PDA

View Full Version : 5E Automatic Effects



Aridhro
March 30th, 2021, 17:29
5E Automatic Effects

5E Automatic Effects - Mordenkainen's Tome of Foes has been released !!

20% Bundle discount

Instantly add effects for all items, spells, class features, race traits and feats found in the 5E Core Rulebooks.

AND NOW ALSO FOR NPCs in your combat tracker !!


5E Automatic Effects is a series of modules to aid Game Masters and Players by automatically adding coding effects in the 5e D&D ruleset on the Fantasy Grounds virtual tabletop platform.

These modules pre-build all possible custom and spell effects for your equipment, magic items, spell scrolls, spells, class features, race traits and feats, organized into separate modules for each book. Each book will be added to the 5e Automatic Effects bundle as it is completed, allowing you to purchase the entire collection at a discount!

Although the 5e Automatic Effect modules can be used stand-alone, they were designed from the group up to work created to work with the Equipped Effects Extension (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity), created by SilentRuin and listed for Sale on the DMsGuild. When used in conjunction, adding coding effects is as simple as adding an item to your character’s inventory or creating a character with the built-in character wizard - the extension handles everything else!

Spell effects for every spell
Every spell created as a spell scroll (with effects)
Class features for all PHB & DMG classes & Archetypes
all racial abilities coded
All feats coded
Spell effects for magic items from DMG
Spell effects for all equipment
Not only for your players, but also for your NPCs
Lighting and vision effects for items with ambient light
NPC statblocks included in conjuration spells
Organized into easy to filter groups for effect searching
with short summaries for every feature, trait and feat

5E Automatic Effects Player's Handbook (https://www.dmsguild.com/product/352162/5E-Automatic-Effects--Players-Handbook-Fantasy-Grounds?affiliate_id=1549348) (last update 28-06-2021)

5E Automatic Effects Dungeon Master's Guide (https://www.dmsguild.com/product/352165/5E-Automatic-Effects--Dungeon-Masters-Guide-Fantasy-Grounds?affiliate_id=1549348) (last update 28-06-2021)

5E Automatic Effects Xanathar's Guide to Everything (https://www.dmsguild.com/product/357918/5E-Automatic-Effects--Xanathars-Guide-to-Everything-Fantasy-Grounds?affiliate_id=1549348) (last update 28-06-2021)

5E Automatic Effects Sword Coast Adventurer's Guide (https://www.dmsguild.com/product/359082/5E-Automatic-Effects--Sword-Coast-Adventurers-Guide-Fantasy-Grounds?affiliate_id=1549348) (last update 22-06-2021)

5E Automatic Effects Monster Manual (https://www.dmsguild.com/product/359814/5E-Automatic-Effects--Monster-Manual-Fantasy-Grounds?affiliate_id=1549348) (last update 22-06-2021)

5E Automatic Effects Volo's Guide to Monsters (https://www.dmsguild.com/product/360929/5E-Automatic-Effects--Volos-Guide-to-Monsters-Fantasy-Grounds?affiliate_id=1549348) (last update 22-06-2021)

5E Automatic Effects Mordenkainen's Tome of Foes (https://www.dmsguild.com/product/361795/5E-Automatic-Effects--Mordenkainens-Tome-of-Foes-Fantasy-Grounds?affiliate_id=1549348) (release 22-06-2021)

5e Automatic Effects Bundle (https://www.dmsguild.com/product/352166/Fantasy-Grounds-5E-Automatic-Effects--All-Rule-Books-BUNDLE) (20% discount)

Want to try it out first: Try our PWYW demo:
5E Automatic Effects Elemental Evil Player's Companion (https://www.dmsguild.com/product/358351/5E-Automatic-Effects--Elemental-Evil-Players-Companion-Fantasy-Grounds?affiliate_id=1549348) (last update: 14-06-2021)


https://www.youtube.com/watch?v=hx4Yz_85uys

note: This video was shot before release of the first book. Back then only items, spells and spell scrolls were covered. Now the automatisations also incorporates class features, race traits and feats. Not only for player characters, but since recently also for NPCs.


WHAT TO EXPECT NEXT?

Tasha's Couldron of Everything

Aridhro
March 30th, 2021, 17:30
Instructions

How to use the module

Go to Library > Modules and load the 5E Automatic Effects Module
The module will be accessible by players (default). Change this if you like
Load the Core Rulebooks related to the module(s)
Click the Spells sidebar button to find the powers
Select one of the following groups:
<list>
<li>5e Automatic Effects Feats</li>
<li>5e Automatic Effects Items</li>
<li>5e Automatic Effects Class Features</li>
<li>5e Automatic Effects Race Traits</li>
<li>5e Automatic Effects Spell Scrolls</li>
<li>5e Automatic Effects Spells</li>
</list>

You can filter under spells:
- by Level for spells and spell scrolls
- by Source: <Class> for spells, <Class ' > for spell scrolls, class features, <Race> for Race Traits and <Feats> for Feats

Under the Effects Sidebar Button, you can now find different custom effects.

For those who have noticed some performance concerns when opening the Effects window while using 5eAE, MeAndUnique released an extension that helps speed things up substantially by adding support for paging in the Effects window. https://www.fantasygrounds.com/forums/showthread.php?69538-CoreRPG-Effective-Pageantry&p=610510#post610510

Under the Effects Sidebar Button, you can now find different custom effects, which need to be applied to the combat tracker when characters equip the related item.

Because some powers interact with certain NPCs , you will find brand new NPCs under the NPCs sidebar button in Group ‘5E Automatic Effects’. These are light sources for lighting effects, arcane objects created by spells, sentinel weapons with special vision, …

You can also find some items, which are linked in the powers. E.g. Monk unarmed strike (phb), Black Dragon Scale Male (dmg)

You add a power to your character by click and dragging it to the Actions Tab of your character sheet.
You can also add a custom effect from the Effects sidebar button to a character on you Combat tracker

The actual custom and powers will be explained further.

(NEW) All spell and power descriptions were replaced with links to the official core rulebooks by Smiteworks. Host and client have access to these if they own the related official source book.

If a Dungeon master wants non-player links to be available to players for lets say magic items in the Dungeon Master's Guide, we offer folllowing solutions:
A) Share all files at once! You only need to share the following Story to your players (recommended)
Story: SHARE ME !!
B) Share the links one by one in the actual power/spell description
C) Share the full Dungeon Master's Guide by allowing it to players in Library > Modules


With Equipped Effects

When using equipped effects, created by SilentRuin (see link below), you can all do the above automatically with extra functionalities. Most of which are explained in the Fantasy Grounds forum post.

- Create a character, using the character wizard or by another method. You can also import a (pregenerated) character, but if you do, always remove all the existing powers and spells in the action tab, before placing the character in the combat tracker.
- If you use the character wizard , the spells you can choose from for your spell casters will generate the 5e equipped effects spells to your action tab.
- Place the character on the combat tracker : All abilities (features, traits and feats) and equipped items (if identified) of the character will auto load the respective powers in the Action tab.
- Give the character whatever item you like from the related core rulebook
- identified items will be visible to player and GM in both CT and character sheet action tab
- Level a character: all powers for new abilities will also automatically load in the action tab.
- (NEW) If you toggle the Equipped Effects option "Display first link" on, the link to the official sourcebook will be replaced with the actual description of the spell/power, if you have the official sourcebook loaded in your campaign.
- More details provided below.

Warning: DO NOT RENAME POWERS !

This will break Equipped effects Automatisation!
DO USE the Summary Display option to add info. Know if you doublecick a power, the summary will be displayed in the Chat.


Class Features and Race Traits and Feats

This module contains all Class Features and Race Traits and Feats of the respective core rule book.

Add your character to the combat tracker, add/remove an ability by hand or by leveling up, and all related powers will automatically be added to the action tab in the right group <Features>, <Traits> or <Feats>.

The only things to take care off:
- Setup ability modifiers per group
- Make groups for features like e.g. channel divinity, nl. features who share uses and/or ability modifiers
- Some Abilities indicate to choose a power in the [notes]. Click on the power link, find the desired powers (f.i. fighting style, eldritch invocations) and drag the power to the action tab.
- Set the number of uses when there are more uses per day, rest, ... This is often equal to an ability modifier or determined by your character's level.
- Setup the appropirate healing, damage dices if you start your character at higher level, than the level you get this ability for the first time. See ability description in [note] for more info.


Spells and spell scrolls

As you may already know spells and spell scrolls are practically the same thing. And that is also the reason why they are both featured in the 5eAE PHB module (and not in 5eAE DMG module). The only major difference is their Saving Throw DCs and Attack Roll modifiers. For spells the DCs are calculated from the spell caster’s ability modifier, while for scrolls the DCs are fixed depending on the spell’s level. Don’t forget to add your spell ability modifier to the spells power group. This will not be needed for spell scrolls. Some healing effects on spells state you heal f.i. 1d4 plus ability modifier. For spell scrolls, I decided to use a fixed ability modifier, related to the spell’s level. If you want to use the caster’s ability modifier, you need to change this in the effect. Feel free to ask me how to do this.

For every spell and spell scroll you will find a short summary of the spell’s casting time, range, components and duration. Toggle the Display to Summary at the bottom of the Action tab to see it next to the spell’s name.

Spells can be added in the character wizard, as intende by Fantasy Ground Unity. The only difference: when the 5e Automatic effects are loaded, FGU will prioritise the module's spells in stead of parsing them from the core rulebooks.


Adventuring gear and Magic Items

The list of items, searchable via Source in Sidebar Spells has
- Adventuring Gear
- Armor
- Potions
- Rings
- Rods
- Scrolls
- Staffs
- Wands
- Weapons
- Wondrous Items

For adventuring gear and magic items, equipped effects makes the power available in the action tab, if you equip an item and deletes it when you unequip an item. Likewise a custom effect is added/removed on the combat tracker, if there is one available

Important requirements for the items to show:
- Character is placed on the combat trakcer
- The item is identified

Items that need attunement only have magic effects when attuned (= identified, extension wise). Unidentified items that do not need attunement will show custom effects on CT (only for gm), but not in the actions tab.
Identified items will be visible to player and gm in both CT and character sheet action tab

The CURSED keyword, as used in Equipped Effects is also coded into cursed items. CURSED items can't be unequiped.

Item templates for weapons and armors

For magic weapons and armors I decided to use the magic item template instead of every single specific magic weapon or armor. You will find an ‘Armor of Acid Resistance’ and ‘Dragon Slayer’ instead of a chain mail of acid resistance and a dragon slayer battleaxe. I did this for the following reasons: (1) Less is more: one effect that functions for 20+ items or even homebrew items, (2) Compatible with equipped effects when using the items from the core rulebooks; (3) Easy to adjust or suit to your own desires. Remember you can always copy a spell or custom effect to your campaign database and modify it. Equipped Effects will always check your campaign database first.

Some armors have multiple combinations of effects. For these I made specific armors, you can find under the Items tab, which will match with their specific effect. Example: the DMG only provides the item “Dragon Scale Mail Armor” and I made you the Red, White, … variants to match their respective’ RESIST: fire’ or ‘RESIST: cold’ effects.

Conditions

I have started to add some conditions. This is a non limitative list you can find on top of the custom effects in the Effects sidebar. If you have conditions you like to be added, please let me know.


Lighting and Vision

All features, items, spells, ... who need lighting and vision effects are done.
I also made "light source" NPCs which can be used to cast light effect everywhere on the map.

