In the character sheet? I missed that. Any visual indication? Or does it just add the weight?
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V1.24 - Bug - When an NPC is important (Death Indicators Extension option to allow NPC to use death saving throws) was not properly respecting the flag in determining map parcel drop on death. Fixed.
Only relevant if you use Death Indicators Extension and set NPC's to important so they can use death saving throws.
Hi mate, lovely extension. It seems players can add the chest to their inventory by pressing "Add to party inventory". By doing that all the items get placed in the party sheet even when they haven't unlocked or broke it. Players can easily look inside the chest this way.
Considering that a player cannot even access the "Send to Party Sheet inventory" button - I have to ask how they are doing that?
I assume you're not running some ancient version of this stuff either. The last version listed on Page 1 is what you should see in your chat when you come up in FGU.
Also I just now noticed you said "Add to party inventory" - not ever heard of that button can you tell me where it is in FGU 5E with only this extension active?
Grim press has added new updates into the video on Page 1- here is a timestamp reference to where the new stuff begins...
https://youtu.be/NmGO2yccSmE?t=630
And this new video does not exclude you from reading the version description of this feature as it has more information in it than the video does. Just FYI.
Hello SilentRuin, is there any reason why Drivethru has changed the extension name to add a (For Fantasy Ground Unity) suffix to it since the latest version ?
Who knows what or why they name things the way they do. My extensions are loaded with the following names and that is how I load them and tell others to name them in their extensions directories - but really the name is irrelevant. You can name it what you want as long as its in that directory and has .ext on the end of it. The following are the names I actually load into DMsG - what they spit back out - who knows.
GenericActions.ext
EquippedEffects.ext
Polymorphism.ext
MapParcel.ext
CombatGroups.ext
AssistantGM.ext (had spelled it wrong so finally corrected that so thanks for making me look!)
Every download on Dmsguild has this as far as I know. They already had this for single file downloads, and now also in bulk downloads. It's an author number or something similar. The number does stay the same fortunately, and the name of the file doesn't matter. So I just delete the old file without the number when an extension is updated. Not a clue why they did this though.
I don't mind the author 'ID', I just wanted to know whether this new version was so different it had to have FGU as part of it. I know that the filename doesn't matter when it comes to .ext files (the extension xml drives what you see in FG) but I was wondering why the sudden change :-)
Hoping to not be talked down to again , could you possibly explain how to do this please. I put coins in a parcel as you say (which also as you say correctly calculates coin weight as per weights set in currency option) then drag the parcel into an item created as coin pouch on the pc. The coins are immediately moved to the pc coinage treasure area leaving nothing in the pouch item. Therefore I cannot unequip the pouch to alter player weight. Am I missing something?
I can create a coin parcel and place it within an item in the effects area as per the advanced effects extension but the item weight does not reflect the contents. I did consider creating an item (coin pouch) with a negative weight equal to the weight of coins carried and equipping it when the coins are not carried but unfortunately the weight system doesn't appear to respond to negative numbers.
If your going to interpret any explanation as "talked down to", or the manner in which I clarify things instead of bolding the text or putting it in italics, then I think we can probably safely stop here.
To be very clear, all the parcel does is show the total weight of the parcel. All the coin weight does is allow it to be part of the calculation for weight in an inventory (character/npc/parcel).
I have no idea what "advanced effects" is and have never used it so have no reference on what your talking about. If you put a parcel in the text of an item and drop the item in the inventory then you have an item with coins in it. I did not say move the coins from the parcel into the inventory which it sounds like is what you did or tried to do. A parcel cannot be put into inventory (FGU behavior) except by putting the link inside an item. Because of the way FGU works you'd have to look at the parcel weight and assign your item that weight manually - but you asked how you could put coins someplace else. That is a way. It may not be the way you want - but FGU is FGU. This extension will only do what I said to highlight the information after "To be very clear".
But really not much appreciating being told I'm talking down to you when I try to help you solve whatever it is your trying to solve which is outside of the scope of this extension.
So, maybe we end it here. I've described all I can to help you in your quest in what can be done with the coin weight and this extension.
