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SilentRuin
June 27th, 2020, 19:25
The sales for this product in DMsG may soon be deactivated per this post - will let you know when that happens and when it finds a new home. (https://www.fantasygrounds.com/forums/showthread.php?64473-How-important-to-Community-is-a-SmiteWorks-store-app-to-do-Extensions&p=565817#post565817)

Equipped Effects Extension (Fantasy Grounds Unity) (https://www.dmsguild.com/product/318724/Equipped-Effects-Extension-ext-file-Fantasy-Grounds-Unity-2E-35E-4E-5E-CoreRPG-PFRPG-PFRPG2-SFRPG-rulesets)
This stand-alone extension for Fantasy Grounds allows your players to gain item-based effects simply by equipping them, which automatically adds the effects to the character in the combat tracker.

This extension unlocks the following functions:


Give characters magic items and allow them to equip them to receive effects that you’ve set up previously —saving time during the session!

Item effects are automatically removed when the item is unequipped.

Make some effects on the combat tracker invisible from your players! The effects are still there, but your players can see them —cursed items are now possible in FG!

Items tagged with “CURSED” can not be unequipped by the player



Additional perk included in this extension:


Import & Export custom effect XML files, so you can take your created effects with you to your next campaign.


[See .txt file for early updates and features]

V 1.3 - Fixed inventory items in a location allowing cursed items to be unequipped by player. Also prevented duplicate effects being placed. If you toggle a whole location to be equipped and a cursed item is present in that location it won't let a player do it.

V 1.4 - (For 5E only) Typically if an item needs a power you create it in your PC's action tab and assign whatever is needed to be able to apply that new power action. Then you can drag that power over to the spell lists to save it and reuse it later. This new version has added import/export buttons for saving custom spells (in DB under spell) to an XML file, this is on right toolbar of FGU app under spell button. Also added ability to add/remove custom spell/powers that match the equipped/unequipped item in PCs (cant' do it in NPCs unfortunately). Also, added ability to import/export notes in/out of XML files. Also, FGU update required extension code to change.

V 1.5 - BUG - the idiot (me) messed up all spell list filtering was bungled in my override by having a semicolon instead of a comma in the new override for the Spell button. Fixed.

V 1.6 - BUG - same as V1.5 for notes button also.

V 1.7 - BUG - same as V1.6, more semicolons and a function in the structure that had to be duplicated. To be clear - source filtering in spells was still messed up. Fixed.

V 1.8 - Feature - will now go after all "effects" not just in DB but in modules also. Will also go after "spell" first then "reference.spells" in modules looking for a match. The option to turn off spell searching has now been changed to turn off reference.spells searching in case you have a large number of read only modules and spells (it will search the whole thing every time you change equip status so if slowed you can turn this off). By default this will be off - requiring you to copy any module spells you wish to match so they are in your local DB "spell" node. If you turn it on it will search the DB first then look through all modules for a match.

V 1.9 - Feature - added new option to search for template item names as a possible effects/power(spell) name match. It will search through name of item and if no match found for effects/power(spell) will then search through the item's list of spells which is where template names are stored with an undefined link. Any undefined link in that list will be used as a name search till a match is found for effects/power(spell). This option is defaulted to off.

V 1.10 - Feature - will now respect item ID and item attunement (finding "Required Attunement" text in rarity DB value) if present. If IDed will work as usual showing matching effect in CT and matching spell/power in actions [actions tab(PC)]. If not IDed and not requiring attunement then effect in CT will be gmonly visible and no spell/power will appear in the actions. If not IDed and requiring attunement then nothing will be shown in CT or actions. If ID of item changes and the item was equipped then it will be unequipped and equipped to update the new ID rules above.

V 1.11 - Changed defaults for V 1.8 & 1.9 options to be "on: by default. This way if you have .mod tailored to work with equipped effects it will be ready to go immediately. And if you don't want it to look up things in .mod file it can be turned off. Still will always look in local DB before it goes to look up match in .mod file no matter what options are set too.

V 1.12 - Added option to ignore ID considerations of V1.10 so that when ON it will require DM to change the effect GMOnly flag in combat tracker manually - and will initially be whatever custom effect has it defined as. This will be turned OFF by default.

V 1.13 - Feature - If you have Map Parcels then an NPC will have inventory. This will now call the Map Pacels code (if present) when equipping or unequipping NPC inventory. It will simply do the same thing Map Parcels does adding the item into the Main Page actions and removing it just as if you had dropped the item in when using map parcels. The only difference is that it will be added when you equip the item and removed when you unequip the item. It has always supported the custom effects adding into combat tracker if there is an NPC inventory and its equipped or removed on unequipped - and still CANNOT support spell powers as that is uniquely PC data structure. But it can support the base item text for items and what that gives an NPC in terms of clicking fields and combat tracker attack lines added in and removed as the item is equipped or unequipped. This is mostly for me. As I'm pretty sure not many people bother equipping or unequipping NPC inventory I'm not bothering to add an option for this - it will just start happening as I want it for me.

V 1.14 - Feature - it has been requested that V1.13 is a big change in behavior and that it be an option turned off by default. "Allow NPC modification" is the new option defaulted to off. Turn it on to get the equip/unequip NPC feature (V1.13) to work in combat tracker.

V 1.15 - Features - New Options added "Update when added into CT" defaulted to "on"; and "Add/Remove Abilities" defaulted to "on". The new features will look up matches to custom effects and powers for abilities (Feats, Features, and Traits) for a PC. They will also look up custom effects for Traits and Actions in an NPC. When adding a PC/NPC into combat tracker it will insure all custom effects (and powers for PCs in actions tab) are automatically updated per all the equipped effects rules. For a PC abilities will be added to effects/powers when the Feat, Feature, or Trait is added into the abilities tab. They will be removed when they are removed out of the abilities tab. For NPC's this is done in the main page in the same manner but only for effects.

V 1.16 - Kludge (till a better idea occurs to me) - Added hardcoded conflict name list - at time of this version that only has "shield" in it. A new option "Skip Conflict Names" defaulted to "on" will allow users to ignore the conflict list if they wish. It only applies to powers applied by equipped items, feats, features, or traits. Custom effects will still match and go into CT. For example, the name "shield" conflicts with the spell "shield" so equipping it would cause it to add that as a power. Which is wrong. This will now not do that. But since people can do what they want with the names they want - I have the option allowing it to be turned off.

V 1.17 - Breaking out some code into function for easier access by 3rd parties overriding it.

V 1.18 - Feature - new option "Spell Import Export(restart app)" defaulted to "on" will now allow you to remove the import/export buttons for spell button to prevent any conflicts. Just turn option to "off" and restart the app.

Known Caveats:
If you delete an equipped item with an effect before you unequip it - the effect will remain in combat tracker. Unequip any item with effects before you remove it from the inventory.

Grim Press overview video from DMsG.

https://youtu.be/sGbCMehtk68

My long boring silent test video.

https://youtu.be/4epKAV-i-B4

Grim Press will be handling the sales and promotion of this extension.
If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/N7MM93a

Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension.

Included is original text used for describing this extension - provided for reference if needed.

RocksFall
June 28th, 2020, 08:58
That looks awesome. Highly interested. But....will it work with MoreCore?

SilentRuin
June 28th, 2020, 17:49
That looks awesome. Highly interested. But....will it work with MoreCore?

No earthly idea. I'm new to FGU and just programming things as I find I need them - what you see loaded in video is what I have and only what I've run with. Basically my signature.

vaughnlannister
June 28th, 2020, 22:00
Hey bought your new extension :), been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
Will let you know, if I find anything!