Effects explained
(moved to post #3)


Feedback & Updates

All feedback is welcome. Post your feedback here or on Grim Press’ discord server. (https://discord.gg/N7MM93a)
Fixes to the modules will be uploaded to DMsGuild on a weekly basis. In the meantime, you can always ask for help to fix issues yourself.

Thank you for your support
Hope you will like it.

Aridhro

Aridhro
March 30th, 2021, 17:31
The effects explained

Every power in these module series is preceded by one of the following tags (which isn’t copied to the combat tracker when applying the effects):

€ indicates it is an equippable or equipped effect: Activate effect when equipping or let equipped effects do this for you automatically. These effects can also be found under Custom Effects in the Effects tab.

$ indicates a situational effect which will be added to yourself. These will not activate automatically and always need to be activated by the player (or dm). Because they are set to self, you don’t need to target before you activate the effect.

# indicates the effect can be targeted to another creature or yourself. First target the creature(s) and click on the effect button or click and drag the effect to the target.

$# indicates you need to use the special functionlality “Shift + target (click or drag)”. This is an effect that resides on yourself, but with the prerequisite of one / more targets. Every time this tag is preceding an effect, please check the spell description. There should be specific effect notes to clarify how it works.

The following tags can be found within some of the effects:

[note] indicates there is a ‘special effect note’ which can be found in the spell description:
Effect notes are added to help players figuring out effects
All spell effect description are full item or spell (scroll) descriptions
Any location where this module is linked to other modules it will be marked as appropriate using the standard acronyms. F.i. (DMG), (PHB), but also (5eAE PHB).

Some abilities (class, race, feat) have plenty of links inside the descriptions. Many of which have powers who can be added to the action tab.

[npc] indicates the effect can be targeted to an NPC who is provided in the spell description
Use the Apparatus of Kwalish with full stats, successfully read a scroll of animate objects and activate those objects with full stats and even blindvision. If your players want to cast daylight, use its ‘light source’ npc to cast the daylight spell by applying the effect to that light source.

Custom effects can be visual by GM only or to all (‘eye’ toggle). The custom effects are default visible to all. Only the cursed items are set to be visible by gm only.

If you want to know how some effects work, feel free to visit the Fantasy Grounds Wiki.

Charges: The powers have charges or uses. This means you should see checkboxes in front of item powers. If a dice is used to determine the number of charges, I used the maximum value. Uses which are determined by your level or an ability modifier can't be automatically added. In that case, you need to adjust them yourself in the preperation mode (see button on the action tab).


Instructions for the NPC Features:
47340

SilentRuin
March 30th, 2021, 17:46
Note with equipped effects extension:

Item equipped - CT custom effect applied based on ID rules for equipped effects - spell/power added to PC (actions tab).
Unequipped item - effects and spell/powers (if present) are removed.



Aridhro has provided a ton of details outside of this simple click and forget powerful .mod combined with .ext. Including all the lighting gear (and spell/magic items where applicable - looking at you fairy fire).

rob2e
March 30th, 2021, 19:58
Moderator Post
This post has been removed - please refer to the updated Rules thread
https://www.fantasygrounds.com/forums/showthread.php?61018-Rules-for-advertising-Read-First!

Grimlore
March 30th, 2021, 20:13
Interesting...

A little competition is never a bad thing, right? Only folks who win are the customers!

Jiminimonka
March 30th, 2021, 20:22
Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

Grimlore
March 30th, 2021, 20:35
Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

This Grim Press product was created from the ground up to work with our Equipped Effects Extension (https://www.dmsguild.com/product/318724/Equipped-Effects-Extension-Fantasy-Grounds-Unity?affiliate_id=1549348) to automatically add effects to the combat tracker & the the action tab for items and spells. We made it work as a stand alone offering for folks who prefer not to use extensions, but the intension is that everything is done automatically.

The community appreciates the work Rob as done to get coding effects in the hands of FG players - his success on the DMsGuild certainly speaks to this. People who have purchased Rob's stuff are absolutely encouraged to keep using it, as the content is great.

However, we are presenting another way for folks to achieve a similar result, but in a manner that we think adds more value for the end user.

SmackDaddy
March 30th, 2021, 20:36
Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

So is the same said for all the extensions people do that are similar like the height extension or RFI or other things like that? I don't see anyone complaining there..... I just think it's a bit silly to think only one coder/person/team can be the sole proprietors for anything when it's being developed outside of Smiteworks? Let's not let this turn into a bashing thing.... I would think having a choice is the root of capitalism.... and everyone has a choice on where they want to spend their money.... or maybe not spend it at all and learn to code things themselves.....*shrugs*

SilentRuin
March 30th, 2021, 21:24
Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

This kind of misinformation should not be stated unless you actually looked at the offering - which I know you have not. I have never seen any ones "stuff" and Aridhro went on his own to design this from ground up with his own rules/flair for things and I made my stuff respect .mod file data. If you are claiming all the effects and powers I've written for things in my own campaigns are some how "copying" someone else's stuff because we all write stuff in SmiteWorks effects coding - I'm going to straight up OBJECT. I don't know all what Aridhro did but I do know that he pretty much did what I do - and just looks at rules and Smiteworks and implements it. Granted his special codes - NPCs - scrolls etc. are pretty clever but I can't do what your doing and claim its the same because I have not seen the other stuff. Neither have you.

I don't doubt there are some things there is only one way to do things with in terms of extensions and powers but NOBODY gets to claim it except Smiteworks.

There are a billion D&D modules out there - data - rulebooks - etc. And they ALL seem the same to me. I detest DATA. And when asked to do this data crap and put it into my stuff I refused because I like doing software base architectural stuff. Telling me anything I did is the same as someone else's is not true, as I've written all my stuff in the blind.

And I've been EXTREMELY careful not to comment on some of the other extensions out there which I literally BLOW out of the water. As in NO COMPARISON IN POWER OR ABILITY. But I don't go post in peoples threads about that. So.... I get others are not like that.

But this whole thing? Tempest in a tea cup. Entertaining - but in the end irrelevant. My opinion remains the same - EXTENSIONS = RISK. Data changes - people do their own - people sell it - people put it out for free. Go find what fits you best and leave the infighting to those who care.

This would not be me ;)

Tyrannosaurus VeX
March 30th, 2021, 21:40
Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

If I load Rob's coding and then drag an item named "Scroll of Fireball" to my inventory, nothing happens except I have the scroll in my inventory.

If I load up Silent Ruin's extension and Aridhro's coding and drag the same item named "Scroll of Fireball" to my inventory, it AUTOMATICALLY adds single-use Fireball spell coding to my Action tab. And the same is true of ANY scroll, ring, rod, staff, weapon, armor, or other item found in the Player's Handbook or Dungeon Master's Guide that needs coding. And they went above-and-beyond and made these ready to work with Lighting FX when those additions get added to LIVE.

So saying that "Rob already did this" is both false and rather ignorant. Watch the video and see what the extension + module does before you say nasty things.

Myrdin Potter
March 31st, 2021, 03:17
I have had Rob2e's effects packages for a long time. His support has been great for years, his packages in general are more complete right now, and I am a happy customer.

However, this is obviously different and I like the direction this is going. I will almost certainly purchase this and give it a try.

Aridhro
March 31st, 2021, 08:08
Thanks to all who support the product in any way.

A new update is already in the making!
I'm looking into the new darkness light effect from yesterday's FGU 4.1 (Beta) update (https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1&p=590827&viewfull=1#post590827)

I'll post the updates and hotfixes I'm working on on post #3 of this thread. So you all know what to expect.

rtrevino
March 31st, 2021, 16:11
Hello, This looks Great!!. Ive had Robs effects, and just purchased the 2 books of automatic effects, so just to be clear, all of robs coding package (all 8 modules) are now compiled into the DM and PHB of advanced effects modules, right?

I just want to know if it is safe to unload the robs modules and I wont me missing something.

thnks!

Aridhro
March 31st, 2021, 16:41
Hello, This looks Great!!. Ive had Robs effects, and just purchased the 2 books of automatic effects, so just to be clear, all of robs coding package (all 8 modules) are now compiled into the DM and PHB of advanced effects modules, right?

I just want to know if it is safe to unload the robs modules and I wont me missing something.

thnks!

First of all, thank you for your support.

You should check yourself if Rob's item packages have items from other books than PHB and DMG. I cannot comment on that, because I do not own them. I decided to do it myself.
But I can tell what I offer:
- all items from PHB and DMG
- all spells and spell scrolls from PHB and DMG
with all possible effects and the NEW vision and lighting effects which will become available to use in the next FGU update!

SilentRuin
March 31st, 2021, 16:42
You should check yourself if Rob's item packages have items from other books than PHB and DMG. I cannot comment on that, because I do not own them. I decided to do it myself.
But I can tell what I offer:
- all items from PHB and DMG
- all spells and spell scrolls from PHB and DMG
with all possible effects and the NEW vision and lighting effects which will become available to use in the next FGU update!

And equipped effects can automatically load them and unload them, of course. Always the forgotten Cinderfella (sigh) ;)

Jiminimonka
March 31st, 2021, 20:27
If I load Rob's coding and then drag an item named "Scroll of Fireball" to my inventory, nothing happens except I have the scroll in my inventory.

If I load up Silent Ruin's extension and Aridhro's coding and drag the same item named "Scroll of Fireball" to my inventory, it AUTOMATICALLY adds single-use Fireball spell coding to my Action tab. And the same is true of ANY scroll, ring, rod, staff, weapon, armor, or other item found in the Player's Handbook or Dungeon Master's Guide that needs coding. And they went above-and-beyond and made these ready to work with Lighting FX when those additions get added to LIVE.

So saying that "Rob already did this" is both false and rather ignorant. Watch the video and see what the extension + module does before you say nasty things.

There is also a package that does that with Rob2e coding, think its Mad Nomads extension.

Also, didn't say anything nasty.

SilentRuin
March 31st, 2021, 20:31
There is also a package that does that with Rob2e coding, think its Mad Nomads extension.

Also, didn't say anything nasty.

Both you and Rob came into a new products thread and spread misinformation. So yeah, not nasty admittedly. Would I pop in your extension threads to advertise my stuff? Not going to happen. I am happy with competition.

Nor would I claim knowledge I don't have - as if I had it.

On the positive side of things, Congrats to Aridhro on going copper in DMsG under 24 hours :)

Zacchaeus
March 31st, 2021, 20:56
I think we can all agree that there's more than one way to skin a cat. Shall we just leave it at that please.

rtrevino
March 31st, 2021, 22:48
And equipped effects can automatically load them and unload them, of course. Always the forgotten Cinderfella (sigh) ;)

No worries here, Ive had all your extensions but assistant GM for a while now.. awesome work

Thnks!!

damned
April 1st, 2021, 10:25
I think we can all agree that there's more than one way to skin a cat. Shall we just leave it at that please.

Well... as far as Im concerned you were the first one to post a substantial collection of effects on your the Complete... series...

Aridhro
April 1st, 2021, 11:55
Well... as far as Im concerned you were the first one to post a substantial collection of effects on your the Complete... series...
And which I definitely could advise, as @Zacchaeus series gave me the inspriration and know-how to code these all myself.
Together with Grim Press, I want to offer the community a total package that works with Grim Press' extensions, at a fair price and with the appropriate support.
It is up to the members of the community to choose what they like best.

SirMotte
April 2nd, 2021, 14:00
I really like how versatile this already is, especially since I can easily add all my translations and can still make the automation work perfectly. Looking forward to the next installments.

Cheers
Sir Motte

Aridhro
April 2nd, 2021, 14:23
Rob Twohys response to this, including his post on his discord have greatly reduced my opinion of him.

