V1.43 - Bug - exceeded hit points was not being checked against temp hp if any were present. Fixed.
V1.43 - Bug - exceeded hit points was not being checked against temp hp if any were present. Fixed.
Thanks again SR for keeping this so well updated.
V1.44 - Update - added support for NPC spell checks for polymorphism to also look in innatespells (Polymorph, True Polymorph, etc.). Per FGU NPC parsing rules if these things are in "spells" you have to have a "Spellcasting" trait defined in order for it to parse saving throw data (example: "...spellcasting ability is intelligence..." - other stuff you'll have to look in their code). Per FGU NPC parsing rules if these things are in "innatespells" you have to have an "Innate Spellcasting" trait defined - with same parsing rules as spells. Don't ask me about those spellcasting parsing text as I had to look it up in code just to get the minimum stuff to make it work defined - you're on your own there. Though module stuff from FGU should have all that stuff defined in NPCs correctly. Bleh.
V1.45 - Bug - a past FGU update of code changed one of things I was overriding which I never noticed - may have made some other extensions conflict which should not have. Fixed to reflect current FGU code.
Since my stuff always worked did not notice major argument list change had occurred in FGU code I was overwriting. Rewrote how I do exceeded damage when polymorph is killed by over that amount to be transferred to original per rules if it applies.
V1.46 - Update - new "polymorphism_current_npc" added to PC charsheet if it was source of polymorphism. This is needed by other extension who may have the charsheet but not the new NPC CT entry it is currently referenced by (combat groups in particular).
V1.47 - Update - implemented node and childList changes to code that SW wanted.
Let me start off by saying I am not normally a stupid woman. However, when you get this wonderful ext. make sure you have NOT changed the name of the ability of wild shape to something like.... say.... wild shape taken. You will not want to waste an hour of your time trying to figure out why it works with one druid and not another. You will then have a "I could have had a V8 moment" when you add the feature again to the abilities page and lo and behold it works. You have to add it to the actual ability page and not just in the feature slot on the action tab.
To recap the txt file these are what I provide in terms of spell/power/keywords (added some clarification of exactly where they are expected in this post):
Polymorph Spell - this is a NPC main page spell/PC action tab sheet spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will.
True Polymorph Spell - this is a NPC main page spell/PC action tab sheet spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will. This supports special custom NPC types of "object" or "item". If you make a custom NPC that has a type of one of these it will be treated as an object by this and that other spells in polymorphism (won't be considered a creature). For example, making a chair NPC with whatever structural HP it would have or anything else with a chair token and a type of "object" or "item" would be respected as an object in this spell.
Animal Shapes Spell - this is a NPC main page spell/PC action tab sheet spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is self or not of the same faction as the caster that target will be ignored. A special feature that supports the ability to change shapes while a current animal shapes spell concentration is in effect requires that the target list be an exact subset of the current Animal Shapes concentration effects in play. If it is, then only that subset will change without breaking the concentration and losing the others in that active spell. Otherwise, any deviation from the target subset will result in breaking the concentration of the others (reverting them back) and casting this new target list as a new animal shapes spell transformation.
Shapechange Spell - this is a NPC main page spell/PC action tab sheet spell - This will support the almost the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Because of the nature of this spell and that you can still use your character features and spells at DM's discretion based on shape you took - this new sheet will have everything you need according to RAW 5E rules except those DM discretion things. When you go back to the original sheet it will also have a different label stating this sheet is for LIMTTED use at DM's discretion (unlike other reference sheets which state DO NOT USE). This is a self only spell and the special case allowing you to change shape while active is handled by going back to your source sheet where the NPC selection in this case will allow you to select a new NPC and hit the active button again (even though its highlighted already). If the NPC selection was different than the current one it will delete the Shapechange effect (reverting you back) and then transform you into the new NPC shape.
Shapechanger - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. If you want special conditions for this (like a vampire turning into mist) you make your own custom NPC. Or in some cases the shape changed attack/damage features are already on the NPC sheet and you can do nothing at all and don't even trigger polyrmorphism. This will pass in the HP data to the NPC and is really only valid to use if you copy the NPC into different versions where you add different tokens and keep all the stats etc. the same (optionally editing out attacks to the relevant ones for that token shape). Also if you die in changed shape you revert and are still dead.
Shapeshifter - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. It will follow most polymorph spell rules on death where it will carry over the exceeded HP when it reverts back to its shape. Used more for allowing the DM to have unrestricted polymorph (some homebrew NPC/PC have this death revert behavior).
Wild Shape - this is an NPC action/ PC feature (same place that dropping on sheets will put it). This will support the full RAW 5E rules for this in the newly created sheet after the wild shape takes effect. This is a self only thing so simply supports the active button switching back and forth.
V1.48 - Update - supported vehicle class as much as possible in the same manner as npc class.
V1.49 - Bug - fix in for display/removal of client polymorph PC/NPC windows and running a local client would have ownership detection issues - changed check to be with Session.UserName instead of User.getUserName() so the correct login user would be returned for comparison with owner when the client is running on same machine as host.
How do I manulaly add Circle of the moon when FGU isnt putting it on when my playes use the WIzard. I tried dragging the link from the class features but it isnt going on the sheet.
is there a way to disable it stopping me from putting a mob on?
link?
V1.50 - Update - V1.50 - Update - now prevent init from being changed in CT when an NPC is a polymorphed one.
