You do not need it for the AD&D ruleset, it's built in.
It equips custom effects based on name matches and supports CURSED keywords preventing it from being unequipped? Huh. I admit I know nothing about that ruleset but that does surprise me! In any case, I only use this in 5E so have no real idea of what the other rulesets do.
The system in the AD&D 2e ruleset (and the Advanced Effects extension for 5e) allows the DM to set any effect on any item that is applied when equipped on pc/npcs in the CT. It also allows you to specifically trigger that effect for a weapon (such that you can have a weapon with +damage to undead/etc but not the other weapons or abilities as would normally happen for a effect). The same system works for pc/npc allowing you to pre-configure effects on them they are applied when placed into the CT. It also has a simple UI for configuring effects.
For sure I agree its not needed then. But also, for sure that is not the same thing. This requires nothing but the name and the effect in custom effects nothing else. Plus it all resolves around the equip/unequip in inventories - nothing else. With the CURSED fun too :) Nothing gets me laughing like seeing a player ask why they can't unequip thing they just attuned to (with the horrible effect on their PC) :)
All it does is when Equipped is triggered in inventory it will catch it. Read the custom effects - if the first part of it matches the item being equipped - it will apply the effect. If it unequips an item it will check the CT effects for a match and remove it. That and special locking behavior on a custom effect with the keyword CURSED.
Absolutely NOTHING to do with the effect - or its logic - at all. So regardless of what you've done to the effect system - why this would care? I have no idea. I superficially tested it in each ruleset I claim it works in and it worked. No other tests or idea what those rulesets do and I state plainly it was designed and built to be used by me - and I only use 5E.
Still no worries - I don't think anything you've done would effect this (no pun intended).
I can barely wait for TEST to drop. I've just made a new version of Equipped effects but it's under TEST so I'll have to wait to deliver it after TEST drops. Still I'll give a hint:
This new feature is guarded to only come into play in 5E (as spell is not thing in other rulesets).
But if you use 5E like me...
Not all items can be defined by a custom effect. In fact, I got really annoyed that I had to create a power for my ring of animal influence and ring of the ram that I was putting into a campaign. Not to mention a healing potion. Now standard procedure is to make the power and copy it in the Spell area so that it can be reused in the campaign later. But I was annoyed. It was making me have to do stuff as a DM and that impinged on my feelings of entitlement to be lazy.
So...
I made import/export buttons for saving custom spells (in DB under spell) to an XML file. This way I never had to remake one of these suckers ever again. The down side is they always will be put into unassigned in import - that's just the way DB.import works - but I can live with that. So now my powers are able to be dragged into any future campaign just by picking the .xml I stored them in. Lazy point 1 solved.
I still did not like the effort involved in tracking these things. So as this already adds matching inventory items that equip/unequip for custom effects adding into CT - I decided that I wanted these spell/powers to be automatically added and removed from my PCs (cant' do it in NPCs unfortunately). So I added it in right after it does the matching custom effect. Potion of healing - item dropped in inventory - equipped - matching custom spell/power found in DB - POOF power is under Equipped Items power category in actions tab of my PC! Unequipped and its GONE! I don't have to do anything - pay attention to anything - lazy point 2 solved.
That's it. It doesn't sound like much does it? But oh... it helps me hugely. And if I have a special item that needs both a custom effect and a spell/power to define it completely? HA! DONE!
Now if you create your spell/power under something other than that Equipped Items category - the DB remembers and will create that blank name in addition to putting it under new Equipped Items category. Just delete the original spell/power and save the new one from that category and old blank one will no longer be created. It's a DB thing.
It also has an option to turn this new feature off in options in case you have some kind of crazy custom spell/power names that match item names or something. Of course, its defaulted to ON though :)
If TEST drops on Feb 16 then that is when this new version will appear. Just FYI :)
Hey SilentRuin, that's sounds like a very exciting update :D, look forward to when you bring it out for us!!!
