Yes, as long as the extension is open in the module you open the exported module in.
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Yes, as long as the extension is open in the module you open the exported module in.
I was considering answering Bearded Wonders’ question and was unsure of myself so I didn’t, but I do have a follow up…
I use Celestian’s extension typically to set up PC startup effects. So that’s my frame of reference. If you were wanting to take PCs with some “Advanced Effects” applied to them from one campaign to another you can’t do it through a module, you can’t export PCs that way. You’d have to individually export each PC (to XML) then import them into the new campaign. Or use the new functionally of the Characters Recordset library dialog and bring them over individually from one campaign to the other.
(Do I have that right Zacchaeus? Celestian?)
You can export PCs from a campaign into a module as pregenerated characters. In your new campaign open the module and then click on the module in the library window; then on pre generated characters then on the green + button to add them to your campaign.
Or, even easier, in the campaign you want the characters in click on characters, then on import and you will get a list of every character from every other campaign in your campaigns folder. Click on the green + next to the ones you want to import.
As long as the extension is present in the campaign you import into the effects will be visible (the effects will still be in the xml even if the extension isn't enabled - but you won't see them or be able to use them if the extension isn't open).
rev 5.95 update released through forge. Tweaks for the Level Up Extension.
Hi celestian,
Just going through the post-patch testing. Using D&D 5E, and with only Lord Motte's Darkness and Advanced Effects loaded I'm seeing the following:
1) Items with effects DO show those effects on the Item Card
2) If the item is equipped it DOES NOT apply the effect on load until the item is toggled carried/equipped again - then it does
* It remembers the applied effect on reload of FGU, so there's a win.
3) When you try to ADD or UPDATE an effect on an item...the window is blank.
* I've tested this with and without Lord Motte's theme too (just in case it's re-skinning the text and boxes to match the background of the window- it's not.)
Update: This also applies to adding effects to NPCs.
(edits in an attempt to load an image, and to fix a typo)
Thirded, this is still a problem on my end, even after following this guide for force-updating.
Sorry guys, I'm aware that 4.3.3 broke somethings only I've not had the chance to look at it yet. I'm traveling for work most of the week so it'll be the weekend before I can dig into it.
Hi celestian, great extension, much thanks. It's invaluable, when used to prep an upcoming session.
I've noticed two things:
1) The first might be out of the scope of your extension.
The INIT: Effect when placed in the Effect Features (at the bottom of an NPC's stat page), does not work on the first initiative roll, when the NPC is just dropped into the Combat Tracker. On any subsequent rolls of initiative everything is great. (see screenshot)
Noticed it in another campaign, so created a virgin campaign, no other extensions, no modules, no community content.
Attachment 56558
2) Just in case the above happened to have thrown an error, I looked at the console, and found a warning (see second screen shot)
It occurs during load though so I doubt it has anything to do with issue #1.
Personally, even warnings make me cringe when thrown by my own extensions. They never seem to be a good thing. So I thought I'd give you a heads up.
Attachment 56559
Regarding #2, the warning indicates an XML merge that exists solely for extension compatibility purposes and so when the other extension isn't present the merge can't resolve. Personally, I've never found a way to reconcile this type of scenario without the warning. I'd be interested if you have any ideas though cause that sort of thing exists for a handful of extensions beyond this one.
Ich! If I comprehend fully, what you’ve said:
The only way I can think of is to do it programmatically (in lua) during runtime.
Check for the existence of the windowclass in an onInit(), probably, if it exists, build whatever you’re merging in, some sort of control I suspect, and add it in that way.
Yeah, I've been in similar headspace, the primary challenge is that by the time extensions are loaded and Lua scripts are run it isn't possible to interact directly with windowclass definitions, only with the resulting windowinstances. So the onInit in question would need to be for the windowinstance as it is opened, and the only way to get the script there would be to merge with it, and so vicious cycle. In theory one could possible tie in to the Interface.onWindowOpened event, though that would be at least an order of magnitude more complex and thus error prone than normal merging, which is ultimately counter to the goal of keeping things clean. If only we could have conditional XML based on extensions, like we can for rulesets, though even that comes with a whole slew of load order considerations.
@celestian sorry about hijacking your thread. :o
@MeAndUnique another possibility is a third extension, common to both, housing only the common windowclass. If either extension is used the third, common extension, is also used. The windowclass is guaranteed to be there that way. I started a proof of concept years ago with one of my extensions. Had a base functionality and years later added a large extended functionality. I developed all three extensions in one “house” to get it all working. Then just never got around to breaking them out into separate unique extensions. Still resides that way today. Hella easier to support. Either the base functionality gets broken by an FG update or the advanced functionality gets broken. Rarely both.
