New grim press video updated on DMsG - old one is still available here.
New grim press video updated on DMsG - old one is still available here.
Fix thanks to revelation in conversion in discord with Simpe :)
V1.7 - Was not returning true for some of my OnDoubleClick new window creation operations. When clicking on the a polymorphed NPC sheet (Use this sheet) to get to the original sheet it was polymorphed from it would always put the new window behind the one you just double clicked on. Now it will appear in front as it should.
Based on a discussion some others were having that I saw - I decided I wanted this feature - and that is the true litmus test of anything new I add in my extensions :)
V1.8 - Added ability for PC to get unlimited Shapechanger feature added into it. Simply edit PC's features list and add the word "Shapechanger" then save it. You can then edit the link to have some meaningful description. This will allow PC's to have ability to change into anything though DM will have to regulate it for common sense (some special PC's have abilities to be Shapechanger like their NPC counterparts).
V1.8 had 3 debug console log entries left turned on from testing. Whenever the next patch occurs they will be turned off - don't think its worth making a patch just for those unless someone besides me is annoyed by them in their console logs.
Also a reminder as I forgot - while the host can use the active button at any time the player can only when its his turn. I forgot and spent 15 minutes trying to figure out why my player was busted during some testing after a FGU release - turned out I forgot to make it his turn.
Note some features are only documented in the version updates on page 1 and will not be shown in any of the videos. Just FYI.
@SilentRuin
I purchased the full pack, trying out polymorph.
I'm sure I'm doing something wrong... But I can't find what.
I can't figure out how to make polymorph options work on an NPC.
I added polymorph to inherent spellcasting and spellcasting. Still the options don't show up in the sheet.
I'll contact you via PM shortly to see what is going on. But for sure these spells are not "inherent". For an NPC - ShapeChanger (not Shapechange that is a spell) is a trait you just add in as that text. Dropping Wildshape link (goes into actions?) or one of the spell links I support (goes into spells) into an opened (unlocked) NPC main sheet will put them automatically in the right place. Spell links are from SPELLS button in FGU. WildShape link is from Druid class somewhere (I forget). If you manually enter any of these but ShapeChanger - it will be a royal pain to enter all the details (though exact name match is all that I will require to work) - and I would not recommend the wasted effort at it.
Well for your particular case, wizard poisoned polymorph tea, your solution with the wizard having polymorph works fine. But don't limit your imagination. Creating a new (appropriate level for your polymorph targets) NPC called "Teapot" and giving it polymorph powers and setting it to invisible (or visible) on you combat tracker would give the same powers.
I have a question about using Polymorph as a PC. I have a Druid that was set up via Game Master, level 2 Moon Druid with wildshape. I'm able to add beast per SilentRuin's video and can change between NPC as the GM no problem. However when I log into the game as PC, I'm unable to click the ACTIVATE button on the character sheet. Is this intended to only be changed via GM? If not, any suggestions? I'm running only the Polymorph extension.
Thanks for the help.
It must be the turn of the PC or NPC under control of the player. As in Combat Tracker MUST have the turn icon on that NPC/PC in order to do any activation. This was to prevent nuts from just playing with it outside of the DM's notice - your turn - spotlight on you. As long as the ownership for the NPC has been done correctly (dropping NPC link in combat tracker on player portrait while default option to do full ownership for NPCs is on) then the button will be clickable by player during the NPC's turn.
[Wait I think I get it - yes your character sheet is active if you login with it already polymorphed - the text at top should be saying DO NOT USE THIS SHEET - meaning you need to double click on the polymorph token to bring back up the NPC sheet - sorry I think I misunderstood].
IN case you missed my addendum to last message - there are always two sheets (the PC and the blended NPC it polymorphed into). When you polymorph the blended NPC sheet pops up - you can get to either the PC or blended NPC sheet by double clicking on that sheets polymorph token field.
When you come up in application with a polymorph in effect - you will have the PC sheet and it will state DO NOT USE THIS SHEET up near the top - double click on the map/combat tracker/ or PC polymorph token field to get the polymorph blended NPC sheet back up.
First of all, love the extension, etc, etc!