Hello,
I've installed the extension, and works as expected, but here is the thing, how do I remove the effects being vissible on the chat box for the players to see?? in other words, how do i set the effect to be vcisible ony to the DM?
Thnks!
The extension only adds/removes the custom effect in the combat tracker, the rules for custom effects are the same as they have always been in FGU. The doc for those is here. As far as the actual custom effect window in FGU - yes, if you disable the eye icon it is only visible to the GM and not the players.
If already in combat tracker effects can be made visible or not to players by the button on the left when you expand out the combat tracker entry on the host.
Wait a second. Are you talking about the chat message that shows the effect being added in? The way its working is if the item is ID'ed for the player then the effect is visible. If the item is not ID'ed for the player then the effect is not visible.
This was done so that the item could be hidden from user in custom effects list yet still be visible to player when the item was ID'ed. The reasoning being that if you attune to the item and know what it is - then you know what the effect is. The only way you'd be able to hide an ID'ed item would be to manually go into the combat tracker for that entry and set visibility to GM only. But of course the chat would have shone the effect being added in.
There was no easy way to hide the custom effect from player eyes and to make sure they could see it after it was equipped - so this was how this extension handles that.
Well when the test server goes live (supposedly Feb 16) I'll be putting a new version update out which will allow you to do equip/unequip of action tab powers in a PC along with the any custom effects it currently matches. So that will be really fun ;)
This screen shot is of an equipped Ring of Fire Elemental command (after having killed an elemental) - one of the most complex items I could find requiring a power and a custom effect to properly define it. As best one can. When I unequip it both that power and effect in CT go away. Then equip they come back.
I doubt you'd be so excited if you have to figure out how to keyin that power and effect, took a couple questions in discord just to try and get close to what it should be! All my stuff does is match the custom power (in spell list) and custom effect that matches the name. You still get the "awesome" fun of making the powers and custom effects yourself :) Though it will have an import/export for custom spells like I did for custom effects. With the same draw backs - it stores them by child ID. If you are working in the same campaign this will work out overlaying them on eachother - but if you had duplicate child ID's with different data (say from different DB or vastly changed DB) then you will get wiped with the latest import of that child ID. But better than nothing or going to all the trouble of using the /export chat command to make some module of your data then using that. I'm lazy - I can live with a few child ID's wiping each other out if I don't play the import/export XML file game correctly.
We are using this extension for our PF2 Ranger's "Hunt Pray" effect. Equipping his weapon applies the player effect on him, then when he applies the target effect on a NPC the player effect becomes active. In the past we just put the player effect on him, but it often happened that we accidentally deleted the effect after combat and then forgot to reapply it next time. Now it's always present when the corresponding weapons are equipped.
Someone asked me to add import/export to notes for this next release - and as I want that also - I did. As usual same caveats apply:
NOTE: While this extension supplies import/export buttons for custom effects, notes, and spells they will replace the child ID's in your campaign DB. This can cause weird results if you import an XML file with child ID's that match ones currently in use. If the XML was created from the same campaign then this will normally never happen - but if you have existing data and the XML data is from that campaign it can. Using the FG chat \export keyin to export the data and create a module which you can then use is another way to do this sort of thing. Just not as easy - but noting this as my buttons are for my lazy use and I understand what can happen. Now so do you.
So when TEST drops to LIVE (and I get all my extensions uploaded) this will be part of new version also.
you must update extensions - they will have issues with latest fgu update - if you don't update fgu then keep your old extension
YOU MUST UPDATE EXTENSIONS - THEY WILL HAVE ISSUES WITH LATEST FGU UPDATE - IF YOU DON'T UPDATE FGU THEN KEEP YOUR OLD EXTENSION
Plus this one has new functionality see version info.
V 1.5 - BUG - the idiot (me) messed up all spell list filtering was bungled in my override by having a semicolon instead of a comma in the new override for the Spell button. Fixed.