That aside I really like how versatile this already is, especially since I can easily add all my translations and can still make the automation work perfectly. Looking forward to the next installments.

Cheers
Sir Motte

Thank you

Aridhro
April 3rd, 2021, 06:19
02-04-2021: Update Ready. Version 0.1 contains:
- darkness light effects
- predefined number of charges to items with limited (daily) uses.
Hotfixes
- Belt of Dwarvenkind; [ROLL] in /custom effect has to be deleted/toggled.
- The correct code for Ring of Protection is " Ring of Protection; AC: 1; SAVE: 1 strength, dexterity, constitution, wisdom, intelligence, charisma"
- Rod of Alertness; forgot Protective Charm ability.
- extra option: # Gloves of Missile Snaring; DMG: -1d10 [-DEX], ranged; (option 2, put effect on attacker)
- all NPC have a type (Light Source, Sentient Weapon, ...)
- minor tweaks

Update 1 is live. Check out post #3 for more info

rtrevino70
April 3rd, 2021, 21:44
Hello,

Will you be considering adding the paladin spells...divine smite, lay on hands.. etc?

Daniel Fletcher
April 3rd, 2021, 22:06
What this adds is the what I was hoping for when Equipped Effects first came out. I was like this is awesome and where is the coding for all the equipment. Now with this Bundle it completes it (and they will be adding more). I just want to give my players and item and all the coding should be there. This does it. Other solutions I have purchased I had to have the player find the coding and add to there sheet or I would update there sheet for them with the Codes. Can't wait for the rest of the series...

Aridhro
April 3rd, 2021, 22:25
Hello,

Will you be considering adding the paladin spells...divine smite, lay on hands.. etc?

This will come with the class features which will be part of the PHB. I started with coding them. Barbarian was a good starter ...

Aridhro
April 3rd, 2021, 22:26
What this adds is the what I was hoping for when Equipped Effects first came out. I was like this is awesome and where is the coding for all the equipment. Now with this Bundle it completes it (and they will be adding more). I just want to give my players and item and all the coding should be there. This does it. Other solutions I have purchased I had to have the player find the coding and add to there sheet or I would update there sheet for them with the Codes. Can't wait for the rest of the series...

Thank you

Aridhro
April 5th, 2021, 17:45
I have added a new update to 5E Automatic Effects for the Dungeon Master's Guide. See post #3 for more information.

Leprekorn
April 8th, 2021, 08:29
Sorry I'm having difficulty understanding how I am supposed to get weapon and armour effects to work its not in the video. Could you give me a step by step guide say I wanted to create a staff of warning what do I need to do?

Aridhro
April 8th, 2021, 10:11
Sorry I'm having difficulty understanding how I am supposed to get weapon and armour effects to work its not in the video. Could you give me a step by step guide say I wanted to create a staff of warning what do I need to do?

A) if you use equipped effects extension: Equip a "quarterstaff of warning" (the item), as provided in the Dungeon Master's Guide for fantasygounds (from Smite Works). Identify the item and it will show Weapon of Warning; ADVINIT in your combat tracker. If your character isn't on the combat tracker while equipping the item, it wont show the custom effect. The last update of equipped effects (from last night), auto adds the effect + power the moment you drag the player to the combat tracker (if equipped and identified).

Forged items are not (yet) benefitting from the automation. Only items provided in the phb, dmg (and other releases later on) will get custom effects and powers automatically added. The work around for forged items is copying a power / custom effect to your campaign database and renaming it to match your forged item name. If you mean to do this, you can provide me with the details and I work out a tailor-made solution.

B) if you dont use equipped effects extension: Search for Weapon of Warning in Spells (under 5e Automatic Effects Items) and add it to your action tab + activating the effect on SELF.

Aridhro
April 8th, 2021, 10:27
The latest update from equipped effects (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity&p=592534&viewfull=1#post592534) will make a huge difference to the 5E Automatic Effects Bundle:
- It will be possible to equip items while not on combat tracker. The minute you add your character to the combat tracker all will be updated!
- Not only items, but also class features, race traits, feats, will be added automatically. They only need to be present in your ability tab and have a power and/or custom effect in modules or on your campaign db.
- You don't see them populated in your action tab? No worries. Try to add the character to the combat tracker. See them now. Normally, you should, as it all gets updated the moment you add character to CT, an ability is added in the ability tab or removes it when an ability is deleted.
- Always wanted to fast prep a level 20 character for a one shot fight against a Tarrasque. No problem: import a Pregenerate Character or make one with the FG Character Wizard, give it some items, if it doesn't already have them and put the character in your combat tracker. It will load all items, class features, race traits, feats, ... who provide a custom effect or a power.

In about one week, 5E Automatic Effects will already provide you with the class features, later on followed by traits and feats, while I'm also working on XGtE and Tasha. Lots to do, but once all is finished, this will be a fantastic tool for players and DMs

Stay tuned and follow our progress on discord https://discord.gg/N7MM93a

Leprekorn
April 8th, 2021, 11:46
Thanks this helps me to understand

Bilbotorm
April 12th, 2021, 19:13
This will come with the class features which will be part of the PHB. I started with coding them. Barbarian was a good starter ...

Interested in that, will it be part of the 5e automation bundle ?

Bilbotorm
April 12th, 2021, 19:15
BTW ; your stuff needs equiped effect extension to work right ?
But as far as I can read here, it may disappear someday ?
Do you have more info ? "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."

SilentRuin
April 12th, 2021, 19:22
BTW ; your stuff needs equiped effect extension to work right ?
But as far as I can read here, it may disappear someday ?
Do you have more info ? "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."

Basically it will never disappear from DMsG if you already own it - will just disappear from sale. I'm not going to rehash the entire drama of all that the links are there to read if you want. But no, equipped effect extension is NOT required if you want to do everything with his data manually. It's simply designed to work with equipped effects. If you like having no extensions (and no RISK) then for sure you can just drag data into your charsheets like normal yourself. EXTENSIONS = RISK - any extension - if you are willing to accept that - enjoy extensions! If not, stay far away from them. :)

Aridhro
April 12th, 2021, 20:05
It is even better, it will be an simple update of the phb book. No need for an extra module in the bundle. It will contain ca 360 class feature powers extra soon for all who own it.

Aridhro
April 12th, 2021, 20:11
Equipped effects automates it. But the bundles can be used as stand-alone (see instructions post #2). Sales of equipped effects may chance platform in the future, but doesnt mean it will stop being supported.

Bilbotorm
April 12th, 2021, 20:33
Thanks both for the quick answers, it helps :)

Aridhro
April 14th, 2021, 07:30
The new update is ready for download! 360 powers for class features were added to the 5E Automatic Effects Player's Handbook (https://www.dmsguild.com/product/352162/5E-Automatic-Effects--Players-Handbook-Fantasy-Grounds?affiliate_id=1549348)

It now contains over 1000 powers for equipment, spells, spell scrolls and class features

Leprekorn
April 14th, 2021, 14:45
Does these new class features work with equipped effects?

SilentRuin
April 14th, 2021, 15:21
Does these new class features work with equipped effects?

Yes. Basically equipped effects was modified to automatically add in feats, features, and traits when you drop something into combat tracker or add or remove an ability (feat, feature, trait). Aridhro just finished the features, and will be adding in feats an traits. As he does I remove the handcrafted ones I have out of my campaigns and use his. Because he does them better than I do when I make a custom effect or power by hand (he adds summaries, notes, lighting, things that make sense for indicating you need to drag it onto target, etc.). Plus I'm lazy. I don't want to define these anymore myself :)

Leprekorn
April 14th, 2021, 15:28
Great so assassinate for instance should be added to the assassin in the party right? Is that working now or do you need to update the ext on DMs Guild?

SilentRuin
April 14th, 2021, 15:43
Great so assassinate for instance should be added to the assassin in the party right? Is that working now or do you need to update the ext on DMs Guild?

I see it as a power - just dropped it in - has 2 effects and looks like one of those shift drag things. No custom effect for it, which is only defined if it automatically takes effect permanently or on equip of an item, that sounds correct.

And yes if you add "Assasinate" to abilties then it should pop in their action tab powers. Or if you drop it into CT with that ability defined. And the options are not turned off to do all that.

SilentRuin
April 14th, 2021, 16:39
Great so assassinate for instance should be added to the assassin in the party right? Is that working now or do you need to update the ext on DMs Guild?

Oh and there is no case, none, where you would not run with the latest version of any of my stuff in DMsG. Ever. So the answer to your questions is, yes, you should always check for updates in DMsG for my stuff and take them. Period.

Aridhro
April 14th, 2021, 18:21
Thx SilentRuin for detailled answer.

The shift drag for assassinate is optional. You could shift drag to the targets who did not acted yet. So you dont get advantage against others. Only adding it to self works fine too.
For the auto crit i added an effect solely to give advise how to auto crit in fg. Hold shift while clicking or dragging damage.

DMMoseley23
April 18th, 2021, 06:19
Could be user error, but it seems to me protection scrolls were not all accounted for in the recent releases? Protection from undead, elementals, and beasts for example. 5e Automatic Effects seems to have Prot from Good/Evil, Poison, and Energy. If those others aren't there now, any chance they will be in future?

Aridhro
April 18th, 2021, 09:43
Could be user error, but it seems to me protection scrolls were not all accounted for in the recent releases? Protection from undead, elementals, and beasts for example. 5e Automatic Effects seems to have Prot from Good/Evil, Poison, and Energy. If those others aren't there now, any chance they will be in future?

This is no user error, but a creator error. As I made all scrolls with spells from PHB, I forgot to make the one scroll (or bundle of ...) which is a specific magic item in the DMG. This will definitely be added to the DMG module. Thank you for the valuable feedback.

viviolay
April 18th, 2021, 12:03
I'm super interested in this for the character creation server I tend to host at conventions. A lot of brand new people to FG only can manage to build a char and are no where ready to dive into the world of effects. Explaining to them to drag a whole set of effects on to their char after they've built a char can be discouraging for players who just want to jump into a game. And I don't have the hands on time to be able to add the coding for each by hand.

If my understanding of this is correct, then I can just add their char once done to the tracker and it'll add the coding for their abilities without my having to do it for them?

I'll definitely be purchasing and checking it out.

Aridhro
April 18th, 2021, 13:44
Could be user error, but it seems to me protection scrolls were not all accounted for in the recent releases? Protection from undead, elementals, and beasts for example. 5e Automatic Effects seems to have Prot from Good/Evil, Poison, and Energy. If those others aren't there now, any chance they will be in future?

This is what I made for the scrolls of protection. Will now copy it to the seven other creature types and add it for the next update.
45853

Aridhro
April 18th, 2021, 13:57
I'm super interested in this for the character creation server I tend to host at conventions. A lot of brand new people to FG only can manage to build a char and are no where ready to dive into the world of effects. Explaining to them to drag a whole set of effects on to their char after they've built a char can be discouraging for players who just want to jump into a game. And I don't have the hands on time to be able to add the coding for each by hand.

If my understanding of this is correct, then I can just add their char once done to the tracker and it'll add the coding for their abilities without my having to do it for them?

I'll definitely be purchasing and checking it out.

That is exactly what it does. Thanks for checking it out.
You can even use the character wizard, so spellcasters also have their spells at the ready in the action tab. Adding those spells to the action tab is a new built-in feature for 5e core rules character wizard (since April 13th) and happens to work perfectly with my modules, as it prioritizes my powers for spells above those parsed by FGU.
Spells is the only thing we could not automate, as there is no other entry than the one in the action tab. Luckily FG 5E core rules did this for us. Nice timing, I would say.

