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Saagael
November 9th, 2022, 15:38
Forge Link: https://forge.fantasygrounds.com/shop/items/910/view
Documentation: https://github.com/Gtaray/DeckedOut/wiki

Current Version: v2.2.0

Decked Out is an extension for any CoreRPG based ruleset that adds a comprehensive and intuitive system for handling decks of cards in any game. Create decks of cards using tokens as card images, then load that deck up and deal out cards. All operations can be handled via drag and drop, or through the radial menu. You can see the full documentation at the link at the top of this post.

The extension works by adding a new "Deck" record type, which you can access via the sidebar. You create a new deck by drag/dropping tokens from your Asset window onto the new deck. Once you've done that you open the "Deckbox", which is accessed in the Tools category of the sidebar. The deckbox is where the GM manages their active decks, including cards in players' hands. To load a deck into the deckbox, just drag and drop it onto the deckbox.

Once a deck is loaded, you can deal cards to one or more players (including yourself), move cards between players, discard cards, play cards from the top of the deck, and reshuffle cards back into the deck. These actions can be performed with the buttons within the deckbox, from within radial menus on the deck or character portraits, or by drag/dropping cards from place to place.


The current feature set is robust enough to handle most gameplay needs, though I'm happy to add features as the need for them arises. Please let me know if you have any questions, feature requests, or find anything weird. Your feedback is helpful and appreciated!


Potentials Future Features
* Hearth Theme support. This one is coming Soon(tm)
* Trigger Me Timbers support

Known Issues
* Putting a card shortcut on a text field (like in a story or note), moving the card, then opening the card shortcut will create an empty card. Discarding or reshuffling these dead cards will remove them. Don't put links to cards on text fields.
* Cards placed on images not actually 'placed' on images. The card still exist in your hand or deck or discard pile. When a card token is placed on an image, it becomes a new token completely separate from the card in your hand/deck/discard, and needs to be deleted separately.

Change Log
v2.2.6 - Updated to newest FG version, and fixed deckbox settings window.
v2.2.0 - Added a search bar to a deck's card list and discard pile to search for cards by name.
v2.1.3 - Fixed issue in the Savage Worlds ruleset that prevented dropping anything on combat tracker entries.
v2.1.0 - You can now drag/drop cards in your hand to re-order them however you want. Added a radial menu in the hand to sort cards in ascending order by deck name, then by card name. Other minor tweaks.
v1.2.1 - Fixed error in the Savage Worlds ruleset.
v1.2.0 - Hovering over cards in your hand opens an enlarged image of the card. Players can now pick up discarded cards from their links in chat via drag/drop (game option to toggle). GMs can drag/drop any links from chat. Added a new deck setting to automatically shuffle discarded cards back into their deck. Fixed a bug where game settings were changeable by players.
v1.1.1 - Fixed issue where Decked Out would eat character sheet drop events. Decked Out works with Better Menus now.
v1.1.0 - It is now possible to have cards exist in a hand face down, with the ability to flip and peek at face down cards. New deck and game settings control this. Full docs on this feature here (https://github.com/Gtaray/DeckedOut/wiki/Dealing-Face-Down-Cards)
v1.0.5 - Fixed a silly error with loading a deck.
v1.0.4 - Added support for AD&D 2e. Isn't fully compatible with better menus yet.
v1.0.3 - Updated a handful of icons for better readability. Fixed issue with players returning cards to the deck. Fixed issue when locking/unlocking a deck.
v1.0.1 - Initial release


For Developers:
The code for Decked Out is completely open source on github, and I welcome any other devs to take a look and see how it can be integrated for specific games and systems. The code is free to include with attribution in any non-commercial product. If there are any features specific to your game or system you'd like to see added to Decked Out, let me know!

ddavison
November 9th, 2022, 16:18
Nice work Saagael. I reviewed and approved that in the Forge and I thought it looked pretty sweet.

Trenloe
November 9th, 2022, 16:42
This looks pretty nice. Thanks for creating and sharing with the community.

I've had a quick play around and I get the following error when I lock/unlock a Deck record:


[11/9/2022 9:39:43 AM] [ERROR] Script execution error: [string "DeckedOut:common/scripts/record_window.lua"]:14: attempt to call field 'update' (a nil value)

EDIT: and another error - when a player selects "Reshuffle this card back into its deck":


[11/9/2022 9:45:45 AM]
stack traceback:
[string "DeckedOut:scripts/decked_out_utilities.lua"]:128: in function 'validateHost'
[string "DeckedOut:scripts/manager_card.lua"]:22: in function 'moveCard'
[string "DeckedOut:scripts/manager_card.lua"]:143: in function 'putCardBackInDeck'
[string "DeckedOut:..s/standardCardRadialOptions.lua"]:22: in function <[string "DeckedOut:..s/standardCardRadialOptions.lua"]:16>
[11/9/2022 9:45:45 AM] [ERROR] Script execution error: [string "DeckedOut:scripts/decked_out_events.lua"]:325: attempt to index local 'vCard' (a nil value)

Saagael
November 9th, 2022, 17:00
This looks pretty nice. Thanks for creating and sharing with the community.

I've had a quick play around and I get the following error when I lock/unlock a Deck record:


[11/9/2022 9:39:43 AM] [ERROR] Script execution error: [string "DeckedOut:common/scripts/record_window.lua"]:14: attempt to call field 'update' (a nil value)

Spend so much time on the complex stuff and you forget the basic stuff. Got a fix for it already.


EDIT: and another error - when a player selects "Reshuffle this card back into its deck":


[11/9/2022 9:45:45 AM]
stack traceback:
[string "DeckedOut:scripts/decked_out_utilities.lua"]:128: in function 'validateHost'
[string "DeckedOut:scripts/manager_card.lua"]:22: in function 'moveCard'
[string "DeckedOut:scripts/manager_card.lua"]:143: in function 'putCardBackInDeck'
[string "DeckedOut:..s/standardCardRadialOptions.lua"]:22: in function <[string "DeckedOut:..s/standardCardRadialOptions.lua"]:16>
[11/9/2022 9:45:45 AM] [ERROR] Script execution error: [string "DeckedOut:scripts/decked_out_events.lua"]:325: attempt to index local 'vCard' (a nil value)

Working on a fix for this. By the time I can upload a new build to the Forge it'll be ready.

Thanks for the feedback!

Saagael
November 9th, 2022, 18:22
I've had a quick play around and I get the following error when I lock/unlock a Deck record:

EDIT: and another error - when a player selects "Reshuffle this card back into its deck"

These have both been fixed in v1.0.3

anstett
November 9th, 2022, 22:00
Not working with Better Menus in 2ed.

Module loads, but no content when opened. Module Data opens the Decks dialog box but is blank.
Under Records -> Deckbox does not exist.

Thanks,

BOB

Saagael
November 9th, 2022, 22:09
Not working with Better Menus in 2ed.

Module loads, but no content when opened. Module Data opens the Decks dialog box but is blank.
Under Records -> Deckbox does not exist.

Thanks,

BOB

I'm not familiar with 2e or Better Menus, but trying it out myself I see a few issues:

1. There's no sidebar, and I rely on the sidebar to show the Hand button. I can see about adding this to 2e's menu system.
2. Deckbox currently displays under "Menus", though it's not capitalized, not sure why that is.
3. I'm unsure what you mean by no content is opened when the module loads. A screenshot showing what windows you're looking at would be helpful.
4. I can load the deck of 52 module and it displays in the Decks record menu, but for some reason you can't drop it on the deckbox. Weird. Will have to investigate this. (Edit: This is solved)

EDIT: After a little investigation, because there's no sidebar in 2e support for that system will take a little while. Without the sidebar I'm unsure how to display the button to open and close the hand of cards.

anstett
November 9th, 2022, 22:29
55069

Here is what the dialog boxes look like.
I checked under Menus and Deckbox is not there either for me.

Thanks for checking,

BOB

Jiminimonka
November 9th, 2022, 22:30
Forge Link: https://forge.fantasygrounds.com/shop/items/910/view
Documentation: https://github.com/Gtaray/DeckedOut/wiki

Current Version: v1.0.3

Decked Out is an extension for any CoreRPG based ruleset that adds a comprehensive and intuitive system for handling decks of cards in any game. Create decks of cards using tokens as card images, then load that deck up and deal out cards. All operations can be handled via drag and drop, or through the radial menu. You can see the full documentation at the link at the top of this post.

The extension works by adding a new "Deck" record type, which you can access via the sidebar. You create a new deck by drag/dropping tokens from your Asset window onto the new deck. Once you've done that you open the "Deckbox", which is accessed in the Tools category of the sidebar. The deckbox is where the GM manages their active decks, including cards in players' hands. To load a deck into the deckbox, just drag and drop it onto the deckbox.

Once a deck is loaded, you can deal cards to one or more players (including yourself), move cards between players, discard cards, play cards from the top of the deck, and reshuffle cards back into the deck. These actions can be performed with the buttons within the deckbox, from within radial menus on the deck or character portraits, or by drag/dropping cards from place to place.


The current feature set is robust enough to handle most gameplay needs, though I'm happy to add features as the need for them arises. Please let me know if you have any questions, feature requests, or find anything weird. Your feedback is helpful and appreciated!

Change Log
v1.0.3 - Updated a handful of icons for better readability. Fixed issue with players returning cards to the deck. Fixed issue when locking/unlocking a deck.
v1.0.1 - Initial release


For Developers:
The code for Decked Out is completely open source on github, and I welcome any other devs to take a look and see how it can be integrated for specific games and systems. The code is free to include with attribution in any non-commercial product. If there are any feature specific to your game or system you'd like to see added to Decked Out, let me know!