It took me a LONG time to find the answer for why the Druid I was controlling was not able to make the 'Active' work for the wild shape. Finally read through the 9 pages and found a reference there, then found this thread on page 10.
Some suggestions:
- Add a note about this "must be the turn of the PC / NPC" to the *first* overview post in this thread. Similarly, add a note that only the host can add beasts to the list of available polymorphs.
- When it's not the turn of the PC or NPC, and they try to click the 'Active' button, add an error message in the chat window, "While the GM can activate at any time, the players may only activate on their turn".
- As the host, the graphic of 'PC'->'?'->'NPC'... what is that supposed to mean?
- When my druid, 'Peaeye' changes to a Brown bear, I wish the CT automatically showed the name "Peaeye - Brown Bear" just to clarify whose turn it is.
- In Options, consider renaming the section header, 'Shared NPC (GM)' to include the label Polymorphism somewhere. It took me awhile to figure out it's your setting! And full disclosure, I've read your descriptions and still get confused on what the label, 'Fully Own Shared CT NPC' is supposed to represent. When I read the description for v1.5 I got closer to understanding, but likely some rephrasing in that paragraph could help.
- The header on the character sheet, "USE THIS SHEET. No Poly currently in effect." Consider only showing either, 'Polymorph currently active' or 'Polymorph NOT currently active', and then use a tooltip to explain which sheet to use. At a minimum, flip the order so it says, "No polymorph currently in effect, so use this sheet." and "Polymorph currently in effect, so use the reference sheet of the beast."
- To deactivate the Wild Shape, consider a similar safety check you do with another of your options where they have to double-click to confirm? And/or, consider when the red 'Active' button is visible, include an 'X' button to cancel the shape (instead of clicking the 'Active' label.
Again, very impressed with the extension. I happen to have a career in trying to make UI more usable, so please know these suggestions come from a place of respect.
I admit that stupid "Turn" thing has burned myself in my games when I'm testing things (which I try to do weekly after the FGU updates) and can't figure out why its broken - then realize I did not have the test players turn set (something that normally would not be an issue in my live games as it would be their turn). I did have a chat message end turn - but I actually annoyed myself by the number of times it showed up when I was testing (yeah I'm that dumb) and did not want it as a source of player spam in the chat window (I hate that kind of stuff that scrolls off important info). As far as the notes - I had them all in DMsG - but when I went with Grim Press they convinced me I had way to much information (hence the old page is buried in the FG forum post in the .txt file now). I tend to give way to much information including potential compatibility code replacements. The PC->?->NPC icon - could not figure out how to show the true polymorph turning into inanimate objects (like my chair demo) and while I map it as an NPC - well - just that was the point confusing as it is.
As far as the ID of the NPC - litmus test of changes I make is if they are what I want in my game. I had one of the first campaigns I ran with this with a gladiatorial arena where the prisoners had to fight a succession of matches against different creatures. There were high level mages as the referees for the empire and each had polymorph. I had the players facing polymorphed creatures which they did not KNOW were polymorphed - until they knocked their HP to 0 at which point POOF - bigger meaner creature suddenly appeared - they were surprised. Also have players turned into furniture (or NPCs) that I DO NOT WANT ANY indication of what they are (this only really works with my combat groups to keep them from seeing those items in combat tracker though). But the gist being - no I don't want people to know the thing is polymorphed by having its name appear giving it away.
The sheet messages are specific because there is one of the spells where the sheet is partially usable (they are all usable obviously as I don't limit thing like FGU does not limit them because you never know when someone will do something crazy that I don't handle).
In general if the function takes more than one click I don't like it - I'm very lazy and wrote these to do as little clicking management as I can get away with. I try to make my interfaces as simple and multiple uses for the least real estate possible.
And with the current question hovering over all DMsG extensions - I'm kind of taking a hiatus on any superficial changes that are not directly related to bugs or the functionality of the extensions.
So for now if its not a bug fix or a feature that I'd actually want in my game I'm going to hold off on them.