Yeah you read that correctly. Some idiot put a semi colon instead of a comma in their override of Spell button structure which basically dropped off all filtering in that thing. Result being you see filters have literally every single possible filter variant showing.
V 1.6 - BUG - same as V1.5 for notes button also.
Another cut/paste error from TEST code that was later fixed by FGU in spells button filtering. I'm in the process of fixing it.
V 1.7 - BUG - same as V1.6, more semicolons and a function in the structure that had to be duplicated. To be clear - source filtering in spells was still messed up. Fixed.
Thanks to Superteddy57 for working through this with me - I would not have spotted that function in the structure without his help and the final solution was his also.
I really like this extension and the potential for automating certain weapon effects, particularly cursed items. That said, I'm still a newbie when it comes to the syntax for programming them.
I have a player who has the Berserker Greataxe which is cursed: Curse. 1) This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. 2) Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
I don't expect part 1 can be automated per your extension, but I wonder if part 2 can be? If so, I can't figure out the right coding. I understand how to activate it (by equipping), but after that, it's not clear how to trigger the save when attacked/damaged (or if it's even feasible). Any help or solutions is appreciated :).
I'm not an expert at action powers (spells) or combat tracker effects (I do know effects in powers have more supported syntax than combat tracker's). Basically all my stuff does is if you create a power - copy it to your spell list and name it the exact name of whatever you are equipping - it will be put into your PC sheet and removed as you equip and unequip. Same for custom effects. As far as what can be done with either? Up to you and what FGU lets you do. Me? I not an expert. You'd have better luck asking in the forums how you can code a PC action power and/or custom effect to handle it. I just switch em out for you and lock them in if CURSED keyword is in combat tracker effect.
Just loaded TEST for lighting - all my extensions work fine with it. But this one... WOW!
Just made this custom effect "Torch; LIGHT: 20 torch" and with my equipped effects unmodified as is I can now equip the torch - light appears on map - unequip torch - light goes away - and its remembered across maps and sessions because its on CT!
And in my world of extensions that means if I equip the torch on PC or NPC it works :)
As token light is not remembered when set through map between sessions or even maps - this is a life saver!
Works as is - now - today :)
Do you know if your extension works with Celestian's Advanced Effects by any chance? I'm actually only looking to use the CURSED effect for specific items. Thanks for letting me know!
-Removed cause I forgot to add the quote I was referring too :P-
Hey, I got this to work just today :), really cool thanks :), I'm thinking about doing the same for Spell Scrolls :P and adventuring gear, though there are scrolls for each spell which would mean a lot of work :sweat:, anyhow thanks again for making small improvements on things you've spotted and find annoying :)!!
For reasons of my own I was only prepared to update DMsG and Page 1 of this thread for the last few version updates - but now... I am ready to trigger the notification of them (thread won't notify changed if I change a previous page like updating page 1 - and only watchers of DMsG would know to update without that notification). So... consider yourselves notified :)
V 1.8 - Feature - will now go after all "effects" not just in DB but in modules also. Will also go after "spell" first then "reference.spells" in modules looking for a match. The option to turn off spell searching has now been changed to turn off reference.spells searching in case you have a large number of read only modules and spells (it will search the whole thing every time you change equip status so if slowed you can turn this off). By default this will be off - requiring you to copy any module spells you wish to match so they are in your local DB "spell" node. If you turn it on it will search the DB first then look through all modules for a match.
V 1.9 - Feature - added new option to search for template item names as a possible effects/power(spell) name match. It will search through name of item and if no match found for effects/power(spell) will then search through the item's list of spells which is where template names are stored with an undefined link. Any undefined link in that list will be used as a name search till a match is found for effects/power(spell). This option is defaulted to off.
V 1.10 - Feature - will now respect item ID and item attunement (finding "Required Attunement" text in rarity DB value) if present. If IDed will work as usual showing matching effect in CT and matching spell/power in actions [actions tab(PC)]. If not IDed and not requiring attunement then effect in CT will be gmonly visible and no spell/power will appear in the actions. If not IDed and requiring attunement then nothing will be shown in CT or actions. If ID of item changes and the item was equipped then it will be unequipped and equipped to update the new ID rules above.
