Big long rambling video about the newer stuff I've added involving INVACT and some other options in other extensions.
https://youtu.be/dna8s2g8iYE
Big long rambling video about the newer stuff I've added involving INVACT and some other options in other extensions.
https://youtu.be/dna8s2g8iYE
GAL map layer WARNING:
During my game last night I found I had forgotten to add a door. So during live game I added it in and we kept playing. But it mysteriously disappeared from map. Then added it again and it IMMEDIATELY disappeared again! I then mistakenly began cursing the map software only later to discover... I should have been cursing myself.
If I'm stupid enough to add a map graphics into an active GAL layer instead of some map layer for display of map... then that GAL Layer will be getting deleted and recreated as a matter of course of the game. And of course, anything I add into that layer will be disappearing when its deleted.
Stupid gets what stupid does. I got what I deserved for not paying attention to the basic rules of the road with map layers. Add things into a layer that will be persistent. GAL map layers are not.
Be warned not to be stupid like me.
Generic Actions Layers - V1.50 - Bug - override of DB.deletenode to protect from trying to delete bad database nodes caused other issues so removed. If timing error from bad delete node logic in other extensions comes up will have to figure out something else.
This bug would cause strings (and possibly other things) to incorrectly be mangled on the data. For example, dragging Scimitar of Frost item into inventory then dragging Breastplate into inventory would corrupt the link data displayed for breast plate with a blend of that previous entry.
WARNING:
UGH. When I set my dropbox mod effect assets to be less opaque so you could see through them (as a token can have many effects overlaying each other) they seriously dulled them down in color and crispness. Which I personally never noticed because of a duplication bug on initial placement which caused them to look crisp when placed through action spell/power buttons (my usual way of testing). My question is why my users didn't notice and let me know! Users, why even have them? :(
I'm not sure I want to go back and experiment with opacity and recreate all those effects to see if I can get them crisper but still transparent - I may just live with the dullness. And leave the bug so I can see the pretty crisp effect asset before it turns dull :( So I know what they could have been (sigh)
Only for effects overlayed over other effects in my mod that I share had these changed for transparent opacity and thus duller FYI.
Generic Actions Layer Extension - V1.53 - Update - added new option "Asset: Set %Opacity of asset effects which can overlay each other". This will give a color mask to set the alpha layer to the percentage opacity you specify. 100% is full (as asset is defined) opacity and the 85%, 75%, 50%, 25% opacity options will make that effect asset more and more transparent. Previously I defined all my effect assets to have that opacity (transparency alpha layer) built into the webm (seen in my drop box link). I'm now going back and updating that module to change the effects back to full opacity and use this new option to determine how transparent they are. These are only for effects which are temporary by their very nature. Any other GAL asset placed will be whatever you have the asset defined with (100%).
Likely won't be in Forge until next week sometime. I'll be changing all my modules effect assets back to full opacity at some point and then have my campaigns change the opacity setting for this option. Right now its defaulted to 100% which means it will use whatever the effect asset is defined with for transparency (as in you won't notice any difference as to what you see now with your effect assets). Point being effect assets can overlay each other and the background map and you may want to have control over their opacity (transparency).
My Generic Actions Layer modules (5E and SW5E) have been updated to no longer have opacity hardcoded for effects. You either know where the links in this thread and the SW5E thread are or you don't. Took way to long to do this for sure. But all the assets are bright and shiny and ready to be dulled by new option coming next week. Largely arbitrary for taste so feel free to ignore both the new option and the removal of opacity levels in my effect asset modules.
Generic Actions Layer - V1.55 - Update - added new map name keyword "tilt" - if found in name will force the asset angle placement to be overridden and aligned with the orientation of the source token (if no source token nothing will be changed). This will allow me to use my new aura logic (new aura update to extension not sure where it will go yet) to handle wall of fire line (3d rectangle) placements and align with new tilted aura along the NPC orientation. Also now support NPC placement with orientation based on placement orientation of last cone/square/circle in map via AdvantagesPA extension. Same for new addition to size, sizec, sizes file name parameters only had one distance before now it has two ( a dash with a number following after the normal syntax) - Example: WallOfFireInnerLineNPCTiltKeepSizeS_60-10.webm (supporting new aura code I've mangled to do this).