DMMoseley23
April 18th, 2021, 21:32
This is what I made for the scrolls of protection. Will now copy it to the seven other creature types and add it for the next update.
45853

Awesome. This is great!

viviolay
April 20th, 2021, 07:10
That is exactly what it does. Thanks for checking it out.
You can even use the character wizard, so spellcasters also have their spells at the ready in the action tab. Adding those spells to the action tab is a new built-in feature for 5e core rules character wizard (since April 13th) and happens to work perfectly with my modules, as it prioritizes my powers for spells above those parsed by FGU.
Spells is the only thing we could not automate, as there is no other entry than the one in the action tab. Luckily FG 5E core rules did this for us. Nice timing, I would say.

I tested this out from the DM side and built 4 test characters including a multiclass one and it worked flawlessly!

Selecting the spells through the character wizard, as you suggested, also added your coding as well :)
This is going to make my job of hosting character creation servers at conventions a lot easier - this is really great work.

Aridhro
April 20th, 2021, 07:39
I tested this out from the DM side and built 4 test characters including a multiclass one and it worked flawlessly!

Selecting the spells through the character wizard, as you suggested, also added your coding as well :)
This is going to make my job of hosting character creation servers at conventions a lot easier - this is really great work.

Glad to hear it worked flawlessly. Thank you for the kind words.
Hope you can get those new players and DM up to speed in no time.
And if they ever ask how you managed to prep those characters so easily, don't hesitate to point them out to this humble thread :)

Leprekorn
April 20th, 2021, 08:53
The work you are doing here is just amazing.

Aridhro
April 20th, 2021, 17:55
The work you are doing here is just amazing.

Thx

SilentRuin
April 20th, 2021, 22:58
Hmmm.. As this will not trigger notifications without a new post - the page 1 has been updated as has DMsG with a big new update. To paraphrase something in Grim Press discord...


These updates include tons of new stuff (cough: race & feat coding), suffice to say, this was a big one.

Leprekorn
April 21st, 2021, 07:11
Haven't had a chance to update yet, but how do you handle the lucky feat?

Aridhro
April 21st, 2021, 07:43
Haven't had a chance to update yet, but how do you handle the lucky feat?

It is impossible to handle with fg built-in effects. Only the uses work. The only option right now is a extension, but these modules are data, only it applying automatic is SRs extension.
Hopefully FG changes this in the near future. The
update last night gives hope as they are still updating the ruleset with new effects.

Leprekorn
April 21st, 2021, 07:54
Thanks for the speedy response I thought as much, but wished that you wizards had achieved the impossible :)
I haven't seen what last nights update did?

Leprekorn
April 21st, 2021, 08:12
It is impossible to handle with fg built-in effects. Only the uses work. The only option right now is a extension, but these modules are data, only it applying automatic is SRs extension.
Hopefully FG changes this in the near future. The
update last night gives hope as they are still updating the ruleset with new effects.

Hi so I just used the character wizard to test it with your awesome extension and included Luck as a feat. Just 1 think Lucky has 3 uses per long rest. But the coding doesn't seem to pull that through. Is that something we set ourselves or can it be included in the coding?

Aridhro
April 21st, 2021, 10:26
Hi so I just used the character wizard to test it with your awesome extension and included Luck as a feat. Just 1 think Lucky has 3 uses per long rest. But the coding doesn't seem to pull that through. Is that something we set ourselves or can it be included in the coding?

The uses should be set to 3. I will look into it.
Tested it and have the same problem.
And for some reason, I thought about setting this to 3 uses per day (see earlier post), but eventually forgot to do

<edit> No, I did not forget. We have another problem: the Lucky feat has the same name as the Lucky race trait for halflings. Something I'll need to ask SilentRuin to look into. Maybe he can make a workaround.

Thx for feedback

Aridhro
April 21st, 2021, 10:34
I finally changed the intro and instructions in respect of the latest update to version 1.0 for PHB and DMG.
Now covering all possible effects in PHB and DMG.
Don't hesitate to give me feedback. My aim for this product is to help all of you with your preperations. So, if you think you have a better idea, found a mistake or just want some new feature added, just drop your feedback in this forum or on the Grim Press discord channel.
In the mean time, I'll start working on the next module.
:)

Leprekorn
April 21st, 2021, 10:59
Ah ok.

Aridhro
April 21st, 2021, 12:07
Ah ok.

You add the feat manually for now. Searching for it in Spells , category 5e Automatic effects Feats

Aridhro
April 21st, 2021, 13:34
The workaround will be the same like all power name duplicates: When lucky is one of your abilities (due to feat or race), you will get a power in the appropriate group, with a link to both lucky powers, which you need to choose from.

SilentRuin
April 21st, 2021, 14:53
The workaround will be the same like all power name duplicates: When lucky is one of your abilities (due to feat or race), you will get a power in the appropriate group, with a link to both lucky powers, which you need to choose from.

As in rename your ability to match the one you want.

Leprekorn
April 21st, 2021, 16:16
Makes perfect sense

Aridhro
April 21st, 2021, 18:29
That lucky issue is corrected and the new update is available on DMsGuild.
Also corrected the links for fighting styles.

Aridhro
April 25th, 2021, 23:12
First day coding Xanathar went well.
Tomorrow follows a small update on phb and dmg, after some good feedback from our users.

Thanatos0042
April 27th, 2021, 19:44
I am testing a character with the Dual Wielder feat. I see that if you click on 'Effect' under Dual Wielder, it adds the +1 AC bonus to the combat tracker...but if you accidentally click it twice, it adds it twice...and on and on. Is there any way to remove the effect without having to delete the character off the combat tracker and start fresh? Sometimes my players are click happy.

SilentRuin
April 27th, 2021, 19:50
I am testing a character with the Dual Wielder feat. I see that if you click on 'Effect' under Dual Wielder, it adds the +1 AC bonus to the combat tracker...but if you accidentally click it twice, it adds it twice...and on and on. Is there any way to remove the effect without having to delete the character off the combat tracker and start fresh? Sometimes my players are click happy.

A host can remove any combat tracker effect simply by opening the effects icon in combat tracker entry and deleting the entry.

SirMotte
April 27th, 2021, 20:47
I am testing a character with the Dual Wielder feat. I see that if you click on 'Effect' under Dual Wielder, it adds the +1 AC bonus to the combat tracker...but if you accidentally click it twice, it adds it twice...and on and on. Is there any way to remove the effect without having to delete the character off the combat tracker and start fresh? Sometimes my players are click happy.
46147

Thanatos0042
April 27th, 2021, 21:23
Thanks for the responses.

For some reason the button wasn't opening the menu, so I restarted FGU and then it opened like in your examples.

I was playing around with various extensions, so something might have gotten messed up.


Second question - on a Monk character sheet, I created a new category called KI Powers and set the uses for 10 REST (as it's a 10th level Monk) and dragged-n-dropped KI powers into it from the pop-up window that I got to from under Features > Ki (which has 2 dots).

Now if I drag powers from the popup, they only have 2 dots, no matter what I change that # Rest to.

If I create a new, custom power, then 10 dots appear.

Any idea where I can edit the variable that controls the Ki Effect under Features?

Does that make sense?

SilentRuin
April 27th, 2021, 21:26
Thanks for the responses.

For some reason the button wasn't opening the menu, so I restarted FGU and then it opened like in your examples.

I was playing around with various extensions, so something might have gotten messed up.


Second question - on a Monk character sheet, I created a new category called KI Powers and set the uses for 10 REST (as it's a 10th level Monk) and dragged-n-dropped KI powers into it from the pop-up window that I got to from under Features > Ki (which has 2 dots).

Now if I drag powers from the popup, they only have 2 dots, no matter what I change that # Rest to.

If I create a new, custom power, then 10 dots appear.

Any idea where I can edit the variable that controls the Ki Effect under Features?

Does that make sense?

Actions tab - preparation at bottom (cycle buttons)

Thanatos0042
April 27th, 2021, 22:14
Thanks again.

So far, I really like this combination of extensions...even if they baffle me a tad :)

Aridhro
April 28th, 2021, 17:39
For Ki i need to set the base prepared back to 0, for the different ki using features, because otherwise the group uses per rest doesnt work. I'll change those.

Thanatos0042
April 28th, 2021, 19:32
Thanks...

and I've also come across another issue that I might might be mod related.

when I attempt to use ANY item that modifies the STR value of a character and I roll a damage value I get this error:


[4/28/2021 1:24:53 PM] Campaign saved.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:07 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (item_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:13 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (power_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:57 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:28:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

I remove the item (and it doesn't matter if it's a custom item or like a belt of giant strength, it works without error (and without the strength bonus adjustment).

is this something on my part or maybe a conflict with another extension?

SilentRuin
April 28th, 2021, 20:18
Thanks...

and I've also come across another issue that I might might be mod related.

when I attempt to use ANY item that modifies the STR value of a character and I roll a damage value I get this error:


[4/28/2021 1:24:53 PM] Campaign saved.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:07 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (item_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:13 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (power_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:57 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:28:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

I remove the item (and it doesn't matter if it's a custom item or like a belt of giant strength, it works without error (and without the strength bonus adjustment).

is this something on my part or maybe a conflict with another extension?

Simple test - turn off all extensions - does it happen? If not - its an extension. Turn on one extension at a time till it starts happening again - that will be the conflict. No other real way to test it. And a .mod is NOT an extension.

Having said all this - this log looks like something else not really tied into FGU or its "stuff". You have another issue going on here - find out what this unity runtime thing is is my advice as it seems like you have other things loaded on your machine.

Thanatos0042
April 28th, 2021, 21:20
Yeah, I was already turning everything in FGU off - which I did, I turned off every mod except Equipped Effects.

The same thing happened, same popup error. I tried the belt on another character and got the same thing, so the problem persists across characters. The second character I tested with was a Monk, so all his stuff in DEX based...no errors rolling any of his damage, but I dropped a club on him and when I rolled damage, the error popped up.

So it's strictly related to strength related stuff.

Good to know the .mod's don't affect anything, but I am only using the 2 automatic mods that you can get when you buy your extension and that bundle.

I don't have unity or any related development app loaded on my machine. I do have other unity games though - through Steam and TEG.

I also tested the belt of cloud giant strength with the strength notation removed from the combat tracker section and no error on the damage rolls.

So that leaves the problem being between the Equipped Effects extension and FGU then? I mean, obviously I can work around this issue and adjust character strength directly on the character sheet (which is fine since technically it's the only way encumbrance and other things are affected)...but my concern is that it won't work for some specific kinds of temp ability boons and temp items in the long run.

SilentRuin
April 28th, 2021, 21:53
Yeah, I was already turning everything in FGU off - which I did, I turned off every mod except Equipped Effects.

The same thing happened, same popup error. I tried the belt on another character and got the same thing, so the problem persists across characters. The second character I tested with was a Monk, so all his stuff in DEX based...no errors rolling any of his damage, but I dropped a club on him and when I rolled damage, the error popped up.

So it's strictly related to strength related stuff.

Good to know the .mod's don't affect anything, but I am only using the 2 automatic mods that you can get when you buy your extension and that bundle.

I don't have unity or any related development app loaded on my machine. I do have other unity games though - through Steam and TEG.

I also tested the belt of cloud giant strength with the strength notation removed from the combat tracker section and no error on the damage rolls.

So that leaves the problem being between the Equipped Effects extension and FGU then? I mean, obviously I can work around this issue and adjust character strength directly on the character sheet (which is fine since technically it's the only way encumbrance and other things are affected)...but my concern is that it won't work for some specific kinds of temp ability boons and temp items in the long run.

