You don't activate this mod, just leave it in the folder and GAL will use it if you know how to use GAL.
Combined Farroto's with mine and when someone can deliver will be listed here...
https://www.fantasygrounds.com/forum...l=1#post701855
I wonder if that .mod could be put into the Forge to make updating for you easier? :) Not sure though due to possible permissions from JB2A's free assets.
Hi, when we apply the Dodge action to a PC, the state is set to 'None' instead of 'Remove at Start of Turn'."Attachment 61821
can you confirm?
Correct, its been around for years before BCEG RS option existed and is not using any of its specialized extension options. Currently when I use it in my games (init is randomized every turn and I use the EffectiveInitiative extension to keep init in synch) it will be removed when the players turn comes up.
If you wish to use the BCEG version of Dodge then I suggest making a custom effect and using that instead of the Dodge button in Generic Actions (raw FGU effect).
As I tell others, I think its crazy to let players have some kind of magical clairvoyance and know the next round's turn order so they can cheat and plan as if they know who/what will go before or after them. I'd never let any of my games do that. Gist is - with the randomized init per round and Effective Initiative extension running I seem to get the dodge to turn off when the PC/NPC enters its turn.
But no plans to make Generic Actions Dodge use a specialized setting I don't appear to need in my own games.
Good morning, I bought this extension on Forge, but I can't see the action buttons on the file, what's wrong?
Assuming you read through the txt file version info included on page 1 and skimmed through forums here. [edited out - does not require sheet to be in combat tracker I forgot] Insure its 5E and extension is loaded (there are two in this one so your interested in Generic Actions one in this case (buttons for actions).
Or having some other extension loaded that conflicts with it.
If you have not read through version info or this forum thread I strongly recommend it.
Thank you for responding, I will leave two images, I have shared them, but the buttons do not appear in the actions tab.
Attachment 62221Attachment 62222
Thank you in advance if you can help me. Are there any extensions that create known conflicts?
It doesn't appear even with just it activated, without any other extension.
Speaking of Generic Actions Layers I had an issue with my game tonight. A dragon was 90ft in the air when targeted with 5ft circle of moonbeam (AE5E which has NPC proxy aura definitions defined) so when the player applied the self effect - the GAL NPC was created right over the token with asset of circling moon. And nothing happened. Not even after the dragon's turn came up.
Turned out it was idiot DM (me) who did not realize a 2d shape has no height and the aura effect would not reach more than 5ft (which is not 90ft to dragon above). I would have to ALT up the NPC proxy height to 90ft (or whatever height it was at) in order to get it to apply.
Word of warning to any other idiot DM's out there. Sometimes you have to pay attention when applying height with 2D Shape triggering NPC proxy placements.
2024 Changed Rules for my extensions (which I have no plans of supporting till after MM drops in Feb of next year - if ever):
Grapple/Break Grapple/Shove -
Grappled condition also imposes all attack rolls made against any target that's not the grappler with disadvantage. Initiating a grapple has also been simplified – players can grapple a target as part of an Unarmed Strike action, which means the target must succeed on either a Strength or Dexterity saving throw. Previously, a player had to make an opposed Strength (Athletics) check opposed by the target's Strength (Athletics) or Agility (Acrobatics) skill check. Additionally, escaping a Grapple now requires either a Strength (Athletics) or Agility (Acrobatics) skill test against a fixed escape DC. The DC for the check is equal to 8 plus the grappler's Strength modifier plus their proficiency bonus. Previously, players had to make an opposed Strength (Athletics) check to escape the grapple. The Grappler Feat has also gotten an upgrade. Grappler is now a "half feat" that includes a 1 point increase to either Strength or Dexterity. While players can no longer pin a Grappled target as part of the Grappler feat, they still have Advantage on attack rolls made against a target grappled by the player, they can attempt to damage AND grapple a target as part of the same Unarmed Strike attack, and they no longer have their speed halved when moving a creature they are grappling.
Hide -
Stealth check: The player rolls a DC 15 Stealth check.
Invisible condition: If the player succeeds, they gain the Invisible condition. This condition lasts until the player reveals themselves by making noise or taking aggressive action.
Perception check: An enemy can find the player with a successful Perception check.
Various other new actions.
Gist being no plans currently to support any of the above till next year (if ever - as I don't plan on using 2024 and these extensions are for me). If you wish to apply those rules you'll have to do them yourself.
Something's wrong, but I've no idea what exactly. It goes both for an existing campaign and for a newly created one. Updated today.
Attachment 62878
Attachment 62879
The current FORGE version of Generic Actions is V1.56 - you are running some older incompatible version. Only two ways this can be - you don't own the FORGE version so its not updating - or - you have unzipped an older version of the .ext into the delivery directory for extensions and its permanently using that expanded older code set which is not the latest .ext version.
You'll have to resolve why your running an old version.
If you have the forge versions, just delete the FantasyGrounds/GenericActions.ext and GenericActionsLayer.ext and then update Fantasy Grounds. Depending on why you have these old versions, you may want delete any extensions you know you have on the Forge and let them redownload on update.
WARNING IF YOU USE GENERIC ACTIONS LAYERS!!!!!!!
The layers I create for this are temporary in nature. And if you don't pay attention like I didn't and add LOS data or graphic data to this ACTIVE LAYER instead of the layer you should be using IT WILL VAPORIZE WITH THAT TEMPORARY LAYER WHEN ITS LIFETIME IS OVER!
Usually after every token move.