I don't want to be made out to be the bad guy here. I apologise wholeheartedly if it was not your intention or if I am being oversensitive but to my interpretation 'in case I have to spell it out' is hardly a pleasant way to couch your words. I very much appreciate your attempts to assist and I also enjoy the usefulness of your extensions. I was merely enquiring about the functionality of something I have paid for. Ironically, now that you have 'spelled it out' for me, I understand your resolution better. :)
We are both sensitive ;) So sorry if my "way with words" came off wrong. I suppose I should just bold things or italicize things to put emphasis on them - so sorry it came off wrong.
Not sure there is a "resolution" as the weight is not actually transferred into the item. Personally, I hate the way the entire currency thing works in treating all data as raw number fields and text fields. But not really up for trying to rewrite that and hopefully SW will redo how they handle all that themselves. I have no good solution for currency fields.
Glad the air is cleared. Your solution does work albeit a tad clumsily (as you say not your fault there) but at least now coins can be placed in an item that can be dropped to lose weight. Thank you
I have to say thank you SilentRuin. This ext is a must have for any DM, it's next level VTT stuff.
Weird issue happened to me with 4 live players in TEST server today. The death check is triggering off of combattracker.list.*.status "onUpdate" changes for when I check to see if they are really dead and to drop the parcel on death - but while this works in local testing and in LIVE - it required me (GM) to double click on dead token on map in order to get this to trigger and drop the parcel in TEST server. Made no sense. But I put it here in case someone runs into this while I try to figure out what is going on in TEST server with this trigger. That way they have a work around.
And of course I test it in controlled TEST server environment (not with multiple remote players - just player (me) connected to GM (me)) and it works. If you encounter the quoted issue above just make sure GM combat tracker is up and you double click on the dead token on the map - somehow that forces the update to get pushed through the DB if it had not been before. Below are pictures of my test - basically thunderwaving 20 kobolds - while it took 25 seconds to update all the graphics (and create all the parcel drops on death) on GM and player side it worked completely. I know I had combat tracker up in both player and GM side - other than that no idea how to duplicate the problem for sure now.
Targeting kobolds
Attachment 45288
Thunderwave kobolds
Attachment 45289
Parcels dropped on death (25 seconds later - it shows it doing one at a time in GM side and the player side which is last to finish)
Attachment 45290
Quick Clarification question as after reading the whole forum, watching the video and having done some experimenting, am still not 100% certain I have this correct.
1 - Parcel when dropped on Map becomes Public, shows the P on right in Parcels gui and players can all remove and add items to it as well as seeing it in their Parcels gui
2 - Deletion of Parcel on Map then removes the Public flag and players can no longer see the parcel in their Parcels gui
3 - Right Click on Parcel in Parcels gui and choose share, returns the Public flag, making it visible to players again for removing and adding things to the parcel
4 - Manually remove the Public flag again and then drag the parcel over a players portrait sharing the parcel with them, now shows S to the right in Parcels gui. They are able to remove items from the parcel but ARE NOT able to place items in it.
Thinking of the example made of Individual Bags of Holding, these would need to be public for players to be able to place items inside them, and hence they could interact with other player's bags by accessing via the Parcel's gui?
1) Correct
2) Typically you would delete the Parcel itself if you were done with it and it would automatically delete the map. But I sometimes save a parcel for a surprise (no surprise if they can see a token) and have the image of the parcel stamped in map then when the time is right I drag the parcel token matching image over that and drop it over the image so it is now clickable. Of course I don't trust that people won't spy in their parcels button for public parcels that are not locked so if I want them secret I also unshare them. When they get placed in map they will go public again. Then depending on the unlock button status the players can grab it or not. Most people don't bother with what I just described but I'm "fancy" like that ;)
3) You can do that - or you could drag it over their portrait to make it only accessible by one player but really the code does all the sharing management for you so you can completely ignore it if you want. Really how "fancy" you want to get. Most times I'm dead lazy. Create locked parcel and drop it on map and forget about it till party encounters it.
4) Yep you can do that - really your call. I'd go with lazy if you don't really want to manage it and leave all sharing up to the code and just manage the unlock button and selection of a token to place in the map.
Yep bags of holding would be a drag over portrait type of deal if you were picky but your call on how secure you want it to be. I tend to name a bag of holding uniquely in case there is more than one. But really - your free to do what you wish.
And I'm working on a stupid bug for the NPC dropping of weapons/armor etc. that I just found dealing with those new changes with sType - missed one - which basically results in a blank line appearing in the NPC offense combat tracker line instead of showing what you just added. Found it while having equipped effects try to equip/unequip items in NPC main page with that code and realized it no longer was working properly (called this extensions function). So expect an update some time tonight or tomorrow on that depending how late I want to work on it. Pretty late for me now already.
