippedEffects", "EffectiveInitiative", "BetterCombatEffectsGold", "LifeLedger", "GenericActions", "GenericActionsLayer", "AdvantagesPA", "ResistanceIsFutile", "WalkThisWay", "StepCounter", "FG-Aura-Effect", "Theme_SirMotte_Hearth"
Modules:
"5E Automatic Effects .01: Player's Handbook", "5E Automatic Effects .02: Dungeon Master's Guide", "5E Automatic Effects .03: Monster Manual", "5E Automatic Effects .03b: Monsters of the Multiverse", "5E Automatic Effects .03b: Monsters of the Multiverse - Players", "5EAEcorrections" (module priority 1), "5EComponents", "5ESoundModule", "AE5EPHBClasses" (module priority 1), "Calendars", "DD Dungeon Masters Guide", "DD Dungeon Masters Guide - Maps", "DD Dungeon Masters Guide - Players", "DD MM Monster Manual", "DD Monsters of the Multiverse", "DD Monsters of the Multiverse Players", "DD PHB Deluxe", "Death Indicator Tokens", "Default Fumble and Critical Hit Tables", "Druid Wild Shapes Quick Reference Guide", "FG Battle Maps", "Forest Map Pack", "Fundamental Fantasy Map Pack", "Fundamental Fantasy Map Pack II by Joshua Watmough", "Letter Tokens", "Map Pack - Arctic II", "Mountain Top Castle Map Pack", "Pathfinder RPG - Pathfinder Flip-Map - Docks", "StepCounter"
and loaded or not as long as its in module directory...
"Generic Actions Layer Assets 5E"
For my SW5E games I also test this stuff in the extensions are all the same except add in:
"sw5e"
And the only modules I use are:
"Calendars", "Death Indicator Tokens", "Default Fumble and Critical Hit Tables", "Letter Tokens", "Letter Tokens", "StepCounter", "SRs SW5e Starships", "SW5e", "SW5e_skills"
and loaded or not as long as its in module directory...
"Generic Actions Layer Assets 5E", "Generic Actions Layer Assets SW5E"
SilentRuin
July 4th, 2025, 16:46
Generic Actions - V1.82 -Update - added optional "*" Prefix to item name in "INVACT: <*><item name>..." for something that is required in inventory in some amount but is not consumed.
This had to be changed to "~" prefix.
SilentRuin
July 4th, 2025, 19:24
Generic Actions - V1.83 - Bug - replaced V1.82 "*" prefix with "~" prefix as BCEG was randomly eating asterisks.
The 5EComponents.mod has been updated to use "~" prefix on inventory items to indicate they are required but not consumed.
SilentRuin
July 9th, 2025, 20:01
Big long rambling video about the newer stuff I've added involving INVACT and some other options in other extensions.
https://youtu.be/dna8s2g8iYE
SilentRuin
July 29th, 2025, 15:47
GAL map layer WARNING:
During my game last night I found I had forgotten to add a door. So during live game I added it in and we kept playing. But it mysteriously disappeared from map. Then added it again and it IMMEDIATELY disappeared again! I then mistakenly began cursing the map software only later to discover... I should have been cursing myself.
If I'm stupid enough to add a map graphics into an active GAL layer instead of some map layer for display of map... then that GAL Layer will be getting deleted and recreated as a matter of course of the game. And of course, anything I add into that layer will be disappearing when its deleted.
Stupid gets what stupid does. I got what I deserved for not paying attention to the basic rules of the road with map layers. Add things into a layer that will be persistent. GAL map layers are not.
Be warned not to be stupid like me.
SilentRuin
August 4th, 2025, 20:16
Generic Actions Layers - V1.50 - Bug - override of DB.deletenode to protect from trying to delete bad database nodes caused other issues so removed. If timing error from bad delete node logic in other extensions comes up will have to figure out something else.
This bug would cause strings (and possibly other things) to incorrectly be mangled on the data. For example, dragging Scimitar of Frost item into inventory then dragging Breastplate into inventory would corrupt the link data displayed for breast plate with a blend of that previous entry.
SilentRuin
November 8th, 2025, 05:47
WARNING:
UGH. When I set my dropbox mod effect assets to be less opaque so you could see through them (as a token can have many effects overlaying each other) they seriously dulled them down in color and crispness. Which I personally never noticed because of a duplication bug on initial placement which caused them to look crisp when placed through action spell/power buttons (my usual way of testing). My question is why my users didn't notice and let me know! Users, why even have them? :(
I'm not sure I want to go back and experiment with opacity and recreate all those effects to see if I can get them crisper but still transparent - I may just live with the dullness. And leave the bug so I can see the pretty crisp effect asset before it turns dull :( So I know what they could have been (sigh)
Only for effects overlayed over other effects in my mod that I share had these changed for transparent opacity and thus duller FYI.
