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Big long rambling video about the newer stuff I've added involving INVACT and some other options in other extensions.
https://youtu.be/dna8s2g8iYE
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GAL map layer WARNING:
During my game last night I found I had forgotten to add a door. So during live game I added it in and we kept playing. But it mysteriously disappeared from map. Then added it again and it IMMEDIATELY disappeared again! I then mistakenly began cursing the map software only later to discover... I should have been cursing myself.
If I'm stupid enough to add a map graphics into an active GAL layer instead of some map layer for display of map... then that GAL Layer will be getting deleted and recreated as a matter of course of the game. And of course, anything I add into that layer will be disappearing when its deleted.
Stupid gets what stupid does. I got what I deserved for not paying attention to the basic rules of the road with map layers. Add things into a layer that will be persistent. GAL map layers are not.
Be warned not to be stupid like me.
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Generic Actions Layers - V1.50 - Bug - override of DB.deletenode to protect from trying to delete bad database nodes caused other issues so removed. If timing error from bad delete node logic in other extensions comes up will have to figure out something else.
This bug would cause strings (and possibly other things) to incorrectly be mangled on the data. For example, dragging Scimitar of Frost item into inventory then dragging Breastplate into inventory would corrupt the link data displayed for breast plate with a blend of that previous entry.
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WARNING:
UGH. When I set my dropbox mod effect assets to be less opaque so you could see through them (as a token can have many effects overlaying each other) they seriously dulled them down in color and crispness. Which I personally never noticed because of a duplication bug on initial placement which caused them to look crisp when placed through action spell/power buttons (my usual way of testing). My question is why my users didn't notice and let me know! Users, why even have them? :(
I'm not sure I want to go back and experiment with opacity and recreate all those effects to see if I can get them crisper but still transparent - I may just live with the dullness. And leave the bug so I can see the pretty crisp effect asset before it turns dull :( So I know what they could have been (sigh)
Only for effects overlayed over other effects in my mod that I share had these changed for transparent opacity and thus duller FYI.
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Generic Actions Layer Extension - V1.53 - Update - added new option "Asset: Set %Opacity of asset effects which can overlay each other". This will give a color mask to set the alpha layer to the percentage opacity you specify. 100% is full (as asset is defined) opacity and the 85%, 75%, 50%, 25% opacity options will make that effect asset more and more transparent. Previously I defined all my effect assets to have that opacity (transparency alpha layer) built into the webm (seen in my drop box link). I'm now going back and updating that module to change the effects back to full opacity and use this new option to determine how transparent they are. These are only for effects which are temporary by their very nature. Any other GAL asset placed will be whatever you have the asset defined with (100%).
Likely won't be in Forge until next week sometime. I'll be changing all my modules effect assets back to full opacity at some point and then have my campaigns change the opacity setting for this option. Right now its defaulted to 100% which means it will use whatever the effect asset is defined with for transparency (as in you won't notice any difference as to what you see now with your effect assets). Point being effect assets can overlay each other and the background map and you may want to have control over their opacity (transparency).
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My Generic Actions Layer modules (5E and SW5E) have been updated to no longer have opacity hardcoded for effects. You either know where the links in this thread and the SW5E thread are or you don't. Took way to long to do this for sure. But all the assets are bright and shiny and ready to be dulled by new option coming next week. Largely arbitrary for taste so feel free to ignore both the new option and the removal of opacity levels in my effect asset modules.
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Generic Actions Layer - V1.55 - Update - added new map name keyword "tilt" - if found in name will force the asset angle placement to be overridden and aligned with the orientation of the source token (if no source token nothing will be changed). This will allow me to use my new aura logic (new aura update to extension not sure where it will go yet) to handle wall of fire line (3d rectangle) placements and align with new tilted aura along the NPC orientation. Also now support NPC placement with orientation based on placement orientation of last cone/square/circle in map via AdvantagesPA extension. Same for new addition to size, sizec, sizes file name parameters only had one distance before now it has two ( a dash with a number following after the normal syntax) - Example: WallOfFireInnerLineNPCTiltKeepSizeS_60-10.webm (supporting new aura code I've mangled to do this).
You won't get to do this yourself unless you take the code I posted and replace the aura code to make your own version of the extension for now. Just remember if you do that aura ext is in vault - leaving this one in there will never be replaced or removed except by you - and always used over updated version in vault while it exist. As with any extension in FG land where one uses the vault. Ick - one should never use the vault IMHO. And my full dropbox 5EAECorrection.mod is now updated to use the new syntax - I don't "think" it will effect you if you don't have the new aura extension as it should just ignore the unrecognized syntax and use "sphere" default but I might be wrong. Use it with caution if you are not using the aura changes I made. GenericActionsLayerImages.mod is also updated. My world, my rules.
Post in Aura extension forum with video:
https://www.fantasygrounds.com/forum...l=1#post757376
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Note: if you use my mods that I've posted somewhere in here via dropbox (while they last there anyway) then be aware I've done my own aura extension coding which is not incorporated into the aura extension delivery - its posted in their forums if you want it. But over time a handful of the spells that need height and such will likely be changing to use the new syntax I've made to properly handle it. So if you don't hack up your own aura ext beware some spells that use it (custom effects) that are linked into my mods will have that new syntax. So if you don't mangle your own aura .ext - hold onto the pre modified mods as "your own" and don't refresh them. Just FYI. As always - my stuff for me ;)
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Generic Actions Layers, BCEG, and AURA extensions were all busted this last thursday when SW dropped an update that killed addEffect triggers.
Will have to wait and see how it works out. Its currently questionable if BCEG or AURA has someone to push any fixes into FORGE.
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Generic Actions Layer - V1.56 - FG Update - FG update broke addEffect triggers. Farratto made a fix for me - also broke BCEG and AURA.
Note: this fix will fix GAL but fixes to BCEG and AURA which GAL is dependent on will have to come from somewhere else. Farratto in GP discord probably knows the state of these the best.