Thanks again love what this adds to our games!

SilentRuin
June 28th, 2020, 22:17
Hey bought your new extension :), been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
Will let you know, if I find anything!

Thanks again love what this adds to our games!

Happy to be of service :)

Willot
July 2nd, 2020, 22:44
mmm cant seem to get it to work with PFRPG2.

I watched the video but cant see how you attached the custom effect to an item?
I assumed they both have to have the same name?

When I equip the item the effect fails to appear on the CT

SilentRuin
July 2nd, 2020, 23:25
mmm cant seem to get it to work with PFRPG2.

I watched the video but cant see how you attached the custom effect to an item?
I assumed they both have to have the same name?

When I equip the item the effect fails to appear on the CT

All the code is tied to CoreRPG or has guards against if data is not there. I superficially tested it in each of the rulesets listed. Just did this in my empty create campaign of PFRPG2 with some 5E effects I imported in from an XML file using this extension. I then went into a dummy char I created (basically empty except for name and inventory) and created an Item that had the same name as one of my effects. I then cycled through the carried states and watch the combat tracker set the effect and remove the effect. The name is a 100% character match on the first component in the label. For example,

Item created:
Ring of SilentRuin

Effect I imported into custom effects (or you could simply create it)

Ring of SilentRuin; AC:-10; CURSED

The effect worked fine. As I'm not a player - and was host - the CURSED did not really prevent me from unequipping it.

Now if you are the host - you should see it in the CT - if the first component matches 100% the name (that's everything before the first semicolon). Is that what you did? Granted I have no idea what effects this ruleset accepts but it really does not matter, you should see it in the CT.

Willot
July 3rd, 2020, 01:20
Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
I assume I dont have to export and import the effect first that activates the code

SilentRuin
July 3rd, 2020, 02:08
Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
I assume I dont have to export and import the effect first that activates the code

No just the exact text match should be all that is required.

vaughnlannister
July 4th, 2020, 19:08
Hi, though your extension is working fine it does seem to hamper performance of the combat tracker a bit, making it a little laggy. Could you maybe investigate if you're also seeing this issue in FGU, with your extension?

SilentRuin
July 4th, 2020, 22:20
Hi, though your extension is working fine it does seem to hamper performance of the combat tracker a bit, making it a little laggy. Could you maybe investigate if you're also seeing this issue in FGU, with your extension?

There should be nothing going on except a button override which should only deal with inventory carried item. I just played a huge game (via LAN because Cloud connections are bugged for some of my players and we have had lag going through cloud) where combat tracker had a LARGE number of things with this extension in play and noticed no lag.

Test for you would be disable extension - and try the same things your doing. I don't know what could possibly effect combat tracker as nothing should be in there from my code.

vaughnlannister
July 4th, 2020, 22:31
Ok, that is reassuring, probably was because I loaded to many modules and extensions we didn't need through play today that was causing it. I do see a small speed bump after disabling your extension when opening the combat tracker, but this speed bump is negligible. I will investigate a bit more, with a few players next Monday. Thanks again for bringing out some cool extensions :)!

SilentRuin
July 5th, 2020, 00:56
Ok, that is reassuring, probably was because I loaded to many modules and extensions we didn't need through play today that was causing it. I do see a small speed bump after disabling your extension when opening the combat tracker, but this speed bump is negligible. I will investigate a bit more, with a few players next Monday. Thanks again for bringing out some cool extensions :)!
Well if you find something let me know - I only run with the three extensions - in signature.

damned
July 5th, 2020, 01:17
There should be a reason you run each extension. Do not just load up all the extensions that sound cool.

vaughnlannister
July 5th, 2020, 11:36
It just ran so well in our last game with a bare minimum setup. I may have pushed it a bit to far though with the extra loaded mods and extensions, albeit I was also running zoom which also chunks up precious cpu on my laptop. Turning back the clock to bare minimum set up for our next session :), to see if it makes a difference, I'd rather run with less extensions, mods and zoom. Without any lag then with lag.

LordEntrails
July 6th, 2020, 17:09
EDIT: not applicable

Curuthanir
August 23rd, 2020, 05:27
I've just installed the extension, and am using it in a Starfinder campaign. No other extensions loaded. I can apply the effect to the item, and when I equip the item, I see the effect in the CT. But when I unequip the item, the effect does not leave the CT. Am I doing something wrong?

SilentRuin
August 23rd, 2020, 09:24
I've just installed the extension, and am using it in a Starfinder campaign. No other extensions loaded. I can apply the effect to the item, and when I equip the item, I see the effect in the CT. But when I unequip the item, the effect does not leave the CT. Am I doing something wrong?

Which rule set is starfinder?

If it’s one of the ones I listed then I’ll have to test it out tomorrow.

For sure the effect should be expired when you unequip it. Is there an error in console log?

SilentRuin
August 23rd, 2020, 15:06
I've just installed the extension, and am using it in a Starfinder campaign. No other extensions loaded. I can apply the effect to the item, and when I equip the item, I see the effect in the CT. But when I unequip the item, the effect does not leave the CT. Am I doing something wrong?

Alright, I just got into my test project for SFRPG which is starfinder and all the tests I made previously appeared to work. As you stated, I also only have this extension and nothing else running. I basically create a new campaign with SFRPG ruleset and this one extension under Fantasy Grounds Unity. I then create a basic dummy character who has almost no data and drop him in combat tracker, then create a cursed test item (the ring you see in video) and a regular item (the cloak of protection you see in video) and run through the test. I drop both items in the dummy characters inventory - then cycle through the 3 states of equipped status and watch my effects in combat tracker change for the host. I then attach myself as a test player and do the same tests - as in the video the player side will lock up and be unable to move out of the equipped status for the cursed item but the host can cycle it out just fine. As in the previous test the CT tracker shows the effects removed.

The console log shows nothing going on - which is good.

I'm not sure what the problem is your seeing as I've had nothing previously wrong reported on this extension - nor do I have any problems myself but I play exculsively with 5E ruleset. That does not mean I don't believe you are seeing something weird going on. Just need more data to figure out what it is.

1) Does your \console log show any errors popping up when the DB.addHandler("charsheet.*.inventorylist.*.carried", "onUpdate", onCarriedChanged) trigger (only performed on host side even when player triggers the change) onCarriedChanged() code does the EffectManager.removeEffect(rActorCT, sCarriedItem)? Probably much to much information but that is what is literally doing the removal of the effect.

2) This is Fantasy Grounds Unity your running right? Not classic? All my extensions have only been designed with Unity as I don't own classic. So no guarantees when it comes to running in there per the DMsG text description and in here.

So I'm willing to help figure out your issue - but I have no idea what it is at that moment based on the data I have.

Curuthanir
August 23rd, 2020, 19:31
Alright, I just got into my test project for SFRPG which is starfinder and all the tests I made previously appeared to work. As you stated, I also only have this extension and nothing else running. I basically create a new campaign with SFRPG ruleset and this one extension under Fantasy Grounds Unity. I then create a basic dummy character who has almost no data and drop him in combat tracker, then create a cursed test item (the ring you see in video) and a regular item (the cloak of protection you see in video) and run through the test. I drop both items in the dummy characters inventory - then cycle through the 3 states of equipped status and watch my effects in combat tracker change for the host. I then attach myself as a test player and do the same tests - as in the video the player side will lock up and be unable to move out of the equipped status for the cursed item but the host can cycle it out just fine. As in the previous test the CT tracker shows the effects removed.

The console log shows nothing going on - which is good.

