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"Maybe" a workaround to this bug of the scaling is to bring up the webm in the Asset window that you are going to place as it actually displays those assets in the Asset window (and I suppose manges to get into the file and get the missing data?). If you bring up every asset you plan to use in the asset window at least once before you start placing assets in lua code then it "appears" to work. Though i've not done enough through testing to state this unequivocally.
Yep running through every webm asset you plan to use through the Asset window so it displays seems to insure any future use will work. Annoying but I can do that before I use stuff with webm placements I suppose.
New pre game prep I suppose to open every webm asset I might use (under campaign/Generic Actions or data/Generic Actions directories) in the Assets window so they play through.
Also, if you refresh the asset folder you have to go play them all again as the webm data is lost by the refresh.
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GenericActionsLayer.ext - V1.6 - Bug/Feature - for effect the name will first strip off "[%w%p%s]*:" (everything before : ) from the name before it processes it. This was because a lot of AE5E data had effects with the actual name with some description in front of it ending in a semi-colon. Now put Effects on their own layer "Generic Actions Effects". Duplicate names will always use the last one added into the cache and the campaign/images directory has been fixed so it will always be last so that its assets override the FGU/images directory assets. New option "Manually delete Generic Actions Ptr layer" defaulted to "off". If "on" this will allow map assets under Generic Actions Ptr layer to remain till layer is manually deleted in map UI or the option is turned back on and normal auto deletes start taking effect again. This is only layer not tied to a token location so only one that can stick around. Added "Asset:" to all layer options to keep them together. New map button to "Create visible CT token effects on map in Generic Actions Effects Layer". When selected it will display all matching effect assets on CT tokens currently displayed on host CT. Will also tell how many assets it checked (not same as placed). It will delete the Generic Actions Effects layer and Generic Actions Ptr layer (as this one can be placed with an effect) before it tries to place anything - providing it finds any CT entries for the map the button was selected from.
Also, my here files above (if you don't know don't worry about it) example assets were updated with more stuff following the rules I've written in the .txt file. Which I'm all so sure you've read... sure.
https://www.youtube.com/watch?v=f1kRcQsOi6c
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GenericActionsLayer.ext - V1.7 - Bug - now clean the name as other FGU functionality does to remove things after and including "(", "*", and "-" as some names have comments and extraneous things after them. Also remove anything before a ":". Also remove the special characters "€", "$", or "#" that AE5E can put on effects in case they reach this level of the code.
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Bug - Yep GenericActionsLayer.ext is not showing the effects added into the DB in the CT - no idea why. May take a while to figure out. They are added in by all indications just not into the CT. And only some of them.
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Still issues with CT display of certain effects. Not solved yet. Seems to happen with no extensions also.
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GenericActionsLayer.ext - V1.8 - Bug - Action buttons have cast buttons divided into attacks and saves. The cast attack will actually trigger two call backs which can cause name conflicts. I've now distinguished these by appending "Cast" to end of name when its a cast trigger (watch chat you'll see two messages generated - one for cast - one for attack). If you have the debug option on then you'll see what names are being looked up including their defaults.
This will change a few names (maybe) for you if you've already defined a cast attack button. I've updated my "here" cache of examples as I flesh them out for my current campaign with the updated naming.
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So people know how I make assets for this extension.
https://www.youtube.com/watch?v=gZco54Xy_cA
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GenericActions.ext - V1.46:
GeneircActionsLayer.ext - V1.9:
- Conflict - upped my load order from 99 to 150 to prevent having onDamage code stomped by someone else - I call the original code so won't stomp them.
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New stuff not delivered yet... a preview before I test it on Monday's game...
https://www.youtube.com/watch?v=b2AljJKfy4I
Also a playlist with all videos on layers I've made to date - in order of lastest to oldest (as they go out of date the next day though have some useful info in each)
https://www.youtube.com/watch?v=b2Al...JFTxN9LNyJeLZ2
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An explanation I made that I don't wish to repeat :)
First you have to realize FGU is not giving me access to much in doing any of this - and I'm using a combination of undocumented calls and my own AdvatagesPA.ext (Advantages) for PTRs (cone/circle/rectangle). Layers are always behind tokens and can not be brought above them. Hence, the scaling and clearing anytime anything moves or happens except with PTRs (options and new stuff I'll show in video I made last night shortly), though PTRs again is also a series of kludges because FGU never tells you when they are placed, when they are in image, or when they are removed (hence AdvantagesPA where I already track the data of the last thing placed). And if that's not enough, the triggers I have access to in order to get these things to pop up are bizarre in some cases - specifically when doing PC action button clicking. You can see this in chat messages - click on a pure weapon attack - you get one trigger (one chat message) - click on a power cast attack or power cast save - and you get two triggers (two chat messages) for the attack and one for the save - click on NPC sheet/CT or PC sheet save and you get... Well its a pain and even I can't remember. So don't confuse the "cast" suffix with anything other than allowing me to separate the names (which can conflict) in attacks where you get two of them - and of course adding that also means... ugh. In the end, this is all just so I can get things to work "good enough" and your best bet is just to not try to understand which names will be looked up in any given situation and have debug on so you can literally SEE which are being looked up or failing to be found. So that is first part.
Second part...
Is covered in bottom of .txt file in forums which I advise you to read. Short story if I'm remembering right is Attack/Save triggers will only have a run asset placed (scaled between two tokens) and the heal/damage will have a run and target token asset placed, and effects will just have a token asset place. As this is just a TOOL you will have to figure out what you like to have appear - in my examples I tend to show a run for the attack and again for the damage but that is purely to show you and you can have the run only appear during attack or only during damage or on both depending on what name matches you have defined. So don't look for LOGIC in a TOOL as its that way because I have no access to anything and have to make it so the assets are temporary. Though I provide a button to show all current effects visible on host CT at any time - provide ability to leave PTRs out till you manually delete or put them back on (as they are not tied to tokens so won't care if something moves away from on top of them).
AND of course the stuff in the video I'm now going to post - which is all new and not to be delivered till after my Monday's game and I see how this all works or what player issues make me come up with yet more kludges. And trust me - this is the klugiest riskiest extension yet. Before this I considered AdvantagesPA my riskiest :)
As far as the ranges - anything with a <underbar>%d following the name will be considered only applied when token is > than its reach to target and will pick the closest defined matching one to scale and place. Again - only if you choose to define it. So optionally you have a name - which can have melee or ranged appended - and a potential PTR<shape> appended after that - and a Keep appended after that (new stuff) - and on top of all that, a <underbar>%d number appended to that. Oblivously lot of name potentials. Use debug to see what its trying to look for.
So ignoring all this - I just look to see if I want a run applied - if so I have ranged or ranged_30 or whatever. And usually define a melee name to go with it. See examples I post in dropbox - if you don't know that that is again - read the forum thread at bottom where I started talking about all this its referenced in there. If I have an effect then its usually where i have just the name or a PTR or both. And if I have a PTR I use keep sometimes if applicable (new). And use debug to show me when I'm not sure. TOOL. User it as you see fit.