Doubt: Can I use this extension with the Ammo Manager and apply the +1 Effect on the arrow or bolt for example?
Example: I have a Shortbow equipped and 2 quivers, one of which has 20 common arrows and the other 20 arrows +1.
Using the Ammo Manager resource I equip my Shortbow with the +1 arrows and then with the Advanced Effects extension I determine that [ATK: 1][ActionOnly] and also [DMG:1][ActionOnly].
When I have the +1 arrow, will my attacks and damage have a +1 bonus?
The Ruleset used is Dungeons and Dragons (5E).
If you mark the effect pinned to the arrow as Action Only and equip the arrow, only attacks made with the weapon that has that arrow loaded will benefit from the arrow's attached effect.
At least, that is how it is supposed to work. I contributed back that integration some time ago when I added it to my PFRPG port of Advanced Effects and it may have stopped working here at some point.
So if it doesn't work, let me know!
Do anybody knows how to fix the extension not working?
I added trough forge the extensions "5E Advanced Effects", updated fantasy grounds, enabled it in the "load campaign" section, in the chat shows that the extensions is added and enabled it in the rules, but when i open a sheet i can't find any of the option of the extension. Tried to disable & hide it, update, re-enable and re-update, but it didn't fix anything.
There is something i'm missing?
(A guy on discord helped me, i was searching under the wrong tab ç_ç)
Hello All,
Could I bother someone with a bit more on the ball for a syntax check for a weapon effect?:
[IFT: TYPE(Dragon);SIZE(L);DMG:1d8][ActionOnly]
[IFT:TYPE(Dragon);ADVATK][ActionOnly]
My hope is that this will cause 1d8 extra damage if attacking a YOUNG Dragon (medium size). Additionally, Role with advantage against all dragons. If there is a way to define "red/black/green/etc." dragons that would be great but I couldn't find anything that gave that granularity for the parameter.
Thanks in advance
Unless I'm also missing something, you could add a hidden effect on the intended dragon NPC [XYZ] and then add [IFT:CUSTOM(XYZ); DMG: 1d8][action only] to the weapon.
That custom string could be anything that helps you differentiate. YgRdDgn for example.
Thanks for the quick reply, So, I would probably be looking at a string more like this?:
[IFT: TYPE(Dragon);IFT: CUSTOM(Red);SIZE(L);DMG:1d8][ActionOnly]
[IFT:TYPE(Dragon);ADVATK][ActionOnly]
or I guess simplified:
[IFT: CUSTOM(Young Red Dragon);DMG:1d8][ActionOnly]
[IFT:TYPE(Dragon);ADVATK][ActionOnly]
Thanks again
My GUT says B. You can test both and see though. :}
You could use IFT: TYPE(dragon);IFT: SIZE(large);DMG:1d8
Since only young dragons are large. If you need to make it only hit a particular colour of dragon then you'll need some kind of custom effect as noted above; since there's no direct test for colour.
@celestian, I have a new update for AmmunitionManager releasing soon which will change the code needed here for compatibility. I have a deprecation function in place so the timing is not critical. The draft pull request on your GitHub will update the code in your extension to use the new approach.
I have tested it with the upcoming v4 and it's working. Do you see the attached effect on the combat tracker? Maybe you haven't equipped the arrow after editing its effects?
Probably best to wait a week or two since there is a deprecation function in place. I can't release my update until the new Starfinder alternative is available.
It would have been more accurate to say the requirement is just that your compatibility update comes after mine! I'll finalize the PR when I drop my update and then you can release whenever it's convenient.
Hello all,
Is there a mechanic in the effects coding to determine if a 1 or 20 dice roll to trigger an effect? I didn't see anything concerning this in the wiki.
Thanks in advance
Thanks, I was asking in reference to putting the effects on a particular item using this extension. (I should have led with that, I guess)
Thanks again
Yeah, I see the effect in the combat tracker, but doesn't seem to apply. I created a brand new campaign and only added advanced effects and Ammo Manager.
Attachment 56926
You haven't set your bow to use the arrow that you have attached that effect to.
Check out the video linked on the Ammunition Manager page and feel free to post any further questions about this issue in my thread (since it's not an Advanced Effects issue).
No worries. You have to pay the bills!