I'm not sure what the problem is your seeing as I've had nothing previously wrong reported on this extension - nor do I have any problems myself but I play exculsively with 5E ruleset. That does not mean I don't believe you are seeing something weird going on. Just need more data to figure out what it is.

1) Does your \console log show any errors popping up when the DB.addHandler("charsheet.*.inventorylist.*.carried", "onUpdate", onCarriedChanged) trigger (only performed on host side even when player triggers the change) onCarriedChanged() code does the EffectManager.removeEffect(rActorCT, sCarriedItem)? Probably much to much information but that is what is literally doing the removal of the effect.

2) This is Fantasy Grounds Unity your running right? Not classic? All my extensions have only been designed with Unity as I don't own classic. So no guarantees when it comes to running in there per the DMsG text description and in here.

So I'm willing to help figure out your issue - but I have no idea what it is at that moment based on the data I have.

I appreciate you looking at it. So more details about my setup, I'm using Fantasy Grounds Unity, with no other extensions loaded. Running SFRPG ruleset with the official core rules book and modules loaded. I am using a copy of an existing campaign, so that if I mess something up my players will not be affected in our weekly game.

I've added a suit of armor, that has a resist effect. (I made sure to copy the exact name from the item to the effect.) When I equip the armor, the effect appears on CT. When I unequip the armor, the effect remains in CT. No error message in console log. I've attached a screen shot. (Maybe you'll see something that I'm doing wrong.)

I'll try creating a new test campaign, and using the extension in that.

SilentRuin
August 23rd, 2020, 19:38
I appreciate you looking at it. So more details about my setup, I'm using Fantasy Grounds Unity, with no other extensions loaded. Running SFRPG ruleset with the official core rules book and modules loaded. I am using a copy of an existing campaign, so that if I mess something up my players will not be affected in our weekly game.

I've added a suit of armor, that has a resist effect. (I made sure to copy the exact name from the item to the effect.) When I equip the armor, the effect appears on CT. When I unequip the armor, the effect remains in CT. No error message in console log. I've attached a screen shot. (Maybe you'll see something that I'm doing wrong.)

I'll try creating a new test campaign, and using the extension in that.

Let me try and copy from your picture to create that thing. But you have a lot of detail going on in there so maybe that has caused some issue in the code as I never run this ruleset. Plus, did you mention you had some sort of module you loaded? I for sure have nothing like that - just the raw rules.

I'll give it a shot keying in that yoshi thing and trying to duplicate it. Short of that I may have to try to setup the same kind of character or things you have though as I said I only use 5E myself.

SilentRuin
August 23rd, 2020, 19:57
I appreciate you looking at it. So more details about my setup, I'm using Fantasy Grounds Unity, with no other extensions loaded. Running SFRPG ruleset with the official core rules book and modules loaded. I am using a copy of an existing campaign, so that if I mess something up my players will not be affected in our weekly game.

I've added a suit of armor, that has a resist effect. (I made sure to copy the exact name from the item to the effect.) When I equip the armor, the effect appears on CT. When I unequip the armor, the effect remains in CT. No error message in console log. I've attached a screen shot. (Maybe you'll see something that I'm doing wrong.)

I'll try creating a new test campaign, and using the extension in that.

Well that was easy. Duplicated. In fact, taking out that huge name you have with all the braces in it [] made it work.

I tried this for the effect:


Yoshi refractor suit; [Backup generator]; [Thermal capacitor, mk1]; RESIST: 5 fire; RESIST: 5 cold

And for the item:


Ysoki refractor suit

Notes: [Backup generator][Thermal capacitor, mk1]

Properties: RESIST: 5 fire; RESIST: 5 cold



I have no idea if that is legal in your game but it will work for now. I'll take a look and see why it does not like the long name with braces for the removing of the effect - as it seems to be no problem when creating it.

SilentRuin
August 23rd, 2020, 20:10
I appreciate you looking at it. So more details about my setup, I'm using Fantasy Grounds Unity, with no other extensions loaded. Running SFRPG ruleset with the official core rules book and modules loaded. I am using a copy of an existing campaign, so that if I mess something up my players will not be affected in our weekly game.

I've added a suit of armor, that has a resist effect. (I made sure to copy the exact name from the item to the effect.) When I equip the armor, the effect appears on CT. When I unequip the armor, the effect remains in CT. No error message in console log. I've attached a screen shot. (Maybe you'll see something that I'm doing wrong.)

I'll try creating a new test campaign, and using the extension in that.

Well damn. Its pure CoreRPG code rejecting it.

It does this to match the sLabel of the effect - which in our case contains the "[]" characters:

DB.getValue(nodeEffect, "label", ""):match(sEffPatternToRemove)

I believe pattern matching treats the "[]" as special grouping characters or something so its not going to work in CoreRPG if you try to remove an effect with any of those special pattern matching characters in it when its simply matching text to text - it wants a pattern to match (usually text is all that is required). That's a guess.

I'm not actually sure what to do here. This is CoreRPG behavior for naming conventions.

Is that Yoshi things name part of the actual starfinder data set?

I would literally have to parse in any string I pass into the CoreRPG code to find every possible special character and guard it with a % or something I think - not really positive on how that works.

I suppose if this is part of the actual data I can try it out - let me know if this was some name you made up or if its their naming convention on this item.

Curuthanir
August 23rd, 2020, 20:18
Well damn. Its pure CoreRPG code rejecting it.

It does this to match the sLabel of the effect - which in our case contains the "[]" characters:

DB.getValue(nodeEffect, "label", ""):match(sEffPatternToRemove)

I believe pattern matching treats the "[]" as special grouping characters or something so its not going to work in CoreRPG if you try to remove an effect with any of those special pattern matching characters in it. That's a guess.

I'm not actually sure what to do here. This is CoreRPG behavior for naming conventions.

Is that Yoshi things name part of the actual starfinder data set?

I would literally have to parse in any string I pass into the CoreRPG code to find every possible special character and guard it with a % or something I think - not really positive on how that works.

I suppose if this is part of the actual data I can try it out - let me know if this was some name you made up or if its their naming convention on this item.


So the brackets are being added when an item is forged in the item creator with templates, in this case, a ysoki suit with 2 armor upgrades. I think Starfinder uses the templated items more then 5e does, which could explain why this behavior hasn't been seen before. I've got a workaround (that my players would probably like, anyway.) What I'll do for now is just leave the armor upgrades as separate inventory items that are stored in the armor, and attach the effects to the individual armor upgrades. It should work, as my players like to swap out upgrades on a regular basis.

Thank you so much for figuring it out, though! There's really so few extensions to use with Starfinder, I was excited to see that yours would work with it.

SilentRuin
August 23rd, 2020, 20:41
So the brackets are being added when an item is forged in the item creator with templates, in this case, a ysoki suit with 2 armor upgrades. I think Starfinder uses the templated items more then 5e does, which could explain why this behavior hasn't been seen before. I've got a workaround (that my players would probably like, anyway.) What I'll do for now is just leave the armor upgrades as separate inventory items that are stored in the armor, and attach the effects to the individual armor upgrades. It should work, as my players like to swap out upgrades on a regular basis.

Thank you so much for figuring it out, though! There's really so few extensions to use with Starfinder, I was excited to see that yours would work with it.

Screw it - I'm just fixing it myself.

I'll call my own code to delete the effect - just tested it. Give me a few minutes to get a new version number get it updated in DMsG and it will be ready - say half an hour because I have to update all the version texts in here and there. Will be less likely but will post back here for you to test.

