View Full Version : Adding Languages & Other Attributes
L4wful3vil
April 11th, 2023, 17:08
Here's another new guy "How do I..." post.
I've created a custom language under Options/Languages.
How is that language selected or "called" when creating attributes for a custom race in FGU? I'm assuming the Effect Feature used is the "Label Only" selection since languages isn't listed in any of the other options. Some instructions or details would really be helpful.
*I assume the process would be the same for other attributes such as size.
Thanks....
Zacchaeus
April 11th, 2023, 17:31
For which ruleset? Since FG supports many rulesets it's best to mention the one you are using in your post (or better yet post in the forum for that specific ruleset rather than in a general forum).
In the 5e ruleset (and probably others based on CoreRPG); languages are added to the abilities tab in the character sheet. To specify the languages for the race create a trait called languages and add the words as highlighted in the image below.
See also video Thirty Six here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
L4wful3vil
April 11th, 2023, 17:53
I apologize. It's for the PFRPG. Thank you for sending that image and i'll review the linked thread. Are all of these syntax's annotated somewhere such as a reference guide?
L4wful3vil
April 11th, 2023, 18:02
I'm a little confused (obviously). The tutorial states that the languages that were entered using that syntax will be selectable using the Character Wizard. However they wouldn't populate when dragging/dropping. But I thought there was no Character Wizard for Unity?
Bonkon
April 11th, 2023, 18:19
Good Day L4wful3vil :)
There is a Character Wizard for 5E in Unity. I do not believe there is for PFRPG though. :)
L4wful3vil
April 11th, 2023, 18:23
Gotcha. So that means there is no autofill of racial attributes based off of the syntax entered into the new attribute for PFRPG? I'm assuming just what is selected under Effect Features is what is auto-populated (except for 'Label Only' and '-' selections). I'm surprised there isn't a Skill effect feature.
Trenloe
April 11th, 2023, 18:43
The PFRPG ruleset only adds languages that are listed in a racial trait called "Languages" and relies on wording in the text preceding the languages in the form of "begin play speaking" and then the languages they speak - reliant on languages listed in the GameSystem.languages LUA table - comma or "and" separated. Refer to the "Languages" racial trait for races included in the "PFRPG basic rules" module for examples - the code doesn't nothing in terms of offering choices, it just adds the languages it matches immediately after "begin play speaking".
L4wful3vil
April 12th, 2023, 12:13
Thanks for that info. What I did wrong was instead of using the race name, I wrote (You begin play....). Thanks for that correction.
How do I get custom languages to populate as well? I did add the language under the "Language" form in 'Options' but it didn't carry forward with the standard language.
Thanks to all for their continued assistance. Ignorance isn't always bliss. :)
Trenloe
April 12th, 2023, 12:20
How do I get custom languages to populate as well? I did add the language under the "Language" form in 'Options' but it didn't carry forward with the standard language.
Unfortunately the FG code doesn't read custom languages added to an individual campaign when identifying languages that can be added as part of the "Languages" racial trait text.
It reads them from a system LUA table called GameSystem.languages - this can only be modified by writing an extension.
The extension in this thread populates the GameSystem.languages LUA table (it also does a lot more, but you just need to look at the GameSystem.languages code): https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-)
EDIT: The extension here is a better example for FGU: https://www.fantasygrounds.com/forums/showthread.php?63345-Golarion-Languages-and-Fonts-for-FGU
L4wful3vil
April 12th, 2023, 12:27
Perfect. Thank you. Last question (I think). Will these custom races, feats, languages, etc... that we create be available in future campaigns or do they just apply to the campaign they were created within. If not available, how would we export/import them? I don't see that function.
Trenloe
April 12th, 2023, 13:38
You can export campaign data records into a module. More details in the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640899/Using+the+Library+and+Activating+Modules#Module-Export
L4wful3vil
April 14th, 2023, 11:49
So I've been trying to work through all of the suggestions and instructions amongst this and the other 2 referenced threads and i'm definitely missing the boat.
1) I downloaded Notepad++ and viewed an extension file. It does not display the code in plain text. What coding/language is being used?
2) The Reference Page I was directed to (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996645668/Developer+Guide+-+Extensions+-+Files) indicates every extension will have an xml file. I don't have a single xml file in the FG folder. I'm assuming this reference was created for an older version of FGU or maybe even Classic?
What am I missing?
Trenloe
April 14th, 2023, 13:08
So I've been trying to work through all of the suggestions and instructions amongst this and the other 2 referenced threads and i'm definitely missing the boat.
1) I downloaded Notepad++ and viewed an extension file. It does not display the code in plain text. What coding/language is being used?
2) The Reference Page I was directed to (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996645668/Developer+Guide+-+Extensions+-+Files) indicates every extension will have an xml file. I don't have a single xml file in the FG folder. I'm assuming this reference was created for an older version of FGU or maybe even Classic?
What am I missing?
Extension files are .ext files that are ZIPped up file (.zip) with .zip renamed to .ext. Information on that here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644323/Data+Files+Overview#Extensions
Unless you want this *right now* I'd hold off. Moon Wizard (the main FG dev) has some code in test that will change the current functionality I described to allow languages in the campaign language list to be matched in the "Languages" racial trait lookup.
L4wful3vil
April 14th, 2023, 13:50
Thanks for the explanation. That worked great. I'll hold off as you recommend but i'm going to play around with a copy of one of the .ext files. I do a little amateur programming (Python, html, java, etc..) so this should be a fun exercise.
Thanks again for your help and patience.
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