Just remember my warnings above. I'm not going to stop people doing dumb things with it - that's on them. Dumb can be smart when dealing with fun variances and I'm not going to limit it. That's on you :)
While you can drop an item into an NPC (map parcel) not in combat tracker (which will add it into the inventory) - you can not use equip/unequip to do anything to it as this extension is designed to work on things in combat tracker (effects and powers adding and removing). If you want to work on an NPC with equipped effects to store as a later template for others in combat tracker you will have to work on it in combat tracker then when done copy it to your NPC list (group) for use later. Otherwise, pure Map Parcels dropping an item into the NPC (non CT version) is only way to add it into main actions page. And removing manually only way to remove it. Just FYI.
V 1.14 - Feature - it has been requested that V1.13 is a big change in behavior and that it be an option turned off by default. "Allow NPC modification" is the new option defaulted to off. Turn it on to get the equip/unequip NPC feature (V1.13) to work in combat tracker.
This means by default the equip/unequip NPC abilities active in combat tracker NPC will be off. Turn on to use this new ability. The auto equip aspect of adding things in was messing with some random loot stuff so turn it off and on at will as you modify your CT NPC entry.
V 1.15 - Features - New Options added "Update when added into CT" defaulted to "on"; and "Add/Remove Abilities" defaulted to "on". The new features will look up matches to custom effects and powers for abilities (Feats, Features, and Traits) for a PC. They will also look up custom effects for Traits and Actions in an NPC. When adding a PC/NPC into combat tracker it will insure all custom effects (and powers for PCs in actions tab) are automatically updated per all the equipped effects rules. For a PC abilities will be added to effects/powers when the Feat, Feature, or Trait is added into the abilities tab. They will be removed when they are removed out of the abilities tab. For NPC's this is done in the main page in the same manner but only for effects.
Most powerful understated features I've done to date in this. Heh - and nobody will notice likely - except the one that counts - me :) No videos just the blurb above. Very powerful. Hopefully I've not busted it adding this cool stuff (for me), but as I'm always saying - EXTENSIONS = RISK! And I'm sure someone will let me know if it explodes.
These features will be very handy in the next week for Aridhro's stuff here: https://www.fantasygrounds.com/forum...omatic-Effects
I don't do DATA. You can make your own. But I use his :)
V 1.16 - Kludge (till a better idea occurs to me) - Added hardcoded conflict name list - at time of this version that only has "shield" in it. A new option "Skip Conflict Names" defaulted to "on" will allow users to ignore the conflict list if they wish. It only applies to powers applied by equipped items, feats, features, or traits. Custom effects will still match and go into CT. For example, the name "shield" conflicts with the spell "shield" so equipping it would cause it to add that as a power. Which is wrong. This will now not do that. But since people can do what they want with the names they want - I have the option allowing it to be turned off.
For anyone interested, Kit'N'Kaboodle has been updated to work with version 1.17 of Equipped Effects. When the two are used in conjunction Equipped Effect's ability to automatically add powers when an item is equipped will add the powers to the item, which can then be configured for recharging functionality (e.g. gaining 1d6 charges on a long rest).
Rumor has it Aridhro’s data will be coming out with something relevant to last few updates here also, Soon:tm:
https://www.fantasygrounds.com/forum...omatic-Effects
Data.... bleh ;)
SR, M&U and Aridhro -- keep up the tremendously awesome work you are all accomplishing together. Now that I have figured out how to get the most out of Silent's stuff, man, mind -- blown!!! Great stuff and I just wanted to tip my hat to you all!!!
V 1.18 - Feature - new option "Spell Import Export(restart app)" defaulted to "on" will now allow you to remove the import/export buttons for spell button to prevent any conflicts. Just turn option to "off" and restart the app.
V 1.19 - Bug - CURSED was not working with template items. Fixed.
Some things in Aridhro's data use item templates to define name matching - this had a bug in the CURSED logic that did not respect that additional search.
Here is the error again,
I made a 10th level Barbarian. Worth noting he has a 20 STR. I tested with various weapons, but I initially used a magic Greatsword.Code:[4/27/2021 6:58:55 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[4/27/2021 6:59:04 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[4/27/2021 6:59:29 PM] [ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:208: attempt to index global 'vClause' (a nil value)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[4/27/2021 6:58:23 PM] EXTENSION: Equipped Effects v1.19 for Fantasy Grounds Unity \rCopyright 2021 SilentRuin \rWill create and remove effects and spell powers (5E only) based on equipped or unequipped inventory items.
I added a Belt of Cloud Giant Strength. Added him to the combat tracker, adjusted the Strength Value (27-20, replacing the X).
I set was testing combat, so I set up a random goblin and a random map from FG, put the tokens on it and tested to-hit rolls and damage. To-hit roles worked fine, but damage rolls resulted in this error.
I tested on a Monk as well, but the error only appears when using STR based weapons/damage and not when using Finesse weapons.
I've been able to duplicate it again and again. I can probably make a video of it if you can't duplicate it.