Based on something I encountered in my own campaign today I'm going to put out a warning on shapechanger NPC trait/PC feature. Shapechanger was treated as the unrestricted shapechange/polymorph spell by me. Most NPC shapechanger's have one sheet that has all their abilities on it and they do not need to use the shapechanger option in this extension. All you need to do is change the token icon and use the appropriate attacks. And if you use the shapechanger option you'd have to essentially use a special sheet you made yourself that had only that forms abilities but same HP and such as the original form (hence why use my shapechanger to do anything for that). Also, if you switch to some NPC (even if you made one specially matching) - if it died it would revert back like the shapechange spell with the HP carried over. This is NOT what an NPC shapechanger does in most cases. However, a shapeshifter PC class does - which is what I used shapechanger feature to do in PC's - homebrew type of thing.
I think shapechanger trait is pretty much you die when 0 HP you revert back dead without the shapechange spell rules. This caused me confusion with some werewolves I foolishly shapeshifted to NPC wolf form today - which one - was wrong because it was not a matching set of HP etc. as the original form - and two it reverted back with carried over damage when it went to 0 HP. I should have NEVER used the shapechanger option with that type of thing as it had all the options on the sheet.
So I'm warning others of this NPC shapechanger trait that I tried to make an all purpose unlimited polymorph type of thing for DM discretion usage. Which is also true for use in PC shapechanger feature - which is really to cover shapeshifter homebrew type of things (again giving DM unlimited power to allow what they want them to change into with the 0 HP revert rules in play).
I'm going to have to think on this for a bit, because trying to cram what I wanted into this one keyword NPC trait/PC feature is even confusing to me.
I'm not sure what I'll do here but I'll think on it awhile. My gut instinct is to make a shapechanger pass on its stats to whatever NPC it turns into and drops dead when it hits 0HP. Then make a new keyword called shapeshifter for the unlimited polymorph type of power I originally was shooting for.
But I'll have to think on it and am in no rush to make this change as it will make campaigns have to change NPC's they have created with the unlimited NPC selected for polymorph that respects those rules (the shapechanger trait would need to change to shapeshifter in both NPC and PC uses like that). Which could cause even more confusion - hence - not sure what I'll end up doing.
All right DMsG has been updated with the new version. I've decided what I'm going to do to handle all this stuff while still leaving it super flexible. Nothing has changed except Shapechanger behavior and new Shapeshifter behavior (which was old shapechanger behavior). Will be testing this out over the next day or so but its out there now. As nobody probably used this feature but me I'm not to worried about it. Also the .txt file on page 1 has been updated.
V1.9 - Shapechanger was my super power anything goes polymorph which pretty much acted like an unlimited Shapechange spell more or less. Which is an NPC trait/ PC feature. Unfortunately in my own game I found that NPC shapechanger's should really never use it as they have all the data in the sheet already. Also it currently switches back when 0 HP following the rules like other polymorph things. Which is dead wrong for an NPC trait one. They are dead dead when they are killed in their changed form and switch back to their dead form. To properly apply shapechanger (if ever used) I've changed it to basically preserve the HP data when you change and if you die switch back to original form but still dead. Ideally the only way it should ever be used is if you make a copy of the shapechanger and just change the token and nothing else. Or have a specially crafted NPC that matches the exact stats/abilities/everything and removing the attacks that don't apply to new form (probably easier just to never use it - but as I will - I'm changing it to this). Now I added it to PC's also - but really that was for a shapeshifter which is now a new supported polymorph type that basically behaves like the old shapechanger one. So if you want changed thing to drop dead you use "Shapechanger" and if you want it to do the normal transfer of exceeded HP like a normal polymorph you now use "Shapeshifter". This gives the most flexibility while fixing things that were not correct.
While working on another extension I realized the map token must be updated after an NPC is shared or the ownership will not be passed into the map if the token is already out there. Fixed.
V1.10 - Fixed sharing NPC ability to update the map token so the ownership was set properly. The problem was that if you shared the NPC to a player while it was on the map the map would not have the owner updated so that the player could move it. Now it will work whether on the map or not at time of sharing control to player.
While still working on my new extension I discovered that when polymorphing a shared NPC that the NPCowner data and addholder ownership data was lost in the new record. Fixed.
V1.11 - Fixed when polymorphing with an NPC (NPCowner set for NPC controlled by player) was not preserving that NPCowner and the addholder ownership of the record. It would be lost after conversion meaning you no longer could move on map or select active button.