You won't get to do this yourself unless you take the code I posted and replace the aura code to make your own version of the extension for now. Just remember if you do that aura ext is in vault - leaving this one in there will never be replaced or removed except by you - and always used over updated version in vault while it exist. As with any extension in FG land where one uses the vault. Ick - one should never use the vault IMHO. And my full dropbox 5EAECorrection.mod is now updated to use the new syntax - I don't "think" it will effect you if you don't have the new aura extension as it should just ignore the unrecognized syntax and use "sphere" default but I might be wrong. Use it with caution if you are not using the aura changes I made. GenericActionsLayerImages.mod is also updated. My world, my rules.
Post in Aura extension forum with video:
https://www.fantasygrounds.com/forum...l=1#post757376
Note: if you use my mods that I've posted somewhere in here via dropbox (while they last there anyway) then be aware I've done my own aura extension coding which is not incorporated into the aura extension delivery - its posted in their forums if you want it. But over time a handful of the spells that need height and such will likely be changing to use the new syntax I've made to properly handle it. So if you don't hack up your own aura ext beware some spells that use it (custom effects) that are linked into my mods will have that new syntax. So if you don't mangle your own aura .ext - hold onto the pre modified mods as "your own" and don't refresh them. Just FYI. As always - my stuff for me ;)
Generic Actions Layers, BCEG, and AURA extensions were all busted this last thursday when SW dropped an update that killed addEffect triggers.
Will have to wait and see how it works out. Its currently questionable if BCEG or AURA has someone to push any fixes into FORGE.
Generic Actions Layer - V1.56 - FG Update - FG update broke addEffect triggers. Farratto made a fix for me - also broke BCEG and AURA.
Note: this fix will fix GAL but fixes to BCEG and AURA which GAL is dependent on will have to come from somewhere else. Farratto in GP discord probably knows the state of these the best.
BCE and BCEG and AURA are all fixed in the Forge; and code provided to the maintainers.
Regards,
JPG
Generic Actions - V1.88 - Bug - client was not getting correct options settings during onInit so had to move later in code execution when options were defined. Among other things this prevented clients from using flanking in new campaigns (some reason when all this was first written older campaigns worked - no idea how). Anyway - fixed.
Generic Actions Layer - V1.58 - Update - changed damage type name matching to stop at first "," so that first damage keyword is used for name match. Also in general will no longer process anything including and after a ";" for all name matching. This allows something like "necrotic, magic; L01" damage type to be matched for "necrotic" instead of "necroticmagic;L01".
Hello SR and community --
Picked up this extension recently and love the functionality that GAL brings. Been educating myself through much reading, videos, and trial-and-error. Thanks to SilentRuin for this!
I have one question -- I did download the module with all the pre-named assets. Just to be clear -- this is just the images, correct? For example, it contains the Fog Cloud assets, appropriately named, but does NOT include the actual NPC Fog Cloud nor the Effects coding that would match up with that, correct?
I'm fine with creating those pieces for myself, just wanted to make sure I was not missing them.
(I did also add on Equipped Effects as I know I would need that for the full functionality -- my question is just about the existence of NPCs and Effects)
Thank you
Those assets are tied to the AE5E modules sold on DMSG by Grim Press as is the correction module I put in there. I would never define all the effects needed to run all these things - so I use those. And then corrected the ones I needed corrected - though I only did it for DMG, PHB, MM, and MtoM originally. Up to you what you do though.
Apologies if this has been covered. I searched the thread and didn't find anything.
The new 2024 5e rules have the Sharpshooter feat performing identical to the Crossbow Expert feat. In my testing, character with the Crossbow feat in melee with an enemy does not get disadvantage on attacks, but a character with the Sharpshooter feat does. I could obviously just put the Sharpshooter feat on a character to fix this, but it seems like you are supporting the 2024 rules, so I was just wondering if this is something that was missed or not intended.
Thanks!
The current code has no range dis at 5 ft for "Crossbow Expert" and "Spell Sniper" while "Sharpshooter" and "Fighting Sharpshooter Mastery" have no dis advantage due to range - but still have 5ft dis for the latter. Not sure I understand what you are saying based on this as they do not do the same things. Though Sharpshooter may need to have 5ft dis disabled also but then what your stating makes no sense. You'll have to specify what it is you mean more clearly as replacing crossbow feat will get dis at range and not at 5ft and replacing with sharpshooter feat to "fix" it would not fix anything.
It will be fixed in TEST next week and delivered to LIVE when TEST goes LIVE.