SilentRuin
November 8th, 2025, 19:26
Generic Actions Layer Extension - V1.53 - Update - added new option "Asset: Set %Opacity of asset effects which can overlay each other". This will give a color mask to set the alpha layer to the percentage opacity you specify. 100% is full (as asset is defined) opacity and the 85%, 75%, 50%, 25% opacity options will make that effect asset more and more transparent. Previously I defined all my effect assets to have that opacity (transparency alpha layer) built into the webm (seen in my drop box link). I'm now going back and updating that module to change the effects back to full opacity and use this new option to determine how transparent they are. These are only for effects which are temporary by their very nature. Any other GAL asset placed will be whatever you have the asset defined with (100%).
Likely won't be in Forge until next week sometime. I'll be changing all my modules effect assets back to full opacity at some point and then have my campaigns change the opacity setting for this option. Right now its defaulted to 100% which means it will use whatever the effect asset is defined with for transparency (as in you won't notice any difference as to what you see now with your effect assets). Point being effect assets can overlay each other and the background map and you may want to have control over their opacity (transparency).
SilentRuin
November 9th, 2025, 03:33
My Generic Actions Layer modules (5E and SW5E) have been updated to no longer have opacity hardcoded for effects. You either know where the links in this thread and the SW5E thread are or you don't. Took way to long to do this for sure. But all the assets are bright and shiny and ready to be dulled by new option coming next week. Largely arbitrary for taste so feel free to ignore both the new option and the removal of opacity levels in my effect asset modules.
SilentRuin
January 27th, 2026, 23:36
Generic Actions Layer - V1.55 - Update - added new map name keyword "tilt" - if found in name will force the asset angle placement to be overridden and aligned with the orientation of the source token (if no source token nothing will be changed). This will allow me to use my new aura logic (new aura update to extension not sure where it will go yet) to handle wall of fire line (3d rectangle) placements and align with new tilted aura along the NPC orientation. Also now support NPC placement with orientation based on placement orientation of last cone/square/circle in map via AdvantagesPA extension. Same for new addition to size, sizec, sizes file name parameters only had one distance before now it has two ( a dash with a number following after the normal syntax) - Example: WallOfFireInnerLineNPCTiltKeepSizeS_60-10.webm (supporting new aura code I've mangled to do this).
You won't get to do this yourself unless you take the code I posted and replace the aura code to make your own version of the extension for now. Just remember if you do that aura ext is in vault - leaving this one in there will never be replaced or removed except by you - and always used over updated version in vault while it exist. As with any extension in FG land where one uses the vault. Ick - one should never use the vault IMHO. And my full dropbox 5EAECorrection.mod is now updated to use the new syntax - I don't "think" it will effect you if you don't have the new aura extension as it should just ignore the unrecognized syntax and use "sphere" default but I might be wrong. Use it with caution if you are not using the aura changes I made. GenericActionsLayerImages.mod is also updated. My world, my rules.
Post in Aura extension forum with video:
https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=757376&viewfull=1#post757376
SilentRuin
February 2nd, 2026, 19:13
Note: if you use my mods that I've posted somewhere in here via dropbox (while they last there anyway) then be aware I've done my own aura extension coding which is not incorporated into the aura extension delivery - its posted in their forums if you want it. But over time a handful of the spells that need height and such will likely be changing to use the new syntax I've made to properly handle it. So if you don't hack up your own aura ext beware some spells that use it (custom effects) that are linked into my mods will have that new syntax. So if you don't mangle your own aura .ext - hold onto the pre modified mods as "your own" and don't refresh them. Just FYI. As always - my stuff for me ;)
SilentRuin
February 4th, 2026, 01:27
Generic Actions Layers, BCEG, and AURA extensions were all busted this last thursday when SW dropped an update that killed addEffect triggers.
Will have to wait and see how it works out. Its currently questionable if BCEG or AURA has someone to push any fixes into FORGE.
SilentRuin
February 9th, 2026, 14:44
Generic Actions Layer - V1.56 - FG Update - FG update broke addEffect triggers. Farratto made a fix for me - also broke BCEG and AURA.
Note: this fix will fix GAL but fixes to BCEG and AURA which GAL is dependent on will have to come from somewhere else. Farratto in GP discord probably knows the state of these the best.
Moon Wizard
February 10th, 2026, 03:26
BCE and BCEG and AURA are all fixed in the Forge; and code provided to the maintainers.
Regards,
JPG
SilentRuin
March 4th, 2026, 15:27
Generic Actions - V1.88 - Bug - client was not getting correct options settings during onInit so had to move later in code execution when options were defined. Among other things this prevented clients from using flanking in new campaigns (some reason when all this was first written older campaigns worked - no idea how). Anyway - fixed.
Generic Actions Layer - V1.58 - Update - changed damage type name matching to stop at first "," so that first damage keyword is used for name match. Also in general will no longer process anything including and after a ";" for all name matching. This allows something like "necrotic, magic; L01" damage type to be matched for "necrotic" instead of "necroticmagic;L01".
daargrim
March 19th, 2026, 22:53
Hello SR and community --
Picked up this extension recently and love the functionality that GAL brings. Been educating myself through much reading, videos, and trial-and-error. Thanks to SilentRuin for this!