Great extension. (Running V1.11)
I found that when our druid WildShapes into a beast and pick up an item and put it in the beast's inventory when they revert back to Druid form everything in the beast's inventory is lost and not transferred to their inventory. (Bear was holding a bag of stuff)
I thought I would mention it here in case you had a way of fixing that in an update.
I know that not all inventory items would want to be transferred back to the host, like any that are added by default to the NPCs inventory list. New items would be nice not to lose. I don't know if it is possible to tag items as (Do not transfer, by default) so that all new items could come over or something. I just thought I would let you know.
Thank you for your work.
Norge
As NPC's cannot have inventory - without my map parcel extension - I assume you have that.
You bring up a very weird situation. Some of the polymorphed things will simply drop items on the ground, others will have the items actually transform into the shape itself - the rules vary (see descriptions). I suppose I cannot see them realistically transforming back and magically have everything back in the characters inventory (best would be on the ground as parcel).
This gets into the realm of "I make up the rules" type of things. I'll have to think on it - but really - I added NPC inventory to give the DM the ability to play all sorts of scenarios. A beast inventory would be in its stomach - so you have to exercise some common sense when allowing them to put anything IN the inventory to start with. I give the code architectural tools to do what you want - I do not provide the common sense on what you SHOULD use them to do. But really that is up to you. Gist is - I don't see a clean way to allow a beast to transfer items when they polymorph. At best I could see them drop the things as a parcel. But really - it may be up to you to regulate this how you want (maybe transfer items before you polymorph manually).
In the end, this is one of those "damned if I do, damned if I don't" situations which are all over the place in D&D gaming. I tend to stay away from those and leave those decisions to the DM (manual). Could I transfer inventory? Absolutely. Can I simply drop a parcel of any inventory an NPC has when they transform? Also, absolutely. It's just this enters the realm of me making up the rules as I go. For now - unless convinced otherwise - I think I'll leave it as a manual (do what you want before they transform back manually or lose the gear in the "transformation" as it would be incorporated into you (as some polymorph operations do now when changing into the NPC). Deep grey areas here.
you must update extensions - they will have issues with latest fgu update - if you don't update fgu then keep your old extension
So, a question, I hope you can smack me around a little because this is such an easy fix...
I am running a group through a Rod of Seven Parts epic story. One of the later parts gives the wielder Shape Change as the 9th level spell. First off, I've been successful using this extension on a 17th level wizard to cast the spell no problems...and boy is it GREAT!!! However, nothing I can do will make it work for a 14th level. I tried making sure the item is equipped-nothing. I added a 9th level spell slot to her character sheet-notta. Will it work with a potion of polymorph? Or a scroll of Shape Change?
I'm sure I'm missing something OBVIOUS but...for the life of me I can't cypher-it-out. Any help or guidance?
Polymorph works on the spells and powers I've listed in page 1 and the .txt file for dirt level details. That is for PC or NPC as stated. An item is not an NPC or a PC. Its not the spell itself that triggers my stuff but is the PC/NPC spell/power/trait that triggers it. If you read this tome of a thread (not likely as even I don't reread it - only per reply) I believe we had a discussion of how to make polymorph spell work for a cup of poisoned tea. Really the trick is whatever you want to do the polymorph you make an NPC for and give it the spell/power you want per whatever I said worked for an NPC. In his case he made an NPC that was called teakettle or something I think if memory serves and had the token of a teakettle sitting in his map and on the CT. Then he triggered the spell from it. But really any hidden PC/NPC dummy thing you make equipped with the proper spell/power/trait could be used to target something and cast it. You just have to get inventive. But always remember this is for PC's and NPC's. For example if you want some PC to have unlimited change into anything you'd give it the feature keyword of Shapechanger ( who cares what you use for description ) if you want them to drop dead when they are killed in their altered form (think lycanthrope) or Shapeshifter if you want them to turn back with transferred HP data. Those two have no "limits" on what PC(feature)/NPC(trait) you choose for your polymorph token - unlike the specific spell/power/traits you can assign. Now you'd have to read on the details for where those things get defined but I give you the leeway to do what you want. But its got to be a PC/NPC doing the targeting and having the spell/power/trait to work. Nobody says a PC or NPC can't be named "teakettle" after all with that as it token and only controllable or even visible by the host :)
<posted wrong answer will need to look this up again - memory is failing me>
The following is too long to put in page 1 - hence the .txt file.