Due to current TEST going LIVE and likely breaking things in modules I use with GAL I'm removing access to my dropbox as I can no longer state my module data will properly function. If at some time it turns out they regain support of things I've coded into them with BCEG and anything else broken in current TEST I will reshare them. For now though if you have these you will have to maintain them yourself. Currently GAL NPC placement is receiving triple packets when creating an NPC (thus creating 3 NPCs) in TEST and is broken. I'll take a look at resolving that closer to the 28th so that changes in TEST are finalized and quit breaking previous TEST fixes. Gist is though - while generic actions has many things in it - GAL will not be fully what it was when this goes LIVE and do not know when it may regain all of what it used to support in NPC automation. None of the asset display functionality should be affected (to my current knowledge). So I may place my asset modules back in dropbox at some point. For now though just shutting my dropbox and things I shared down. As this data was all free and use at your own risk - consider the risk exceeded and your on your own for now.
Resharing all my dropbox files I had before - still total risk as they are based on 5EAE modules which may have old syntax that no longer works in some spots - but better than nothing.
5EComponents.mod used with "Manage Inventory Counts (support effects INVACT, INVLR, INVSR)" option when its on and Equipped Effects if you want to have them auto managed on CT entries effects.
GenericActionsLayerImages.mod used with GAL for its assets with 5E data.
5EAEcorrections.mod used for corrections or GAL additions I've made to overlay 5EAE modules that I use. Must remove old custom effect duplicates - there can be only one.
AE5EPHBClasses.mod a horribly complex relinking of all the class spells, traits, etc. so that when my players click on something it takes them to the AE5E code I want them using not some wild multiple choice options where they can pick the wrong thing.
If you wish to see my base 5E campaign with all my extensions/modules/setting in options (a blank campaign used to copy and create new ones)..
My Base 5E Campaign
All is based on my extensions plus some others like AOE Effects and BCEG.
As usual, these are "use at your own risk" as they will not be officially supported. Just what I use for the moment. Though good examples on how the data is used in the extensions.
Generic Actions ranged DIS if someone is in 5ft will not respect Spell Sniper feat until this bug is resolved.
https://www.fantasygrounds.com/forum...ll-set-its-nil
Responded in report thread.
JPG
This is the page to reference drop box...
https://www.fantasygrounds.com/forum...l=1#post762948
GA ability to provide dice expressions for damage/etc. crashes when manual entry of dice roll.
[5/2/2026 10:33:06 AM] [ERROR] Script execution error: [string "CoreRPG:..lity/scripts/manualroll_entry.lua"]:153: attempt to index field 'type' (a nil value)
Not going to fix it - if you use dice expressions supported by GA don't use manual rolls for them. I looked at the code and it looks like to much of a pain to figure out. Already had to hack my way into getting it to work in normal rolls. And I pretty much use it just for SW5E and normal dice rolls.
Note: GAL is designed for diagonal RAW distances in FG and AURA so your options should be set for those. While you could design a blocky asset to represent a circle due to scaling and orientation GAL will just not have it matching right anyway. RAW only. Or take your chances with things not triggering where you think they will based on asset you see (say a circle at certain angles not triggering the aura to match the image).
Attachment 67482
New component definition of INVACTR which will only apply to ranged attack version of the name. For example, a CT effect with these weapons will now insure the melee attack has at least one present in inventory and that the thrown attack decrements one of them from the inventory. Neither will succeed if out of that item...
+Dagger; INVACT: ~Dagger; INVACTR: Dagger
+Handaxe; INVACT: ~Handaxe; INVACTR: Handaxe
+Javelin, +1; INVACT: ~Javelin, +1; INVACTR: Javelin, +1
etc.
Because of the insanity of FG handling of ammo DB updates - only things with the word Range in their weapon type definition (and defined before app starts) will update changes to maxammo and ammo in the DB entry for that weapon list in the PC actions tab. Thrown weapons will simply not update the fields when DB data is changed. Thus the workaround in my game is to insure any thrown weapons have 0 for max ammo then unlock and lock to get that field removed - as it won't reflect what is in DB. Don't ask me why - its insane. And I'm not going to change to separated "Ranged" version of every thrown weapon either. Just FYI.
My 5Ecomponents.mod has been updated with all the PHB/DMG thrown weapons.
v4.52 - Update- only remove unconscious effect if this was not dying and was triggered by wound field change.
Had set unconscious on something that was not actually dying and DI removed it. It should only be doing this when I keyin something in wounds field to bring it back to life - mistakes regularly happen by players that apply damages they should not. Still need to remove prone of course - but that is because when you are healed from death you still are flat on your back till you get up.