SilentRuin
August 23rd, 2020, 20:52
So the brackets are being added when an item is forged in the item creator with templates, in this case, a ysoki suit with 2 armor upgrades. I think Starfinder uses the templated items more then 5e does, which could explain why this behavior hasn't been seen before. I've got a workaround (that my players would probably like, anyway.) What I'll do for now is just leave the armor upgrades as separate inventory items that are stored in the armor, and attach the effects to the individual armor upgrades. It should work, as my players like to swap out upgrades on a regular basis.

Thank you so much for figuring it out, though! There's really so few extensions to use with Starfinder, I was excited to see that yours would work with it.

Its ready - reload from DMsG and see if it works. Let me know.

I tested it by also changing the Mk 1 to Mk 2 in the text to make sure it respected it all.

In case anyone needs to see the way I'm doing that remove of the effect here is the new code:



-- Had to replace the CoreRPG version as it was doing pattern matches when I'm just after exact matching of text.
function removeEffect(nodeCTEntry, sEffLabel)
if not sEffLabel then
return;
end
for _,nodeEffect in pairs(DB.getChildren(nodeCTEntry, "effects")) do
local sLabel = DB.getValue(nodeEffect, "label", "");
local aEffectComps = EffectManager.parseEffect(sLabel);
if aEffectComps[1] == sEffLabel then
nodeEffect.delete();
return;
end
end
end

Curuthanir
August 23rd, 2020, 21:08
Its ready - reload from DMsG and see if it works. Let me know.

I tested it by also changing the Mk 1 to Mk 2 in the text to make sure it respected it all.

In case anyone needs to see the way I'm doing that remove of the effect here is the new code:



Works perfectly! Thank you!

SilentRuin
November 16th, 2020, 19:26
I have partnered with Grim Press (https://discord.gg/N7MM93a) to handle sales and promo of this extension. I'm just to lazy to bother :)

New grim press video updated on DMsG - old one is still available here.

SilentRuin
December 2nd, 2020, 04:31
There is a bug in equipped effects where if the item is actually in a container (2nd text field in inventory) you can actually equip and unequip the item by equipping or unequipping the container (like backpack or something). This makes no sense to me how I can store something in a bag and have it equipped when you equip the container you have it on - but apparently it was always there.

If you do this you can get a double effect placed on the item and also the "cursed" option is ignored and the player can unequip it by unequipping it in the bag.

I'm going to try and figure out what the heck this is doing and come up with a solution. For me I want nothing in a container actually equipped just because container is equipped - this sounds crazy to me. But when I have a solution I'll update it here.

SilentRuin
December 2nd, 2020, 18:22
There is a bug in equipped effects where if the item is actually in a container (2nd text field in inventory) you can actually equip and unequip the item by equipping or unequipping the container (like backpack or something). This makes no sense to me how I can store something in a bag and have it equipped when you equip the container you have it on - but apparently it was always there.

If you do this you can get a double effect placed on the item and also the "cursed" option is ignored and the player can unequip it by unequipping it in the bag.

I'm going to try and figure out what the heck this is doing and come up with a solution. For me I want nothing in a container actually equipped just because container is equipped - this sounds crazy to me. But when I have a solution I'll update it here.

Fixed as best I can.

V 1.3 - Fixed inventory items in a location allowing cursed items to be unequipped by player. Also prevented duplicate effects being placed. If you toggle a whole location to be equipped and a cursed item is present in that location it won't let a player do it.

vaughnlannister
December 2nd, 2020, 20:33
Thank you :)!

SilentRuin
December 18th, 2020, 22:13
The sales for this product in DMsG may soon be deactivated per this post - will let you know when that happens and when it finds a new home. (https://www.fantasygrounds.com/forums/showthread.php?64473-How-important-to-Community-is-a-SmiteWorks-store-app-to-do-Extensions&p=565817#post565817)

xTheCanadian
January 28th, 2021, 06:35
Is it possible to set a stat to a certain number? Like the belt of hill giant strength in Dungeons and Dragons 5e sets your strength stat to 21, but the only thing I can do is manually modify a players strength and I have to do it each time they equip or unequip the belt.

SilentRuin
January 28th, 2021, 16:45
Is it possible to set a stat to a certain number? Like the belt of hill giant strength in Dungeons and Dragons 5e sets your strength stat to 21, but the only thing I can do is manually modify a players strength and I have to do it each time they equip or unequip the belt.

All this extension will do is add a custom effect that matches the name of the item you are equipping - or removing an effect that matches the name of the item when unequipping.

As far as the effects go, and lets be honest here, they support very limited logic capabilities - I have no control over that. I actually created a custom effect of "Belt of Hill Giant Strength;" but for the life of me could not figure out a way based on docs (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation) to create an automatic way to create a custom effect for this thing. First I tried...

"Belt of Hill Giant Strength; STR: 21"

Which of course did not do what I expected. Instead, for some unfathomable reason when I swing my battleaxe in attack and this effect adds +10 to my attack. As my character strength was 12 - I actually can only imagine it was doing 21 + 12 = 33 which the max bonus for strength is then +10.

Based on this theory I then tried...

"Belt of Hill Giant Strength; STR: 9"

Which by this reason should have been 12 + 9 = 21 which is a +5 bonus. Swinging my battleaxe - I get +4 added to attack by effect. Which I would have thought was going to be +5.

I'll skip the math I tried to apply to right of "STR:" as it was a total failure as evidently the idea of allowing calculations is something they though the user would never want to do with effects. You'll have to ask what on earth fantasy grounds was thinking the use of this Ability value was going to be as I have no idea what its currently doing based on their documentation.

If you find a way to make a custom effect for these kind of ability modifications - let me know. Nothing to do with this extension of course - but still - I find it bizarre in how the logic of this is being applied.

SilentRuin
January 28th, 2021, 17:45
Is it possible to set a stat to a certain number? Like the belt of hill giant strength in Dungeons and Dragons 5e sets your strength stat to 21, but the only thing I can do is manually modify a players strength and I have to do it each time they equip or unequip the belt.

After a big discussion in Discord - pretty sure you cannot do this in custom effects. Because the parsing logic is not there. You could do STR: 9 (if your character was Strength 12 - it adds the strength to your strength to generate the [EFFECT+4] to your attacks - that is minus your original strength bonus of +1) - but you'd have to make a custom effect for every strength value and apply the right one to the right character. Not really feasible in the context we are talking about here.

However, it can support extra parsing logic in the action tab powers (magnifying glass) to apply an effect that will do what you want. Here is an image someone gave me in discord... (note this has nothing to do with this extension)

xTheCanadian
January 28th, 2021, 18:09
Hey, thanks for the answers buddy! I was just wondering if it was possible. What I did was just do the math and make the item for that player just add the correct amount of str to bring his stat. I was just wondering if it WAS possible, if not it's not a big deal. This extension already made my life a million times easier by allowing me to make custom items that do (more or less) what I want when equipped and unequipped.

For the item in question I did this

Magnus' Ring; STR: 4

in the effects and it works like a charm to boost their STR to 21 AND they also get the +5 on the rolls. (Magnus' Ring is a ring that an NPC took from another NPC and gave to one of the players, essentially it's a belt of hill giant strength in ring form)

That second one, the spell like effect, is neat but I like how I did it with this extension better, the player can unequip or re-equip the items as needed without any issues.

Thanks for the response and the help though!

Hugh.

SilentRuin
January 28th, 2021, 18:15
Hey, thanks for the answers buddy! I was just wondering if it was possible. What I did was just do the math and make the item for that player just add the correct amount of str to bring his stat. I was just wondering if it WAS possible, if not it's not a big deal. This extension already made my life a million times easier by allowing me to make custom items that do (more or less) what I want when equipped and unequipped.