V 1.11 - Changed defaults for V 1.8 & 1.9 options to be "on: by default. This way if you have .mod tailored to work with equipped effects it will be ready to go immediately. And if you don't want it to look up things in .mod file it can be turned off. Still will always look in local DB before it goes to look up match in .mod file no matter what options are set too.
V 1.12 - Added option to ignore ID considerations of V1.10 so that when ON it will require DM to change the effect GMOnly flag in combat tracker manually - and will initially be whatever custom effect has it defined as. This will be turned OFF by default.
For people who use equipped effects and are dead lazy like me - don't like to define custom effects and spell/powers for your items and want them all to play nice in the new lighting environment - this new .mod file(s) will allow you to simply load the module data and forget about it. Drop item in inventory - equip or unequip it - and based on ID rules in this extension will have the CT effect and/or spell/power applied to your PC(actions tab). You never need worry about doing anything. There will always be weird hard to define rules and things in the world of "D&D 5E books" but this takes all the hard tedious work out of it for me. Links to get it and track it are in here...
https://www.fantasygrounds.com/forum...omatic-Effects
I'd also like to give a shoutout about a free alternative to my equipped effects - it does not do the same exact things but MeAndUnique is definitely adding interesting things into it. So if you don't like paid I fully recommend his Kit-N-Kaboodle :)
V 1.13 - Feature - If you have Map Parcels then an NPC will have inventory. This will now call the Map Pacels code (if present) when equipping or unequipping NPC inventory. It will simply do the same thing Map Parcels does adding the item into the Main Page actions and removing it just as if you had dropped the item in when using map parcels. The only difference is that it will be added when you equip the item and removed when you unequip the item. It has always supported the custom effects adding into combat tracker if there is an NPC inventory and its equipped or removed on unequipped - and still CANNOT support spell powers as that is uniquely PC data structure. But it can support the base item text for items and what that gives an NPC in terms of clicking fields and combat tracker attack lines added in and removed as the item is equipped or unequipped. This is mostly for me. As I'm pretty sure not many people bother equipping or unequipping NPC inventory I'm not bothering to add an option for this - it will just start happening as I want it for me.
Reminder: If you unequip armor and do not equip any replacment armor you will have to manually edit the NPC armor field to be whatever it will now be. I have no way of knowing what it should be turned into once unequipped. Obviously if you screw up and equip things that are not really relevant - that's on you. Dragon with leather armor - dumb - and will be way less of an armor class but not going to stop you from doing things like that :)
Not a Data guy. But I'm trying to resolve why his charges are not currently working in his .mod file in another thread. Something is different. Right now I have to copy the power to get charges to show up (not straight out of .mod file - which is not yet delivered but will be soon).
Note: with new ability to equip(add)/unequip(remove) NPC items in main page actions via Map Parcel code you should simply NOT USE the NPC inventory to equip/unequip anything if you don't want the NPC's features/abilities to change. I like being able to drop items into NPC - like vial of acid or something - and immediately have it available for use in combat tracker attack line. But others may not like NPC standard abilities for a weapon or something changed from their default - which this will surely do if the name matches. Me - I do. Not everyone's cup of tea though so just don't mess with NPC inventory equip/unequip and you'll be fine - otherwise - use your common sense :)
Also the black highlight around whatever is equipped can be removed by simply unlocking and relocking the sheet if it bothers you. Not planning on looking into this as I suspect its a harmless artifact of me allowing things to change outside of locked state (locked state always throws up that black outline border around the action).
I love the idea of an NPC having the same weapon as it's mini when I get back to the table (I've been using FG for running my face to face games even before I started running them online!) and being able to tweak an NPC's loadout to add flavour/balance to an encounter as I'm running it.
Cheers,
Simon