This was reported as being in issue if you have "Combat: Auto NPC initiative" FGU option set and "Combat: Roll initiative each round" not set. Why one would ever not give their users the suspense of wondering what the order is next round and will they be able to save the day I'll never understand. Never noticed the init changing after a polymorph added the NPC into the CT because I was never crazy enough to do those two options that way and allow my players to predict and plan based on turn order for the next round.
V1.51 - Bug - Original CT Reach and Space values were never being stored in polymorph. Resulted in them being lost when converted back to original. Fixed.
V1.52 - Feature - now cleanName of any spell/action/trait before comparing to hardcoded supported spell/powers so that it can support things with garbage text after keyword. Will strip out anything after and including "(", "*", or "-".
Big fan of this extension but I am having an issue adjusting the Spell DC. My player has a Spell DC of 16, even the polymorph spell in his action tab has a DC of 16, but whenever he tries to activate Polymorph using this extension it marks his Spell DC as 11. How can I change this?
If you mean the polymorph wisdom saving throw then its
-- DC is 8 + your Spellcasting Ability modifier + your Proficiency Bonus + any Special modifiers
or
rRoll.nTarget = 8 + ActorManager5E.getAbilityBonus(rSource, aPowerGroup.sSaveDCStat) + ActorManager5E.getAbilityBonus(rSource, "prf") + aPowerGroup.nSaveDCMod;
Which of course depends on the power group definitions in actions tab for the "spell name" you defined to trigger this. Just like any other spell in actions tab tis governed by the rules of the group you have it listed under if not overrideen.
This was it, thanks! Forgot about the group definitions.
Hi! First time using this extension and I can't make it to work. The extension is loaded and I'm dropping the Polymorph spell into the Actions tab, also trying with Shapechange, Wild Shape, but I don't get the new frame that allows you to manage the shape changes. What am I doing wrong? Thank you
I'm assuming its the same answer given in the docs, video, and this thread many times. Polymorphism only works if something is in the CT. So the question is - is your PC or NPC your trying to see the polymorphism window in - in the CT?
As well as making sure the character is in the combat tracker, do a quick /reload once polymorph is in the spell list.
Ok if this has been covered, I'm sorry....there are a ton of posts in this thread.
This is for Polymorphism; the circumstances are basically that I've just switched to a new PC so my campaign has been moved. I used to be able to pull up Modules and under "Supplement" I used to be able to find a "Druid Wild Shape Reference" and several "5e Automatic Effect" guides.
For the life of me I cannot find these reference materials anymore and I feel really stupid cuz I'm sure I'm doing something wrong. The extension is activated for the campaign when I load the campaign and the wild shape ability is working fine. I just cannot locate the reference material in FGU anymore.
Please tell me what I'm doing wrong!!!
(oh and all of it is still showing up on the OLD save on the computer that I migrated FROM).
Zero idea what you are talking about. Neither "5e Automatic Effect" or "Druid Wild Shape Reference" have anything to do with Polymorphism. Maybe you should look up those extensions or modules or whatever they are as they are not "Polymorphism" nor are they delivered in any way shape or form with Polymorphism.
Sometimes SR's replies can be a little misleading if you not understanding the context.
SR is simply saying this EXT has nothing to do with those other MODs. However, this EXT DOES provide WILD SHAPE functionality.
It also (as I use both of those mods) works with those mods.
So if you want some more help on them, feel free to post here, private message me, or hit me up on discord, more than happy to help. I just need some more info on what exactly is going on that is missing, as I'm not fully understanding it.
No...it's all good. The problem was me. I had actually bought several extensions from DM's Guild that worked with and was based on SR's stuff. But had forgotten that I needed to go thru a separate procedure to get them to work with FGU....so was shocked when the update to a fresh install of FGU didn't just automatically install these as well.
That's my brain fart!! Thank you for the offer tho. Everything is working great now!!✌
V1.53 - Bug - FGU underlying execution somehow shifted so that my end turn override didn't get applied anymore. Fixed.
I picked this extension up earlier and noticed it does not have seem to have support for the Moon Druids 10th level feature: Elemental Wild Shape. This feature allows the Moon Druid to change into an Air, Earth, Fire or Water Elemental if they spend two uses of Wild Shape. My work around was to make a copy of the elementals and change their type to beast.
Per documents this is supported. Unless you didn't read them and just did nothing to set the Elemental Wild Shape in abilities for Moon Druids as you normally do for a PC/NPC sheet, and just exepected it to "work" without anything but level 10 druid achieved. FGU does not work that way - and this extension works the way FGU data is supposed to be configured. In this case, the druid class under moon druid would have an elemental wild shape link your supposed to set in the abilities tab (PC) or main page (NPC) sheets.
You can research the description yourself in the .txt file listed on front page though it is listed in the forum discussions here at some point also.
I took a look at this in another campaign with the imported the druid PC and while it says the Drop down says "Wild Shape" it will take the Air, Earth, Fire and Water elementals. I thought I might have a conflict with another extension but it seems to work fine after I added them back. The party that had the original problem is in the middle of a fight and the Druid is in Elemental Shape with a lot of damage so I didn't want to mess with it until they finish a long rest.
I just picked up Scried Raven's "5E - Floating Character Sheet Tabs", and noticed it removes the Polymporph area from the Actions tab (5E, above Weapons). Not sure which ext would be easier to adjust, so posting this in both threads.
Tested on a clean 5E table w/ only these two exts active.