Generic Actions Layer - V1.28 - Features - added new "GA GMOnly" layer which is tied to the "GA" layer in terms of when its cleaned up. It will be used when graphics is tied to both a source and a target and one of them is invisible. This allows the GM to always see all graphic "attacks" etc. but a client will only see it when both its source and target are visible. Effects are not in play here as they were already handled since they only apply to one token and its either visible or not on a client map (if not then the effect GMOnly layer will be in play already).
Gist is users don't need to know anything about it - its just the new behavior on how it handles invisible source or target (when both in play) for graphics placement. Essentially will be GMonly visible for those. For now I'm not worrying about if you own the "invisible" thing as a client - only the GM will see the graphics. There is no map layer display option for individual clients after all.
Got a weird bug with just this extension loaded. Weapon attack rolls can't be dragged from a PC sheet. Let me know if you want more info.
Thanks!
Generic Actions - V1.59 - Bug - weapon dice drag would not appear - not sure why. Removed super call and replaced with direct call. Fixed.
I'm baffled why the super calls for this no longer work - but am just going to directly call the window calls and let the dice fall where they may.
This update will be soon on the FG Forge. Find it and our other extensions here: http://affiliates.fantasygrounds.com...5958/url_22866
Wow that was pretty fast! You're great. Thanks!
I have a question about how force an individual character to forego the DIS for ranged attacks when a hostile creature is within 5ft. when using generic actions, what do you do if one player in your game can ignore the disadvantage? like for example crossbow expert feat. Maybe there is an effect or perhaps your extension is looking for that specific feat? The player in question is using homebrewed abilities so he does not actually have the specific feat "crossbow expert". I cant seem to figure out a hands-off way to make this archer/ monk be able to use his bow to fire in melee while he also attacks with hands and feet.
Hi,
if your player hit's the ADV button on the desktop modifies pop-out, it will cancel out the DISADV for that attack. You could even have them drag ADV from the Effects panel to their hotbar, for ease of use.
Hope this helps.
Cheers,
Simon
p.s. if the ADV/DISADV buttons aren't stock 5e (i can't remember), it is available via the 5e Modifiers Extension, which I use:
https://forge.fantasygrounds.com/shop/items/121/view
if sFaction ~= sSourceFaction and not bIncapacitated and not hasFeat(nodeSource, "Crossbow Expert") and not EffectManager.hasEffect(rActor, "NOTARGETING") then
If you are talking about something other than crossbow expert for ranged then its not taken into account.
Thank you SilentRuin this answers my question and i can see a couple paths forward. One small follow up question: is the extension only looking for the feat's existence on the character sheet and its name? For instance, if i added a blank feat to his sheet named Crossbow Expert would that work?
Ludd G thanks for the workaround, we use it. The problem is my players forget.
FYI, there is a race condition with Clock Adjuster which affects auto-removal of NPC tokens when placed with GAL layer. I believe this must be fixed on their side, but you might want to check as well.
Actually, it is a Generic Actions Layer Extension - V1.10 feature to place and remove those tokens.
A NPC token removed this way seems to still exists on the CombatManager.CT_LIST.
But it will be much easier to check the existence of the token before processing instead of assuming each entry of CT_LIST is valid.
combattracker.list is a DB entry. If you are not rereading it every time you try to use that list then you are subject to it getting out of date. Usually someone who stores a list from DB will intercept "onUpdate", "onDelete", etc. to keep it up to date. If you do not, you take the risks - you reap the dangers. Again - nothing to do with GAL.
As far as I can tell, it is a true race condition since ClockAdjuster loops over the freshly pulled list and it becomes outdated while still processing the loop.
But as said: needs to be fixed there.
New video on Page 1.
That is exactly what GAL is doing... the ClockAdjuster is looping over all CT entries, lists the effects on each, and reduces the duration accordingly. GAL interferes here by removing tokens during this loop.
Let me explain: you have a combat tracker (CT) token (usually with a low ID number) which casts a spell causing a GAL layer image to be created and with the image, places an NPC on the CT (usually with a higher ID number). The layer is bound to a spell effect on this token.
Advancing the time, ClockAdjuster loops over all CT entries (apparently in numerical order) to reduce the duration of each effect. This causes the effect of the spell caster to expire, triggering the deletion of the GAL layer and with it, deletion of the NPC token. When the loop continues, it reaches this token entry in the CT, but it is no longer there - causing the error.
I have added the fix in my original post - it is as simple as checking if the next CT entry is still there before processing it.
This is true for any valid deletion operation. If you are not rereading the information you are subject to that information having been removed by other operations reacting to changes in the system - which may have been done by the owner of the loop. A DB entry (record,token,whatever) can be removed if you trigger a callback by changing data someplace that something else is watching.
Nature of the beast in FGU extension land. You have to guard against nil if you hold a DB record in a list as it can and will go away if your touching things in the DB during the loop.
Generic Actions Extension - V1.61 - Update - support of 2024 ruleset for generic actions operations. The generic actions operations have a unique option: "Rules: Grapple, Break Grapple, Shove". Each has the following options: "Default" (active FGU ruleset defined in options - 2024 or Legacy), "2024" (forces use of 2o24 ruleset), or "Legacy" (forces use of Legacy ruleset). Basically these operations have changed in how they manage rules in the 2024 5E ruleset - all other operations have remained the same. The first roll in Grapple and Shove will be replaced with the 2024 rules (when in effect) 8 + strength bonus + proficiency bonus. And for Break Grapple the 2nd roll will be replaced with 8 + strength bonus + proficiency. Monks will be able to use higher of strength or dexterity bonus.