Move it to Equipped Effects thread (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity) and give me a simple way to duplicate it.

As if you can duplicate it with just my stuff - its a bug in my stuff. As long as I can duplicate it I can fix it.

Thanatos0042
April 28th, 2021, 21:58
Will do.

thanks.

SilentRuin
April 28th, 2021, 22:04
Thanks...

and I've also come across another issue that I might might be mod related.

when I attempt to use ANY item that modifies the STR value of a character and I roll a damage value I get this error:


[4/28/2021 1:24:53 PM] Campaign saved.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:07 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (item_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:25:13 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (power_header)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:26:57 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[4/28/2021 1:28:28 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

I remove the item (and it doesn't matter if it's a custom item or like a belt of giant strength, it works without error (and without the strength bonus adjustment).

is this something on my part or maybe a conflict with another extension?

Just tested with belt of hill giant strength works fine. Now, this is a delicate question so I'm not sure how to phrase it as I'm a blunt type of guy. That item has a note with STR: 21-X where it asks you to replace X. In other words, if my strength is 12 then I have to put in STR: 9 in order to play that game.

Tell me you did this. If not - we are done with this mystery and there is no fix except following the Effects notes directions (as there is no way to do this magically you have to edit these weird ability modifiers the way FGU implements them). Or make your own hardcoded item name with your own hardcoded custom effect for it (which you will have to change anytime their strength changes anyway - no easy solution).

Thanatos0042
April 29th, 2021, 01:24
I posted in the other thread, but I'll post here too for the sake of showing the issue will be resolved:

Fix in the base code - here's the post:

https://www.fantasygrounds.com/forum...l=1#post596937

Aridhro
April 29th, 2021, 07:56
I posted in the other thread, but I'll post here too for the sake of showing the issue will be resolved:

Fix in the base code - here's the post:

https://www.fantasygrounds.com/forum...l=1#post596937

Your link was broken, but this should be the right one: https://www.fantasygrounds.com/forums/showthread.php?68108-Unity-Error-Message&p=596987&highlight=#post596987
Luckily it is solved.
Thanks for letting us know it hadn't anything to do with our product.
Cheers

SilentRuin
May 1st, 2021, 19:40
The PHB has been updated - just FYI - sure Aridhro will get around to officially notifying here about it.

Aridhro
May 1st, 2021, 20:34
The 5eAE PHB has been updated today. 5eAE DMG follows tomorrow.

Modules are updated to remove descriptions, and in their place, include links back to the FG module. The dungeon master guide and all future products will be consistent with this.
In order to meet the requirements for data usage by Smiteworks, we had to delete all descriptions in powers and the NPC other tabs. These description were replaced by a linkt to the official Player's Handbook modules distributed by Smiteworks. Thus all info can be obtained by using the link. The only requirement for the user is to own the official product.

Because we thought this was a setback in functionality to you, SilentRuin (and I) decided to expand upon the extension Equipped Effects, so this only would be a minor inconvenience. SilentRuin went beyond this and created a solution so most of you won't notice the difference, if you own the official sourcebooks. For more details please read update v1.20 of Equipped Effects (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity&p=597522&viewfull=1#post597522).

The effect notes are still a part of the description as I created those myself, but you will find them after the link or after the translated link description. Mostly it will stick out, but for larger descriptions, e.g. eldritch invocations, you'll have to scroll till you find it.

These changes do not impact the effects in any way.

Thanks for your support.
Cheers, Aridhro

Aridhro
May 2nd, 2021, 19:54
50% discount for 5E Automatic Effects Player's Handbook.
Codes pinned on Grim Press discord (http://discord.gg/N7MM93a) #virtual-tabletop channel expire May 31st.

Aridhro
May 2nd, 2021, 20:03
The 5eAE PHB has been updated today. 5eAE DMG follows tomorrow.

Modules are updated to remove descriptions, and in their place, include links back to the FG module. The dungeon master guide and all future products will be consistent with this.
In order to meet the requirements for data usage by Smiteworks, we had to delete all descriptions in powers and the NPC other tabs. These description were replaced by a linkt to the official Player's Handbook modules distributed by Smiteworks. Thus all info can be obtained by using the link. The only requirement for the user is to own the official product.

Because we thought this was a setback in functionality to you, SilentRuin (and I) decided to expand upon the extension Equipped Effects, so this only would be a minor inconvenience. SilentRuin went beyond this and created a solution so most of you won't notice the difference, if you own the official sourcebooks. For more details please read update v1.20 of Equipped Effects (https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity&p=597522&viewfull=1#post597522).

The effect notes are still a part of the description as I created those myself, but you will find them after the link or after the translated link description. Mostly it will stick out, but for larger descriptions, e.g. eldritch invocations, you'll have to scroll till you find it.

These changes do not impact the effects in any way.

Thanks for your support.
Cheers, Aridhro

As promised the 5e Automatic Effects Dungeon Master's Guide has also been updated.

Leprekorn
May 2nd, 2021, 20:04
You are a machine

Aridhro
May 2nd, 2021, 20:26
The 5e Automatic Effects Dungeon Master's Guide has also been updated following its new requirements.
As for the Player's Handbook all power descriptions have been replaced by links to the official core rulebooks.
But for the Dungeon Master's Guide this ment a new challenge: What about magic items which are (by default) not available to be loaded by players.
MeAndUnique and I found a subtle solution for this problem: "Shareable links"
If you never heard of them, don't panic, we didn't either. Found it by trial and error.
How does it work? When shareable links ("public" in xml terms) are inside a "Story" entry and you share that single story to your players, all shareable links inside will also be shared to your players.
Well, me made such a Story entry with hidden links to all those magic items that are normally unavailable to load by players.
46288

Your players will be able to open the link provided in the magic item power description or let Equipped Effects do the 'hard' work for them, transferring the description from the official DMG inside the power.

Important: Everything that is provided in the DMG Player version is linked accordingly. When a player version exists, it is used.
The above text only applies to those not available in DMG Players

Alternatives:
- It is also possible to share those links individually, if you dont want to share all of those. E.g. the moment a player equips a magic item, go to his action tab, click the power link and share the underlying link to the Dungeon Master's Guide.
- Sharing the whole DMG will also work just fine, but may not be desirable to do carte blanche for many DMs.

The screenshot shown above will share only the items that are linked by Automatic Effects' powers.
It strikes a middle ground between having to manually share items one at a time, while still keeping the bulk of the module private for the DM.

rob2e
May 6th, 2021, 09:57
If I load Rob's coding and then drag an item named "Scroll of Fireball" to my inventory, nothing happens except I have the scroll in my inventory.

To be clear, this particular statement is patently false. Just FYI.

superteddy57
May 6th, 2021, 16:53
Please let's get this thread back on track and to the point.

SilentRuin
May 6th, 2021, 17:57
You WILL be missing something. I've done ALL the WotC books, not just PHB and DMG.

Not to worry. So will Aridhro.

Aridhro
May 6th, 2021, 18:03
Lets get back to work. Xanathar spells and items done. Only the class features left.

SilentRuin
May 6th, 2021, 18:33
Lets get back to work. Xanathar spells and items done. Only the class features left.

Well I for one don't have anything outside of PHB, MM, and DMG modules so your on your own to test that one :)

Tyrannosaurus VeX
May 6th, 2021, 21:26
To be clear, this particular statement is patently false. Just FYI.

Since I've been called a liar, I feel the need to defend myself. For clarity, I will quote the original post I was responding to my entire post as everything I said adds context, while quoting only one line explicitly removes context.



Seems a bit like stepping on someone else's toes to me. Rob did all this coding several years ago, and now you come along with the same thing?!?

If I load Rob's coding and then drag an item named "Scroll of Fireball" to my inventory, nothing happens except I have the scroll in my inventory.

If I load up Silent Ruin's extension and Aridhro's coding and drag the same item named "Scroll of Fireball" to my inventory, it AUTOMATICALLY adds single-use Fireball spell coding to my Action tab. And the same is true of ANY scroll, ring, rod, staff, weapon, armor, or other item found in the Player's Handbook or Dungeon Master's Guide that needs coding. And they went above-and-beyond and made these ready to work with Lighting FX when those additions get added to LIVE.

So saying that "Rob already did this" is both false and rather ignorant. Watch the video and see what the extension + module does before you say nasty things.

And now, video evidence that I wasn't lying or posting "patently false" statements.


http://www.youtube.com/watch?v=I1gwvR7JoTE

SilentRuin
May 6th, 2021, 21:41
Since I've been called a liar, I feel the need to defend myself. For clarity, I will quote the original post I was responding to my entire post as everything I said adds context, while quoting only one line explicitly removes context.



And now, video evidence that I wasn't lying or posting "patently false" statements.


http://www.youtube.com/watch?v=I1gwvR7JoTE

I should point out that in this video the links are really all that Aridhro's data has. Equipped Effects has one of those options that can be turned on to interpret the first link in the text/description of an item, NPC other tab, or spell/power description and look up the reference of the original source without putting anything in the DB. Purely display only - to conform to SW/WOTC directive to only provide links in order to insure source modules cannot be left out (https://www.fantasygrounds.com/forums/showthread.php?68170-A-cautionary-tale-to-FG-mod-developers).

SilentRuin
May 6th, 2021, 22:04
I should point out that in this video the links are really all that Aridhro's data has. Equipped Effects has one of those options that can be turned on to interpret the first link in the text/description of an item, NPC other tab, or spell/power description and look up the reference of the original source without putting anything in the DB. Purely display only - to conform to SW/WOTC directive to only provide links in order to insure source modules cannot be left out (https://www.fantasygrounds.com/forums/showthread.php?68170-A-cautionary-tale-to-FG-mod-developers).

Also as a note on this excellent video - you can see some of the abilities have been automatically added into the Actions tab - those were done by equipped effects looking up the feature/trait/feat in abilities tab and finding a name match in powers - then added it in. The Features and Traits categories are specifically those. The Equipped Items is the category that occurs with equip/unequip specifically. If a feature/trait/feat/item has a name match (or template name match) in custom effects (combat tracker) or spell powers (action tab) it will always automatically add them in (if options allow). Works for PCs and NPCs also.

Aridhro
May 14th, 2021, 07:37
With the new lighting and vision update, I like to you remind you all that the 5e Automatic Effects modules have all possible LIGHT: and VISION: for spells, items, features, traits, feats covered.
But all these codes need some real Live testing. If you want to help me out with it, that would be awesome.

Aridhro
May 16th, 2021, 19:32
5e Automatic Effects XGtE will be released tomorrow morning for $4.95 (and bundled with the other 5eAE products for an additional 20% off). There is sure to be a post about it in this thread.

Aridhro
May 17th, 2021, 18:32
5e Automatic Effects Xanathar's Guide to Everything is now available for $4.95

Check it on DMsGuildhttps://www.dmsguild.com/product/357918/5E-Automatic-Effects--Xanathars-Guide-to-Everything-Fantasy-Grounds?affiliate_id=1549348

5e Automatic Effects for Xanathar's Guide to Everything contains:

400+ powers and custom effects
Powers with effects for every XGtE Class Feature, Race Trait and Feat
Spell effects for every XGtE Spell
Every spell created as a spell scroll (with effects)
Spell effects for all equipment
Lighting and vision effects for items with ambient light
NPC statblocks included in conjuration spells
Item stat blocks included in certain abilities
Organized into easy to filter groups for effect searching
Fully automated character creation with effects

DGM
May 17th, 2021, 19:08
Excellent work on this, it is easy to use and automated!

