Generic Actions Extension - V1.67 - Update - support for "Spell Sniper" feat that allows 5ft range not to give DIS.
Will be delivered to FORGE Monday likely.
Generic Actions Extension - V1.67 - Update - support for "Spell Sniper" feat that allows 5ft range not to give DIS.
Will be delivered to FORGE Monday likely.
Generic Actions Layers - V1.34 - Bug - fixed how Keep type of named assets are managed. Added in new "NPC" effect to any NPC created CT entries made by GAL so it can tie an individual asset to the placed NPC. Made PTR assets optional where as long as AdvantagesPA has some point (cone, square, circle) cached it will use that as placement and create an NPC if there is an "NPC" named asset. My mod file has updated to all this type of naming with a fixed size relevant to the spell. If not size (cone of cold) to be applied then PTR name is still being applied. Can delete token or CT entry (or in case of effect tied to created GAL NPC) and it will remove the assets (including effects which is one group so unless it was a KEEP named asset it will have to have a drag/drop or map toolbar to replace them on map - blame the delete FGU insane code for having to do this). Dropping a CT onto map will now update assets. Moving a CT with KEEP names will now move it also. New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes. See name examples at bottom of .txt file.
New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes.
New "NPC" at end of name (before other suffixes like self/keep/size/etc.). Will allow PTR names to not be used and replaced with something that can move with the token.
Example of some names:
-- This looks through all directories and if duplicate last one found is the one used
-- campaign images directory will override FGU images directory
-- name examples: (lots of ways to screw this up due to dumb text processing logic but "good enough" if general naming followed)
-- DaggerMelee.webm (melee weapon)
-- DaggerRanged_05.webm, DaggerRanged_30.webm, DaggerRanged_45.webm, DaggerRanged_60.webm, DaggerRanged_90.webm (ranged weapon)
-- Acid.webm (damage type)
-- Two ways to perform NPC placement (latter allows the asset to move with NPC - other is static till replaced)
-- FogCloudSelf.webm, FogCloudSelfPTRCircleKeep.webm (PTRCone, PTRSqr, PTRCircle will have size determined by pointer area currently defined in AdvantagesPA)
-- FogCloudSelf.webm, FogCloudNPCKeepSizeC_20.webm (allows fixed size centered on token center and tied to token - really AdvantagePA just needs some shape - any - defined so it has a placement point)
-- ConeofColdSAVEPTRCone.webm
-- Sleep.webm (effect for token)
-- AuraofCourageKeepSize_10.webm, AuraofCourageL18KeepSize_30.webm (effect with fixed size - Size (from edge of token), SizeC(from center of token), SizeS(length centered on token))
-- [Use debug option to see what names are generated for an operation or effect and to help determine what you what to define]
Assets are searched for as follows (these are real directories under FGU but also can be in mod files supplying assets):
table.insert(aSearchNodes, "images/Generic Actions");
table.insert(aSearchNodes, "campaign/images/Generic Actions");
Updated my drop box mod with examples of everything I use (I use it as my core in my modules directory - though if you plan to change stuff I'd dump it out in one of the search directories above and keep it out of modules directory). This is same as before except for the remove PTR names being replaced with new NPC and Size names.
https://www.dropbox.com/scl/fi/jdh7d...=tuo6d8hc&dl=0
https://www.youtube.com/watch?v=lVVQHvSS-ok
Keep in mind things in parenthesis are comments and not part of making an asset match. They are uniquely matched in Equipped Effects (EE) feats/features/etc. but not in asset name matching where they are stripped out so common things can match like things with (L5) etc. showing levels or (Scimitar) on some common custom effects.
Where you can run into issues with auras is where the name and the name its assigning to the applied effect are the same - this is never supposed to be the case in 5EAE data - but some at time of this writing do not have a unique name for the applied effect (most put AOE or something to make it slightly different from name of aura effect itself). This can cause things to appear on the token with the applied effect and not being able to be removed (as most are keep for aura matched effects). This is DATA bugs not GAL bug so don't report it - check your data and remember its going to simplify the names for matching (strips out all spaces on both effect name and asset name to arrive at a simple name that can commonly be applied to things).
Just FYI if you see incorrect assets being unexpectedly applied, simply look at effect names (if still there - if out of range of an aura that did it you won't see any matching effect and won't be able to remove it short of removing layer in the map) and it will be a valid match to an asset - though you did not intend it to match - its dumb and does what data tells it even if its wrong.
Nice work, thanks for putting this much work into it, does clean up and help a lot of things. I love the new tools for GAL.
Now just need to clean up the 5eAE to help support this better and see what we got!
Thanks for the update! GAL is providing a lot of value to the handling of area spells.
I have two questions on the correct usage:
- it looks like in addition to the "<Spell Name>NPCKeep" image, an additional "<Spell Name>Self" (or "<Spell Name>SelfKeep") image is required when a GAL NPC token is to be placed on the map.
Is this intended? From the description, I assumed the "<Spell Name>NPCKeep" image should be sufficient.Reading your description again: yes - this is how it is described. Ignore.- In the past, the GAL NPC vanished when the effect from the caster expired (and the corresponding "Keep" GAL layer was removed). This seems to be no longer the case and the GAL NPC remains. I believe this is because it now has its own GAL layer. How can I get this functionality back?
Again: many thanks for this Extension!
The GenericActionsLayerImages.mod file I wrote for myself for 5E to use with GAL has had major updates to damage/effects that get placed on tokens. They all now have 50% opacity (meaning you can see other assets and map under them). I have made no effort for them to play nice with each other and they still are the hacked and slashed assets from free resources and editing that were there before. As always if you use this or get it from my dropbox (go read somewhere in this thread for that info) then this was a major change and if you don't want it you better save the old .mod yourself.
As usual if you don't like it - don't use it. May your own assets is wisest and best as mine are crap :)
Note: this is the riskiest pile of garbage code I've put out trying to do all this asset layer management so I'm still working on it - and the current version out there has issues with delete and likely some other things. So use at own risk. Hopefully I can work out some of the impossible stuff I'm trying to accomplish in the limited access FGU code world of things I need to trick it into doing.
Generic Actions Layers - V1.35 - Update - Found a redundant delete call and insure delete is allowed through on aura movement (can spam on updates so this is exception). Added asset updates when left click release over token. Stored layer id deletions while in drag mode till completed then removing them. General week of rewriting the whole thing so can't really describe it all as its mostly under the hood stuff.
RISKY STUFF! Last thing I fixed was it blowing away the map layer (nil layer) bug! Major rewrite.
Dropbox mod files (5E and SW5E) have been updated to all support assets over tokens with 50% opacity and also reduced size of the largest assets as they are unnecessarily large. (dealing with testing of GAL with Farratto revealed insect plague was huge - I then sorted by size and reduced all the largest where not interfering with asset purpose).
If you don't know what I'm talking about then don't worry - you probably don't want to know :)