Great! Thanks.

Saagael
November 9th, 2022, 22:32
55069

Here is what the dialog boxes look like.
I checked under Menus and Deckbox is not there either for me.

Thanks for checking,

BOB

Probably a silly question, but have you enabled the Decked Out extension? The fact that you're not seeing the Deckbox option makes me think it's not loaded.

anstett
November 9th, 2022, 22:32
I'm not familiar with 2e or Better Menus, but trying it out myself I see a few issues:

EDIT: After a little investigation, because there's no sidebar in 2e support for that system will take a little while. Without the sidebar I'm unsure how to display the button to open and close the hand of cards.

No worries, It will be there in my extensions and will magically pop up when you get it working. :)

Thanks,

BOB

anstett
November 9th, 2022, 22:52
So there is good news on both things.

1 - Yes I did not have the extension activated (I had activated it with two others, had issues, turned all three off) turned this back on and the deck appears.
2 - I think the Radial is working properly also

Hard to test fully without players logged in but looks like you have 95%+ working already.

55070
55071

Decks load, can deal cards, change images/tokens, etc.

Without any players logged in it uses all of the tokens from the Characters.

Should (or could it) it be drawing from the Party Sheet or Combat Tracker to reduce the number of tokens listed there? Or is that an artifact of not having anyone logged in?

Thanks,

BOB

anstett
November 9th, 2022, 23:05
One small quirk I found after this testing.

The central dialog box where you can discard your cards, etc. does not have a way of closing. I am guessing that is an intended behavior?

Thanks,

BOB

Saagael
November 9th, 2022, 23:15
One small quirk I found after this testing.

The central dialog box where you can discard your cards, etc. does not have a way of closing. I am guessing that is an intended behavior?

I think you're talking about the hand of cards, which would normally have a button on the sidebar to open and close it. Since 2e doesn't have a sidebar it requires a different solution. Good news though, I just pushed an update that includes a "Hand" button with the rest of the menu options so you'll be able to do that.

Saagael
November 9th, 2022, 23:33
Without any players logged in it uses all of the tokens from the Characters.

Should (or could it) it be drawing from the Party Sheet or Combat Tracker to reduce the number of tokens listed there? Or is that an artifact of not having anyone logged in?

Currently it pulls all created PCs, but pulling from the party sheet isn't a bad idea. I didn't anticipate groups with more than 8-10 PCs. Though the 'deal cards to all PCs' buttons will only deal cards to PCs that are actively being played by a connected player. If the PC isn't being played, it won't get a card.

GKEnialb
November 10th, 2022, 04:10
This is a very cool extension. With v1.0.4 in a 5E campaign, no other extensions loaded, no custom decks, dragging the Deck of 52 deck from Decks to to Deckbox gives the following error:


[11/9/2022 9:07:19 PM] [ERROR] Script execution error: [string "DeckedOut:deckbox/scripts/deckbox.lua"]:6: attempt to index global 'window' (a nil value)

Looks like what you fixed with v1.0.3.

Saagael
November 10th, 2022, 04:42
This is a very cool extension. With v1.0.4 in a 5E campaign, no other extensions loaded, no custom decks, dragging the Deck of 52 deck from Decks to to Deckbox gives the following error:


[11/9/2022 9:07:19 PM] [ERROR] Script execution error: [string "DeckedOut:deckbox/scripts/deckbox.lua"]:6: attempt to index global 'window' (a nil value)

Looks like what you fixed with v1.0.3.

Silly error on my part. Trying to fix things too quickly and miss stuff like this. So to rectify my mistake caused by throwing out quick fixes, I've submitted a new build with a quick fix :D

GKEnialb
November 10th, 2022, 04:43
Believe me, I can relate. :)

GKEnialb
November 10th, 2022, 04:53
And I've confirmed your quick fix worked. Thanks for the rapid turnaround!

Topdecker
November 16th, 2022, 15:03
I am just here to express my appreciation - thank you!

Navigat0r
November 18th, 2022, 17:18
Is there any way to flip over facedown cards that have been placed on a map? Alternatively, is it possible to deal cards to players facedown and have them still be unable to see the card until they play it? I am trying out a 5e homebrew rule that involves replacing inspiration with randomly drawn cards (stolen from XP to level 3). I could just have them draw a card when they want to use inspiration, but having a card on the battle map or in their hand serves as a visual reminder that they have inspiration at their disposal.

Saagael
November 18th, 2022, 17:30
Is there any way to flip over facedown cards that have been placed on a map? Alternatively, is it possible to deal cards to players facedown and have them still be unable to see the card until they play it? I am trying out a 5e homebrew rule that involves replacing inspiration with randomly drawn cards (stolen from XP to level 3). I could just have them draw a card when they want to use inspiration, but having a card on the battle map or in their hand serves as a visual reminder that they have inspiration at their disposal.

Both of those things are on my radar to add.

Flipping card tokens on a map is very complex, and is inherently limited because extension devs don't have full access to images or tokens. Specifically we can't add radial menu options to tokens, so there would need to be a button on the image toolbar to flip selected tokens. There's a few more complications that would need to be worked out for this to happen. Currently this isn't planned, though I would like to get to it someday.

Dealing cards to players facedown and having them remain facedown in the hand is the easier of the two to accomplish, and will likely be in then next minor version update (v1.1.0). With this there will be a new deck setting for dealing cards face down, as well as a game setting for who is allowed to flip cards in a player's hand.

Navigat0r
November 19th, 2022, 14:51
Great! I'm looking forward to it :)

Saagael
November 20th, 2022, 00:46
Update to v1.1.0

New Feature - Dealing Face Down Cards

Cards can now be dealt to hands face down, and the card will remain face down and hidden in the recipient's hand. By default the only way for players to flip a card face up is by playing the card. The GM can flip and peek at cards in players' (or their own) hand. There are new game and deck settings to customize this behavior to your needs.

Full docs with examples of this feature can be found on the wiki (https://github.com/Gtaray/DeckedOut/wiki/Dealing-Face-Down-Cards)

As always, let me know if you run into any issues. When reporting problems, it would be especially helpful to have a screenshot (or typed list) of your deck and game settings, so that I can match them when debugging. There's a lot of permutations of different settings, and it's likely that an issue you face will only exist with your specific settings

macDsinfo
November 21st, 2022, 19:39
Thank you for this… is there a way for players to keep a card, discard the rest of their hand, and then shuffle the deck? I might be missing how to make this happen…
Update to v1.1.0

New Feature - Dealing Face Down Cards

Cards can now be dealt to hands face down, and the card will remain face down and hidden in the recipient's hand. By default the only way for players to flip a card face up is by playing the card. The GM can flip and peek at cards in players' (or their own) hand. There are new game and deck settings to customize this behavior to your needs.

Full docs with examples of this feature can be found on the wiki (https://github.com/Gtaray/DeckedOut/wiki/Dealing-Face-Down-Cards)

As always, let me know if you run into any issues. When reporting problems, it would be especially helpful to have a screenshot (or typed list) of your deck and game settings, so that I can match them when debugging. There's a lot of permutations of different settings, and it's likely that an issue you face will only exist with your specific settings

Saagael
November 21st, 2022, 19:42
Thank you for this… is there a way for players to keep a card, discard the rest of their hand, and then shuffle the deck? I might be missing how to make this happen…

If I'm understanding you correctly, the way you'd do that is have the player discard all the cards in their hand except the one they want to keep, then the GM can click the "reshuffle discard pile back into deck" button in the deckbox.

One thing to note though: 'shuffling' the deck just means adding the cards back to the deck. Cards are randomly picked from the deck when they're grabbed or dealt, and don't exist in the deck in a pre-determined order that can be shuffled. So if you want to 'shuffle' individual cards back into the deck, just drop them on the deck's card back in the deck box and it'll move that card back to the deck.

dmbrown
November 21st, 2022, 21:28
It would be great if this extension could be integrated into Savage Worlds and replace it’s current card setup.

Saagael
November 21st, 2022, 22:39
It would be great if this extension could be integrated into Savage Worlds and replace it’s current card setup.

I know nothing about Savage Worlds, nor do I own the ruleset, but if there are any specific features or mechanics that I can put in Decked Out to make the experience better I'd be happy to add those. I'm also cool to work with the ruleset dev if they want to integrate the extension into the system, but you'd have to talk to the ruleset dev about that.

macDsinfo
November 22nd, 2022, 02:49
that is great. thanks for the clarification.

how big can we make the tokens?


If I'm understanding you correctly, the way you'd do that is have the player discard all the cards in their hand except the one they want to keep, then the GM can click the "reshuffle discard pile back into deck" button in the deckbox.

One thing to note though: 'shuffling' the deck just means adding the cards back to the deck. Cards are randomly picked from the deck when they're grabbed or dealt, and don't exist in the deck in a pre-determined order that can be shuffled. So if you want to 'shuffle' individual cards back into the deck, just drop them on the deck's card back in the deck box and it'll move that card back to the deck.

Saagael
November 22nd, 2022, 02:51
that is great. thanks for the clarification.

how big can we make the tokens?

As big as you want. You can use ctrl+scroll to scale the tokens up or down. If you're going to make a map that's specifically for cards to be on then I recommend you make the grid size 150 x 210 or 180 x 252. so that it fits the tokens nicely.

anstett
November 26th, 2022, 14:37
Finally able to full use this in a session last night. A couple of quirks.
(2e ruleset, everything fully updated)

The DM table frame could only be expanded vertically, not horizontally. For the players they do get the horizontal frame.
When dealing out multiple cards works as expected, when the DM deals out a single card to a character the card details are revealed in chat. 55252

Characters controlled by the DM do not get cards when dealing out multiple cards, but they can be dealt out cards individually.