For the item in question I did this

Magnus' Ring; STR: 4

in the effects and it works like a charm to boost their STR to 21 AND they also get the +5 on the rolls. (Magnus' Ring is a ring that an NPC took from another NPC and gave to one of the players, essentially it's a belt of hill giant strength in ring form)

That second one, the spell like effect, is neat but I like how I did it with this extension better, the player can unequip or re-equip the items as needed without any issues.

Thanks for the response and the help though!

Hugh.

I like that you renamed the generic item into a unique item name to insure someone else with same item did not inherit their specific strength modifier incorrectly. Just remember you'll have to update it when/if their strength ability ever changes. And that every ability modifying item will have to play this same unique name to character matching you have going on here.

xTheCanadian
January 29th, 2021, 05:33
Yeah, I re-use items to make them unique to my story and to suit my purposes. Magnus' Ring was a ring worn by a Dwarf King's brother, Magnus, who used it to cheat in an arm wrestling competition with one of my players. The player asked the Dwarf "Where could I get a ring like that?" and King Ferin tosses him the ring.

xTheCanadian
January 29th, 2021, 07:18
Oops sorry!

graziano.girelli
February 1st, 2021, 20:51
Does this extension work with AD&D ruleset?

celestian
February 1st, 2021, 21:00
Does this extension work with AD&D ruleset?

You do not need it for the AD&D ruleset, it's built in.

SilentRuin
February 1st, 2021, 21:24
Does this extension work with AD&D ruleset?

Not sure which is AD&D but I only use it in 5E. As the included Page 1 .txt file shows though it will also work in 2E/3.5E/4E/5E/CoreRPG/PFRPG/PFRPG2/SFRPG rulesets.

SilentRuin
February 1st, 2021, 21:26
You do not need it for the AD&D ruleset, it's built in.

It equips custom effects based on name matches and supports CURSED keywords preventing it from being unequipped? Huh. I admit I know nothing about that ruleset but that does surprise me! In any case, I only use this in 5E so have no real idea of what the other rulesets do.

celestian
February 1st, 2021, 21:39
It equips custom effects based on name matches and supports CURSED keywords preventing it from being unequipped? Huh. I admit I know nothing about that ruleset but that does surprise me! In any case, I only use this in 5E so have no real idea of what the other rulesets do.

The system in the AD&D 2e ruleset (and the Advanced Effects extension for 5e) allows the DM to set any effect on any item that is applied when equipped on pc/npcs in the CT. It also allows you to specifically trigger that effect for a weapon (such that you can have a weapon with +damage to undead/etc but not the other weapons or abilities as would normally happen for a effect). The same system works for pc/npc allowing you to pre-configure effects on them they are applied when placed into the CT. It also has a simple UI for configuring effects.

SilentRuin
February 1st, 2021, 22:08
The system in the AD&D 2e ruleset (and the Advanced Effects extension for 5e) allows the DM to set any effect on any item that is applied when equipped on pc/npcs in the CT. It also allows you to specifically trigger that effect for a weapon (such that you can have a weapon with +damage to undead/etc but not the other weapons or abilities as would normally happen for a effect). The same system works for pc/npc allowing you to pre-configure effects on them they are applied when placed into the CT. It also has a simple UI for configuring effects.

For sure I agree its not needed then. But also, for sure that is not the same thing. This requires nothing but the name and the effect in custom effects nothing else. Plus it all resolves around the equip/unequip in inventories - nothing else. With the CURSED fun too :) Nothing gets me laughing like seeing a player ask why they can't unequip thing they just attuned to (with the horrible effect on their PC) :)

celestian
February 2nd, 2021, 00:09
For sure I agree its not needed then. But also, for sure that is not the same thing. This requires nothing but the name and the effect in custom effects nothing else. Plus it all resolves around the equip/unequip in inventories - nothing else. With the CURSED fun too :) Nothing gets me laughing like seeing a player ask why they can't unequip thing they just attuned to (with the horrible effect on their PC) :)

I mentioned what I did because I would be very surprised if it worked with the 2e ruleset as I've made extensive changes to the effect system within CoreRPG and the redundancies.

SilentRuin
February 2nd, 2021, 00:28
I mentioned what I did because I would be very surprised if it worked with the 2e ruleset as I've made extensive changes to the effect system within CoreRPG and the redundancies.

All it does is when Equipped is triggered in inventory it will catch it. Read the custom effects - if the first part of it matches the item being equipped - it will apply the effect. If it unequips an item it will check the CT effects for a match and remove it. That and special locking behavior on a custom effect with the keyword CURSED.

Absolutely NOTHING to do with the effect - or its logic - at all. So regardless of what you've done to the effect system - why this would care? I have no idea. I superficially tested it in each ruleset I claim it works in and it worked. No other tests or idea what those rulesets do and I state plainly it was designed and built to be used by me - and I only use 5E.

Still no worries - I don't think anything you've done would effect this (no pun intended).

SilentRuin
February 11th, 2021, 02:18
I can barely wait for TEST to drop. I've just made a new version of Equipped effects but it's under TEST so I'll have to wait to deliver it after TEST drops. Still I'll give a hint:

This new feature is guarded to only come into play in 5E (as spell is not thing in other rulesets).

But if you use 5E like me...

Not all items can be defined by a custom effect. In fact, I got really annoyed that I had to create a power for my ring of animal influence and ring of the ram that I was putting into a campaign. Not to mention a healing potion. Now standard procedure is to make the power and copy it in the Spell area so that it can be reused in the campaign later. But I was annoyed. It was making me have to do stuff as a DM and that impinged on my feelings of entitlement to be lazy.

So...

I made import/export buttons for saving custom spells (in DB under spell) to an XML file. This way I never had to remake one of these suckers ever again. The down side is they always will be put into unassigned in import - that's just the way DB.import works - but I can live with that. So now my powers are able to be dragged into any future campaign just by picking the .xml I stored them in. Lazy point 1 solved.

I still did not like the effort involved in tracking these things. So as this already adds matching inventory items that equip/unequip for custom effects adding into CT - I decided that I wanted these spell/powers to be automatically added and removed from my PCs (cant' do it in NPCs unfortunately). So I added it in right after it does the matching custom effect. Potion of healing - item dropped in inventory - equipped - matching custom spell/power found in DB - POOF power is under Equipped Items power category in actions tab of my PC! Unequipped and its GONE! I don't have to do anything - pay attention to anything - lazy point 2 solved.

That's it. It doesn't sound like much does it? But oh... it helps me hugely. And if I have a special item that needs both a custom effect and a spell/power to define it completely? HA! DONE!

Now if you create your spell/power under something other than that Equipped Items category - the DB remembers and will create that blank name in addition to putting it under new Equipped Items category. Just delete the original spell/power and save the new one from that category and old blank one will no longer be created. It's a DB thing.

It also has an option to turn this new feature off in options in case you have some kind of crazy custom spell/power names that match item names or something. Of course, its defaulted to ON though :)

If TEST drops on Feb 16 then that is when this new version will appear. Just FYI :)

vaughnlannister
February 11th, 2021, 12:07
Hey SilentRuin, that's sounds like a very exciting update :D, look forward to when you bring it out for us!!!

rtrevino
February 13th, 2021, 02:09
Hello,

I've installed the extension, and works as expected, but here is the thing, how do I remove the effects being vissible on the chat box for the players to see?? in other words, how do i set the effect to be vcisible ony to the DM?

Thnks!

SilentRuin
February 13th, 2021, 05:44
Hello,

I've installed the extension, and works as expected, but here is the thing, how do I remove the effects being vissible on the chat box for the players to see?? in other words, how do i set the effect to be vcisible ony to the DM?

