So you have included other key word shape changing abilities for npcs right? Dragons are a pretty big part of the game and the trait for them is called Change Shape. Can that not be included to trigger the polymorphism selection panel to appear?
So you have included other key word shape changing abilities for npcs right? Dragons are a pretty big part of the game and the trait for them is called Change Shape. Can that not be included to trigger the polymorphism selection panel to appear?
No plans to add that in. As I said - you use whatever the current spell/power/keywords are available to make what you want done and for really specialized things you make a customized NPC to go with one of those spell/power/keywords.
In no way shape or form do I plan to support individual variations when it can be achieved with the tools provided.
Keep in mind - all my extensions were done to support my active games. I made them as things annoyed me during my own games and put things out that would make my games run smoother. While I'll incorporate ideas that I want for me - I will not simply add in things that others want unless I see something that can't be done any other way and is not a burden on me "doing it".
I don't do alter shape or things like that because its too trivial to just replace the CT token and call it an altered shape until you replace it back when done. I've done curse of strahd bats by simply supporting one of the generic keywords and making a specialized bat for him conforming to those special rules.
Dragons I've done both as special NPC and in my lazier moments simply replaced the token manually and kept their full powers and either limited what I run on them per given rules or whatever.
You can do what you need. I'm not planning on doing anything specialized to handle single cases. And dragons may be common to every campaigns you run - but in my world? They are rare. So is treasure. I'm not a big fan of everything is a dragon and every encounter has huge treasures.
In fact, my players know what I mean when they try to loot something in COS and I simply state you hear your character mutter "*)*(# Boravian"... they know there is nothing there. I digress - but point is - telling me I have included generic handy keywords to expand the tool means I should now provide specific keywords to handle things other people consider common... well... I'll simply use my trademarked response :)
No.
The fabled wall of text, with the as expected no at the end.
TY for the quick response. I was having a hard with adding the standard abilities to the npc sheets and was checking to see if it was a glitch or something. I do like this ext and the parcel ext and have used them a lot. I have a Druid in a campaign now and it works great, Ty for the work
Ted
Wildshape fits best as shapechange is more limited than the dragon ability. Also is more complicated as it does not fit regular parameters, true polymorph will become permanent if used as per spell description, It's ok, it is just work to get everything to take, and then if you do something wrong and it erases, you have do it all over again. I am making a expedition to resemble the Book series The Rage in 5E. TY for the suggestion.
shapechange is not equal to shapechanger - make sure you read the directions in the .txt file or the forum threads if you plan to understand or talk about these things here or you will just confuse others reading in here.
To recap the txt file these are what I provide in terms of spell/power/keywords as I've described many times - and even in the last two pages to some extent:
Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will.
True Polymorph Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is of the same faction as the caster then it will not require the saving throw to take effect. Otherwise, it will. This supports special custom NPC types of "object" or "item". If you make a custom NPC that has a type of one of these it will be treated as an object by this and that other spells in polymorphism (won't be considered a creature). For example, making a chair NPC with whatever structural HP it would have or anything else with a chair token and a type of "object" or "item" would be respected as an object in this spell.
Animal Shapes Spell - This will support the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Labels in the sheet will inform you that this new sheet is the one you use. If you go over to the original sheet (PC) or reference sheet (NPC) the label will be different and tell you DO NOT USE that sheet. The list of NPCs will be limited where it can be based on the RAW 5E rules. This is a targeted spell. If the target is self or not of the same faction as the caster that target will be ignored. A special feature that supports the ability to change shapes while a current animal shapes spell concentration is in effect requires that the target list be an exact subset of the current Animal Shapes concentration effects in play. If it is, then only that subset will change without breaking the concentration and losing the others in that active spell. Otherwise, any deviation from the target subset will result in breaking the concentration of the others (reverting them back) and casting this new target list as a new animal shapes spell transformation.
Shapechange Spell - This will support the almost the full RAW 5E rules for this spell in the newly created sheet after the spell takes effect. Because of the nature of this spell and that you can still use your character features and spells at DM's discretion based on shape you took - this new sheet will have everything you need according to RAW 5E rules except those DM discretion things. When you go back to the original sheet it will also have a different label stating this sheet is for LIMTTED use at DM's discretion (unlike other reference sheets which state DO NOT USE). This is a self only spell and the special case allowing you to change shape while active is handled by going back to your source sheet where the NPC selection in this case will allow you to select a new NPC and hit the active button again (even though its highlighted already). If the NPC selection was different than the current one it will delete the Shapechange effect (reverting you back) and then transform you into the new NPC shape.
Shapechanger - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. If you want special conditions for this (like a vampire turning into mist) you make your own custom NPC. Or in some cases the shape changed attack/damage features are already on the NPC sheet and you can do nothing at all and don't even trigger polyrmorphism. This will pass in the HP data to the NPC and is really only valid to use if you copy the NPC into different versions where you add different tokens and keep all the stats etc. the same (optionally editing out attacks to the relevant ones for that token shape). Also if you die in changed shape you revert and are still dead.
Shapeshifter - this is an NPC trait/ PC feature which I've left completely up to the DM on what NPC's it can turn into. There are no changes to the resulting sheet - this is simply going to turn them into the pure NPC. It will follow most polymorph spell rules on death where it will carry over the exceeded HP when it reverts back to its shape. Used more for allowing the DM to have unrestricted polymorph (some homebrew NPC/PC have this death revert behavior).