There did seem to be some lag for some players. The DM side would show 3 cards for example (correctly) but they would only see 2 cards, then the third would appear. That might just be a connection speed issue.

There was also a request (because I do not think it is part of the extension yet) to allow characters to pick up discarded cards by other players. That might be something I missed, the players spontaneously started playing Blackjack, Poker, and Go Fish all at the same time. :)

Thanks,

BOB

Tabarkus
November 27th, 2022, 14:01
Request: would you please set this extension to work with DCC RPG so that I can test it out for any issues. Most extensions that work for CoreRPG work in DCC. There is a new DCC ruleset variant, Weird Frontiers, that utilizes card decks and Decked Out would be the perfect extension for that ruleset.

Saagael
November 27th, 2022, 20:20
The DM table frame could only be expanded vertically, not horizontally. For the players they do get the horizontal frame.

I'm not sure which window you're referring to. The Hand window is resizable in all directions (I find it easiest to use ctrl+left mouse to resize). The Deckbox is only resizable vertically.


When dealing out multiple cards works as expected, when the DM deals out a single card to a character the card details are revealed in chat. 55252

Dealing 1 card to everyone, dealing multiple cards to everyone, and dealing multiple cards to 1 person will only display a single message in chat (that the GM dealt cards), without showing what the card is. This was to avoid chat spam. The only time a card will be shown in chat is if you're dealing a single card to a single person, AND according to the deck settings (by default the GM and the person receiving the card see the card in chat. Everyone else just sees 'a card' was dealt.).


Characters controlled by the DM do not get cards when dealing out multiple cards, but they can be dealt out cards individually.

When dealing to the group, only characters that are controlled by active players that are connected to your session will receive a card. This was to avoid dealing cards to characters that aren't being currently played. I can revisit this so that there's a setting to deal cards to PCs that are owned by the GM.


There did seem to be some lag for some players. The DM side would show 3 cards for example (correctly) but they would only see 2 cards, then the third would appear. That might just be a connection speed issue.

This sounds like a networking issue; I've only been able to test with local connections, so if this is a recurring issue definitely let me know and I'll see if I can do something about it.


There was also a request (because I do not think it is part of the extension yet) to allow characters to pick up discarded cards by other players. That might be something I missed, the players spontaneously started playing Blackjack, Poker, and Go Fish all at the same time. :)

This is on my wishlist of features, but I don't have a good UI/UX solution for displaying discard piles to players. The only workaround for this is for players to give each other cards rather than discard them, or for the GM to get the card from the discard pile and give it to the players.

Saagael
November 27th, 2022, 20:23
Request: would you please set this extension to work with DCC RPG so that I can test it out for any issues. Most extensions that work for CoreRPG work in DCC. There is a new DCC ruleset variant, Weird Frontiers, that utilizes card decks and Decked Out would be the perfect extension for that ruleset.

The extension has no ruleset restrictions so it should work with any ruleset. It will show up under the name "Feature: Decked Out."

rocketvaultgames
December 13th, 2022, 21:35
Is there any timeline for this to work with Better Menus? (It is throwing errors as of 12-13-22).

Saagael
December 13th, 2022, 21:41
Is there any timeline for this to work with Better Menus? (It is throwing errors as of 12-13-22).

This should have been fixed already. When error are you seeing?

EDIT: I've found a compatibility issue that I'm going to ask Celestian to take a look at.

rocketvaultgames
December 13th, 2022, 22:17
Whenever hovering the cursor over Menus/Records/Books/Hand it throws: [string "W:menulist_window"]:23: attempt to index field 'windowDropDown' (a nil value)

Saagael
December 14th, 2022, 20:36
Whenever hovering the cursor over Menus/Records/Books/Hand it throws: [string "W:menulist_window"]:23: attempt to index field 'windowDropDown' (a nil value)

Celestian will be pushing an update soon that helps with the compatibility. Once that's out there shouldn't be any other issues, but let me know if you find something.

seansps
January 1st, 2023, 22:18
Hello!

A user of my Cyberpunk RED ruleset reported an issue with Decked Out where it seems to be overriding the onDrop event on Character Sheets (and thus preventing dragging a Role to level up a character) while the extension is loaded. It’s also a very useful extension for implementing the Cyberpunk Tarot DLC, so I was hoping maybe a fix could be implemented in the extension.

If the onDrop of character sheets is needed for the extension, there is a way to return the right value so that other onDrop events are processed as well, instead of being swallowed by the extension. (I believe it is by returning false instead of true, but I forget.)

Is this a fix we could see implemented in the extension?

Thanks!

Saagael
January 1st, 2023, 22:21
Hello!

A user of my Cyberpunk RED ruleset reported an issue with Decked Out where it seems to be overriding the onDrop event on Character Sheets (and thus preventing dragging a Role to level up a character) while the extension is loaded. It’s also a very useful extension for implementing the Cyberpunk Tarot DLC, so I was hoping maybe a fix could be implemented in the extension.

If the onDrop of character sheets is needed for the extension, there is a way to return the right value so that other onDrop events are processed as well, instead of being swallowed by the extension. (I believe it is by returning false instead of true, but I forget.)

Is this a fix we could see implemented in the extension?

Thanks!

Thanks for reporting this. I'll check it out and see if I can find out what's going on.

Saagael
January 1st, 2023, 22:22
EDIT: duplicate post

seansps
January 1st, 2023, 22:22
Thanks so much!

If you’re curious, it’s my Unofficial Cyberpunk RED ruleset on the forge.

Saagael
January 1st, 2023, 22:51
Thanks so much!

If you’re curious, it’s my Unofficial Cyberpunk RED ruleset on the forge.

Was an easy fix. Version 1.1.1 is now on the Forge and solves this issue.

seansps
January 1st, 2023, 22:58
Was an easy fix. Version 1.1.1 is now on the Forge and solves this issue.

You’re amazing, thanks so much!

Saagael
January 7th, 2023, 16:49
New version - v1.2.0

Dragging and dropping links from chat is no longer illegal

Before, you were not allowed to drag/drop links from chat anywhere else. Not so any longer! The GM is allowed to drag/drop links from chat to anywhere else (their own hand, the deck, discard pile, another player's token/ct entry/portrait) to move the card around. Players are only allowed to grab cards that are currently in the discard pile, and ONLY if the GM has the deck setting set to allow this (it is disabled by default).

New Deck Setting: Shuffle discarded cards back into the deck

When enabled, this option will cause any cards from the deck that are discarded to instead be shuffled back into the deck.

Added enlarged card images when hovering over cards in your hand

Now when you hover over a card in your hand it will pop up an enlarged version of the card for easy readability. There is a new game setting to control how large this tooltip is, or to disable it.

Fixed game options

Game options were previously marked as local, meaning players would control them separate from the GM. This was bad and could have probably broke things. Thankfully I didn't get any reports of this. But now it's fixed.

Known Issues

Because of how the chat log works, drag/drop from it is quite tricky. If for some reason a card changes location without putting a card link in chat (if a player discards their entire hand, for example), then the drag/drop will no longer work. In these cases, a chat message will inform you that the card isn't in the place it's expected to be, and you will need to locate it manually.

Other Notes

The change to allow drag/drop from chat is a fairly far-reaching change with a lot of risk involved. I did my best to test all of the use cases, but there's likely many that I missed. This could break some things and it could cause weird interactions. If you encounter any bugs, when you post them here it would help if you could also open up your console (/console in chat) and either post the text or a screenshot of the text. When something strange happens it is usually logged in the console.


There was also a request (because I do not think it is part of the extension yet) to allow characters to pick up discarded cards by other players. That might be something I missed, the players spontaneously started playing Blackjack, Poker, and Go Fish all at the same time. :)

Took a while, but I finally found a clean way to let players grab discarded cards.

Jiminimonka
January 11th, 2023, 14:50
Last night in our Deadlands Weird West the GM said this extension doesn't play well with the Savage Worlds card tool.

Savage Worlds has a GM desktop widget to pull cards from (cant remember what the thing is called now but they are seen a lot in casinos ;) ) and maybe there is a conflict with them. This is Savage Worlds Adventure Edition (SWADE).

If you need more info I will be at my PC in about 8 hours to help but at work right now, but thought I should report it ASAP.

Thanks

Saagael
January 11th, 2023, 15:01
Last night in our Deadlands Weird West the GM said this extension doesn't play well with the Savage Worlds card tool.

Savage Worlds has a GM desktop widget to pull cards from (cant remember what the thing is called now but they are seen a lot in casinos ;) ) and maybe there is a conflict with them. This is Savage Worlds Adventure Edition (SWADE).

If you need more info I will be at my PC in about 8 hours to help but at work right now, but thought I should report it ASAP.

Thanks

Thanks for reporting it. I think I see the issue, I'll have a fix for it in the next day or two

Jiminimonka
January 11th, 2023, 15:36
Thanks for reporting it. I think I see the issue, I'll have a fix for it in the next day or two

Cool, thanks

Jiminimonka
January 11th, 2023, 22:45
Card Shoe!
That is what I was talking about ;)

Saagael
January 12th, 2023, 15:38
New version - v1.2.1


Last night in our Deadlands Weird West the GM said this extension doesn't play well with the Savage Worlds card tool.