I have one question -- I did download the module with all the pre-named assets. Just to be clear -- this is just the images, correct? For example, it contains the Fog Cloud assets, appropriately named, but does NOT include the actual NPC Fog Cloud nor the Effects coding that would match up with that, correct?
I'm fine with creating those pieces for myself, just wanted to make sure I was not missing them.
(I did also add on Equipped Effects as I know I would need that for the full functionality -- my question is just about the existence of NPCs and Effects)
Thank you
SilentRuin
March 20th, 2026, 04:30
Hello SR and community --
Picked up this extension recently and love the functionality that GAL brings. Been educating myself through much reading, videos, and trial-and-error. Thanks to SilentRuin for this!
I have one question -- I did download the module with all the pre-named assets. Just to be clear -- this is just the images, correct? For example, it contains the Fog Cloud assets, appropriately named, but does NOT include the actual NPC Fog Cloud nor the Effects coding that would match up with that, correct?
I'm fine with creating those pieces for myself, just wanted to make sure I was not missing them.
(I did also add on Equipped Effects as I know I would need that for the full functionality -- my question is just about the existence of NPCs and Effects)
Thank you
Those assets are tied to the AE5E modules sold on DMSG by Grim Press as is the correction module I put in there. I would never define all the effects needed to run all these things - so I use those. And then corrected the ones I needed corrected - though I only did it for DMG, PHB, MM, and MtoM originally. Up to you what you do though.
wframe
April 17th, 2026, 23:02
Apologies if this has been covered. I searched the thread and didn't find anything.
The new 2024 5e rules have the Sharpshooter feat performing identical to the Crossbow Expert feat. In my testing, character with the Crossbow feat in melee with an enemy does not get disadvantage on attacks, but a character with the Sharpshooter feat does. I could obviously just put the Sharpshooter feat on a character to fix this, but it seems like you are supporting the 2024 rules, so I was just wondering if this is something that was missed or not intended.
Thanks!
SilentRuin
April 18th, 2026, 03:42
Apologies if this has been covered. I searched the thread and didn't find anything.
The new 2024 5e rules have the Sharpshooter feat performing identical to the Crossbow Expert feat. In my testing, character with the Crossbow feat in melee with an enemy does not get disadvantage on attacks, but a character with the Sharpshooter feat does. I could obviously just put the Sharpshooter feat on a character to fix this, but it seems like you are supporting the 2024 rules, so I was just wondering if this is something that was missed or not intended.
Thanks!
The current code has no range dis at 5 ft for "Crossbow Expert" and "Spell Sniper" while "Sharpshooter" and "Fighting Sharpshooter Mastery" have no dis advantage due to range - but still have 5ft dis for the latter. Not sure I understand what you are saying based on this as they do not do the same things. Though Sharpshooter may need to have 5ft dis disabled also but then what your stating makes no sense. You'll have to specify what it is you mean more clearly as replacing crossbow feat will get dis at range and not at 5ft and replacing with sharpshooter feat to "fix" it would not fix anything.
wframe
April 18th, 2026, 04:05
The current code has no range dis at 5 ft for "Crossbow Expert" and "Spell Sniper" while "Sharpshooter" and "Fighting Sharpshooter Mastery" have no dis advantage due to range - but still have 5ft dis for the latter. Not sure I understand what you are saying based on this as they do not do the same things. Though Sharpshooter may need to have 5ft dis disabled also but then what your stating makes no sense. You'll have to specify what it is you mean more clearly as replacing crossbow feat will get dis at range and not at 5ft and replacing with sharpshooter feat to "fix" it would not fix anything.
In the 2024 version of 5e, the Sharpshooter feat states: Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
This isn’t what I’m seeing with your module.
SilentRuin
April 18th, 2026, 04:43
It will be fixed in TEST next week and delivered to LIVE when TEST goes LIVE.
wframe
April 18th, 2026, 04:50
It will be fixed in TEST next week and delivered to LIVE when TEST goes LIVE.
Thank you, sir! Sorry I wasn’t more clear earlier.
SilentRuin
April 24th, 2026, 17:11
Due to current TEST going LIVE and likely breaking things in modules I use with GAL I'm removing access to my dropbox as I can no longer state my module data will properly function. If at some time it turns out they regain support of things I've coded into them with BCEG and anything else broken in current TEST I will reshare them. For now though if you have these you will have to maintain them yourself. Currently GAL NPC placement is receiving triple packets when creating an NPC (thus creating 3 NPCs) in TEST and is broken. I'll take a look at resolving that closer to the 28th so that changes in TEST are finalized and quit breaking previous TEST fixes. Gist is though - while generic actions has many things in it - GAL will not be fully what it was when this goes LIVE and do not know when it may regain all of what it used to support in NPC automation. None of the asset display functionality should be affected (to my current knowledge). So I may place my asset modules back in dropbox at some point. For now though just shutting my dropbox and things I shared down. As this data was all free and use at your own risk - consider the risk exceeded and your on your own for now.
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