Thnks!

The extension only adds/removes the custom effect in the combat tracker, the rules for custom effects are the same as they have always been in FGU. The doc for those is here (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation). As far as the actual custom effect window in FGU - yes, if you disable the eye icon it is only visible to the GM and not the players.

If already in combat tracker effects can be made visible or not to players by the button on the left when you expand out the combat tracker entry on the host.

SilentRuin
February 13th, 2021, 16:33
Hello,

I've installed the extension, and works as expected, but here is the thing, how do I remove the effects being vissible on the chat box for the players to see?? in other words, how do i set the effect to be vcisible ony to the DM?

Thnks!

Wait a second. Are you talking about the chat message that shows the effect being added in? The way its working is if the item is ID'ed for the player then the effect is visible. If the item is not ID'ed for the player then the effect is not visible.

This was done so that the item could be hidden from user in custom effects list yet still be visible to player when the item was ID'ed. The reasoning being that if you attune to the item and know what it is - then you know what the effect is. The only way you'd be able to hide an ID'ed item would be to manually go into the combat tracker for that entry and set visibility to GM only. But of course the chat would have shone the effect being added in.

There was no easy way to hide the custom effect from player eyes and to make sure they could see it after it was equipped - so this was how this extension handles that.

rtrevino
February 13th, 2021, 21:08
Wait a second. Are you talking about the chat message that shows the effect being added in? The way its working is if the item is ID'ed for the player then the effect is visible. If the item is not ID'ed for the player then the effect is not visible.

This was done so that the item could be hidden from user in custom effects list yet still be visible to player when the item was ID'ed. The reasoning being that if you attune to the item and know what it is - then you know what the effect is. The only way you'd be able to hide an ID'ed item would be to manually go into the combat tracker for that entry and set visibility to GM only. But of course the chat would have shone the effect being added in.

There was no easy way to hide the custom effect from player eyes and to make sure they could see it after it was equipped - so this was how this extension handles that.

That did it!!

Thank you very much, it is flawless.. :) I will be having fun later today..

SilentRuin
February 13th, 2021, 21:13
That did it!!

Thank you very much, it is flawless.. :) I will be having fun later today..

Well when the test server goes live (supposedly Feb 16) I'll be putting a new version update out which will allow you to do equip/unequip of action tab powers in a PC along with the any custom effects it currently matches. So that will be really fun ;)

This screen shot is of an equipped Ring of Fire Elemental command (after having killed an elemental) - one of the most complex items I could find requiring a power and a custom effect to properly define it. As best one can. When I unequip it both that power and effect in CT go away. Then equip they come back.

masterqgj
February 13th, 2021, 21:36
Well when the test server goes live (supposedly Feb 16) I'll be putting a new version update out which will allow you to do equip/unequip of action tab powers in a PC along with the any custom effects it currently matches. So that will be really fun ;)

This screen shot is of an equipped Ring of Fire Elemental command (after having killed an elemental) - one of the most complex items I could find requiring a power and a custom effect to properly define it. As best one can. When I unequip it both that power and effect in CT go away. Then equip they come back.

This looks awesome!

SilentRuin
February 13th, 2021, 21:45
This looks awesome!

I doubt you'd be so excited if you have to figure out how to keyin that power and effect, took a couple questions in discord just to try and get close to what it should be! All my stuff does is match the custom power (in spell list) and custom effect that matches the name. You still get the "awesome" fun of making the powers and custom effects yourself :) Though it will have an import/export for custom spells like I did for custom effects. With the same draw backs - it stores them by child ID. If you are working in the same campaign this will work out overlaying them on eachother - but if you had duplicate child ID's with different data (say from different DB or vastly changed DB) then you will get wiped with the latest import of that child ID. But better than nothing or going to all the trouble of using the /export chat command to make some module of your data then using that. I'm lazy - I can live with a few child ID's wiping each other out if I don't play the import/export XML file game correctly.

Weissrolf
February 15th, 2021, 10:47
We are using this extension for our PF2 Ranger's "Hunt Pray" effect. Equipping his weapon applies the player effect on him, then when he applies the target effect on a NPC the player effect becomes active. In the past we just put the player effect on him, but it often happened that we accidentally deleted the effect after combat and then forgot to reapply it next time. Now it's always present when the corresponding weapons are equipped.

SilentRuin
February 15th, 2021, 17:00
Someone asked me to add import/export to notes for this next release - and as I want that also - I did. As usual same caveats apply:

NOTE: While this extension supplies import/export buttons for custom effects, notes, and spells they will replace the child ID's in your campaign DB. This can cause weird results if you import an XML file with child ID's that match ones currently in use. If the XML was created from the same campaign then this will normally never happen - but if you have existing data and the XML data is from that campaign it can. Using the FG chat \export keyin to export the data and create a module which you can then use is another way to do this sort of thing. Just not as easy - but noting this as my buttons are for my lazy use and I understand what can happen. Now so do you.

So when TEST drops to LIVE (and I get all my extensions uploaded) this will be part of new version also.

SilentRuin
February 16th, 2021, 22:57
you must update extensions - they will have issues with latest fgu update - if you don't update fgu then keep your old extension

SilentRuin
February 16th, 2021, 22:57
YOU MUST UPDATE EXTENSIONS - THEY WILL HAVE ISSUES WITH LATEST FGU UPDATE - IF YOU DON'T UPDATE FGU THEN KEEP YOUR OLD EXTENSION

Plus this one has new functionality see version info.

SilentRuin
February 18th, 2021, 19:23
V 1.5 - BUG - the idiot (me) messed up all spell list filtering was bungled in my override by having a semicolon instead of a comma in the new override for the Spell button. Fixed.

Yeah you read that correctly. Some idiot put a semi colon instead of a comma in their override of Spell button structure which basically dropped off all filtering in that thing. Result being you see filters have literally every single possible filter variant showing.

SilentRuin
February 18th, 2021, 19:47
V 1.6 - BUG - same as V1.5 for notes button also.

SilentRuin
February 23rd, 2021, 17:43
Another cut/paste error from TEST code that was later fixed by FGU in spells button filtering. I'm in the process of fixing it.

SilentRuin
February 23rd, 2021, 19:30
V 1.7 - BUG - same as V1.6, more semicolons and a function in the structure that had to be duplicated. To be clear - source filtering in spells was still messed up. Fixed.

Thanks to Superteddy57 for working through this with me - I would not have spotted that function in the structure without his help and the final solution was his also.

DMMoseley23
February 28th, 2021, 05:08
I really like this extension and the potential for automating certain weapon effects, particularly cursed items. That said, I'm still a newbie when it comes to the syntax for programming them.

I have a player who has the Berserker Greataxe which is cursed: Curse. 1) This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. 2) Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

I don't expect part 1 can be automated per your extension, but I wonder if part 2 can be? If so, I can't figure out the right coding. I understand how to activate it (by equipping), but after that, it's not clear how to trigger the save when attacked/damaged (or if it's even feasible). Any help or solutions is appreciated :).

SilentRuin
February 28th, 2021, 05:30
I really like this extension and the potential for automating certain weapon effects, particularly cursed items. That said, I'm still a newbie when it comes to the syntax for programming them.

I have a player who has the Berserker Greataxe which is cursed: Curse. 1) This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. 2) Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

I don't expect part 1 can be automated per your extension, but I wonder if part 2 can be? If so, I can't figure out the right coding. I understand how to activate it (by equipping), but after that, it's not clear how to trigger the save when attacked/damaged (or if it's even feasible). Any help or solutions is appreciated :).