Fixed Error in the Savage Worlds ruleset that popped up when using the ruleset's card dealer.

Jiminimonka
January 12th, 2023, 16:35
New version - v1.2.1



Fixed Error in the Savage Worlds ruleset that popped up when using the ruleset's card dealer.

Great - thanks

AldritchPlupp
January 15th, 2023, 15:52
Hi, just downloaded this and I think this may be my new favorite extension. But the Forge page says it includes a module with the cards.
I'm not finding the module in my Module Activation page. I've confirmed I have the extension loaded, and removed all other extensions to see if there was some kind of conflict.
Using Savage Worlds ruleset, but I see others are too, so I don't think that's the problem.

Anyone else have an issue with this? Any help would be appreciated.

Saagael
January 15th, 2023, 16:13
Hi, just downloaded this and I think this may be my new favorite extension. But the Forge page says it includes a module with the cards.
I'm not finding the module in my Module Activation page. I've confirmed I have the extension loaded, and removed all other extensions to see if there was some kind of conflict.
Using Savage Worlds ruleset, but I see others are too, so I don't think that's the problem.

Anyone else have an issue with this? Any help would be appreciated.

I'm glad you like it! You're totally right, it should come with a 52 card deck module, but I forgot to upload it when I published my last update. That's now fixed and you should get the card module when next you update.

AldritchPlupp
January 15th, 2023, 16:46
I'm glad you like it! You're totally right, it should come with a 52 card deck module, but I forgot to upload it when I published my last update. That's now fixed and you should get the card module when next you update.

Awesome! It's there now, thanks much!!!

Farnaby
January 17th, 2023, 20:31
Just found this extension and want to say that it is just what the doctor ordered. :-)

Farnaby
January 28th, 2023, 12:55
I'm probably missing something basic, but when I drag a card onto a map it creates a pin, not an image.

Saagael
January 28th, 2023, 15:43
I'm probably missing something basic, but when I drag a card onto a map it creates a pin, not an image.

Where are you dragging the card from, and do you have any other extensions loaded?

Farnaby
January 28th, 2023, 19:31
I'm dragging the card from the sidebar view.
I also have a lot of extensions loaded.

I know, I'll test it but later, just went through a 3/4 TPK in the Abomination Vaults.....

Saagael
January 28th, 2023, 19:36
I'm dragging the card from the sidebar view.

Probably not an extension issue. I'm not sure where exactly you mean by the sidebar view. If you're dragging from the Deck list, then that won't work since you're just dragging a shortcut.

As normal, if you're dragging from the shortcut symbol then you'll only drag a shortcut (which creates the pins when dropped on a map). If you want to drag a card, you need to drag it from the card's image.

Farnaby
January 29th, 2023, 08:19
56002

As a GM, it doesn't matter where I drag it from, it always adds a pin.
As a player nothing happens at all.
I've looked through the options and couldn't find anything.

I removed all my extensions and it worked;

56003
but I got following errors:

As a GM:

[1/29/2023 9:10:20 AM] s'WARNING: CardManager.handleAnyDrop(): Tried to move a card to the same place it originated from.'
[1/29/2023 9:10:22 AM] s'ERROR: vCard was nil or not found.'
[1/29/2023 9:10:22 AM]
stack traceback:
[string "DeckedOut:scripts/decked_out_utilities.lua"]:92: in function 'validateParameter'
[string "DeckedOut:scripts/decked_out_utilities.lua"]:113: in function 'validateCard'
[string "DeckedOut:scripts/decked_out_utilities.lua"]:41: in function 'shouldPlayAndDiscard'
[string "DeckedOut:scripts/decked_out_events.lua"]:640: in function 'fn'
[string "CoreRPG:scripts/manager_utility.lua"]:301: in function <[string "CoreRPG:scripts/manager_utility.lua"]:299>
(tail call): ?
[string "CoreRPG:scripts/manager_image.lua"]:276: in function <[string "CoreRPG:scripts/manager_image.lua"]:275>
(tail call): ?

As a player:

[1/29/2023 9:12:16 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_token.lua"]:702: attempt to index local 'tokenMap' (a nil value)

Saagael
January 29th, 2023, 15:24
56002

As a GM, it doesn't matter where I drag it from, it always adds a pin.
As a player nothing happens at all.
I've looked through the options and couldn't find anything.

I removed all my extensions and it worked;

Likely another extension is improperly overwriting either the drag or the drop action and crushing my changes. If you could find out which extension is causing issues I look at fixing that.


56003
but I got following errors:

As a GM:

[1/29/2023 9:10:20 AM] s'WARNING: CardManager.handleAnyDrop(): Tried to move a card to the same place it originated from.'
[1/29/2023 9:10:22 AM] s'ERROR: vCard was nil or not found.'
[1/29/2023 9:10:22 AM]
stack traceback:
[string "DeckedOut:scripts/decked_out_utilities.lua"]:92: in function 'validateParameter'
[string "DeckedOut:scripts/decked_out_utilities.lua"]:113: in function 'validateCard'
[string "DeckedOut:scripts/decked_out_utilities.lua"]:41: in function 'shouldPlayAndDiscard'
[string "DeckedOut:scripts/decked_out_events.lua"]:640: in function 'fn'
[string "CoreRPG:scripts/manager_utility.lua"]:301: in function <[string "CoreRPG:scripts/manager_utility.lua"]:299>
(tail call): ?
[string "CoreRPG:scripts/manager_image.lua"]:276: in function <[string "CoreRPG:scripts/manager_image.lua"]:275>
(tail call): ?

As a player:

[1/29/2023 9:12:16 AM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_token.lua"]:702: attempt to index local 'tokenMap' (a nil value)

This is strange. Which ruleset are you using? Thus far I'm unable to replicate this behavior, but it might be a ruleset specific issue.

Farnaby
January 30th, 2023, 11:35
I'm using the pf2e ruleset.
I'll look into the extensions later on today.

Farnaby
January 30th, 2023, 13:57
Found it.
It's the B9 Spell Tokens extension (https://www.fantasygrounds.com/forums/showthread.php?63775-extension-Spell-Tokens-Extension).

Interestingly, I didn't get any error messages today.

Saagael
January 30th, 2023, 15:42
Found it.
It's the B9 Spell Tokens extension (https://www.fantasygrounds.com/forums/showthread.php?63775-extension-Spell-Tokens-Extension).

Interestingly, I didn't get any error messages today.

Thanks for checking that. Unfortunately I don't have that extension and can't make a compatibility fix, but I'll post in the Spell Tokens thread and see if he can push a fix.

I do, however, have a fix for the error you were seeing and will be pushing that today.

Saagael
January 30th, 2023, 16:35
New version - v2.1.1

Cards in your hand can now be rearranged

You can drag/drop cards within your hand to rearrange them. There's a new radial menu option in the hand to sort cards in ascending order, first by deck name, then by card name. This groups cards of the same deck together.

Minor Changes and Fixes

- Hovering over a card now brings up a tooltip with the card name.
- All cards in a hand are hard-locked so they can't be changed by anyone, including the GM. Cards in a deck or discard pile can be edited by the Gm, though the changes won't be saved back to the original deck, and will only exist in the deckbox.
- Cards linked in chat are also hard-locked and can't be edited.

Known Issues

When updating, in order for the drag/drop re-ordering to work you will likely need to use the radial menu to sort the hand in ascending order. You can also remove all the cards from your hand and re-add them, but sorting is easier.

Farnaby
February 2nd, 2023, 18:22
They both work together now.

Thanks!

Lonewolf
February 14th, 2023, 22:29
Discard cards when none are in hand given error. Reported to chat the wrong player name is discarding hand.
Log [ERROR] Script execution error: [string "DeckedOut:scripts/manager_cards.lua"]:127: attempt to index a nil value

Yes I know throwing away cards from an empty hand is odd but was testing any issues in interface and discovered the error.

Saagael
February 14th, 2023, 22:40
Discard cards when none are in hand given error. Reported to chat the wrong player name is discarding hand.
Log [ERROR] Script execution error: [string "DeckedOut:scripts/manager_cards.lua"]:127: attempt to index a nil value

Yes I know throwing away cards from an empty hand is odd but was testing any issues in interface and discovered the error.

So my initial attempt to reproduce failed. I discarded my hand, which was empty, and didn't get an error. Though I did that as the GM. It sounds like a player discovered this issue.

Can you confirm what version of the extension you're using, and where you discarded the hand from? Was it the deckbox, or the radial menu on your hand of cards?

Jiminimonka
February 14th, 2023, 22:41
So my initial attempt to reproduce failed. I discarded my hand, which was empty, and didn't get an error. Though I did that as the GM. It sounds like a player discovered this issue.

Can you confirm what version of the extension you're using, and where you discarded the hand from? Was it the deckbox, or the radial menu on your hand of cards?

This was in Savage Worlds btw Saagael.

Saagael
February 14th, 2023, 22:52
This was in Savage Worlds btw Saagael.

Thanks for that. Still couldn't reproduce the issue, but I saw where the error is happening and pushed v2.1.2 that should have a fix for it. Since I can't repro, if you could update and report back whether it's fixed for you I'd appreciate it.

Saagael
February 14th, 2023, 23:06
Discard cards when none are in hand given error. Reported to chat the wrong player name is discarding hand.
Log [ERROR] Script execution error: [string "DeckedOut:scripts/manager_cards.lua"]:127: attempt to index a nil value

Yes I know throwing away cards from an empty hand is odd but was testing any issues in interface and discovered the error.