Eager to switch over to this effect platform once a couple more modules are out.

Aridhro
May 19th, 2021, 13:26
5eAE Reminder: Use the SHARE ME! story entries to share the DM links players would't have access to otherwise, in order to enable links to (or auto-populate) your players magic item's power descriptions.
This doesnt share the item itself! It only shares the item template in the background. Something your players don't have access to and won't notice at all.
If you're worried that cursed berserker axe (item) would suddenly be visible to your players, before they identify it. No worries. They won't even notice the difference, but I can't stop them from looking this up in the spells section of course.
ps: the links players do have access to won't work if they did not load the player version of the source book. So remind your players to load their PHB, DMG players and XGtE players, ...
Happy gaming :rv:

Aridhro
May 19th, 2021, 18:49
While I'm coding the following modules, which have more racial traits, I'm redoing some of the PHB ones.
I'm especially focus on those who have innate spells, which are sometimes different from the original spell. If a casting ability mod is mentioned, I also make sure it is added correctly.
Example Drow Magic:
46909

Leprekorn
May 19th, 2021, 21:53
Is pass without trace coded correctly there only seems to be the self effect not the effect for others

Aridhro
May 20th, 2021, 06:28
Is pass without trace coded correctly there only seems to be the self effect not the effect for others

You can apply self on others, but you are right it is incomplete. I'll add it.
Thx

Leprekorn
May 20th, 2021, 06:40
Thanks

Aridhro
May 20th, 2021, 15:47
Updates 20-05-2021:
(DMG) Potion of poison resistance was missing, potion of acid resistance had a ":" in stead of a ";" which broke the effect. New effects: 01.PNG
(PHB, XGtE) Revision of racial traits and feats for innate spell casting
(PHB) deleted uses for Channel Divinity to be able to add it to group with uses without the need to correct on individual level. (Already done for XGtE)
(PHB) Pass without Trace: target and self effect
and some minor tweaks

Leprekorn
May 20th, 2021, 15:50
Great turn around as always.

dbachen
May 21st, 2021, 03:34
Just picked up 5eAE and I think I found a bug on the linking of class effects. it was literally one of the first ones I tried to work with since we have a Tiefling player and when it didn't work I thought I had done something wrong.
Infernal Legacy has the 3 links to the level features.. None of them work. They all start a "new spell" which happens with a bad link.. However, the spell itself is actually there. So I can click on INfernal Legacy: Hellish Rebuke in the spells window and it's great, just not from the linked value on the base ability.

Aridhro
May 21st, 2021, 06:06
Just picked up 5eAE and I think I found a bug on the linking of class effects. it was literally one of the first ones I tried to work with since we have a Tiefling player and when it didn't work I thought I had done something wrong.
Infernal Legacy has the 3 links to the level features.. None of them work. They all start a "new spell" which happens with a bad link.. However, the spell itself is actually there. So I can click on INfernal Legacy: Hellish Rebuke in the spells window and it's great, just not from the linked value on the base ability.

Ok thanks, will change it for next update.

Aridhro
May 21st, 2021, 19:28
Want to test the 5e Automatic Effects before buying them?
Check out our Pay As You Want 5e Automatic Effects demo on DMsGuild
https://www.dmsguild.com/product/358351/5E-Automatic-Effects--Elemental-Evil-Players-Companion-Fantasy-Grounds?affiliate_id=1549348

lephino
May 21st, 2021, 22:09
Can someone help me with dragonborn breath / resistances? The auto effect adds a "Choose your dragon ancestry in [note]". Where do I need to put the ancestry on the character sheet, and do I just need to write "Gold Dragon" for example? If I manually add the breath / resistance, it still adds the line above to the sheet when it's added to the combat tracker.

SirMotte
May 21st, 2021, 22:21
Can someone help me with dragonborn breath / resistances? The auto effect adds a "Choose your dragon ancestry in [note]". Where do I need to put the ancestry on the character sheet, and do I just need to write "Gold Dragon" for example? If I manually add the breath / resistance, it still adds the line above to the sheet when it's added to the combat tracker.

Unsure about the dragon breath right now, but you can disable the auto-update when dragging to the combat tracker in the options menu.

Aridhro
May 21st, 2021, 22:42
Can someone help me with dragonborn breath / resistances? The auto effect adds a "Choose your dragon ancestry in [note]". Where do I need to put the ancestry on the character sheet, and do I just need to write "Gold Dragon" for example? If I manually add the breath / resistance, it still adds the line above to the sheet when it's added to the combat tracker.

If you change the ability in the ability tab into "Dragonborn Breath: Gold Dragon" (no quotes), it will from now on auto add the right one
So you need to make sure that your ability exactly matches the ame of the power spell.
I always use ": " to prolong names for sub categories.

(Not sure about the actual ability name (not on pc), but you need to add ": Gold Dragon" (no quotes))

lephino
May 21st, 2021, 23:07
If you change the ability in the ability tab into "Dragonborn Breath: Gold Dragon" (no quotes), it will from now on auto add the right one
So you need to make sure that your ability exactly matches the ame of the power spell.
I always use ": " to prolong names for sub categories.

(Not sure about the actual ability name (not on pc), but you need to add ": Gold Dragon" (no quotes))

This worked great. Thank you!

Aridhro
May 22nd, 2021, 19:46
200+ LIGHT effects were updated to use the newest available lighting effect codes.
-Darkness now has LIGHT: 15/15 darkness or other ranges, but always done in a #/# way.
-If an item or feat only sheds dim light, LIGHT: 0/10 is used in effects and LIGHT: 1/10 is used in powers (last differs because of a problem with parsing 0 to CT from CS)
-Items that shed dim light, which is not exactly double of bright light radius, has code like LIGHT: 15/45, which in fact means 15 bright and additional 30 bright.
Have fun gaming!

dbachen
May 23rd, 2021, 20:21
Fey Ancestry is set to expend on [ROLL] and not [NEVER] -- as a race trait it should stay on always.

Aridhro
May 24th, 2021, 08:55
It is the ADVSAV which is set on ROLL . If you set this to never expend, it would grant all your saves adv. FGU can not determine if you are targeted with a charm effect without an extension.

The reminder of the fey ancestry can be found in Summary, which can be toggled in action tab. Although I'll add 'magic cant put you to sleep'.

dbachen
May 24th, 2021, 13:11
It is the ADVSAV which is set on ROLL . If you set this to never expend, it would grant all your saves adv. FGU can not determine if you are targeted with a charm effect without an extension.

The reminder of the fey ancestry can be found in Summary, which can be toggled in action tab. Although I'll add 'magic cant put you to sleep'.

Gotcha.. I guess I tested it with the Charm Person and it worked, so I thought it was because it was a charm effect, not just that it was an adv against all saves.

SilentRuin
May 25th, 2021, 21:28
Aridhro has delivered the PHB and DMG supplements to DMsG. These have fixes where the []'s some of his effect data had were changed to quotes. This was due to these symbols causing problems with the new equipped effects extension's ability to update the NPC CT entries action list properly. Not sure what other updates he added in, if any.

Equipped Effects Extension - V 1.23 - Feature - New option "Translate NPC Powers" will be defaulted to "On". Where spell powers have always risked having spell/power actions missing or mangled in combat tracker NPC list of things they can do (on host - or on player with Assistant GM), this new feature will insure any power created for (in) a PC will be properly shown in the combat tracker for an NPC list of things they can do. You could never do everything in the text that a PC could do - but the combat tracker list was supposed to allow that - which it never really did well. Now this will translate the unseen powers into the NPC CT entry correctly and completely. You have to add NPC into CT to get those things to update. I did not fix/change that aspect on how FGU works, so that if you drop in spell in CT entry its still not going to do it correctly per normal.


He asked me to update his thread today so it is now updated.

Aridhro
May 25th, 2021, 23:07
Thank you SilentRuin for the update. Tomorrow I will give some more info.

This update from equipped effects gives me the opportunity to expand the automatic effects modules with NPC traits, actions and legendary actions which need new/better effects to show in combat tracker.

Aridhro
May 26th, 2021, 07:38
The new update for Equipped Extension will make it possible to expand the 5e Automatic Effects modules onto a new level: NPC Traits/actions/legendary actions
If you tried the new equipped effects with 5eAE PHB, you may have noticed that the parsed spells for your NPC spellcasters has been replaced by all code from 5eAE modules. Yes, ALL of it! Simply by adding it to combat tracker.
But this is also possible for traits, actions and legendary actions. Those are not yet explored by me, but will most likely be part of all my modules in the future.
Things like Battle cry, Leadership, ... will have code too.
I also found an easy way to append that new code to your CT manually. Which means that I can add those code strings to power description for you to grab, drag and drop in your combat tracker.

First a comparisan: An archmage's spells with equipped effects and 5eAE (left), and one without (right)
47089
And here how effects can easily be dragged and dropped to CT (work in progress):
47090

As the new equipped effects functionality is brand new, there is still some revision needed for the released 5eAE, but most of it works out of the box.

Hope you like all these new features, which will definitely shine with a release of the non anticipated 5eAE Monster Manual.

Leprekorn
May 26th, 2021, 09:21
Wow great work. Your effects packages just grow and grow in value and @silentruin integration with Equipped effects just fantastic.

SilentRuin
May 26th, 2021, 14:44
Man Aridhro, you are nice to your users. Mine are lucky if they get a paragraph explaining a new feature!

Here is how you should document features…

“It does stuff, and there is some new stuff too.”

That’s all they need really ;)

matjam
May 26th, 2021, 23:53
Had an issue today and I'll see if I can replicate later tonight; but here's a summary

- Player joined the table, imported character he created using the character wizard on his own FGU instance.
- Everything was on in options except "Ignore ID considerations".
- Character had actions added for draconic resilience and dragon ancestor? I think? by the extension
- The player's firebolt disappeared and the action for it became one of the draconic things.
- the other draconic thing got his shield action

Disabling these options "add/Remove abilities", "Requip Reference Spells" and "Equip Template Item Spells" he could import without issue. Not sure which one exactly fixed the issue.

I'll try to replicate locally and then upload the campaign and a video demonstrating if I have time tonight after our game.

SilentRuin
May 27th, 2021, 00:13
Had an issue today and I'll see if I can replicate later tonight; but here's a summary

- Player joined the table, imported character he created using the character wizard on his own FGU instance.
- Everything was on in options except "Ignore ID considerations".
- Character had actions added for draconic resilience and dragon ancestor? I think? by the extension
- The player's firebolt disappeared and the action for it became one of the draconic things.
- the other draconic thing got his shield action

Disabling these options "add/Remove abilities", "Requip Reference Spells" and "Equip Template Item Spells" he could import without issue. Not sure which one exactly fixed the issue.

I'll try to replicate locally and then upload the campaign and a video demonstrating if I have time tonight after our game.

The "Add/Remove Abilities" if off will not do any name matching for abilities (Feats, Features, and Traits).
The "Equip Reference Spells" if off will not search ANY modules - only the local DB entries you have personally defined in campaign - ie. none of Aridhro's data unless you copied it into your campaign.
The "Equip Template Item Spells" if off will not search ANY template names and will only match exact names meaning a ton of Aridhro's data will not be found at all.

So essentially I'm confused as to what you said was going on - and as to what you have done about it (essentially make using Aridhro's data no longer a "thing" as far as automation is concerned).

All of the above options should be on if your planning to use Aridhro's data with automation.

