2 Attachment(s)
Generic Actions extension for Fantasy Grounds Unity 5E ruleset
Only in Forge.
"Feature: Generic Actions" Extension (Fantasy Grounds Unity)
Attachment 48443
This stand-alone extension for Fantasy Grounds adds basic actions as clickable buttons on player and non-player character sheets.
This extension unlocks the following functions:
- Adds the generic actions found in the 5e Player’s Handbook as buttons on the character sheet.
- Includes: Grapple, Break Grapple, Shove, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use Object.
- Generic actions that have checks or contesting rolls allow targeting creatures, and rolls are done automatically (completed in a similar manner to spell saving throws).
- Checks and contesting rolls support the dice tower
- NPC’s also gain these buttons on their character sheet —valuable for DMs or player-controlled sidekicks.
Verify options are used to insure the named operation going on cannot happen if out of ammo, Paralyzed, Stunned, Unconscious, Incapacitated, or Grappled (optional as grappling is nebulous on when it should prevent something based on DM preferences).
Updates:
[See .txt file for early updates and features]
V1.96 - Update - now allow limited effects (prefix of "-" or "-*") to not only try to match the executing action's name but also the action's name INVACT/INVACTR component definitions. For example, if I have an effect of "+*Longbow; INVACT: Arrow, +1 | Arrows | Arrow | Arrows (20)[1],20" and an effect of "-Arrow, +1; ATK: 1 ranged; DMG: 1 ranged; DMGTYPE: magic" in my CT entry then if I fire a longbow (do that action) then it will check inventory for any "Arrow, +1" counts and if it has any will decrement them and allow the action to proceed - it will also allow the "-Arrow, +1" effect to apply which it would not do for any other action. Of course, as previously, if you have a bunch of "or'ed" components it will try and go through each one till it finds one to consume - which of course for the other 3 inventory Arrows here they would not get the "-Arrow, +1" effect applied to any longbow actions (attack or damage in this case). Also, have to do string comparisons with no spaces now due to way FG arbitrarily removes spaces to right of :'s in effects. New option "Require components to be equipped in inventory in order for INVACT/INVACTR components" defaulted to on - exactly what it says. If you don't have something equipped and its a required component the action will fail. Will not matter for components that themselves have INVACT/INVACTR added/removed when equipped/unequipped via EE as they themselves are their own component (as no INVACT/INVACTR logic will be performed without that effect present). Added ability for "powers" to be given prepare once settings that correspond to current inventory count when an INVACT is applied to that inventory item and it exists in the actions tab under powers also (some items like potions etc. have this going on).
V1.97 - Bug - recent FG update caused issues with dice expression option processing with ADV or DIS so removed some logic that tried to compensate for effects.
New GenericActionsLayer.ext delivered with GenericActions.ext so it can be used in more than 5E -
"Feature: Generic Actions Layer"
Note: 2E, 3.5E, 4E, PFRPG2, SFRPG rulesets are in extension.xml but completely unsupported and only with partial functionality. Nor will they be supported - try at own risk.
See end of txt file for more details.
V1.62 - Bug - Button down was removing keep assets if that token was last selected before another was clicked on (selection bug). Also, code for storing/removing aura deleted layers is no longer needed as it won't be doing it (bug in token drag losing notifications when layer deleted in FG so can't allow it). Fixed.
V1.63 - Bug - Something with GALINVISIBLE like a GAL NPC should display its asset when invisible but not its self asset. Fixed.
V1.64 - Update - If there is no GALVISIBLE effect present, and its not an NPC GMOnly CT entry - a token asset will be placed as a bitmapwidget and move with the token - otherwise it will be a map layer asset. Everything that can be a token widget asset will be a token widget asset - anything that cannot will remain as it was - a map layer. Map layers on token drag have new issues I need to prevent so no longer process click down to remove map layer assets (click release and end drag will do this now) - this was causing issues that are not easily fixed so just going to leave asset behind when a token is dragged with a map layer until it ends and the asset is deleted and replaced at new token's position. A bitmapwidget will still be dragged without suffering this "asset left behind" though temporary graphics (attacks and the like) will be left till drag ends unless a click release had cleared them earlier. Why GAL does not use timers to remove temp assets. A new option "Asset: If Carrier orient on move option will change asset orientation as moved for widgets (Can be slower)" defaulted to "off". If Carrier extension's orient on move option is one the assets (that are visually directional) will also orient as they are dragged - this can slow things down somewhat as this updated of token assets can happen frequently during moves and changes in direction.
V1.65 - Update - support of new asset name keyword "overlay" - if present and the asset gets placed as a bitmapwidget it will be placed as an overlay rather than the default underlay display type. Remember keywords tilt, keep, overlay, and (size[size options] or _[range]) must be at the end of the asset's name and if more than one them appears they must appear in that order. Readded button click down support for removing only temporary graphics on a token with assets of bitmapwidgets - as this could be safely done without triggering the map layer delete bug - and it was annoying to see temp graphics dragged until drag ended when it could be safely prevented in this case.
V1.66 - Bug - keep widgets were not being deleted when active/gmonly status was changed. Fixed.
V1.67 - Update - removed all step counter call backs, should not be needed anymore with widget support. Also, discovered GAL NPC effects were not respecting the source that actually cast the effect - will now insure the GMonly flag is not set just because the effect resides on an NPC placeholder token. What this means? In the old days, any effect placed by BCEG would respect the GMonly flag that applied to that effect (as I recall anyway), but now it will force the effect to be GMonly if not a PC. This of course wrecks things like GAL NPCs which are just placeholder tokens for the spell cast by a PC or NPC. So I've fixed it so that if a GAL NPC - it will preserve the original GMonly flag (if present) or use this new rule but actually apply the source (caster) of the GAL NPC to check if its a PC or not. Why is this a rule to force GMonly when not a PC in BCEG? I have no idea. But I left it alone unless its my GAL NPC being stomped by it.
V1.68 - Bug - BCEG or some other places have suddenly decided to break all my logic by forcing GMonly status on effects placed by CT entry actions for enemy NPCs. Just insuring it will be what the GMonly flag is defined as instead of making some sort of decision that it should be ignored. Don't use my stuff if you don't want that behavior as its now default unless they pull that logic out of BCEG or wherever it is.
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Watch the video before you even contemplate buying it.
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Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension. These extensions are also maintained by me for me. I provide them outside of my own games purely to those who wish to take advantages of things I use for myself. If at any time FG implements the extensions capabilities it may become no longer valid to use it. I can never predict if or when this might happen but state it as a possibility. EXTENSION = RISK!
Included is original text used for describing this extension - has a lot of version details but really provided for reference if needed.
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