Whoops, I realized afterwards that I quoted the wrong person when responding. See my above post

seansps
February 16th, 2023, 03:34
Hi again!

I was trying to create a module for the Night City Tarot DLC for the new (Official) Cyberpunk RED ruleset -- but got an error when trying to export a module containing Decks!

Is this a known issue, or is there a work around?

Here's the logs, attached... let me know how else I can help!

Saagael
February 16th, 2023, 03:45
Hi again!

I was trying to create a module for the Night City Tarot DLC for the new (Official) Cyberpunk RED ruleset -- but got an error when trying to export a module containing Decks!

Is this a known issue, or is there a work around?

Here's the logs, attached... let me know how else I can help!

I haven't tested with Cyberpunk RED, so this could be a compatibility issue with that ruleset. I will take a look tomorrow. To clarify, this error happened when you tried to export a deck? Or was there some other action causing the error?

seansps
February 16th, 2023, 03:47
Yep, I was just creating a new Deck, added some cards, and tried exported it to make sure it’d all work, then got those errors. Just to clarify— this is our new ruleset we just released to the FG store! You’ll have to buy it to test with it, so if it’s something specific to our ruleset and compatibility, don’t worry about getting the ruleset unless you were meaning to buy it anyway — I am more than happy to test other things out or help provide more context for debugging.

seansps
February 16th, 2023, 03:51
I haven't tested with Cyberpunk RED, so this could be a compatibility issue with that ruleset. I will take a look tomorrow. To clarify, this error happened when you tried to export a deck? Or was there some other action causing the error?

Oh jeez my bad. I found the issue. It was because I deleted an image to replace it with a JPG and forgot to update the Deck. It works just fine. Thanks for the quick reply!

Saagael
February 16th, 2023, 04:00
Oh jeez my bad. I found the issue. It was because I deleted an image to replace it with a JPG and forgot to update the Deck. It works just fine. Thanks for the quick reply!

Glad you got it working! I was just looking through the code for decked out, and based on the errors I was seeing in the log I was going to suggest that the deck's card back image was missing. Sounds like it was something like that. Let me know if you find any other funky behavior, and if there are some ruleset compatibility issues (not that I'd expect it), I'm pretty sure the github repo is open for pull requests if you want to go that route.

seansps
February 16th, 2023, 04:03
Glad you got it working! I was just looking through the code for decked out, and based on the errors I was seeing in the log I was going to suggest that the deck's card back image was missing. Sounds like it was something like that. Let me know if you find any other funky behavior, and if there are some ruleset compatibility issues (not that I'd expect it), I'm pretty sure the github repo is open for pull requests if you want to go that route.

Awesome thanks! Will do! I think since it was working fine for the Unofficial version of RED, it should work fine for our Official one, but, I’ll let you know if I catch anything. Great job on this btw!

Garethpr
March 5th, 2023, 08:25
Hi, I have a number of text based decks for things like critical injuries descriptions 512x321 text size 36 but when the card is hovered over the card size is reduced enough to make the text difficult to read - is there a way I can enlarge that view to make my cards more readable?56581

Saagael
March 5th, 2023, 16:10
Hi, I have a number of text based decks for things like critical injuries descriptions 512x321 text size 36 but when the card is hovered over the card size is reduced enough to make the text difficult to read - is there a way I can enlarge that view to make my cards more readable?56581

Currently Decked Out only handles cards that are shaped like standard playing cards (with a ratio of height:width of 1.4). Likely what's happening is the system is trying to calculate how big to make the cards for the hand that you have, but it's assuming that the height of the cards is going to be 717 px tall (which it would be based on their width and an assumed ratio of 1.4). That's why it has a lot of dead space above and below the card.

I can look into supporting variable card sizes, but I'm already working on a new major feature so I can't say when I would be able to get to it.

Garethpr
March 6th, 2023, 09:30
it shows the card background and card backs as expected - just squashes the text a bit too much. I'll experiment with card size virtuall twice as big as what I'm doing now and see what happens. ty.

edit - I now have card size 500x560 pixels and text size 22 and that seems to work well.

Mattkilt
March 24th, 2023, 15:35
Are there decks for this other than the standard 52? Has someone made a Tarot deck?

Jiminimonka
March 24th, 2023, 16:00
Are there decks for this other than the standard 52? Has someone made a Tarot deck?

You can make your own decks easily with this. Just need the artwork.

seansps
March 24th, 2023, 16:03
Are there decks for this other than the standard 52? Has someone made a Tarot deck?

Not sure what system you’re playing in— but for the official Cyberpunk RED ruleset we have the “Night City Tarot” DLC on the forge, which includes the major arcana.

For others, though, you’ll need to probably make your own Deck with some artwork like Jiminimonka mentioned.

Saagael
March 24th, 2023, 17:41
The concern I have with making and distributing one is licensing. I could take artwork from the internet but that doesn't sit well with me. If you have artwork that's free to use and distribute I'll throw together a tarot module and add it to the bundle.

But as others have said, it's pretty easy to set up your own.

Saagael
April 7th, 2023, 20:50
New version - v2.1.3

Fixed an issue in the Savage Worlds ruleset that was causing all drop operations on combat tracker entries to either not do anything or throw an error.

Redemption77
April 13th, 2023, 14:34
Would this be effective for utilizing a chase deck from Savage pathfinder?

Saagael
April 13th, 2023, 15:54
Would this be effective for utilizing a chase deck from Savage pathfinder?

I don't know, I don't play pathfinder. If the chase deck is just a deck of cards, then yes.

Xerophilex
May 1st, 2023, 21:15
Love the extension and I can't wait to use it at our next session.
Some of the UI looks a bit ugly in the official 5e theme though (for example, the Hand window). I hope this could be addressed.

I'd also like to make a feature request. My campaign uses a Talis deck (basically the Tarot) and cards have different meanings when reversed / upside down. Could there be a feature to deal reversed cards / reverse a card? Thanks for all your hard work on Decked Out!

Saagael
May 1st, 2023, 21:28
Love the extension and I can't wait to use it at our next session.
Some of the UI looks a but ugly in the official 5e theme though (for example, the Hand window). I hope this could be address.

I'd also like to make a feature request. My campaign uses a Talis deck (basically the Tarot) and cards have a different meanings when reversed / upside down. Could there be a feature to deal reversed cards / reverse a card? Thanks for all your hard work on Decked Out!

I will try to swap around the frames to make the hand look better in the D&D theme. It's basically impossible to make it look good with every theme due to how graphics are used in FG, but I'll see if I can make it better at least.

Upside-down cards is an excellent idea! I think that's possible. I'll muck around with it and see what I can do.

Xerophilex
May 2nd, 2023, 14:54
The concern I have with making and distributing one is licensing. I could take artwork from the internet but that doesn't sit well with me. If you have artwork that's free to use and distribute I'll throw together a tarot module and add it to the bundle.

But as others have said, it's pretty easy to set up your own.


If I'm not mistaken, the Rider Waite Smith (RWS) tarot original art is in the public domain. https://libgen.is/book/index.php?md5=CFA6A004D3F3EFF482F831FF81284B20


I will try to swap around the frames to make the hand look better in the D&D theme. It's basically impossible to make it look good with every theme due to how graphics are used in FG, but I'll see if I can make it better at least.

Upside-down cards is an excellent idea! I think that's possible. I'll muck around with it and see what I can do.

Thanks!

Xerophilex
May 22nd, 2023, 12:54
We seem to have identified a cosmetic bug wherein cards won't show up in players' hands until the hand window is resized. Some players could also see card faces when dealt face down even if the peek option is turned off. Hover preview image size is set to huge in our testing.

Saagael
May 22nd, 2023, 16:12
We seem to have identified a cosmetic bug wherein cards won't show up in players' hands until the hand window is resized. Some players could also see card faces when dealt face down even if the peek option is turned off. Hover preview image size is set to huge in our testing.

I've experienced the issue where cards won't show up in players' hands, but I haven't been able to reliably reproduce it and thus it was thwarted all my attempts to fix this particular issue.

Regarding the issue that players can see face down cards in their hand, is there any pattern to it? Or does it seem random? Do the cards in hand appear face up, is it the tooltip that's revealing the card, or are they seeing the the card's message in chat?

Xerophilex
May 22nd, 2023, 20:45
I've experienced the issue where cards won't show up in players' hands, but I haven't been able to reliably reproduce it and thus it was thwarted all my attempts to fix this particular issue.

Regarding the issue that players can see face down cards in their hand, is there any pattern to it? Or does it seem random? Do the cards in hand appear face up, is it the tooltip that's revealing the card, or are they seeing the the card's message in chat?

Cards appear in their hand face down but the tooltips are showing up.
Players can see the cards dealt if they resize the windows, but the cards don't show up immediately after being dealt.

Saagael
May 22nd, 2023, 21:35
New version - v2.1.4

Fixed an issue where cards that were facedown in someone's hand were still showing face up tooltips. Facedown cards now show facedown tooltips.

Known Issues
Sometimes dealt cards are not immediately visible in a player's hand, but will appear if the hand window is resized or the campaign is reloaded. It is unknown what causes this issue. Investigation is ongoing.

Feature Updates
Work on upside down cards has been put on hold at the moment. Implementing this would require some serious out-of-the-box thinking to work around basic limitations imposed by the FG engine. A potential option is to allow a card to have multiple possible images, and randomly pick which of those images is applied when the card is dealt. A work around currently is to add an inverted card to the deck in addition to the non-inverted card. There would be twice as many cards in the deck, but it is something that the extension currently supports.