V1.25 - Bug - Dropping item into NPC was not properly updating the combat tracker offense attack lines. Was broken during the sType code changes in FGU rulesets where I missed updating one - result was a blank attack line. Also made it so that you do not have to unlock the record to drop an item into it and added "reference_equipment" which was missing as a valid drop item (module data). Keep in mind if you remove armor you'll also have to update the armor field which got updated if it was dropped in by this code.
Yeah have a thread on basic FGU behavior to share any DB node by dragging it onto the portrait. While I do my own sharing in the code - I do not stop you from doing your own through normal FGU behaviors (though some may be "enhanced" in my extensions as I've overriden parts of it). So basic FGU sharing should still behave as normal to a user.
Is there a setting so a PC does not ever drop a parcel? I see in Options there is an option that affects both PC and NPC. Maybe that could be separate? One for PC and one for NPC. Last game two players died and dumped their goods and was a pain putting everything back when they were revived.
How can you consider dragging the parcel link back into the inventory of the dead player painful? That’s literally less trouble than doing almost anything. And if you followed my directions on making the [MP] LOOT a delete on transfer there is nothing even left to cleanup. I do this all the time and it takes 2 seconds to do the whole transfer - and I’m slow.
Because there are other settings, effects, and other character sheet adjustments that I have to do besides just copying the loot parcel back to the character sheet. So, its a pain in the A$$. Anyway, I assume its not something you will change so I will see if I can tinker with the code myself.
You asked me to change something for reasons that you won’t explain citing things this extension does not modify and won’t tell me how it’s happening in 5E - then acted like I’ve done something wrong in asking how what your saying is happening?
If there is a problem I want to know what it is not some broad general statement claiming it effects stuff I don’t understand how it can effect.
But keep it a secret by all means. If I can’t duplicate the problem I’m certainly not fixing it or implementing changes for it.
Interesting. You keep writing the word "problem" when I never did. I asked for a feature. In the software business feature requests happen all the time. You have a drop loot ON and OFF for PC and NPC. I asked if its possible to make an ON and OFF for each separately. Anyway, I have other stuff to do so I am finished of this topic.
And I found a solution in case anybody else wants to not deal with dead characters and loot bags. Apparently if you make a Parcel with the name [LOOT] "character name" no parcel will be made on their death.
I’m not going to spam options for no reason - in fact I’d take them out if I could there are way to many already. And I do these extensions for myself. Even so I have a good record of fixing problems.
But I have an even better record for saying NO to things that I won’t use and see no purpose for.
I don’t say NO when someone says it’s screwing up a bunch of stuff.
Unless they refuse to tell me how it’s messing the stuff up they say it is.
This whole conversation was a waste of time and I still have no explanation of how it messed up the things you say it did.
V1.26 - Bug - ADV or DIS rolls in pick lock and break lock were generating 3 dice. Fixed.
Not sure this is possible (or should I say how hard it would be to implement) but here it is:
I'd like to see the following behaviour on NPC death:
- reuse the NPC token as map parcel token
- remove the NPC from the combat tracker (hence removing the NPC token from the map)
That way it would feel more 'natural': the NPC looks like it's still there, its 'body' contains the parcel (that might or might not be empty).
Why the change:
- less clutter on the map
- feels more natural, right now when I set NOT to drop any empty parcel my players easily understand which monster to loot or not. If I want them to be 'surprised' then I have parcels all over the map for large fights and it's a great experience to see all those 'loot' bags on the map (even less when they're empty). If I turn on Don't drop on empty parcel then it's less clutter but also removes some of the decision making process from players (and hence less roleplay immersion I feel).
BTW if you can make it work/reuse some polymorphism function I don't mind it to be a dependency to have that functionality working (if that can help at all, not sure about it), it would also create in incentive for DMs to purchase your poly extension
Another thing I'd love to see is the ability to set other skills/stats checks in order to unlock the parcel.
Let me explain: party kills a beast, I'd like to be able to set a nature/survival DC to skin the beast or an Investigation or Arcana DC so that I can determine whether they find something on a body. A drop down box to list the skill would be great to have when creating the parcel!
Thanks for all your great extensions!