I'm not an expert at action powers (spells) or combat tracker effects (I do know effects in powers have more supported syntax than combat tracker's). Basically all my stuff does is if you create a power - copy it to your spell list and name it the exact name of whatever you are equipping - it will be put into your PC sheet and removed as you equip and unequip. Same for custom effects. As far as what can be done with either? Up to you and what FGU lets you do. Me? I not an expert. You'd have better luck asking in the forums how you can code a PC action power and/or custom effect to handle it. I just switch em out for you and lock them in if CURSED keyword is in combat tracker effect.

SilentRuin
March 12th, 2021, 17:05
Just loaded TEST for lighting - all my extensions work fine with it. But this one... WOW!

Just made this custom effect "Torch; LIGHT: 20 torch" and with my equipped effects unmodified as is I can now equip the torch - light appears on map - unequip torch - light goes away - and its remembered across maps and sessions because its on CT!

And in my world of extensions that means if I equip the torch on PC or NPC it works :)

As token light is not remembered when set through map between sessions or even maps - this is a life saver!

Works as is - now - today :)

Arghun
March 13th, 2021, 15:54
Do you know if your extension works with Celestian's Advanced Effects by any chance? I'm actually only looking to use the CURSED effect for specific items. Thanks for letting me know!

SilentRuin
March 13th, 2021, 16:17
Do you know if your extension works with Celestian's Advanced Effects by any chance? I'm actually only looking to use the CURSED effect for specific items. Thanks for letting me know!

Don't even know what that is. Sorry.

vaughnlannister
March 27th, 2021, 14:32
-Removed cause I forgot to add the quote I was referring too :P-

vaughnlannister
March 27th, 2021, 14:33
I can barely wait for TEST to drop. I've just made a new version of Equipped effects but it's under TEST so I'll have to wait to deliver it after TEST drops. Still I'll give a hint:

This new feature is guarded to only come into play in 5E (as spell is not thing in other rulesets).

But if you use 5E like me...

Not all items can be defined by a custom effect. In fact, I got really annoyed that I had to create a power for my ring of animal influence and ring of the ram that I was putting into a campaign. Not to mention a healing potion. Now standard procedure is to make the power and copy it in the Spell area so that it can be reused in the campaign later. But I was annoyed. It was making me have to do stuff as a DM and that impinged on my feelings of entitlement to be lazy.

So...

I made import/export buttons for saving custom spells (in DB under spell) to an XML file. This way I never had to remake one of these suckers ever again. The down side is they always will be put into unassigned in import - that's just the way DB.import works - but I can live with that. So now my powers are able to be dragged into any future campaign just by picking the .xml I stored them in. Lazy point 1 solved.

I still did not like the effort involved in tracking these things. So as this already adds matching inventory items that equip/unequip for custom effects adding into CT - I decided that I wanted these spell/powers to be automatically added and removed from my PCs (cant' do it in NPCs unfortunately). So I added it in right after it does the matching custom effect. Potion of healing - item dropped in inventory - equipped - matching custom spell/power found in DB - POOF power is under Equipped Items power category in actions tab of my PC! Unequipped and its GONE! I don't have to do anything - pay attention to anything - lazy point 2 solved.

That's it. It doesn't sound like much does it? But oh... it helps me hugely. And if I have a special item that needs both a custom effect and a spell/power to define it completely? HA! DONE!

Now if you create your spell/power under something other than that Equipped Items category - the DB remembers and will create that blank name in addition to putting it under new Equipped Items category. Just delete the original spell/power and save the new one from that category and old blank one will no longer be created. It's a DB thing.

It also has an option to turn this new feature off in options in case you have some kind of crazy custom spell/power names that match item names or something. Of course, its defaulted to ON though :)

If TEST drops on Feb 16 then that is when this new version will appear. Just FYI :)

Hey, I got this to work just today :), really cool thanks :), I'm thinking about doing the same for Spell Scrolls :P and adventuring gear, though there are scrolls for each spell which would mean a lot of work :sweat:, anyhow thanks again for making small improvements on things you've spotted and find annoying :)!!

SilentRuin
March 29th, 2021, 20:24
For reasons of my own I was only prepared to update DMsG and Page 1 of this thread for the last few version updates - but now... I am ready to trigger the notification of them (thread won't notify changed if I change a previous page like updating page 1 - and only watchers of DMsG would know to update without that notification). So... consider yourselves notified :)

V 1.8 - Feature - will now go after all "effects" not just in DB but in modules also. Will also go after "spell" first then "reference.spells" in modules looking for a match. The option to turn off spell searching has now been changed to turn off reference.spells searching in case you have a large number of read only modules and spells (it will search the whole thing every time you change equip status so if slowed you can turn this off). By default this will be off - requiring you to copy any module spells you wish to match so they are in your local DB "spell" node. If you turn it on it will search the DB first then look through all modules for a match.

V 1.9 - Feature - added new option to search for template item names as a possible effects/power(spell) name match. It will search through name of item and if no match found for effects/power(spell) will then search through the item's list of spells which is where template names are stored with an undefined link. Any undefined link in that list will be used as a name search till a match is found for effects/power(spell). This option is defaulted to off.

V 1.10 - Feature - will now respect item ID and item attunement (finding "Required Attunement" text in rarity DB value) if present. If IDed will work as usual showing matching effect in CT and matching spell/power in actions [actions tab(PC)]. If not IDed and not requiring attunement then effect in CT will be gmonly visible and no spell/power will appear in the actions. If not IDed and requiring attunement then nothing will be shown in CT or actions. If ID of item changes and the item was equipped then it will be unequipped and equipped to update the new ID rules above.

V 1.11 - Changed defaults for V 1.8 & 1.9 options to be "on: by default. This way if you have .mod tailored to work with equipped effects it will be ready to go immediately. And if you don't want it to look up things in .mod file it can be turned off. Still will always look in local DB before it goes to look up match in .mod file no matter what options are set too.

SilentRuin
March 29th, 2021, 22:32
V 1.12 - Added option to ignore ID considerations of V1.10 so that when ON it will require DM to change the effect GMOnly flag in combat tracker manually - and will initially be whatever custom effect has it defined as. This will be turned OFF by default.

SilentRuin
March 30th, 2021, 17:51
For people who use equipped effects and are dead lazy like me - don't like to define custom effects and spell/powers for your items and want them all to play nice in the new lighting environment - this new .mod file(s) will allow you to simply load the module data and forget about it. Drop item in inventory - equip or unequip it - and based on ID rules in this extension will have the CT effect and/or spell/power applied to your PC(actions tab). You never need worry about doing anything. There will always be weird hard to define rules and things in the world of "D&D 5E books" but this takes all the hard tedious work out of it for me. Links to get it and track it are in here...

https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects

SilentRuin
April 1st, 2021, 16:15
I'd also like to give a shoutout about a free alternative to my equipped effects - it does not do the same exact things but MeAndUnique is definitely adding interesting things into it. So if you don't like paid I fully recommend his Kit-N-Kaboodle (https://www.fantasygrounds.com/forums/showthread.php?65937-5E-Kit-N-Kaboodle) :)

SilentRuin
April 2nd, 2021, 07:18
V 1.13 - Feature - If you have Map Parcels then an NPC will have inventory. This will now call the Map Pacels code (if present) when equipping or unequipping NPC inventory. It will simply do the same thing Map Parcels does adding the item into the Main Page actions and removing it just as if you had dropped the item in when using map parcels. The only difference is that it will be added when you equip the item and removed when you unequip the item. It has always supported the custom effects adding into combat tracker if there is an NPC inventory and its equipped or removed on unequipped - and still CANNOT support spell powers as that is uniquely PC data structure. But it can support the base item text for items and what that gives an NPC in terms of clicking fields and combat tracker attack lines added in and removed as the item is equipped or unequipped. This is mostly for me. As I'm pretty sure not many people bother equipping or unequipping NPC inventory I'm not bothering to add an option for this - it will just start happening as I want it for me.

