Backing out the last delivery till I work out the bugs in the new lack of button down clearing and such leaving leftover graphics everywhere. I'll have to figure out a way to do it more reliably.
Backing out the last delivery till I work out the bugs in the new lack of button down clearing and such leaving leftover graphics everywhere. I'll have to figure out a way to do it more reliably.
New version 1.64 is delivered to FORGE. As version update stated in V1.64 it’s a major rewrite
Next release of GAL will support displaytype of overlay ("") so that if you want you can have any widget on a token placed by GAL to be an overlay instead of only underlay. Seems there should be a benefit in some cases depending on scale but I think I should explain something about token widgets and map layers first. Also, re-added 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.
Map Layer Assets:
Assets placed in map layers are always going to appear under all tokens. Period - essentially part of map and its layers rules where the GAL ones will appear first in list so be over all other map layers.
Token bitmapwidget Assets:
Assets placed on token as underlay are going to be displayed under the token they are placed on - only.
Assets placed on token as overlay are going to be displayed over the token they are placed on - only.
The token AND its widgets will all appear at the same level as the token does, meaning if you have two tokens overlapping the token last selected will likely be on top and its widget data will be over the other tokens as is its own token graphics. Its all one thing. One of the reasons I have my opacity (option in GA) set to 50% - which also lets me see through multiple assets placed with same token.
Some assets will work better than others with this option. So made it yet another keyword in the names of assets.
Due to how parsing of the asset name text string occurs, the 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. See .txt file for some "likely out of date" naming rules and examples. Or look at my drop box GAL mod to see how I named things. Here is an overlay keyword example...
BattleAxeMeleeOverlay.webm
and from my mod file...
https://www.fantasygrounds.com/forum...7&d=1782059564
GAL has bug deleting keep assets for widgets.
Generic Actions Layers - V1.66 - Bug - keep widgets were not being deleted when active/gmonly status was changed. Fixed.
Next release will be removing callbacks for Step Counter. Its not really needed for the widgets movement anymore and only would be for the things still being put out as map layers - they can have their graphics positioned corrected simply by doing a button click on the token when SC snaps it back due to some limit or return to previous position. These are not really meant to be moved anyway with any speed limits etc. - the players are meant to replace GAL NPCs by hitting their spell effect with a new ptr shape location - all the effect's timing data will be preserved when that happens.
So for now - if you see a map layer leave behind graphic asset where you stopped your drag - even though it snapped the token back to a new position - you can just button click it to get its position updated. The overhead of the call backs is not worth correcting this for you. Plus, you should not have it happen during regular movement of a map layer to a new position unless for some reason you have SC active and applying snap back rules to a non visible - placeholder token - like a GAL NPC.
I have a weird bug; in two D&D 5e campaigns, when I have Generic Action active, someone has an effect like Bane that gives an attack penalty that's a die roll, and that actor attacks with Advantage or Disadvantage, the d4 (or d-whatever) penalty is flipped; instead of subtracting the result of the 1d4, it adds it to the attack. A bonus doesn't get reversed; nor does a flat integer penalty (e.g., -1, -2, etc.). It does reverse other dice; I tested with d6, d8, d10, with the same results. If there's no Advantage or Disadvantage, it works fine; if there's both Advantage and Disadvantage, it works fine.
This also happens with die penalties to SAVE or SKILL.
If I disable Generic Action, it works fine.
However! For maximum confusion, I tried a third campaign, and it works fine there, even with all the same extensions active.
I am baffled. But since disabling Generic Actions makes the weirdness vanish, I figured I should report it here.
Attachment 68102
Apparently something is wrong with the dice expression logic - I'll have to look into it. For now just turn off Generic Actions dice expression option and that will fix it. I assume you don't use the dice expression damage anywhere currently - which is what that option is meant to support.
Good find.
Ah! That would be it. I did use it in the old campaign, for the Sorcerous Burst cantrip, and I turned it on for the new campaign in case of sorcerer; but I didn't turn it on in the test campaign.
