Couldn't select it after I dropped it on the map, but might have been testing to many things at once and got confused. Will again, thanks.
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Couldn't select it after I dropped it on the map, but might have been testing to many things at once and got confused. Will again, thanks.
Just make sure you're in "play" mode (the dice icon). Lots of times, I'm editing a map and forget that I'm still on FX or LOS or tiles, and sit there wondering why I can't select things. Or, alternatively, when I drop something as a tile (rather than as a token for an NPC, Parcel, Spell effect, etc), I forget to go to "tile" in order to move and rotate it.
OK now that we are talking about using Map Parcel for Doors, Traps I need to get some good tokens for that. Wish I would of thought of that.... (thinking under the Trap in another layer place like a Fireball toke to show the radius of the blast... Then if they trigger show the layer...)
V1.21 - New Feature - new option added to support not dropping empty parcels when PC/NPC is dead. Default is turned off so that normal behavior or dropping a token on death can still occur by default - as this is used for more than just loot. As all options it can be turned on and off during runtime if needed to vary.
Sorry for all the updates. This is all the result of me building out a new campaign and finding bugs or needs that I want to add in. Hopefully this will be it for a while.
Gist is I had a bunch of useless critters dying that would drop nothing and I was too lazy to turn on and off the option while that encounter was going on. This is defaulted to still be as it was (off) because people use that drop parcel on dead for more than just loot - they use to drop a token (who cares if it has loot).
Would it be possible not to drop a loot parcel if the NPC has nothing in their inventory?
I was just about to request that! Used the extension last night and the players went crazy trying to loot all the empty tokens that were dropping from the goblins.
Also had an awesome encounter where they managed to drop the necromancer, loot his corpse and use the device he dropped to get rid of the undead hordes swarming them.
Loving this extension! Thank you for all the updates, I for one appreciate them
I'm a lazy DM, so I want my party to sort out their loot themselves. That takes some improvisation:
- a PC can only take from NPC's (via Map Parcel, by interacting with the token on the map)
- a PC can only give to PC's (build in, by dragging to the portrait when logged on)
What I did
- I've got a 24/7 computer with FG for character and now loot management
- I connect to my FG server via RDP, which works remarkably well.
- after a session, I transfer all party loot an NPC
- the players can grab stuff from that NPC and distribute it among themselves
- the stuff they don't want, they give to a special PC (drag and drop)
- for that PC to be logged, I use a local session on the server
- I sell the stuff they don't want once in a while.
It's a bit complex, so I'm waiting to see what breaks. Where am I going with all this?
- It would be nice if it was possible to give stuff to the NPC's as well, instead of just taking. That would allow me to dispense with the PC and the local session needed for it (step 5 and 6).
Not sure what you mean here. If you use my extensions you can certainly give and take from an NPC inventory as a player if you have been given ownership of it. Or if the NPC is public I believe. What are you trying to say here? If its that I should be adding all the polymorphism/Assistant GM ownership shared NPC logic into Map Parcels then that is a firm negative. If it's something else you'll have to give me an example.
My world of extensions is my world of extensions made for me and they tend to interact with and support each other when required. I'm not saying you need these as I would think if the NPC was public it "should" work with what you want? But really FGU ownership stuff can be picky so I'm not sure. Hence why I made fully owned NPC's part of the two extensions I mentioned. That way I can share it to a player (drop NPC on portrait) and they can get whatever they need. Honestly the way you have it setup you don't need any of my stuff. You have party sheet that everyone can use. You have a map parcel that everyone can use. You have PC's that if removed can be reused (log in - get PC - remember to release it from your ownership). You have NPC's that if you drop on a PC portrait you can share inventory with. Really not seeing the issue. Maybe I'm just not reading it right.
I missed the NPC sharing part of the procedure. Will try that, thanks. How do you make an NPC public? Not by right clicking it.
I got map parcels and polymorphism by the way (and assistant GM, but that one should not be needed).
I was saying you don't need any of my stuff to do the sharing. Party sheet can be used to put things in and take things out as a common place to do your "loot". Whatever is left you just sell. Why do you need a mule to have it? Now if you have my stuff then you know what I do - I have one player running the pack animal (NPC mule) that they put any gear into that nobody is actively carrying. This is because I don't like the party sheet inventory when its like some magic bag of holding that can't be attacked, has no weight, and can be accessed at any time. For sure if you have a "home base" you'd put a Map Parcel in the map and then only share it to that player (by default placing a map parcel makes it public - you can clear that and drop the parcel on the player portrait to only share it with them).