Right - these are the spell/powers I support - check the .txt file in page 1 for details on these and where they go in a PC/NPC.
Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will.
True Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will. This supports special custom NPC types of "object" or "item". If you make a custom NPC that has a type of one of these it will be treated as an object by this and that other spells in polymorphism (won't be considered a creature). For example, making a chair NPC with whatever structural HP it would have or anything else with a chair token and a type of "object" or "item" would be respected as an object in this spell.
Animal Shapes Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is self or not of the same faction as the caster that target will be ignored. A special feature that supports the ability to change shapes while a current animal shapes spell concentration is in effect requires that the target list be an exact subset of the current Animal Shapes concentration effects in play. If it is, then only that subset will change without breaking the concentration and losing the others in that active spell. Otherwise, any deviation from the target subset will result in breaking the concentration of the others (reverting them back) and casting this new target list as a new animal shapes spell transformation.
Shapechange Spell - This will support the almost the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Because of the nature of this spell and that you can still use your character features and spells at DM's discretion based on shape you took - this new sheet will have everything you need according to RAW 5E rules except those DM discretion things. When you go back to the original sheet it will also have a different label stating this sheet is for LIMTTED use at DM's discretion (unlike other reference sheets which state DO NOT USE). This is a self only spell and the special case allowing you to change shape while active is handled by going back to your source sheet where the NPC selection in this case will allow you to select a new NPC and hit the active button again (even though its highlighted already). If the NPC selection was different than the current one it will delete the Shapechange effect (reverting you back) and then transform you into the new NPC shape.
Shapechanger - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. If you want special conditions for this (like a vampire turning into mist) you make your own custom NPC. Or in some cases the shape changed attack/damage features are already on the NPC sheet and you can do nothing at all and don't even trigger polyrmorphism. This will pass in the HP data to the NPC and is really only valid to use if you copy the NPC into different versions where you add different tokens and keep all the stats etc. the same (optionally editing out attacks to the relevant ones for that token shape). Also if you die in changed shape you revert and are still dead.
Shapeshifter - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. It will follow most polymorph spell rules on death where it will carry over the exceeded HP when it reverts back to its shape. Used more for allowing the DM to have unrestricted polymorph (some homebrew NPC/PC have this death revert behavior).
Wild Shape - This is an NPC trait/ PC feature. This will support the full RAW 5E rules for this in the newly created sheet after the wild shape takes effect. This is a self only thing so simply supports the active button switching back and forth.
Nice!!! Subtle...I like! So I guess the Rod of Seven Parts just became a REAL part of our game. This is gonna take some tinkering and lots of thought. Thanks for being so quick on the responses...much much appreciated!
No I don't think so, I think the problem I am having is two-fold, old and lack of understanding the limits of the incredible tool you've supplied. As I explained (horribly) earlier, I am trying to give my player the ability to use the 9th level spell Shapechange as exactly how you have it coded. Shapechanger or shift is just giving them an NPC to control...if I understand you correctly...without the modified character sheet. That sheet and the elegance of how you have built this is what I wanted for my player to experience.
Her character is only 14th level but has a powerful magic item that grants her the 9th level spell Shapechange. I think the problem arises from the under-leveled character. Here is what I mean.
I've created a new character exactly like her character. With her at level 14, i drop the 9th level spell on her, i manually give her a 9th spell slot but it won't work. As soon as I added three more levels and she naturally got her 9th level spell slot at 17 level, BOOM, Shapechange worked exactly as it is expected.
Per our earlier conversation, I crafted an NPC, (lets call him teakettle for the purposes of this) but in that example the limitation of the SELF only tag on the spell. I place it, gave control to the player and "Teakettle" could turn itself into a blue dragon at the players request BUT it couldn't use this ability on the controlling character holding. Pretty sure I am just not understanding how to get past or through the SELF limitations. I KNOW i can just do the old switcheroo tokens way to handle this but, I was basically doing that without an extension.