Xerophilex
May 23rd, 2023, 06:50
New version - v2.1.4

Fixed an issue where cards that were facedown in someone's hand were still showing face up tooltips. Facedown cards now show facedown tooltips.

Known Issues
Sometimes dealt cards are not immediately visible in a player's hand, but will appear if the hand window is resized or the campaign is reloaded. It is unknown what causes this issue. Investigation is ongoing.

Feature Updates
Work on upside down cards has been put on hold at the moment. Implementing this would require some serious out-of-the-box thinking to work around basic limitations imposed by the FG engine. A potential option is to allow a card to have multiple possible images, and randomly pick which of those images is applied when the card is dealt. A work around currently is to add an inverted card to the deck in addition to the non-inverted card. There would be twice as many cards in the deck, but it is something that the extension currently supports.

Thanks for the quick fix!

Xerophilex
June 3rd, 2023, 20:14
I have another feature request: would it be possible to have an unshuffled toggle for a deck? Basically all the cards are arranged in the order they were first placed in the deck.
In some systems I run, I need to give specific cards to a PC -- for example, Critical Injury cards from FFG Star Wars. However, it is hard to find a specific card from the deck if it's shuffled especially if there are lots of cards in a deck. If the cards are in order, it is easier to find a specific card to deal to a player.

Saagael
June 3rd, 2023, 20:21
I have another feature request: would it be possible to have an unshuffled toggle for a deck? Basically all the cards are arranged in the order they were first placed in the deck.
In some systems I run, I need to give specific cards to a PC -- for example, Critical Injury cards from FFG Star Wars. However, it is hard to find a specific card from the deck if it's shuffled especially if there are lots of cards in a deck. If the cards are in order, it is easier to find a specific card to deal to a player.

What about a search bar in the deck's Card List that lets you search by card name? Would that solve this problem?

Xerophilex
June 3rd, 2023, 22:04
What about a search bar in the deck's Card List that lets you search by card name? Would that solve this problem?

That would be an even better solution imo.

Saagael
June 3rd, 2023, 23:07
That would be an even better solution imo.

Done! version 2.2.0 is out and has this added it. Let me know if you run into issues with it; I obviously haven't had a chance to test it in my own game.

Xerophilex
June 4th, 2023, 11:28
Done! version 2.2.0 is out and has this added it. Let me know if you run into issues with it; I obviously haven't had a chance to test it in my own game.

Thank you! I will test it out.

draugadan
July 29th, 2023, 20:47
I used Decks to create an Adventure deck. Thank you for that!! But, how do I make the deck something I can interact with? Deal out to players? I've spent quite sometime and can't figure it out. I'm sure it is something obvious I'm missing. Googling isn't finding any answers.

Saagael
July 29th, 2023, 21:07
I used Decks to create an Adventure deck. Thank you for that!! But, how do I make the deck something I can interact with? Deal out to players? I've spent quite sometime and can't figure it out. I'm sure it is something obvious I'm missing. Googling isn't finding any answers.

Thanks for checking out the extension! You original post has a link to all of the documentation, but the thing you're looking for is the Deckbox (https://github.com/Gtaray/DeckedOut/wiki/The-Deckbox), which is where you can "load" your decks to for use.

draugadan
July 29th, 2023, 22:02
OK, great, I've done, that. Worked, I have the deck I created in the deck box. Do the players open the Deck Box also to see the cards dealt to them?

Saagael
July 29th, 2023, 22:06
OK, great, I've done, that. Worked, I have the deck I created in the deck box. Do the players open the Deck Box also to see the cards dealt to them?

Nope, the deckbox is the GM's command center for managing cards. Players (and the GM) can always see what cards they have in their hands by clicking the hand button in the lower right of the screen, as shown here (https://github.com/Gtaray/DeckedOut/wiki/The-Hand)

draugadan
July 29th, 2023, 23:00
I had no idea what the did! Thank you.

Nebs
August 3rd, 2023, 17:27
Hey there Saagael, first of all I wanted to thank you for the great extension! It's got great features and I love the adaptability of being able to use your own deck designs.


My table is using the extension for handing scenarios we play out using something based off of DOGS (https://www.drivethrurpg.com/product/274623/Dogs). We found that if there was a way for players to see each other's hands (when enabled) we'd be able to basically emulate the entire system using your extension on any ruleset. Though I know our case might be pretty niche since there's probably not many games that are played with hands exposed, but it would be huge for us.

Below is the highlighted area that would benefit us if it were possible expose to players:
58405
58406

Thanks again!

Saagael
August 3rd, 2023, 17:41
Hey there Saagael, first of all I wanted to thank you for the great extension! It's got great features and I love the adaptability of being able to use your own deck designs.


My table is using the extension for handing scenarios we play out using something based off of DOGS (https://www.drivethrurpg.com/product/274623/Dogs). We found that if there was a way for players to see each other's hands (when enabled) we'd be able to basically emulate the entire system using your extension on any ruleset. Though I know our case might be pretty niche since there's probably not many games that are played with hands exposed, but it would be huge for us.

Below is the highlighted area that would benefit us if it were possible expose to players:
58405
58406

Thanks again!

Thank you for using the extension! My plate is rather full with other projects right now, but I will ponder ways in which I could make this work. It's pretty tricky because of the way FG handles permissions for players. Players only have permission to see things that are assigned to them, and cards are assigned to their characters. So right now it would be impossible for a player to see cards owned by another player's character.

I have another way this might work, but it also runs into limitations of what an extension is allowed to do in FG.

I will continue to think on this and see if I can't come up with a solution I'm happy with.

Nebs
August 3rd, 2023, 17:51
I've heard of player permissions being a hurdle for authors in the past so that makes a lot of sense.
Thanks much for the consideration!

Jiminimonka
August 27th, 2023, 19:18
Great - thanks

Hi Saagael - this bug appears to be back.

When browsing the decks in Savage Worlds, this error pops up.


Script execution error: [string "SavageWorlds:scripts/manager_carddecks.lua"]:123: attempt to call field 'initialize' (a nil value)

Saagael
August 29th, 2023, 15:27
Hi Saagael - this bug appears to be back.

When browsing the decks in Savage Worlds, this error pops up.


Script execution error: [string "SavageWorlds:scripts/manager_carddecks.lua"]:123: attempt to call field 'initialize' (a nil value)

Thanks for reporting. Per the discussion on Discord I've uploaded a fix for this to the Forge

Halahad
September 14th, 2023, 11:01
Hello, very cool work! There is a small problem - players cannot "close" their handtab using the icon on the bottom right. For me, as a DM, it closes/opens normally. Do you have any advice?

Saagael
September 14th, 2023, 14:54
Hello, very cool work! There is a small problem - players cannot "close" their handtab using the icon on the bottom right. For me, as a DM, it closes/opens normally. Do you have any advice?

The only time a player would be unable to open or close the hand window is if they don't have a character active. Can you confirm that your players have selected a character when they're trying to close the window?

If that's not the case, then I'm unable to reproduce this issue locally. What version are you on, and do you have any other extensions loaded?

Halahad
September 15th, 2023, 09:13
Thank you! Character select really fixed that. Sorry for wasting your time

anstett
September 27th, 2023, 02:00
Questions on Decked Out. (sorry not near computer to test and the Traveller Wiki is down)

1 - Confirming that Decked Out works with All rule sets - my key interest is in using/adding Traveller
2 - I want to use it to draw coins for fortune telling. Is it just a question of adding the correct circular images for a replacement to rectangular cards?
3 - Can the cards be 'canted' or rotated off center to indicate a different draw? Similar to a Tarot being inverted

I am looking to recreated this physical product:
https://www.kickstarter.com/projects/1995433411/droyne-coyns

Thanks

estrolof
November 27th, 2023, 22:27
Just curious whether anyone has used this one with the Deck of Many Things module. How'd it work out?

Zeruel_Kagenie
January 4th, 2024, 00:55
A small error when resizing the sidebar:: DesktopManager.getSidebarDockIconColor - DEPRECATED
It does not affect the use of the extension in any way.

rocketvaultgames
January 9th, 2024, 19:35
It appears that Decked Out is causing the sharing of single NPCs with the 5E Assistant Game Master extension to not work.

Someone indicated that the reason might be: "they call "function onShortcutDrop(sIdentity, draginfo)" without calling the original one at end", but I can't say for sure if that has anything to do with it.

Saagael
January 21st, 2024, 17:24
It appears that Decked Out is causing the sharing of single NPCs with the 5E Assistant Game Master extension to not work.

Someone indicated that the reason might be: "they call "function onShortcutDrop(sIdentity, draginfo)" without calling the original one at end", but I can't say for sure if that has anything to do with it.

As that's a paid extension I can't do any compatibility testing with directly, but regarding the quote in question: I do call the original onShortcutDrop method. This is the code I'm using to handle drag/drop for shortcuts. I'm happy to work with the author of the Assistant Game Master extension though, if there is some other way of handling this code that works for them.



local fOnShortcutDropOnPortrait = nil;

function onInit()
fOnShortcutDropOnPortrait = CharacterListManager.onShortcutDrop;
CharacterListManager.registerDropHandler("shortcut", onShortcutDropOnPortrait);
end

function onShortcutDropOnPortrait(sIdentity, draginfo)
local sClass, sRecord = draginfo.getShortcutData();
local nodeSource = draginfo.getDatabaseNode();

if sClass == "deckedout_card" then
CardsManager.onDropCard(draginfo, DB.getPath("charsheet", sIdentity));
return;
end

fOnShortcutDropOnPortrait(sIdentity, draginfo);
end

SilentRuin
February 3rd, 2024, 17:45
See commentary in our usual private discord chat - as we have talked a lot in the past ;)

Kazuto217
June 4th, 2024, 21:51
Hi, love the extension. With the latest FGU update its causing the side bar menu to not show up though, I had to toggle it off to see anything.

