V 1.45 - Bug - was not doing case insensitive search for keyword "Required Attunement" in rarity text. If someone put this in a sheet in lower case it would not recognize it required attunement. Fixed.
V 1.45 - Bug - was not doing case insensitive search for keyword "Required Attunement" in rarity text. If someone put this in a sheet in lower case it would not recognize it required attunement. Fixed.
V 1.46- Feature - added support for PC power/effect name matching to first check for a <match name>_RACE_<race name> or <match name>_CLASS_<class name> match before defaulting to a <match name> check. This allows for resolving <match name>s that are the same but have different meanings depending on where they are defined (in race data or class data). Got to love WOTC non unique naming. This was done largely to support some conflicts in the new MotM player module.
V 1.47 - Bug - was not removing _RACE_ or _CLASS_ actions when ability that generated them was removed. Fixed.
Likely Aridhro is only one who would encounter this in new functionality added in delivery of V 1.46 and this fix :)
V 1.48 - FGU Change - FGU changed how they parse NPC powername which this code also does, so updated to do it the same way.
If you have a template defined it will use that name if you have no exact name match. Though it goes with out saying, if you copy an item created by a template - it will still have FGU's template info defined in it even if you rename it. Had to figure out why someone had an item show up with a completely different spell/effect - was because it was getting the template one as it should when it can't find the exact one. And as they had copied a template item - renamed it - and used it for something completely different than what the template data that it was created from - it came up with a "seemingly" totally unrelated spell/effect. In reality, it did just what they told it to. Don't copy a template create item and expect it to magically forget what template it was created from - data is data - if its in your copy of XML data - it will still be respected. Now as not many ever even create template based items - and even fewer copy them and turn them into something completely unrelated to the original (which still has that data) - this does not happen often. If it does though - its doing what you told it to do. Even if you didn't realize you were telling it to do that.
V 1.49 - Feature - A new option "Display NPC Powers" defaulted to "off" will allow an NPC sheet and the NPC CT actions line link to display additional matched power's data as formatted text. This means that if the "Translate NPC Powers" options is "on" (power name matching is in play which builds the NPC CT action lines) and the "Display NPC Powers" is set to "All Powers" then the NPC sheet and the NPC CT action line links will show the formatted text of the matched power under the normal FGU displayed data (might have minor duplication at times), if set to "Spells Only" then NPC sheet will only have the spells translated but CT action line links will still have all translated (better timing), and if set to "CT only" then NPC sheet will display no matched NPC power data but the CT will still display everything (best timing short of turning option off). If the "Display First Link" is "on" then it will also expand the first link's description per normal behavior of that option in other places. If "Display NPC powers" or "Translate NPC Powers" is "off" then just normal FGU displays will be shown in NPC sheet and CT action line links.
And as nobody reads the .txt file updates as they should - these were added to caveats section:
If you load any module involved in the search list - it will no longer be alphabetical as it adds that module to end of global search list somewhere in FGU engine. If you are not using module priorities to force the order to be what you want and depend on the alphanumeric ordering (as designed by Aridhro's module naming) then you have to restart FGU to get it recreated that way. What you will see is that powers with non unique names get the wrong power if it was dependent on order of modules to get the right matching one.
Using the "Display NPC Powers" can result in entries that are duplicated (if a link where DB has link in text form) and also if the resulting matching power does not somehow turn out to be the same description. This can indicate a power name match that for some reason has a different worded definition for the power vs the text stored with an NPC main page. Or it could indicate that the powers defined in the CT action lines are not all described in the original NPC main page text. This can be because a power changed at some point after the NPC was placed in the CT (for MtoM module defintions as they figure out the powers at time of NPC placement in CT). It can also indicate you have some name conflict that is matching the wrong thing and defining your NPC CT action lines with different abilities - you would need to figure out which was correct (NPC description or the power it matched too). If you are showing all the expanded data the top entry in the NPC Power sheet listing is the CT NPC DB description stored with it and the bottom entry is the power description extracted from Spell listing that matched.
Further note: the ct_power_detail windowclass had to be completely replaced in order to get formatted text to work in this. I will still be looking to see if I can get around having to do this as it would wipe out any other extensions changes to this.
(postedit) Managed to rewrite it in a less conflicting way after all - but will wait till next release (unless someone complains) to drop it. For sure TEST has a ton of updates that will be required anyway.
V 1.50 - Bug - "Display First Link" option can cause duplicated text which is avoidable when using "Translate NPC Powers" options. Fixed.
V 1.51 - Bug - The NPC CT action line link was displaying both the original basic string data and the formatted version of it - will now determine (if it can) if those are similar enough to only display the formatted text version.
Bug - made sure targeting only targets map tokens that are in combat tracker list.
For now just don't click on any module priority shown on client. This will be fixed in the next major update to EE when FGU updates what is currently in test.