Then I tried duplicating the Shapechange spell. I changed self to targets, didn't work. It still couldn't transfer the effect onto anyone but the caster. I tried leaving it like it was but changing the spell level to a level the character could cast...that made no difference.
I know its a limitation created from of my own lack of skill/knowledge and/or imagination. It is not your work that is in anyway flawed here, its me and my end...its just frustrating cause its as simple as changing the SELF out to anything else and I can't figure it out.
As I said earlier, I know I can change out the tokens, I could use shapechanger and give her the RAW NPC to control but its the 'magic' of how you have this coded for the player that I want her to see and have on her sheet.
Thanks for your time and attention to this, I am totally pleased with my purchase and even this one is gonna make player really happy when they get to use it...
You keep saying shape change spell which is limited. Are you getting that Shapechanger PC feature/NPC trait is NOT the same thing? Shapeshifter and shapechanger are not spells. See the list of things I support a few posts above and read them carefully.
I guess I am either blind or I shouldn't try to read before I totally wake up. I swear I read your earlier post as if the Shapechanger option was DIFFERENT than the spell...like the PC sheet would be different some way...let me try reading again after my coffee and see if I can make sense of it now. Sorry for confusion AND irritations...
No worries. There are 4 spells - with limits per RAW 5E rules. There is one PC(feature)/NPC(trait) that is wild shape - with limits per RAW 5E rules. And two PC(feature)/NPC(trait) called shapechanger and shapeshifter that have no limits on what you can do but still have some sheet transfer things going on per descriptions I made.
To be clear spells get dropped in action tab (PC) or main tab (NPC) - and appear there - then are picked up by my code as something you can do in that polymorphism subwindow dropdown list.
The PC feature is just a text keyword you create in the features tab - who cares what description you give it.
The NPC trait is just a text keyword you create in main tab - who cares what description you give it.
Just to be clear. I'd test each to see what happens.
You will know if you did it right because it will appear in the polymorph drop down list as something you can do.
Really - think "what is the absolute least effort way to do this - I bet that SR lazy DM that he is chose that way"... You'd be right. Minimal interaction by me as DM. That is what I wanted.
Ok, I was HONESTLY just gonna slink away and try not to make a bigger fool of myself but...this info MIGHT help you AND maybe someone else.
It appears that you MUST have the token/portrait of the character in the correct folder for the extension to work. I ported over all my files (thought I got all) when I changed from FGC to FGU...as soon as I added the portraits back into the folder on FGU, damned if the spell popped right onto the character! As simple as that! I had added the spell onto her sheet, gave her a 9th level slot and PRESTO, CHANGEO!!! I don't know if thats it or if the gremlins in the program finally went, "Chit, he ain't gonna give up..." and let it work.
Doesn't matter...it is working perfectly sir and Sunday's game is going to be insane!
Thank you much and I am sorry for testing your patience in this matter.
Telling me that you took an extension purely designed for FGU - and had some sort of campaign porting issue from an unsupported FGC - is not something I can - or ever would - help you figure out :) Because I would not know. That is something completely outside of the scope of this extension. But glad you figured out your porting issue. Not really a "polymorphism" issue though :)
No man, I have been using FGU for months...bought your bundle pack knowing it was only for FGU...clearly I've had a stroke overnight and am not explaining myself clearly. This "issue" could have happened if I was moving characters from one campaign to another inside my FGU folder! The issue was a missing picture/portrait, that's all it was. I put that back in place and when the extension called on it, it was there now. Just like that, done.
Sorry I bothered you and I thank you for all you did to "help" anyway.
Wasted a lot of time last night trying to add in debug prints to figure out why the player could no longer hit active button - only to realize - once again - it was not their turn. Annoyance achieved - modification made :(
V1.13 - THE most important version change I've made for this extension - ever. Message is now sent to player when they try to hit the Polymorphism Active button telling them when its not their turn that it won't work unless it is. Tired of being burned by this and forgetting myself.
V1.14 - Preserve Combat Group Extension data in combat tracker when switching polymorph states. Only matters if using Combat Group Extension so that it does not lose the group when switching polymorph states.
Added support to preserve Combat Group Extensions settings.