Reminder: If you unequip armor and do not equip any replacment armor you will have to manually edit the NPC armor field to be whatever it will now be. I have no way of knowing what it should be turned into once unequipped. Obviously if you screw up and equip things that are not really relevant - that's on you. Dragon with leather armor - dumb - and will be way less of an armor class but not going to stop you from doing things like that :)

SirMotte
April 2nd, 2021, 14:29
I'd also like to give a shoutout about a free alternative to my equipped effects - it does not do the same exact things but MeAndUnique is definitely adding interesting things into it. So if you don't like paid I fully recommend his Kit-N-Kaboodle (https://www.fantasygrounds.com/forums/showthread.php?65937-5E-Kit-N-Kaboodle) :)

Good and fair thing to bring this up!

Are you guys planning on adding the possibility to pre-define charges to eg. scrolls aswell?

SilentRuin
April 2nd, 2021, 16:30
Good and fair thing to bring this up!

Are you guys planning on adding the possibility to pre-define charges to eg. scrolls aswell?

Not a Data guy. But I'm trying to resolve why his charges are not currently working in his .mod file in another thread. Something is different. Right now I have to copy the power to get charges to show up (not straight out of .mod file - which is not yet delivered but will be soon).

SilentRuin
April 2nd, 2021, 17:58
Note: with new ability to equip(add)/unequip(remove) NPC items in main page actions via Map Parcel code you should simply NOT USE the NPC inventory to equip/unequip anything if you don't want the NPC's features/abilities to change. I like being able to drop items into NPC - like vial of acid or something - and immediately have it available for use in combat tracker attack line. But others may not like NPC standard abilities for a weapon or something changed from their default - which this will surely do if the name matches. Me - I do. Not everyone's cup of tea though so just don't mess with NPC inventory equip/unequip and you'll be fine - otherwise - use your common sense :)

Also the black highlight around whatever is equipped can be removed by simply unlocking and relocking the sheet if it bothers you. Not planning on looking into this as I suspect its a harmless artifact of me allowing things to change outside of locked state (locked state always throws up that black outline border around the action).

Ludd_G
April 2nd, 2021, 18:28
I love the idea of an NPC having the same weapon as it's mini when I get back to the table (I've been using FG for running my face to face games even before I started running them online!) and being able to tweak an NPC's loadout to add flavour/balance to an encounter as I'm running it.

Cheers,

Simon

SilentRuin
April 2nd, 2021, 19:40
I love the idea of an NPC having the same weapon as it's mini when I get back to the table (I've been using FG for running my face to face games even before I started running them online!) and being able to tweak an NPC's loadout to add flavour/balance to an encounter as I'm running it.

Cheers,

Simon

Just remember my warnings above. I'm not going to stop people doing dumb things with it - that's on them. Dumb can be smart when dealing with fun variances and I'm not going to limit it. That's on you :)

SilentRuin
April 2nd, 2021, 20:06
While you can drop an item into an NPC (map parcel) not in combat tracker (which will add it into the inventory) - you can not use equip/unequip to do anything to it as this extension is designed to work on things in combat tracker (effects and powers adding and removing). If you want to work on an NPC with equipped effects to store as a later template for others in combat tracker you will have to work on it in combat tracker then when done copy it to your NPC list (group) for use later. Otherwise, pure Map Parcels dropping an item into the NPC (non CT version) is only way to add it into main actions page. And removing manually only way to remove it. Just FYI.

SilentRuin
April 2nd, 2021, 21:44
V 1.14 - Feature - it has been requested that V1.13 is a big change in behavior and that it be an option turned off by default. "Allow NPC modification" is the new option defaulted to off. Turn it on to get the equip/unequip NPC feature (V1.13) to work in combat tracker.

This means by default the equip/unequip NPC abilities active in combat tracker NPC will be off. Turn on to use this new ability. The auto equip aspect of adding things in was messing with some random loot stuff so turn it off and on at will as you modify your CT NPC entry.

SilentRuin
April 7th, 2021, 22:15
V 1.15 - Features - New Options added "Update when added into CT" defaulted to "on"; and "Add/Remove Abilities" defaulted to "on". The new features will look up matches to custom effects and powers for abilities (Feats, Features, and Traits) for a PC. They will also look up custom effects for Traits and Actions in an NPC. When adding a PC/NPC into combat tracker it will insure all custom effects (and powers for PCs in actions tab) are automatically updated per all the equipped effects rules. For a PC abilities will be added to effects/powers when the Feat, Feature, or Trait is added into the abilities tab. They will be removed when they are removed out of the abilities tab. For NPC's this is done in the main page in the same manner but only for effects.

Most powerful understated features I've done to date in this. Heh - and nobody will notice likely - except the one that counts - me :) No videos just the blurb above. Very powerful. Hopefully I've not busted it adding this cool stuff (for me), but as I'm always saying - EXTENSIONS = RISK! And I'm sure someone will let me know if it explodes.

These features will be very handy in the next week for Aridhro's stuff here: https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects

I don't do DATA. You can make your own. But I use his :)

SilentRuin
April 8th, 2021, 05:06
V 1.16 - Kludge (till a better idea occurs to me) - Added hardcoded conflict name list - at time of this version that only has "shield" in it. A new option "Skip Conflict Names" defaulted to "on" will allow users to ignore the conflict list if they wish. It only applies to powers applied by equipped items, feats, features, or traits. Custom effects will still match and go into CT. For example, the name "shield" conflicts with the spell "shield" so equipping it would cause it to add that as a power. Which is wrong. This will now not do that. But since people can do what they want with the names they want - I have the option allowing it to be turned off.

MeAndUnique
April 11th, 2021, 03:08
For anyone interested, Kit'N'Kaboodle (https://www.fantasygrounds.com/forums/showthread.php?65937-5E-Kit-N-Kaboodle) has been updated to work with version 1.17 of Equipped Effects. When the two are used in conjunction Equipped Effect's ability to automatically add powers when an item is equipped will add the powers to the item, which can then be configured for recharging functionality (e.g. gaining 1d6 charges on a long rest).

SilentRuin
April 11th, 2021, 04:48
For anyone interested, Kit'N'Kaboodle (https://www.fantasygrounds.com/forums/showthread.php?65937-5E-Kit-N-Kaboodle) has been updated to work with version 1.17 of Equipped Effects. When the two are used in conjunction Equipped Effect's ability to automatically add powers when an item is equipped will add the powers to the item, which can then be configured for recharging functionality (e.g. gaining 1d6 charges on a long rest).

Rumor has it Aridhro’s data will be coming out with something relevant to last few updates here also, Soon:tm:

https://www.fantasygrounds.com/forums/showthread.php?67481-5E-Automatic-Effects


Data.... bleh ;)

SmackDaddy
April 12th, 2021, 21:49
SR, M&U and Aridhro -- keep up the tremendously awesome work you are all accomplishing together. Now that I have figured out how to get the most out of Silent's stuff, man, mind -- blown!!! Great stuff and I just wanted to tip my hat to you all!!!

SilentRuin
April 12th, 2021, 22:04
V 1.18 - Feature - new option "Spell Import Export(restart app)" defaulted to "on" will now allow you to remove the import/export buttons for spell button to prevent any conflicts. Just turn option to "off" and restart the app.