Remember, my stuff is just a tool. There are no realistic limits on how you choose to use it. I even have a thread on RAW FGU (none of my extensions) on sharing DB stuff to players instead of making it public to all of them.
https://www.fantasygrounds.com/forum...pp)&highlight=
Gist being - I don't think you need any of my stuff to create a place your players can store stuff or grab stuff and put in and take out. Home base is best option for that. Public parcel or shared parcel. Or just use the party sheet inventory and be done with it.
It seems you don't share the individual NPC, but the NPC archtype. I was trying to share the NPC on the Combat Tracker.
Thanks again, I'm going to sleep on it, since I seen to be confusing options. I'll try later with both a public parcel and public NPC.
Ok something that surprised me was that while I can drag parcels and individual items out of unlocked parcel into a character sheet and back into parcel - but as player I can't drag an unlocked parcel into a partysheet or into another parcel or partysheet into a parcel. This annoys me. I'm going to investigate if there is some reason I can't code this to support this as it makes no sense to me that I can drag stuff into a character sheet and into party sheet or out of it - or into a parcel or out of it but that I can't directly move them between the non charsheets if they are unlocked map parcels.
I'll know tomorrow if there was some limiting reason I can't support this. Because if there is not.... It really annoyed me to have to move things out of a parcel into party sheet for players - if they have access I'd prefer they manage that themselves. This may been what Milmoor was trying to tell me. I understand now (after suffering it in my game myself).
My messaging could have been clearer, sorry about that. Things I take from it:
- use a map parcel for storing things at home or another fixed location
- use an NPC for storing things en route
- I don't get NPC sharing yet, need to investigate more, will read your linked thread
- PCs and DMs have different options in what they can transfer from what to what
- FG expects the GM to do all the work (/boo)
- if I had a long day, I need to sleep on it before posting conclusions, the premises might be wrong and my reactions will be off
V1.22 - New Feature - allow player to mass move inventory into partysheet or unlocked map parcel they have access too (dragging portrait link on charsheet into them). This should now allow free movement of inventory's between charsheet/partysheet/parcel where the player has access to them. To block access to a parcel you just use the lock button. They always had single item drag to partysheet before so only change there is that they can now drag in everything at once.
This feature update has me a little nervous so I'd appreciate someone testing this to make sure I've not wrecked anything. Basically the player now has the ability to fully transfer things between charsheet/partsheet/parce inventories that they have access too. Because I had to open up some previously closed off logic paths to the player I just want a thorough beating on this to make sure it has not somehow done something bizarre. Always a RISK with extensions.
Had to reload into DMsG as did not have the V1.22 info in it.
Thank you, that's good news. Will test with a copy of my campaign. Not promising for today though, plans aren't fixed yet.
A few things:
- The filename from the DMSguild download changed, but you build in a check: "You have multiple copies of 5E (and more) - Map Parcel FGU active". Very useful. I have a MapParcel.ext from today the 9e, and a Map_Parcel_Extension_(Fantasy_Grounds_Unity).ext from the 6e.
- Dragging from/to the party sheet looks good.
It looks as I can't drag the token from a map parcel to a map as a GM?!Can't drag the default icon. Can drag a token I added to the parcel myself.- The button for Transferring or Copying the content doesn't work. Hadn't seen it before. Tested with the previous version from 6-3, also not responding. It's theme depended. Does work without theme, does not work with the DND official one.
- Dragging between parcels and from PC worked OK. Can't drag from parcel to PC. Get an Empty entry with two items.
Hope this helps. I did test this yet with all my other extensions off as well.
There is ONLY one copy of MapParcel.ext - what DMsG names the silly thing is up to them and nothing to do with me.
You should only ever have one version in your extensions directory and I name mine MapParcel.ext - current version when you come up is 1.22 - anything else and that is not correct.
Dragging the Map Parcel sheet token (providing you have a token dropped in there) works just fine.
The transfer (by default) and copy button works just fine also.
Really you will need to understand from past posts and descriptions how these things work before you try them. I suspect you didn't bother to put an asset token into your map parcel sheet tokenfield - and that you didn't test the transfer/copy by having whatever state set then trying to drag an item or link to something else and seeing if it got removed (transfer) or left there (copy).
I tested all these things after you said they did not work - and they worked fine.