Ran into this strange bug yesterday. I as soon as I dropped this monster on the CT it throws this error and blanks the lines in the CT on some powers (but the links work). Only happens with this and BCEG loaded in a clean 5e campaign.
So it looked to get up dated but now it is missing from the ext list to add. I found it in the folder. Strange....
Yeah I misformed the zip file like an idiot - so it vaporized. Updated In DMsG - Forge will be updated shortly when Grim gets to it.
This is what happens when you have a bunch of backlogged TEST fixes you can't go into LIVE and try to hand build the zip for this one fix.
Forge and DMsG are updated with the corrected zip file.
Just because... EE with the bells and whistles all turned on :)
Attachment 53385
Waiting for MtoM in AE data set by Aridhro to arrive to make those abjurer things match relevant stuff! Right now they match the AE PHB stuff.
V 1.52 - FGU changes - Latest FGU update required changes.
Not compatible with previous LIVE delivery. Only current.
What's the difference between this and Ceslestian's Advanced Effects extension? I have both now and don't know if I've doubled-up.
I have no idea what Advanced Effects is so you'll have to research it yourself. This does what it says in description and .txt file on page 1. You can look in here at their video to see examples of how it can be used with Aridhro's supplemental modules if you want a practical use someone made of the extension...
https://www.fantasygrounds.com/forum...omatic-Effects
Will take a look, thanks
Very different. I use both, because they both have good reasons to use them.
This one integrates with a lot of other EXTs and MODs that support it.
Advanced Effects allows you to put the effects right on the items. Also a special function that allows for items with ACTION ONLY.
Has the latest FGU update broken equipped effects?
It seems to have stopped working in 5e at least, both in a campaign it was previously working in an a test campaign I just started up with only the automated effects module, phb and advantages modules loaded.
If it is just on my end I wonder if the update borked the install somehow.
No problems I'm aware of - just tried it. You should be on the latest version from Page 1 - V1.52. No changes were required for this last update. Make sure you only have one .ext file in FGU extension directory that is the latest version and that nothing is unzipped in that directory. Also, make sure you are ONLY using this extension to make sure your not seeing some sort of other extension messing it up.
This maybe a little off topic but is there a way to increase the number of crit die at the item level vs the character level? I was hoping this functionality might be part of the Equipped Effects EXT. which I recently purchased.
Yeah I am on the right version, it was working prior to this update (for 6 months) and just doesn't now. Very strange.
And yeah first thing I do is start up a new campaign with only the required elements loaded (in this case I only loaded advantages for module priority and equipped effects).
There is no error which is odd. I will do a complete FGU reinstall and see if that fixes it.
I tried creating a campaign from scratch - and while FGU has done something odd with fighting effects or something (nothing to do with this extensions I think) it worked fine when I did a test to see things got populated when I dropped the character in CT - and when in CT I loaded and unloaded a test of the worst of the worst - the sword of Kas and it worked fine. As long as you have modules that match the things your loading/unloading or populating it should all work. Not having matching modules loaded will of course get you nothing.
Hi there
I posted in the other thread as well. I've run into what I think may be a bug or mod conflict and I'm not sure what mod it might be in - but I narrowed it down to this one and Better Combat Effects.
This just started giving me a problem once I updated everything after not running any games awhile.
It's basically duplicating the effect load of some items, but not all items that I have made or applied effects to.
Here's the thread post with a screenshot.
https://www.fantasygrounds.com/forum...l=1#post661016
Look at the 'dawnbringer' entry, you'll notice it loads 2 times - so when I go look at effects on the combat tracker, it shows 2 instances.
thank you.
I don't use better combat effects so have no info on that for you. However, EE will match a name (case incentive exactly) and if it finds it already present it won't do anything. But if it does not - it will add it in. I know for a fact that some people edit the names of things so yes, if that was the case you say its 2 times but I bet the names are slightly different. No idea if this extension is something you can use with EE or not. For sure there are lots of options you can set to neuter EE from doing certain things - but what your describing seem "not a bug" but working as it should.
This, in my case, is probably the most useful extension ever devised! Just had to make it known to the masses. Thanks SilentRuin.
V 1.53 - FGU changes - Latest FGU update required changes. Removed old code that no longer is required.
Note: Right mouse menu item over PC actions tab to "Reparse spell actions" definition will ignore module priority and the module selection logic - same for NPC main page "Parse NPC Spells" - so don't use these until I work out a way to override it (if I can - if I can't just don't use them with this extension) and make it work properly. Only current legit way to replace a spell/feat/etc. is to pick the correct spell you want from spells list. ( I could say for abilities tab stuff you could delete the action then remove and replace the PC into the CT but users being users would likely mess something up like forgetting to manually delete the PC token out of any map it currently exists on - so I'm definitely not going to say that ;) )
This seems to be having issues for me since the latest update;
- The Type box no longer changes the one below it
- Typed-in descriptions don't appear on the item under 'Effect Features' (text is missing)