If someone "imported" a character then it had all its own data. As long as the modules that data was built from are loaded in your campaign then your fine. However, if that module data was not DMG, PHB, or Aridhro's supplementally supported modules then likely none of the names would be correct and nothing would match or possibly match incorrectly? Gist being, very confused on what the problem is.

matjam
May 27th, 2021, 06:13
I am not sure why; but copying the character and moving that to the CT worked fine. So there was a work around.. Something janky with the way he built the character? He used the wizard, it should be fine.

I'll do some testing and see if I can nail down the exact issues I'm seeing. Played a game today and had some issues, but do have a fair few extensions loaded so it might be some incompatibility. They're all pretty common extensions though, so I would expect them to be ok.

matjam
May 27th, 2021, 06:32
So, still working on the other issues I saw, but this one was irritating;

https://i.imgur.com/EX5mn9W.png

These links don't work anymore with the extension loaded, with all the options enabled. I tried disabling the NPC related ones and they still don't work. I was also in the actual game I was playing getting a ton of errors every time I moused over the name of an action. Removing just the extension fixed that.

Uploading the campaign; open the CT and try to use the mephit's attacks from the NPC sheet. They are on a map.

I'll see if I can replicate the mouse over errors.

Aridhro
May 27th, 2021, 07:37
Had an issue today and I'll see if I can replicate later tonight; but here's a summary

- Player joined the table, imported character he created using the character wizard on his own FGU instance.
- Everything was on in options except "Ignore ID considerations".
- Character had actions added for draconic resilience and dragon ancestor? I think? by the extension
- The player's firebolt disappeared and the action for it became one of the draconic things.
- the other draconic thing got his shield action

Disabling these options "add/Remove abilities", "Requip Reference Spells" and "Equip Template Item Spells" he could import without issue. Not sure which one exactly fixed the issue.

I'll try to replicate locally and then upload the campaign and a video demonstrating if I have time tonight after our game.

Can you send me a copy of the character he wanted you to import? I had a similar issue with imported characters. The best way to handle imported characters is to delete the powers in action tab and let equipped effects reassign them.
The character wizard also still has the issue to create powers for spells, in stead of spells. So while he might not have created powers for his race and class features inside the action tab, the spells being there as powers may have caused issues.
Tried to recreate but failed to do. Maybe it works with the actual character to recreate it.

Aridhro
May 27th, 2021, 08:02
So, still working on the other issues I saw, but this one was irritating;

https://i.imgur.com/EX5mn9W.png

These links don't work anymore with the extension loaded, with all the options enabled. I tried disabling the NPC related ones and they still don't work. I was also in the actual game I was playing getting a ton of errors every time I moused over the name of an action. Removing just the extension fixed that.

Uploading the campaign; open the CT and try to use the mephit's attacks from the NPC sheet. They are on a map.

I'll see if I can replicate the mouse over errors.

The mouse over is been solved with the latest update of Equipped Effects

Aridhro
May 27th, 2021, 12:40
So, still working on the other issues I saw, but this one was irritating;

https://i.imgur.com/EX5mn9W.png

These links don't work anymore with the extension loaded, with all the options enabled. I tried disabling the NPC related ones and they still don't work. I was also in the actual game I was playing getting a ton of errors every time I moused over the name of an action. Removing just the extension fixed that.

Uploading the campaign; open the CT and try to use the mephit's attacks from the NPC sheet. They are on a map.

I'll see if I can replicate the mouse over errors.

In Equipped Effects v1.26 SilentRuin solved the links in the NPC sheets. Thank you for the feedback.

SilentRuin
May 27th, 2021, 12:44
In Equipped Effects v1.26 SilentRuin solved the links in the NPC sheets. Thank you for the feedback.

Yep, just had to do some more super calls in that one .lua I had overridden.

matjam
May 27th, 2021, 17:07
Thanks guys; realised theres a separate thread for extension issues; will use that next time. Thanks!

Aridhro
May 28th, 2021, 11:28
No problem, SilentRuin and I are like a tandem. Full co-op.

Aridhro
May 28th, 2021, 21:11
our next release in the 5e Automatic Effects series is live!

5E Automatic Effects - Sword Coast Adventurer’s Guide (Fantasy Grounds)

Product Link DMsGuild (https://www.dmsguild.com/product/359082/5E-Automatic-Effects--Sword-Coast-Adventurers-Guide-Fantasy-Grounds?affiliate_id=1549348)

Aridhro
June 4th, 2021, 13:14
I've been quiet for some time, but I am back. Today we will release the new effects module. And this time it something totally different.
I already revealed some of it, but now I'm happy to announce that it is ready to be released:
The 5eAE Monster Manual.
Release is schedueled for later today, but first I like to present you some instructions and examples in the following screenshots.
47336
47337
47338
If you want this or not, is up to you, but I am already pretty excited for it to launch in a couple of hours.
Hope you like it.
:)
As this is a brand new way of doing things, you can imagine all feedback is much appreciated.
:o

SirMotte
June 4th, 2021, 13:17
Can't wait! Thank you for your hard work!

Leprekorn
June 4th, 2021, 13:22
Eagerly waiting for this, will it be part of the automatic effects bundle?

Aridhro
June 4th, 2021, 16:22
5E Automatic Effects - Monster Manual has been released !!

Instantly add effects for all traits and abilities belonging to monsters found in the 5e Monster Manual! The 5E Automatic Effects is a series of modules to aid Game Masters and Players by automatically adding coding effects in the 5e D&D ruleset on the Fantasy Grounds virtual tabletop platform.

Product Link: https://www.dmsguild.com/product/359814/5E-Automatic-Effects--Monster-Manual-Fantasy-Grounds?affiliate_id=1549348

Complete your 5e AE bundle to save 20%!

SilentRuin
June 4th, 2021, 16:24
5E Automatic Effects - Monster Manual has been released !!

Instantly add effects for all traits and abilities belonging to monsters found in the 5e Monster Manual! The 5E Automatic Effects is a series of modules to aid Game Masters and Players by automatically adding coding effects in the 5e D&D ruleset on the Fantasy Grounds virtual tabletop platform.

Product Link: https://www.dmsguild.com/product/359814/5E-Automatic-Effects--Monster-Manual-Fantasy-Grounds?affiliate_id=1549348

Complete your 5e AE bundle to save 20%!

Now, I'm happy ;)

Also a note...

Just remember your CT will not auto update - you will have to drag the chat data into it - or use equipped effects - and FGU only EVER changes that CT action list when the NPC is initially added into the CT. So existing campaigns with an active combat tracker would have to have the NPCs removed and readded into the CT. The reason I do not allow this to automatically happen is because it is pandora's box when someone has NPCs they have locally defined in CT (you don't want to change those automagically - which is probably why FGU only updates on the add into the CT)

matjam
June 4th, 2021, 16:54
hot stuff!

vaughnlannister
June 4th, 2021, 17:11
my monsters just got a little more scary for my players ;)!!!!

Aridhro
June 4th, 2021, 17:40
We know a bunch of your are planning when/how to switch to our product line, so here is a tentative timeline for upcoming releases of 5e Automatic Effects:

June 14: Volo's
June 21: Mord's
June 28: Tasha's

Also, a note to folks who are waiting to complete their bundle: the lower launch price for Xanathar's ($4.95) will be increasing to $7.95. It will still be discounted 20% off in the bundle, but you'd do well to grab it while you can.

Tasha's will also have a similar pricing strategy.

Happy roleplaying everyone!

Aridhro
June 4th, 2021, 21:44
I've made two silent instruction video's to cover the possibilities of the latest effects module the 5eAE Monster Manual

How to use it without any extension:


https://www.youtube.com/watch?v=-BdmqJkXB_Y

Aridhro
June 4th, 2021, 21:49
How to use it with Equipped Effects extension:


https://www.youtube.com/watch?v=1dIgBbWj2IY

matjam
June 4th, 2021, 22:55
First video has no sound,

second video is private.

SilentRuin
June 4th, 2021, 23:01
First video has no sound,

second video is private.

He'll have to fix it tomorrow.

Aridhro
June 4th, 2021, 23:31
fixed, I hope. Changed the status. Stupid

Aridhro
June 4th, 2021, 23:43
First video has no sound,

second video is private.

Fixed the private, but they have no sound. Recorded them under the effects of a silence spell. Sorry for that. A better fully voiced video will follow later.

SilentRuin
June 5th, 2021, 20:05
I should note that another round of fixes in several of the modules have gone out so check your DMsG for updates.

Leprekorn
June 7th, 2021, 08:45
How can I identify what version of the mods I am using?

Aridhro
June 7th, 2021, 10:03
I have a version key in the first story entry, but I must admit I did not always update those
In last update I changed the Story group for all 5e Automatice Effects modules to "0. 5E Automatic Effects" (added 0. in front to have a cleaner ref module). If that is the case, you have the latest versions.
In the following updates I will try to respect the version numbers and add the right ones to the forum.

plap3014
June 13th, 2021, 14:13
Hi every one, can some one tell me if i mist a config to have the effect appear beside each scroll/potion ? extension conflict?

47558

Leprekorn
June 13th, 2021, 14:32
What do you have your view set at the bottom to summary?

Aridhro
June 13th, 2021, 16:08
Hi every one, can some one tell me if i mist a config to have the effect appear beside each scroll/potion ? extension conflict?

47558

I see you use Kit'n'Kaboodle. Not sure, but I think you can only use the magnifying glass to see the effects. You can ask in the KnK thread. MeAndUnique will answer you how his extension works. I support his great and free extension but am not responsible for its behavior.

plap3014
June 13th, 2021, 16:31
I see you use Kit'n'Kaboodle. Not sure, but I think you can only use the magnifying glass to see the effects. You can ask in the KnK thread. MeAndUnique will answer you how his extension works. I support his great and free extension but am not responsible for its behavior.

exactly, ok let me ask him.

regards

plap3014
June 14th, 2021, 00:19
Hi, quick question, can we create our own and have them load with Equipped Effects Extension?

SilentRuin
June 14th, 2021, 00:44
Hi, quick question, can we create our own and have them load with Equipped Effects Extension?

Would think this is a question for my thread not Aridhro's, but yes - name matching is name matching regardless of where it comes from.

plap3014
June 14th, 2021, 00:59
Would think this is a question for my thread not Aridhro's, but yes - name matching is name matching regardless of where it comes from.

i'm not sure to who, but i have made a custom item and would like to have loaded:

this one

47570

and this one

47571

Thanks

SilentRuin
June 14th, 2021, 01:04
i'm not sure to who, but i have made a custom item and would like to have loaded:

this one

47570

and this one

47571

Thanks

Nobody is going to load a custom item for you, and the power/effects it needs - that is what "you" do when you make a "custom" item. In your local DB. Just as you would for anything else you do in FGU. Aridhro provides a supplement to WOTC data which can only be licensed into DMsG so that WOTC/SW/DMsG all get their cuts. Its not something you just toss stuff into because people want it in - its very specific .mod.

plap3014
June 14th, 2021, 01:10
Nobody is going to load a custom item for you, and the power/effects it needs - that is what "you" do when you make a "custom" item. In your local DB. Just as you would for anything else you do in FGU. Aridhro provides a supplement to WOTC data which can only be licensed into DMsG so that WOTC/SW/DMsG all get their cuts. Its not something you just toss stuff into because people want it in - its very specific .mod.

i understand, my question was not to load in is module, but how to create my custom and a have yours extensions loaded when the item will be identify and equiped. will try to see how i can do it.

Regards

SilentRuin
June 14th, 2021, 05:30
i understand, my question was not to load in is module, but how to create my custom and a have yours extensions loaded when the item will be identify and equiped. will try to see how i can do it.