Take a look at my last edited version, it has some of the causes. We were working at this at the same time. It has additional test results as well. Somehow, as soon as I post, my mind thinks of the next thing to test, and/or a possible cause. That's why the multiple edits.
Still all works fine. The button press up/down are CoreRPG buttons - if a theme does not show the difference that is on the theme not on me. It still works - look at tool tip if you need to remembering that FGU will not update a tooltip till you move mouse off and then back onto the tooltipped item.
V1.23 - Undo a Workaround - FGU was fixed for the problem of stomping a unique item in charsheet inventory to 1 when first time in it - so I have to undo my workaround. Fixed.
Those pesky SW devs fixed what I wanted them to fix and so I had to disable my work around for it.
Good one on the tooltip, didn't know that. I don't mind the color not changing, it's good to know the behavior of things can differ between themes. Would have thought I'd be save with an "official" theme.
DMSguild has now started to add numbers to the bulk downloads Grrr, untidy it is.
Thanks for fixing the edge cases in dragging and dropping. It makes my players more self reliant.
Tested the latest version: I can take items from parcel's again. /cheer
Does this extension enable player to put things into parcels themselves (instead of having the GM do it)?
Yes.
If you are going to read the following as insulting - I suggest you stop here - as its not intended to be - but I really don't know how to express my concern without actually... expressing it.
I see a pebble on the edge of a cliff, which if I do not dislodge it carefully will cause an avalanche of questions. This forum thread (same with my other extensions forum threads) is where I keep people up to date with functionality/fixes that I add into my extension. My videos are hopelessly out of date because of the fact I write these extension for me, and am adding in stuff all the time when I want it in one place or another.
The answer to your question is "yes". But its such a fundamental basic question that is answered in the out of date video, the first few sentences of DMsG, first few sentences of page 1 of this forum thread, and the .txt file of page one - that it makes me want to recommend that if you don't research an extension your going to buy - you absolutely should not buy it. Especially, mine, as they get updated all the time.
Had you asked about some finer point of NPC inventories, or adding weapons or armor to an NPC, or any of the other myriad of functionality old and new that might be buried in the text or video - I could have understood it. But you asked the most basic question possible, which leads me to believe this would be the first of an avalanche of questions because you do not want to do the basic research on this. Which is fine, I'd just prefer to avoid that avalanche.
So if you still want this extension, or any of my others, you'll have to be willing to do the research to keep up to date with things that change in them. If your not willing to do that, then IMHO this famous quote applies...
"These are not the extensions your looking for"... followed by me waving my fingers :)
Thanks for the concise answer. I asked because of the following forum discussion and my direct answer to it:
https://www.fantasygrounds.com/forum...l=1#post586828
Would I need such functionality, as discussed in the linked thread, then the one "yes" answer would all I need to know to buy the extension. Since I only play adventures bought in the shop I usually have no need for any kind of extra parcel functionality, so even the most basic one could help workaround these kind of "inventory" restrictions of FGU.
As a result to your answer I will now suggest the other thread to have a look at your extension.
Whoever is interested in this functionality can make up their own mind. Once I feel that our own parties' inventories get filled up too much I may consider this solution myself. Another solution would be to create a "mule" PC to move stuff to, but that's less convenient than using your extension.
Plus the whole loot thing but that is a whole other discussion for this extension - best done by reading the relevant parts of this thread. As I said - always changing - video hopelessly out of date.
Yes, I the mule example was given somewhere. Without your extension it's much more of a hassle, though, because players who don't own the mule PC cannot control its inventory (I assume). So in the end one of the players of the GM would have to handle it. Hence my suggestion to look at your extension and mystification why shared parcels cannot be unlocked for players without an extension.
Except you made the suggesting in traveler thread - mine is for 5E for most of my functionality. And most of the extensions outright. Not that people have not ported some of them themselves to work for personal use where they wanted. But most of the functionality discussed in here is purely for 5E. Map Parcels and Equipped Effects have some functionality across other rulesets but I prefer not to think of that as in my early days I thought if it used CoreRPG it was good for lots of things - thats simply not true. Rulesets be crazy and do their own things.
If you prefer then I won't suggest your extensions as possible solutions to problems anymore. People can do their own google-foo then.
Just a thought. Would it be possible to create an item called coins in the pcs inventory that accumulated the weight of all coins carried, specifically so if it was in a backpack for instance it could be unequipped and the weight would reflect accordingly? At the moment your extension does an excellent job but this would help further.
This might be easier: https://www.fantasygrounds.com/forum...t-of-the-coins