Let me know.
thanks.
Yeah I let you know in other thread that I tried it with a belt of hill giant strength - and had no problems. For sure you will explode if you try to give the effect parser garbage - which that "STR: 21-X; note replace X with strength" will be if you don't replace it with STR: 9 (if your strength is 12 for example). See other reply in other thread.
Well an update in instructions might be called for, I thought it was to be used as a dash, not a minus so I wasn't thinking math...
but, I did just test with your example...belt of hill giant strength, barbarian with str 12, I replaced the value with 9...and still have the error.
Going to try to repeat something here I thought I PM'ed you but does not seem to show in my messages as sent.
I've tried to get it to error with Aridhro's original unchanged effect text, with the 21-12 in it, and with the 9 put it in, and it gives 0 errors. Aridhro can't duplicate this either.
So another question - leaving the effect in CT as you have it - getting out of app - turning off all extensions - coming back up into FGU and doing the damage - do you get the error?
I'm almost thinking you have some other LUA parser or deeper debug stuff in your operating system or something based on the buildslave directory error you have going on - as that is nothing to do with FGU. That is something else entirely - and once it errors - all the errors after are just unwinding from that one.
You don't have the unity engine or something loaded on your machine do you?
Yeah, I get the error without any mods running...let me make a video to show you...picture is worth 1000 words they say...
And no, I don't have any kind of unity engine installed in my Windows 10 manchine...but as I said, I do have some games that run under unity like FGU.
give me a few to figure out video recording.
I'd give the video in house of healing under a new thread to smiteworks. The fact you have nothing else up and running but RAW FGU and still get that error is something I can't help you with.
My guess is still there is a runtime library conflict on your machine where you are making FGU pick up the wrong runtime library but your going to have to ask them. It's either an older one than they use or a newer one and something they do is no longer working.
But really the video will not help solve this one. Only figuring out where that first error is coming from will help. As its not their stuff - therefore is not correct.
okay, I'll direct them to these errors.
thanks.
Fix in the base code - here's the post:
https://www.fantasygrounds.com/forum...l=1#post596937
V 1.20 - Feature - new option "Display first link" defaulted to "off" will allow the first link of any power stats windows (spells), npc other tab window, or item windows to have its text expanded and displayed first. This will only work if the link data can be found. For example, if the link is to the PHB and the PHB is not loaded then this will do nothing for that power. Limits link search to classes of reference_spell, power, reference_weapon, reference_magicitem, reference_armor, reference_equipment, item, itemtemplate, reference_feat, reference_classfeature, reference_backgroundfeature, reference_racialtrait or reference_subracialtrait.
Smiteworks recently determined that a number of .mod data files have been copying WOTC .mod data to such an extent that they could actually be used in place of those modules. As that is a violation of license agreements all .mod files that do this have been instructed to change. In most cases, this involves supplying reference links to the WOTC .mod data (not copied text descriptions). From the user's perspective this means that these .mod files will be redelivered at some point soon with data links in place of actual text descriptions (originally copied from WOTC mods). Basically, where you used to see a spell description, npc other tab text, or item descriptions immediately when you click on their links - you will have another link you will need to click (to WOTC mod data) to see the text. This way WOTC mods will be required to be loaded with the .mods that are supplemental to them and can't be replaced by them. And if unloaded the links will give the FG module not loaded message.
In light of this, as I'm paired with Aridhro's 5E Automatic Effects I decided to provide this new optional (turned off by default) behavior to display the first link in the text/description where it is displayed ONLY in the window sheet and not recorded in the DB at all. That way if link leads to .mod data not loaded (say WOTC data link) then nothing will be displayed. This will comply completely with the Smiteworks directive and yet from user perspective have minimum impact as when they click on a spell/npc/item link that leads to another link to get the description/text they will actually not have to do the additional click as the text will be there. Aridhro should have his .mod files updated in the coming days to reflect these required data changes and at that point you can turn the option to expand first links on. Obviously, if something has a link I support that does not make sense to expand it will still do so. Simply turn off the option if you don't want to expand something.
V 1.20 caused a conflict due to the NPC other tab changes going to tinker with it a bit and possibly get a new version out when (if) I solve it.
V 1.21 - Bug - had to redo the NPC order tab logic to prevent some conflicts with other extensions.
V 1.22 - Bug - Duplicate entries added into NPC main page when items were equipped that had template data. Fixed.
This also required a fix to Map Parcels to not modify AC stat in NPC main page when new option is "on" - as equipped effects will add an NPC AC stat bonus with an effect in combat tracker if you use data like Aridhro's which I do.
If you see this warning ignore it. I basically merged into everything that would potentially display description text with a link in it - and reference_npc window was one of those that would need the other tab modifications I made to do this for Other data in NPC's. But now it appears its not even used in FGU. If that turns out to be the case (I'm asking) I'll remove it in next version. For now, just ignore it - its harmless.
