xelab
September 15th, 2020, 19:24
This extension is fully superseded my other extension "5E - Spell Automation"
https://www.fantasygrounds.com/forums/showthread.php?62208-5E-Spell-Automation&p=544405#post544405
Hi all,
this is my first take on writing FG extension, so please be kind.
Main Feature: Expending spell slots on cast
This extension will automatically expend appropriate spell slot when you click on a star button ("use power" button).
If the character has both spell slots and pact magic slots the priority will be pact magic -> spell slots.
Upcasting spells is possible by first entering intended cast level. However, you will need to adjust the effect of the spell manually (in many cases as easy as right-clicking to add additional damage die).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39389&d=1600193901
Additional feature: Delay hiding spells / powers without suitable slots
In "Combat Mode", the default behavior is to hide spells / powers without available slots immediately.
This is problematic if you (like me) prefer to first announce the spell (and expend the slot), and than apply its effects, since the spell may be hidden by that time.
You can switch to "Delayed Hide" mode by double-clicking "Upcast" field. In this mode powers will not be hidden until last action of the power is clicked or next power is cast or until the next power is cast. You can also refresh the view by clicking the "Upcast" field.
You can always switch back to "Normal" mode by double-clicking the "Upcast" field again. This setting should also be persistent between sessions.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39390&d=1600193948
Additional feature: Pinning powers in Combat Mode
For some powers / spells it is useful to keep them always "pinned" in Combat Mode, even without available slots.
Good examples are Spiritual Weapon, Flaming Sphere, Hex and pretty much any spell with delayed effect / over-time effect / duration.
With this extension active you can "pin" any spell / power by adding "●" ("Black Circle" U+25CF Symbol) or "·" ("Middle Dot" U+00B7 Symbol) to its name.
Just copy paste the symbol and put it anywhere in the power name.
Since FG Classic does not support Unicode characters you can only use "·" ("Middle Dot") for pinning spells
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39391&d=1600193978
The extension was developed and tested for Fantasy Grounds Unity (but probably will work for Classic as well).
If you find any bugs please kindly let me know.
Versions:
1.0: Initial release
1.1: Updated compatibility with FG Classic
1.2: Further compatibility improvement with FG Classic (support for spell pinning)
https://www.fantasygrounds.com/forums/showthread.php?62208-5E-Spell-Automation&p=544405#post544405
Hi all,
this is my first take on writing FG extension, so please be kind.
Main Feature: Expending spell slots on cast
This extension will automatically expend appropriate spell slot when you click on a star button ("use power" button).
If the character has both spell slots and pact magic slots the priority will be pact magic -> spell slots.
Upcasting spells is possible by first entering intended cast level. However, you will need to adjust the effect of the spell manually (in many cases as easy as right-clicking to add additional damage die).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39389&d=1600193901
Additional feature: Delay hiding spells / powers without suitable slots
In "Combat Mode", the default behavior is to hide spells / powers without available slots immediately.
This is problematic if you (like me) prefer to first announce the spell (and expend the slot), and than apply its effects, since the spell may be hidden by that time.
You can switch to "Delayed Hide" mode by double-clicking "Upcast" field. In this mode powers will not be hidden until last action of the power is clicked or next power is cast or until the next power is cast. You can also refresh the view by clicking the "Upcast" field.
You can always switch back to "Normal" mode by double-clicking the "Upcast" field again. This setting should also be persistent between sessions.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39390&d=1600193948
Additional feature: Pinning powers in Combat Mode
For some powers / spells it is useful to keep them always "pinned" in Combat Mode, even without available slots.
Good examples are Spiritual Weapon, Flaming Sphere, Hex and pretty much any spell with delayed effect / over-time effect / duration.
With this extension active you can "pin" any spell / power by adding "●" ("Black Circle" U+25CF Symbol) or "·" ("Middle Dot" U+00B7 Symbol) to its name.
Just copy paste the symbol and put it anywhere in the power name.
Since FG Classic does not support Unicode characters you can only use "·" ("Middle Dot") for pinning spells
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39391&d=1600193978
The extension was developed and tested for Fantasy Grounds Unity (but probably will work for Classic as well).
If you find any bugs please kindly let me know.
Versions:
1.0: Initial release
1.1: Updated compatibility with FG Classic
1.2: Further compatibility improvement with FG Classic (support for spell pinning)