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Equipped Effects Extension (.ext file) [Fantasy Grounds Unity]
Only in Forge.
"Feature: Equipped Effects" Extension (Fantasy Grounds Unity)
This stand-alone extension for Fantasy Grounds allows your players to gain item-based effects simply by equipping them, which automatically adds the effects to the character in the combat tracker.
This extension unlocks the following functions:
- Give characters magic items and allow them to equip them to receive effects that you’ve set up previously —saving time during the session!
- Item effects are automatically removed when the item is unequipped.
- Items tagged with “CURSED” can not be unequipped by the player
Aridhro's 5E Automated Effects is also supported by this extension.
Additional perk included in this extension:
- Import & Export custom effect XML files, so you can take your created effects with you to your next campaign.
Updates:
[See .txt file for early updates and features]
V 1.63 - Fix - the conflict name of "shield" was not parsing with the template name so applied things like "Shield, +1" etc. with a power which it should have been skipping. Fixed.
V 1.64 - Fix - making sure rAction has changestate as part of data to be used by other functions. For BCEG purposes.
V 1.65 - Update - support for extra lvl data for bratch9 extension.
V 1.66 - Update - added ability to import/export options in/out of XML files. Renamed all export/import button options so they are grouped together in options - all require restart of FGU to be displayed. Spells and notes (buttons been in this extension for ages) are indexed data and should be used with extreme caution when importing to an existing local DB - exporting is harmless. The new options will use the local DB <options> data to directly put into XML file and load from XML file into options and if using an old XML copy beware of options having changed (you will be dumping old version back in). These are for my own use - use at own risk if you choose to enable these buttons.
V 1.67 - FGU update - made fixes due to FGU update.
V1.68 - BCEG support - added changestate effect data support.
V1.69 - Bug - spelling error from V1.68 and a fix for BCEG EXPIREADD effect.
V1.70 - FGU Update - made fixes due to FGU update.
V1.71 - Bug - since pretty much the beginning this has duplicated effects when a custom effect is used in an NPC where its adding the item to the main page and does not require attunement. Fixed.
V1.72 - Update - many NPCs have limited vision and the text in their senses of "blind beyond..." so EE will now add VISMAX: x effect where x is the last distance before this text in senses. This makes the vision of that NPC work properly within its limits. Add the "blind beyond..." WOTC standard text to NPC senses you want to limit vision on will also automatically add this effect when adding an NPC into the CT. Code courtesy of Farratto.
V1.73 - Update - with new option in Generic Actions will be doing equipped/unequppied custom effect matches where it can have a prefix of "-" on the custom effect name and still match.
V1.74 - FGU update - replace deprecated calls.
V1.75 - Bug - a flag (not sure why I had it in there from years ago) was preventing inventory switching from updating the NPC CT entries attack info to be translated with matching spell if present (was still using FG standard NPC text parsing). Removed it and fixed.
V1.76 - Bug - V1.75 fix caused an error in console "[ERROR] Script execution error: [string "5E:campaign/scripts/string_powerdesc.lua"]:51: attempt to compare nil with number". Fixed.
V1.77 - Update - added new option "Update Matching Spell/Power(with components) Effects when added into CT" defaulted to off. This will allow new inventory action effects in Generic Actions to automatically add in custom effects to spells/powers when CT is changed just as in traits/etc.
V1.78 - Update - also support the "+" prefix for effects being equipped. Fixed problem that has been around forever where deleting inventory item was not removing associated power/effects.
V1.79 - Bug - V1.78 broke how NPCs process spells and custom effects. Fixed.
V1.80 - Bug - if NPC had inventory item it would not do proper CT NPC parsing for actions list. Fixed.
V1.81 - Bug - V1.72 had misprint in effect name for limited vision where name was followed by : instead of ;
V1.82 - Bug - Display first link option was not being supported for text parsing of classes. This allows supplemental class data with links to get things like parsing of spellcasting data processed.
V1.84 - FG Update - MW rewrite.
V1.85 - Bug - fixed bug from V1.84 rewrite where cast powers were not translating correctly into NPC actions.
V1.86 - Update - New option "Update NPC component effects (GA) when added to CT (will still add on equip/unequip)" defaulted to "off". This option will allow + prefixed effects for NPCs to be added into the CT automatically by name matching. This previously always added them in (no option) but I found that annoying as while I want some NPCs to play by Generic Actions component effect rules - for sure I don't want many of them. So this option - defaulted to off - will no longer do that unless you specifically turn it on to get them added in when an NPC is added into the CT. Still will be able to unequip/equip something to get those effects auto added in and removed.
V1.87 - Update - support prefix of "*" for matching substring of the effect name. For example "*Scroll of;..." will match all comparisons that have "Scroll of" somewhere in the match string. In my case, this was added in for "+*Scroll of; INVACT" GA component checks. Obviously, if you have an exact name match of for the "Scroll of Silent Ruin" and a "*Scroll of" you will get both effects applied - which maybe is what you want - or in case of identical operations following the name - probably not. Misuse will be upon your own heads.
V1.88 - Update - when module priority it in use the global "effects" list will insure only common priorities (or local DB) defined entries are used. Spell lists have always supported picking the highest priority definition - but custom effects can (if multiple effects allowed) have common named effects as there are things that can put several effects into CT matching one name with different definitions. So this rule will assume (if module priorities in effect) that the custom effects only respect common named effects that are of the same module priority or defined in the local DB. This was due to the fact I have correction modules that always worked fine with choosing the correct spell but forced me to manually go in and delete all the common named custom effects I was overriding or else I'd get two effects one of which I did not want. Anyway - new made up rule to handle this for me. Also, have to do string comparisons with no spaces now due to way FG arbitrarily removes spaces to right of :'s in effects.
V1.89 - Bug - guarded against unexpected nil being received.
Known Caveats:
Effects added by name matching of a custom effect are not done with a Source included as they are assumed to be passive and will not properly function with a (C) Concentration effect. Those should always be defined in power actions for the name matching.
Grim Press overview video
https://www.youtube.com/watch?v=eB_V--vqCA0
Watch the video before you even contemplate buying it.
Grim Press will be handling the sales and promotion of this extension.
If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/grimpress
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 - provided for reference if needed.
Note: 2E, 3.5E, 4E, CoreRPG, PFRPG, PFRPG2, SFRPG rulesets are in extension.xml but completely unsupported and only with partial functionality. Nor will they be supported - try at own risk.