I'll turn it off and hope no one picks a sorcerer that knows Sorcerous Burst. :D
Thanks!
Fixed in next release (whenever GP gets to it). Keep in mind the things I have to do to support dice expressions for damage is pretty obtuse and kludgy. Still - appears to work where I use it now - and in your case of Bane with the -1d4 stuff.
Generic Actions extension - 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.
Thanks, SR!
PS: someone did, in fact, pick a sorcerer that knows Sorcerous Burst. :D
I think we'll be fine, even if we play tomorrow. 1st level characters, so I don't expect the sorcerer's single d8 to explode that often.
(Having written that, I shall now prepare myself for a statistically unlikely day. ;) )
Rewrote EE to support INVACT settings for NPC spells, innatespells - and PC powers - when the proper options are set.
Is there a recommended way to override some of the assets? If I have a preferred WEBM file, where can I save it so that it will become the default?
You have to know how to format the filename also into how GAL handles it. But you can make your local folder like this.
The directories it searches are below...
"images/Generic Actions"
"campaign/images/Generic Actions"
Campaign directory will always override the fantasy grounds directory (fantasy grounds images is also where modules put images). So if you drop your image in that campaign directory listed above it will be the one used.
Cool! Successfully got that to work. Is there another extension required to have spells placed with an NPC token? For example, I successfully got my desired asset to show up on the caster (the 'self' asset) for Fog Cloud, trying to follow the example from your video, but adding the Fog Cloud NPC to the map doesn't seem to be working. Wondering if there is some dependency on another extension I am missing.
Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?
Okay, I have found GenericActionsFGU.txt, and it looks like the answer must be AdvantagesPA.
Note - the GAL NPCS with old (SDC) keyword in them have all been broken, they claim [SDC] will now work - but it only does if you manually drag the custom effect into the CT - not if something like EE programmatically places it in CT. All used to work with (SDC) but even though I translated all my data to use [SDC] it will not work at all in the GAL NPC world. No real fix at this time. Personally, my campaigns with them are dead in the water. Just FYI. You'd have to replace the untranslated NPC [SDC] effect keyword manually yourself after the code placed it in CT. Something I'm never going to be doing myself.
I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.
With debugging on, I get this result, but no NPC gets added to the map or CT:
GA Ptr lookup: fogcloudptrcircle
Pointer shape lookup: fogcloudptrcircle
NPC Check: fogcloudnpc
NPC asset found: fogcloudnpc
From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.
I feel like I am close to grokking this, I just need another nudge (maybe two).
You should not be using the ptr circle shape naming of the asset to do anything - that is the old way of doing things. Literally for fog cloud, its defined in both my generic actions layer module (page 1 link at bottom) and in the custom effects definitions for 5eCorrections.mod. If you have the asset its looking for and the custom effects its looking for you literally have to do nothing (as defined in those modules). For fog cloud that would be in custom effects...
Fog Cloud; (C); LIGHT: 20/20 darkness; AURA: 20 all, !self, point; AoE Fog Cloud; OBSCURED: physical
And in your action effect that triggers the NPC placement the SELF effect of...
$ Fog Cloud; (C)
Which will only work if it can find the asset for a GAL NPC matching name - in this case...
FogCloudNPCKeepSizeC_20.webm
and
FogCloudSelf.webm
As I have tons of these already pre defined in my .mod in my drop box along with the definitions in spells and custom effects with the AE5E modules from Grim Press in my corrections module also in my drop box - it would pay for you to look at those. Or watch the relevant videos in here...
https://www.youtube.com/channel/UCGZ...UhJveZ85IesQiQ
Which has all my videos - one playlist specifically for GAL - though all are out of date the week after I post them. Gist is this forum thread has a bunch of posts describing what to do in detail and mentioning specific videos as I add things in and what I use in my own campaigns. You just have to read/watch them to grok things.