Generic Actions - V1.94 - Bug - the effect parsing had changed and broken the default INVACT usage where nothing followed the keyword and it defaulted to the effect name. Fixed. Added new * prefix so that if a +* appears in front of the effect name it will be considered a substring in the action name that triggered the effect. Again - same as any other INVACT operation. While substring matches are inherently dangerous (you can certainly get it to decrement to many times by generating multiple triggers with poor INVACT effect design) it is still handy to have. EE will not be able to handle the substring option as it requires an exact name match.
Generic Actions - V1.95 - Bug - default INVACT usage where nothing followed the keyword did not support the "~". Fixed. As in "+*Dagger; INVACT: ~; INVACTR" - to insure thrown ranged weapon of this name match would consume from inventory and the melee version would not but require it to be present. V1.94 broke how CT limited effects were deactivating effects while an action performed (was doing all of them after the - prefixed effect appeared). Fixed.
I looked through this thread and didn't see anything pop-out and tell me that it was removed for some reason, but when I went to obtain the following file, I get an Error (doesn't exist): "5EAEcorrections.mod used for corrections or GAL additions I've made to overlay 5EAE modules that I use. Must remove old custom effect duplicates - there can be only one."
Is that file no longer needed? Thank you in advance SR!
Forgot that line was even there I have not updated it - the real links are here...
https://www.fantasygrounds.com/forum...l=1#post762948
Note on my 5Ecomponent.mod (also in as story in that module):
This module has all the supporting data I needed in my games for Generic Actions extension support of components (with help from Equipped Effects extension of course). Many of the INVACT spell components that are consumed (no ~ prefix) require the 5EAEcorrections.mod corrections of those spells so that only ONE action (effect/attack/save) is triggered for that name match. Otherwise, each matching named action on that spell will decrement an inventory item - which is to many. So this will NEVER work for all component consumption spells that give more than one action - at that point you should just use ~ prefix on INVACT components to make sure they are just verified that they are there and not consumed - or don't define anything for that spell. For now "good enough" for ones I play with as I don't yet know how to solve that problem. Using INVACT with inventory consuming components is RISKY as you have to have only one name match triggered or it will decrement to many inventory items.
To be delivered next week.
https://www.youtube.com/watch?v=IppLQdVOVSk
Due to new powers in AOE effects, among other things in my current campaign I wanted implemented, my dropbox files have all had new entries put them and/or changed. Not a big deal if you don't use these or copy from them - but figured I'd give a heads up that they have been getting updated on a daily basis of late.
https://www.fantasygrounds.com/forum...l=1#post762948
Generic Actions Layers - 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.
This is a significant change to GAL. Will be letting users test this out though I have tested it on the portion of my live campaign map that pretty much made me realize map layers for moving tokens was even worse than I ever thought. Read further if you want the details on why GAL is changed...
The new GAL will no longer be attempting to delete map layers on a button down - this was to keep them from their assets from being left behind on a token drag. The risk for hitting the delete layers bug wiping out token notifications is too severe even if it rarely happens in slower processing areas with a lot of light/fx/los (as in my disastrous campaign last night). There is no good solution. So expect moving tokens to leave the asset behind till you stop moving at which point it can safely delete it and move it to the tokens current position. Most map layers will be replaced with bitmapwidgets where possible, in which case all tokens with widgets will have visible assets dragged and oriented with them on drag end. Just an FYI as this was such a seriously hard pain the neck to figure out - and a disaster to have happen. Only solution if you encounter it in current version is to turn off lighting which makes the window between when the delete layers starts and finishes a lot smaller meaning it will finish before token starts dragging and won't kill all its notifications to others what its doing.
Tip for GAL:
If you want something that is still being displayed as a map layer to be displayed as a bitmapwidget then you just need to make sure it does not have GALVISIBLE on it (usually found in Object in custom effects of the AE5E and corrected data that I use) and that it is does not have a GAL NPC named effect that is set to GMOnly. The change will be immediate. But the effect will not be visible on the client's side if the actual CT entry is still marked invisible. Which is the default for all GAL placed NPCs. The whole purpose of the GALVISIBLE was to allow an invisible NPC to still show the map layer graphics on the client - which bitmapwidgets are not capable of doing (they cannot disassociate from the CT entries visibility). If you don't actually place any GAL NPCs or use anything that sets GALVISIBLE indirectly and remove that keyword (Object custom effect for me) - then ALL your GAL assets will be displayed as bitmapwidgets. For sure the default GAL NPC named effect is not GMonly so removing any GALVISIBLE effect entry keyword from a GAL placed NPC will make it a bitmapwidget.
Just FYI.