Regards

If you name the item "A" then create a power in a dummy test PC actions tab called "A" and add powers and/or effects to it then copy it out into spells - then when you equip the item you will see that power added into the PC equipping its action tab. Unequip it will be removed. And if you create a custom effect named "A" then it will also add that into the CT when equipped.

There is no more magic than that - simple. The search will find local DB entries name match first then hit the alphabetical order of modules to search till it finds a match for powers. For custom effects it will just find the first match - or if you set the option to hit multiple custom effect matches it will load in each match it finds in custom effects.

Aridhro
June 14th, 2021, 07:02
Hi, quick question, can we create our own and have them load with Equipped Effects Extension?

Absolutely. Make a namematching spell power, drag it to the spell window and it will load on every item, abitity with a namematch.
Have fun creating

Aridhro
June 14th, 2021, 19:51
our next release in the 5e Automatic Effects series is live!

5E Automatic Effects - Volo's Guide to Monsters

Instantly add effects for all racial traits, monster abilities, items and spells found in Volo’s Guide to Monsters! The 5E Automatic Effects is a series of modules to aid Game Masters and Players by automatically adding coding effects in the 5e D&D ruleset on the Fantasy Grounds virtual tabletop platform.

Product link: https://www.dmsguild.com/product/360929/5E-Automatic-Effects--Volos-Guide-to-Monsters-Fantasy-Grounds?affiliate_id=1549348

Complete your 5eAE bundle and save 20%!

Leprekorn
June 14th, 2021, 19:52
Already purchased ��

plap3014
June 15th, 2021, 01:06
If you name the item "A" then create a power in a dummy test PC actions tab called "A" and add powers and/or effects to it then copy it out into spells - then when you equip the item you will see that power added into the PC equipping its action tab. Unequip it will be removed. And if you create a custom effect named "A" then it will also add that into the CT when equipped.

There is no more magic than that - simple. The search will find local DB entries name match first then hit the alphabetical order of modules to search till it finds a match for powers. For custom effects it will just find the first match - or if you set the option to hit multiple custom effect matches it will load in each match it finds in custom effects.

Amazing! everything work like a charm! What a community! keep your excelent job!

Aridhro
June 22nd, 2021, 18:05
our next release in the 5e Automatic Effects series is live!

5E Automatic Effects - Mordenkainen’s Tome of Foes

Instantly add effects for all racial traits, monster abilities, items and spells found in Mordenkainen’s Tome of Foes! The 5E Automatic Effects is a series of modules to aid Game Masters and Players by automatically adding coding effects in the 5e D&D ruleset on the Fantasy Grounds virtual tabletop platform.

Product Link: https://www.dmsguild.com/product/361795/5E-Automatic-Effects--Mordenkainens-Tome-of-Foes-Fantasy-Grounds?affiliate_id=1549348

Complete your 5eAE bundle and save 20%!

Leprekorn
June 22nd, 2021, 18:33
Have my money.

SilentRuin
June 22nd, 2021, 20:12
Not that he's mentioned it here - but his other products have all been minorly updated/fixed also so check DMsG My Library for updated modules.

Aridhro
June 23rd, 2021, 07:23
Not that he's mentioned it here - but his other products have all been minorly updated/fixed also so check DMsG My Library for updated modules.

Ah yes,forgot to mention: PHB, DMG, MM, SCAG, VGtM also had an update.to be compatible with MToF.

Leprekorn
June 23rd, 2021, 07:59
I got confused and thought all your other AE had been updated. :)

Aridhro
June 28th, 2021, 18:51
While I was working on TCoE I encounterd the Wild Magic table for barbarians and I remembered something I did not do yet. So I went back and corrected this 'little' thing to do ...
I made all effects for the sorcerer's Wild Magic Surge table ... Oh yes, I did. Open your wild surge spell 'note', open the 5eAE rollable table, roll the dice, see the link inside the chat and drag that one to your character. And you are set to use the spell or apply the effect.
47950
and then I thought: DMG also has tables with effects, is't it? So I started to add those too. I did quite a few, but probably not all of them. Feel free to let me know if there are other tables worth upgrading to the 5eAE standard. But for now, I'll go back working on Tasha.
47951
other updates are thanks to your feedback
47952

graphil
July 3rd, 2021, 19:28
Is your intention to work on the adventure books once you have completed the core books? This seems to be more functionally rich than the other automation solution out there but less complete book wise. That is the only thing holding me off from purchasing at the moment.

Aridhro
July 3rd, 2021, 20:41
Is your intention to work on the adventure books once you have completed the core books? This seems to be more functionally rich than the other automation solution out there but less complete book wise. That is the only thing holding me off from purchasing at the moment.

Yes, after Tasha, there are plans to add WOTC adventures and other supplements like Van Richtens Guide to Ravenloft, Eberron and Ravnica.

TheoGeek
July 4th, 2021, 04:20
I might be missing something, but I don't see the cleric class feature "Channel Divinity: Turn Undead". First thing so far! (I'm going through a campaign and updating all characters to use these "spells")...or is it because "turn undead" is the "plain" Channel Divinity?

Aridhro
July 4th, 2021, 17:39
I might be missing something, but I don't see the cleric class feature "Channel Divinity: Turn Undead". First thing so far! (I'm going through a campaign and updating all characters to use these "spells")...or is it because "turn undead" is the "plain" Channel Divinity?

Yes, that is the reason. It will only auto load on having the ability channel divinity. Although I could add a specific one and add the link in the plain one, like I did for other features.

TheoGeek
July 5th, 2021, 07:09
Yes, that is the reason. It will only auto load on having the ability channel divinity. Although I could add a specific one and add the link in the plain one, like I did for other features.

Only if you want to... it was pretty easy to add my own. :)

Loving this BTW.

D3mon Sp4rtan
July 7th, 2021, 21:45
I am looking to change/create some homebrew exhaustion conditions and I was curious if i'd be able to create them based on your system? Awesome content, I will definitely be picking the bundle up soon!

SilentRuin
July 7th, 2021, 21:48
I am looking to change/create some homebrew exhaustion conditions and I was curious if i'd be able to create them based on your system? Awesome content, I will definitely be picking the bundle up soon!

You do realize that the "system" is FGU and that you are limited to what you can define by that correct? Defining effects (what you call conditions) is a purely FGU thing. You can look at this document to find out if you can define one to do what you are trying to do. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation

D3mon Sp4rtan
July 7th, 2021, 22:28
You do realize that the "system" is FGU and that you are limited to what you can define by that correct? Defining effects (what you call conditions) is a purely FGU thing. You can look at this document to find out if you can define one to do what you are trying to do. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation

"System" may have been a wrong choice of words, I don't have a lot of FGU experience and these effects seem to take the "system" to the next level, if that makes sense. Thank you for the link, hopefully I can use it to figure out what I want to do and make it work. I appreciate the quick response!

Aridhro
July 8th, 2021, 08:49
FGU gives you all the tools to make those effects yourself (link above). The 5eAE modules help with with prepping this for your all codeable stuff from official 5e rulebooks. They can help you understand how to do it for your homebrew.

Aridhro
July 8th, 2021, 08:52
For those who have noticed some performance concerns when opening the Effects window while using 5eAE, MeAndUnique recently released a new extension that helps speed things up substantially by adding support for paging in the Effects window. https://www.fantasygrounds.com/forums/showthread.php?69538-CoreRPG-Effective-Pageantry&p=610510#post610510

Big kuddos to MeAndUnique

MrDDT
July 9th, 2021, 00:17
For those who have noticed some performance concerns when opening the Effects window while using 5eAE, MeAndUnique recently released a new extension that helps speed things up substantially by adding support for paging in the Effects window. https://www.fantasygrounds.com/forums/showthread.php?69538-CoreRPG-Effective-Pageantry&p=610510#post610510

Big kuddos to MeAndUnique

I have to say this worked like a charm. No conflicting issues with anything and no lag on opening effects window.

jonesdaadi
July 11th, 2021, 20:11
I hate to ask, but I'm dying to use the code for Tasha's stuff. Any news on when it might drop?

Aridhro
July 11th, 2021, 23:05
I hate to ask, but I'm dying to use the code for Tasha's stuff. Any news on when it might drop?

Now on holiday with family, but after that back at work on Tasha. Still aiming for end of July.

jonesdaadi
July 17th, 2021, 18:27
thanks for the update, enjoy your holiday

Minethulhu
July 20th, 2021, 23:47
I really want to use this Effects Coding package for various reasons, but miss the at-a-glance info on spells for things like range, bonus action, concentration, ritual, etc. Any chance this will be coming as a feature in the future.
NOTE: I know some of this is covered in the Spell's Summary, but not all of it (unless I'm missing something).

FWIW, I will note I personally like the decision to use Summary for this type of info vs. some other package, but I know at least half of my players (even after many years of using Fantasy Grounds) will have no clue what I mean when I tell them to change their Character Sheet Display setting to Summary to look at this stuff.

Aridhro
July 21st, 2021, 08:37
I really want to use this Effects Coding package for various reasons, but miss the at-a-glance info on spells for things like range, bonus action, concentration, ritual, etc. Any chance this will be coming as a feature in the future.
NOTE: I know some of this is covered in the Spell's Summary, but not all of it (unless I'm missing something).

FWIW, I will note I personally like the decision to use Summary for this type of info vs. some other package, but I know at least half of my players (even after many years of using Fantasy Grounds) will have no clue what I mean when I tell them to change their Character Sheet Display setting to Summary to look at this stuff.

Hello Minethulhu,
It was a dicision which was needed to comply with equipped effects. Not specifically for spells, but more for spell scrolls, in order to make them auto-load when equipped.
Therefore I can't add it to the name and I know SilentRuin is'nt keen to change FG architecture to add such info to the action tab (extension wise). Summary is the only way out here.
Every spell has this info in it's summary: it follows this sequence (action), (range), (components), (duration(concentration). Only ritual isn't part of it.
Examples are:
b, 120, vs, 1m(c) - bonus action, 120 ft range, verbal/sommatic, 1 minute duration and concentration
a, 60, vsm, i - action, origin self - 60 ft range, verbal/sommatic/material, instantaneous
1m, t, v, 1h - casting time: 1 minute, touch, verbal, 1 hour duration

Good ideas might be to add (r) ritual and expand the range to range + radius (s-30, 150-20, ...).
A list of ritual spells is super easy to track in the spells window. So I will start adding those.

Ramza
July 25th, 2021, 04:31
I'm looking to pick this bundle up (looking forward to the functionality with Equipped Effects) but I am wondering if these will be available through the Forge eventually? Or should I pick them up on dmsguild.

SilentRuin
July 25th, 2021, 04:45
I'm looking to pick this bundle up (looking forward to the functionality with Equipped Effects) but I am wondering if these will be available through the Forge eventually? Or should I pick them up on dmsguild.

Currently DMsG has given the marching order for kicking out extensions they've listed so within a week or so they will no longer be listed on DMsG - but updates will still be provided for the private listing for those who already own it. At that point it will probably move to the forge. I'll know more in a week. Aridhro's stuff will obviously remain on DMsG.

Aridhro
July 26th, 2021, 13:33
Last week, disaster struck our family as we lost our 2-day-old niece after an unfair battle.
This means I am unable to live up to my promises to deliver the next module at the end of this month.
I won't make any more promises regarding time of completion.
I do promise that these series are still actively in development. No doubt about that.
You will here about the upcoming product when ready.
Thanks for your support.
Aridhro

vaughnlannister
July 26th, 2021, 13:40
Heel veel sterkte neem alle tijd!

Leprekorn
July 26th, 2021, 13:46
Thinking of you and your family at this difficult time.