Saagael
June 4th, 2024, 21:58
Hi, love the extension. With the latest FGU update its causing the side bar menu to not show up though, I had to toggle it off to see anything.

Glad you're enjoying it! A few questions
- What ruleset are you using?
- Do you have any other extensions enabled when you're using it?
- If you are using other extensions, can you try without those extensions and see if the issue persists?
- Can you share a screenshot of what you're seeing?

Kazuto217
June 4th, 2024, 22:14
Glad you're enjoying it! A few questions
- What ruleset are you using?
- Do you have any other extensions enabled when you're using it?
- If you are using other extensions, can you try without those extensions and see if the issue persists?
- Can you share a screenshot of what you're seeing?

Sorry! It is Pathfinder 2e and the issue does occur with the only extension enabled being decked out.

61006

Saagael
June 4th, 2024, 22:20
Thanks for the screenshot. I went ahead and just pushed an update that should fix this (and a few other lingering UI issues). If you have a chance can you let me know if that update fixed this for you?

rocketvaultgames
June 4th, 2024, 22:23
Just wanted to check if the conflict with 5E Assistant Game Master extension was ever addressed? I've had Decked Out disabled for some time, but might have a good use for it in the coming weeks.

Saagael
June 4th, 2024, 22:29
Just wanted to check if the conflict with 5E Assistant Game Master extension was ever addressed? I've had Decked Out disabled for some time, but might have a good use for it in the coming weeks.

I think I have a fix in a separate branch, let me load it up and double check if I finished it. If I haven't fixed it yet, I'll get it done.

Kazuto217
June 4th, 2024, 22:33
I think I have a fix in a separate branch, let me load it up and double check if I finished it. If I haven't fixed it yet, I'll get it done.

It is fixed! Thank you very much for the quick update!

Saagael
June 4th, 2024, 23:08
Just wanted to check if the conflict with 5E Assistant Game Master extension was ever addressed? I've had Decked Out disabled for some time, but might have a good use for it in the coming weeks.

I just pushed version 2.2.3 to the Forge that fixes the handling on my end. AssistantGM will also need to be updated for this issue to be fully fixed, though I've let SilentRuin know how I went about it. They might have already made these updates to AssistantGM, and the version I had was out of date.

wndrngdru
July 4th, 2024, 22:31
Could it be changed so that the tooltip that pops up when you mouseover a card (the actual tooltip, not the card enlargement) shows the token name as named in the deck instead of the file name? I have a case where a deck has different pictures on cards that are functionally the same value. I obviously needed to name the pictures differently when saving them but would like to just rename the tokens in the deck to their functional value. I'll admit this is purely aesthetic and my request is only to satisfy my OCD. :)


On a different note, the default placement of the Hand window covers the quickbar (first pic below). I know I can unlock and move it but it would be nice if the bottom were, by default, even with the bottom of the right-hand menu size-adjustment icon (2nd pic).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61210&stc=1&d=1720128909 https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61211&stc=1&d=1720128916

wndrngdru
July 5th, 2024, 02:29
It looks like the Deckbox is showing every character in the Character Selection screen instead of just those that are connected/claimed. Is this expected behavior?
I have a campaign for a one-shot that I re-use that has nearly 20 pre-gen characters in it. Current behavior is pretty frustrating for that particular campaign.

Perhaps have it tied to just the characters on the party sheet, the way the Tabletop List is?

Lawlesslisa
July 28th, 2024, 07:09
Hello.

Does this allow for all players to see a set of a certain number of cards that is dealt out to a communal hand? I would like to have a set of three (or four or whatever number) cards dealt out to “the table” that all players could see and pick from to use, or that a GM could use for the players. Kind of like a version of community or shared cards poker but without cards individually in player’s hands (although that could be an option as well).

Thank you for your time.

Saagael
July 28th, 2024, 07:29
Hello.

Does this allow for all players to see a set of a certain number of cards that is dealt out to a communal hand? I would like to have a set of three (or four or whatever number) cards dealt out to “the table” that all players could see and pick from to use, or that a GM could use for the players. Kind of like a version of community or shared cards poker but without cards individually in player’s hands (although that could be an option as well).

Thank you for your time.

There isn't a communal hand feature, however if the Gm doesn't need a hand they can act as the communal hand. You can drop card tokens on an image to show them, but you'll still have to move cards from the GM hand to other players' hands manually.

Lawlesslisa
July 28th, 2024, 09:10
There isn't a communal hand feature, however if the Gm doesn't need a hand they can act as the communal hand. You can drop card tokens on an image to show them, but you'll still have to move cards from the GM hand to other players' hands manually.

These would be separate tokens of the card faces on a map image that would only pertain to that map image?

Saagael
July 28th, 2024, 16:34
These would be separate tokens of the card faces on a map image that would only pertain to that map image?

Correct. There's some features I've been working on to enhance this, but it's not ready to be released yet.

similarly
August 24th, 2024, 10:56
Love the extension and I can't wait to use it at our next session.
Some of the UI looks a bit ugly in the official 5e theme though (for example, the Hand window). I hope this could be addressed.

I'd also like to make a feature request. My campaign uses a Talis deck (basically the Tarot) and cards have different meanings when reversed / upside down. Could there be a feature to deal reversed cards / reverse a card? Thanks for all your hard work on Decked Out!


I will try to swap around the frames to make the hand look better in the D&D theme. It's basically impossible to make it look good with every theme due to how graphics are used in FG, but I'll see if I can make it better at least.

Upside-down cards is an excellent idea! I think that's possible. I'll muck around with it and see what I can do.

Out of curiosity, were reversed cards ever added to this?
I'm thinking about trying to make a custom tarot deck, and if this has reversable cards, I might consider reverse images on the cards, but if it only has standard orientation, I might forgo reversed images and meanings and just make a simple deck. I mean, I COULD just make a table, but it would be cool to use this extension.

kmfdm
August 25th, 2024, 15:55
Is there a way to add 100+ cards at once in a deck?
I just noticed when I was drag and dropping, if the token lands on another it replaces... and now I don't know what card I missed.

Stryfe484
August 25th, 2024, 16:01
Is this extension called something else in the Starting Window? It doesn't show up at all in my extension list for any ruleset. I just made sure it wasn't disabled in Forge.

Jiminimonka
August 25th, 2024, 18:38
Is this extension called something else in the Starting Window? It doesn't show up at all in my extension list for any ruleset. I just made sure it wasn't disabled in Forge.

Stryfe484 figured it out (on Discord)

Saagael
August 25th, 2024, 22:02
Out of curiosity, were reversed cards ever added to this?
I'm thinking about trying to make a custom tarot deck, and if this has reversable cards, I might consider reverse images on the cards, but if it only has standard orientation, I might forgo reversed images and meanings and just make a simple deck. I mean, I COULD just make a table, but it would be cool to use this extension.

I tried to get it working but it turned out more complicated than I thought it would be, and haven't had time to work on it since. One possible solution is to have a deck of regular and a deck of reversed cards, and randomly determine which one to pick from.

similarly
August 27th, 2024, 13:03
I tried to get it working but it turned out more complicated than I thought it would be, and haven't had time to work on it since. One possible solution is to have a deck of regular and a deck of reversed cards, and randomly determine which one to pick from.

That is a brilliantly simple solution! I had thought maybe draw and card and flip a coin, which I guess works too. Anyway, no worries on this one. I just saw it mentioned and wanted to ask. I'm probably not going to try to make reversable cards, anyway. I was planning to have cards with two images that blend in the middle, but haven't gotten them to look right just yet.

ferrnando
October 9th, 2024, 02:32
When dealing to the group, only characters that are controlled by active players that are connected to your session will receive a card. This was to avoid dealing cards to characters that aren't being currently played. I can revisit this so that there's a setting to deal cards to PCs that are owned by the GM.


Hi, thanks for this excellent extension! Is there any possibility to implement a setting to deal cards to PC's owned by the GM? For solo players it will be very useful. :)

Saagael
October 9th, 2024, 02:40
Hi, thanks for this excellent extension! Is there any possibility to implement a setting to deal cards to PC's owned by the GM? For solo players it will be very useful. :)

Thanks for checking it out! Just in case, you can still deal cards to any character manually (via drag/drop or right click) through the deckbox regardless of who owns the character. The feature you quoted is specifically for the "Deal 1 to Connected PCs" button, which has that specific limitation.

Fistan77
October 19th, 2024, 21:36
Great extension! Because of this, I am able to import about all of my "more RPG than boardgame" boardgames into Fantasy Grounds. I had a couple of requests for the wish list:

1. The ability to assign weight to cards - in those situations where you need to build stacks of decks, go through the deck and put certain cards on top, or have certain cards come out last by assigning a weight to some or all of the cards to manipulate their randomness. Perhaps radial options: come out next, come out first, come out last, come out in the first half, come out in the last half - I think would cover every situation I have ever seen with cards.

2. The ability to see "current cards in the deck" on the deckbox as facedown cards - This combined with the ability to weigh cards would allow you to open that window, "peek two cards of your choosing and then pick the best one to come out next" type of situations.

kmfdm
November 24th, 2024, 21:23
Wanted to thank you for this extension, its a huge help to run Gamma World 7th ed, where each player has their own deck of Mutation cards and the Gamemaster has Omega Artifact cards to hand out to each player over the adventures.

kmfdm
December 12th, 2024, 01:59
The last couple of games, my players have noticed really bad lag of cards showing up in their hand and sometimes they never do, even after a week.
This week I had one player's hand show another player's card hand as theirs.