[WARNING] windowclass: Window class (reference_npc) defined with merge attribute, but asset name does not match existing asset. [EquippedEffects] [ref/ref_npc.xml]
DMsG has been updated - but no version change was made. Purely up to you if you take this update as it will have no real impact on you.
Removed code that was generating a false warning - no version update for this.
Not sure if you are aware but equipped effects seems to change the description on some magic items to a spell that they can produce. The example attached is Spider Staff Attachment 46870 Attachment 46871
The only extension I had active in the second example was equipped effects and I had none in the first.
I am totally aware this is possible. Per when I implemented V1.20, I described it in detail. As I described there, there is no magic bullet to translate firsts links in the text/description data. The default to do that is OFF for that reason. You have to actually turn it ON to get it to do that and as described there, you would turn if OFF if you don't want it to do this. Catch 22 - you turn it ON to allow the new WOTC data support rules to translate a temporary display of the first link for your convenience, or you deal with the data as it is (leave this option turned OFF). There is no way to determine if a "first link" makes sense to be translated or not - in Aridhro's data that is how it is created as a support module is not allowed to directly reference another modules (WOTC) data without a link (insuring that module has to be loaded and owned).
I don't know what "spider staff" is but I personally don't have it so Assume it is homebrew or some other data source I don't use. For sure I have "spider scroll" which works fine as the first link is a link to the WOTC module data as it should be if you are using this option. The option allows you the ease of seeing data that conforms to this type of first link rule - but by no means can cover every data's use of links outside of data that does conform to those rules.
Spider Staff is a magic item from LMoP. Thanks for the clarification on why its happening.
LMoP? I know Aridhro is working through all the data modules so you might want to get with him if he is going to hit whatever this is. In my world, I use PHB, DMG, and MM data modules and Aridhro's supplemental data for PHB and DMG. So all the stuff conforms to the first link rule. If I did not use his supplemental data then the normal PHB and DMG data would be showing the same bogus first text translation that you are seeing (first link would not be relevant to expand and temporarily display in your sheet as first text), and would leave the option OFF if that were the case. If I'm mixing data? Then probably leave it off to be safe, or turn it off and on as you need to or just live with extra first text section that does not really make sense to be there - the next section of text following will be the normal data.
It's an Adventure Lost Mines of Phandelver. I'm happy to live with the extra text.
Once Aridhro is done with all the data he is supporting I can revisit how I'm doing "first link" translations and see if there is some pattern to only do certain things. But its a generic feature that does not care who's data it is - its going to translate the first link or not based on option setting. For sure it does not translate all first link types, but spell is one it does.
Thanks I appreciate your time explaining this and all the work you put in.
A solution for you is to do what other modules do and put in an image as the first link. Then you will see what you want as image is not something I'll translate. That's what raw PHB and DMG data does which is why you won't see this issue with that unmodified data. I doubt there are many types of this "first link is spell" type of things so just correct them in the Host version of that module data (you'll lose the changes if you revert the data be aware - but otherwise they will be permanent for that campaign).
I may well give that a go
Followed your advice worked as you said. Thanks for the help.
Am having some trouble getting the Glowing Shortsword +1 from CoS to have its light effects work on equipping
Have copied what works for Torch, Lantern and Sunsword but still wont trigger on equipping?
eg on Actions tab of item, Added Power called Glowing Shortsword, then added effect with LIGHT: 30 lantern target SELF
And... you were right ,as per usual!
I now have a lovely Glowing Shortsword effect setup on the effects table which auto loads in the CT when equipped!
V 1.23 - Feature - New option "Translate NPC Powers" will be defaulted to "On". Where spell powers have always risked having spell/power actions missing or mangled in combat tracker NPC list of things they can do (on host - or on player with Assistant GM), this new feature will insure any power created for (in) a PC will be properly shown in the combat tracker for an NPC list of things they can do. You could never do everything in the text that a PC could do - but the combat tracker list was supposed to allow that - which it never really did well. Now this will translate the unseen powers into the NPC CT entry correctly and completely. You have to add NPC into CT to get those things to update. I did not fix/change that aspect on how FGU works, so that if you drop in spell in CT entry its still not going to do it correctly per normal.
This new feature solves some annoyances and help Aridhro provide me with some more specific data for NPCs in his delivery. I'm fixing the age old pain in my FGU where PC generated powers in the action tab never successfully translate down into the combat tracker (CT) expanded action lines (for host or if you have assistant gm - for players). I'm tired of bogus effects popping up due to parsing problems and outright missing action power operations for the NPC in combat tracker list of actions. Anyway, fixed. It will be defaulted to ON in the options. Usually I turn stuff like this OFF by default - but the CT data for NPCs offends me with how it does not have all the power/spell data now. Aridhro's data has some issues with some effect text he used [] with but they will be fixed in his next release. In the end, as in most of my stuff - the rules are purely generic. This will work find with the default PHB or DMG data or any other name matching data you create in your NPC that matches a power you created (usually by using the PC sheet action tab and creating the spell/power actions in there).