CassMerry
March 8th, 2025, 22:09
Having an issue with every player seeing the hand of the first character in the list instead of their own, anyone else have the same thing happen? My player found that restarting FG fixed it but it'd be good to know why it happens.

Saagael
March 8th, 2025, 22:20
Having an issue with every player seeing the hand of the first character in the list instead of their own, anyone else have the same thing happen? My player found that restarting FG fixed it but it'd be good to know why it happens.

I'm currently working on a fix for this issue. It's due to a change with the latest round of ruleset updates (something in CoreRPG changed). I'll have a fix by Monday.

CassMerry
March 9th, 2025, 07:52
I'm currently working on a fix for this issue. It's due to a change with the latest round of ruleset updates (something in CoreRPG changed). I'll have a fix by Monday.

Awesome, thanks so much!

Saagael
March 10th, 2025, 19:50
Awesome, thanks so much!

Version 2.2.5 is out now and fixes the card ownership issue.

Tempered7
June 18th, 2025, 14:50
Hi Saagael.

Even though I couldn't find time to use decked out in an actual (solo) game beyond learning to use it, yet, I'm planning to demonstrate how to use it in a solo game as a side project some time later.
It is an excellent extension for group play already. So if I may make a request to make it more solo friendly:

1) Is it possible to add a function to turn the laid cards wide instead of tall?
2) Also, to lay cards on top of each other, as in, bottom one laid tall and upper one laid wide to make the shape of a "+"
3) And lastly, if it's possible to make the window where we lay drawn cards bigger and lay the cards over and under each other in a succession, as in;

[] card 1
+ bottom card 2 tall, upper card 3 wide
[] card 4

These changes would turn the extension into a "divination board" aka cards for random tables in creation of characters, stories, encounters, etc.

If it's not feasible, disregard though. I already have some ideas to use it only with its own deck to create some solo rng things. But it would be great for solo play to add these functionality. It would also be great for group gms to quickly create randomized worlds, chars, stories, etc.

Lawlesslisa
July 12th, 2025, 01:30
Hello, I am getting some error messages when making some decks with this extension. I have included a screenshot that says the author should be contacted.
64792

I am on version 2.2.5

Thanks

Saagael
July 12th, 2025, 22:33
Hello, I am getting some error messages when making some decks with this extension. I have included a screenshot that says the author should be contacted.
64792

I am on version 2.2.5

Thanks

Thanks for reporting, I just pushed a new version to the Forge that should fix those warnings.

Tempered7
July 12th, 2025, 23:10
Heya. I was checking all extensions in TEST channel to see if there're warnings / errors.
Decked out has empty settings window in v4.8
Thought you'd like to know. Pic in attachment.

Note: Tested only with decked-out enabled. My bad cropping doesn't show but close / minimize buttons also missing in settings window; same problem is in Mad Nomad's Journal, also in TEST.

Weepdrag
August 8th, 2025, 16:30
Great extension, I'm sure this has been asked/answered somewhere but here goes...

1. Is there a way to place a deck on the FG desktop for players to draw there own cards from the stack?
2. Is there a limit on the number of cards in a deck?
3. Is there a limit on the number of decks in use at any time?

Thanks for any replies

BTW. Having same issue as Tempered7. Settings window blank, no other extensions running in CoreRPG.

Saagael
September 11th, 2025, 22:18
Heya. I was checking all extensions in TEST channel to see if there're warnings / errors.
Decked out has empty settings window in v4.8
Thought you'd like to know. Pic in attachment.

Sorry for the delay folks, but v2.2.6 has been released and fixes the broken deckbox settings window.


Great extension, I'm sure this has been asked/answered somewhere but here goes...

1. Is there a way to place a deck on the FG desktop for players to draw there own cards from the stack?
2. Is there a limit on the number of cards in a deck?
3. Is there a limit on the number of decks in use at any time?

1. There isn't, but that's a cool idea.
2 and 3. I've not found a limit on either of these.

LokiMastah
November 3rd, 2025, 19:07
Works in Fantasy Grounds Unity? I ask, because it doesn't work for me in FGU.

wndrngdru
November 3rd, 2025, 20:23
It works fine for me.

What, specifically, isn't working?

LokiMastah
November 3rd, 2025, 20:59
It works fine for me.

What, specifically, isn't working?

I can´t see the deck symbol in the tool area...

wndrngdru
November 3rd, 2025, 23:52
Which ruleset are you using it in? I know Saagael wrote it on top of CoreRPG so it should work with just about any of them unless they extensively change the way Core does certain things.

Also, are you using other extensions that add things to the tools?

Trenloe
November 4th, 2025, 01:50
I can´t see the deck symbol in the tool area...
Recreate the issue then compile the FG logs and attach them here. See my signature for a link that provides details on how to compile the FG logs.

LokiMastah
November 4th, 2025, 19:03
Which ruleset are you using it in? I know Saagael wrote it on top of CoreRPG so it should work with just about any of them unless they extensively change the way Core does certain things.

Also, are you using other extensions that add things to the tools?

I´m using Core RPG. Would you suggest another one?

wndrngdru
November 4th, 2025, 21:46
I´m using Core RPG. Would you suggest another one?

Nope, I wouldn't suggest another one. That's what I tested with when I said it was working fine. Next thing to check is what versions are running. When you start the campaign, what versions for both CoreRPG and Decked Out are showing in the chat box? Are you running any other extensions? Theme?


These are current Live branch versions:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65721&stc=1&d=1762292550

jkeller
April 15th, 2026, 13:52
I must be doing something stupid, but - although it says I "own" it in the Forge, I don't see it in my Extensions list or extensions folder. Am I missing some trick?

Tempered7
April 15th, 2026, 19:33
I must be doing something stupid, but - although it says I "own" it in the Forge, I don't see it in my Extensions list or extensions folder. Am I missing some trick?

There must be an ext under 5e, and then there is in the module Activation tab there must be Decked Out - Deck of 52 module. You activate it, and it shows the deck under Campaign > Decks.
Then you drag/drop the Deck of 52 into the Tools > Deckbox on top and it sets it up.

67127

jkeller
April 15th, 2026, 19:51
I do have the module, and activated/loaded it. But I don't see the button under Tools, and I don't see any obvious .ext file. What's it called?

Tempered7
April 15th, 2026, 20:10
I do have the module, and activated/loaded it. But I don't see the button under Tools, and I don't see any obvious .ext file. What's it called?

DeckedOut.ext

https://forge.fantasygrounds.com/shop/items/910/view

it's also here: https://github.com/Gtaray/DeckedOut

Could it be hidden/disabled?

jkeller
April 16th, 2026, 01:20
It's very strange. I'm not sure how I could have the module but not the extension, but it's just not there.

Ah well, I can get it from github when I have time, thanks!

Asgurgolas
April 16th, 2026, 03:23
Some extensions from the forge don't come in the "extensions" folder, but in the "Vault" folder, and often with incospicuous (or just flat-out weird) names.

Also if there are two copies of the same extension in both folders, "vault" is prioritized (so if you have issues with an extension and keep redownloading it after it's fixed, but it still has problems, probability is that the vault folder has something to do with it)

jkeller
April 16th, 2026, 13:05
Oh, that must be it! I didn't know that. Seems weird to 'vault' one, and also have a github for it :)

Now I just need to figure out why I don't see the sidebar option.

Trenloe
April 16th, 2026, 13:58
Github would be used for a code repository and submitting/tracking changes in the code. Putting the product on the Forge is the best way to get the latest product to end users. The default location is "vault" (or it used to be if that's changed recently) and some developers don't change that or simply don't notice it. However, in this case the product is not in the vault, the file is <FG app data>\extensions\DeckedOut.ext (as mentioned by @Tempered7 in post #165 above). The extension name in the FG interface is Feature: Decked Out

If you still can't see this extension, try deleting the vault product config file <FG app data>\vault\8d9044ee-5fec-11ed-8c52-0050562be458.dat (assuming you're running in live) and run an update, if you're running in the test channel it will be <FG app data>channels\test\vault\8d9044ee-5fec-11ed-8c52-0050562be458.dat

Note: 8d9044ee-5fec-11ed-8c52-0050562be458 is the product UUID found at the bottom of the Forge product page.

jkeller
April 16th, 2026, 15:38
That worked, I see DeckedOut.ext now. Thanks Trenloe!

jkeller
April 21st, 2026, 21:48
I just released a version of the Tarot Reading (https://forge.fantasygrounds.com/shop/items/2937/view)extension that will also use decks from DeckedOut.

Tempered7
April 23rd, 2026, 15:21
Heya Saagael, I think I found a bug when creating new decks.
Basically, whatever image I drag into deck creation, both back and faces, it results in empty images with db code corruption.
More info/db.xml code is in here (https://www.fantasygrounds.com/forums/showthread.php?87163-Tarot-Reading&p=762366&viewfull=1#post762366) and here (https://www.fantasygrounds.com/forums/showthread.php?87163-Tarot-Reading&p=762368&viewfull=1#post762368) [campaigns are here].

EDIT:

Found the problem:

If I drag the images from SIDEBAR > CAMPAIGN > IMAGES [all created from assets with the button], it corrupts the code.
I added them from ASSETS and now all's good. PHEW.