Wild Shape - This will support the full RAW 5E rules for this in the newly created sheet after the wild shape takes effect. This is a self only thing so simply supports the active button switching back and forth.
I love this extension and had good experience with it running it for Rime of the Frost Maiden.
Anyway you can tool it for use with the 3.5/Pathfinder 1e ruleset? Now having said that I have not tried running the extension and see if works already.
I'd be the first to buy it if you are so inclined.
I wrote them for me and only write them for games I actually actively play in - D&D 5E and SW5E - so essentially just 5E. I can't even contemplate the nightmare to keep them working in games I don't even use - though all my code is unencrypted so you can look at what it does and try and mangle it for your personal use. But really, the rulesets are like wild renegades - originally I was under the impression that the CoreRPG and its basic tenets for xml/lua coding was common to all - but quickly realized the ruleset developers simply went "Meh, I'm doing it my way" and diverged from each other making it a royal pain to keep up with all of them. I tried at first and rapidly gave up after seeing the radical inconsistencies. I have no intentions of revisiting unless I actually end up DM'ing those type of things some day.
I've got my hands full doing my players COS and SW5E games once a week (or as often as we can with everyone's schedule) and did all my stuff to support those games. Anything that annoyed me while running them got an extension or something added into an existing extensions - as I hate making new ones unless they are just radically different from what I've done before. So, as so often ends up being the case, I must sadly decline the offer to do more work and answer with my trademarked response of...
No ;)
Absolutely - good luck! You'll start to see what I'm talking about pretty fast I'm sad to say. And if you can break it out into an overlay on the existing code I have no objections to you putting it out there in Forge as an overlay (don't need to give me anything if that happens as the underlying extension would still be required).
Looks like there is conflict with polymorphism and the auras ext Bmos is upkeeping. When I dbl click to end the concentration of the polymorph spell I get an error: scripts/manager_combat.lua:98 attempted to index local 'nodeEffectList' (a userdata value)
Any thoughts if this can be resolved. I did post there as well. Thanks!
This was the thread it was talked about in - again - if that does or aura change does not fix it then they conflict where stop concentration is used. Some extensions just conflict. Extensions = RISK.
https://www.fantasygrounds.com/forum...morph-conflict
Having a real problem with trying to understand why this extension is not showing on the character or NPC sheet. I have 2 different campaigns. Both have exactly the same extensions loaded, and both load the extension in the same order. I've used the compare function in MS Word, and there are no differences between them.
I've compared all the options in both campaigns, and made them identical.
In one campaign, the extension works as expected, in the other, not showing.
I've then unloaded all the extensions, except Polymorphism, and it still doen't work. I'm wondering if there is something corrupt when loading the game? Any ideas what to try?
Have the pc or npc got either wildshape, polymorph as a skill, trait or ability?
Have you dragged them to the combat tracker?
Thank you. I think that the PC, who is on the CT already, might need to dropped on there again. But the NPC and other character I worked with did turn up.
Cool no worries
Beware - FGU is not good about keeping the map token and CT entry in synch - sometimes they can get disconnected and you have to delete the map token and redrop it from CT into the map. Not sure how this happens, but its raw FGU (no extensions) that does it. Gist is all sorts of weird stuff can result when you have a map token you "think" is the one shown in the CT when its an old version of it that no longer links to that CT entry.
Rare. But I've had it happen.
V1.34 - Feature - Primal Strike and Elemental Wild Shapes are now supported on NPC as actions. Just drop their links from Druid class circle of the moon and they will be placed in proper spot on NPC sheet. While always supported for PCs, the NPC has no real way to determine druid level so does not limit wild shape for fly/swim or other druid level limitations - only for beast type, and leaves it up to DM to limit them. Circle of Moon need not be applied on NPC as its a druid level limitation type of feature in PC and no way to do that in NPC (left up to DM to limit beast types).
I want to make it so that Polymorphism does not add "; (C)" to the effects line for a special shapechanger. How do I keep it from rolling a concentration check? I don't see the effect in the effects tab and thus I cannot make the change myself other than to each time manually change it in the Combat Tracker. Where does it load the effect from?
On the character sheet I added the word "Shapechanger" to the Features section which seems to make it work. Maybe this is the wrong method to do this?
I must be doing something wrong. I can't post an image. When I click Insert Image to load from my computer, the "ok" disappears.
1. I input the text "Shapechanger" into the character sheet's Features section of the Abilities Tab.
2. This seems to trigger the section at the top of the character sheet the ability to Polymorph and drag in the sheets to polymorph into.
3. I drag into this section a Weretiger.
4. When I Activate this, I get a (C) for concentration and I don't want concentration.
5. Chat shows "Effect ['Shapechange; (C)']->[to Weretiger] [by Charname]
6. In the Combat Tracker I get (Shapechange; (C))
7. I know how to manually change it each time in the Combat Tracker, but would prefer it not loading it in the first place just to speed things up.
8. I looked in the Effects tool and it doesn't seem to be pulling it from an effect in there which would allow me to change for each time it loads.
One little r may be the culprit. I'll have to try this tomorrow. Thank you for your time!
I am still having problems with this. I can load in and out and back in and get the same thing. I even unchecked the option when loading a game, then reloading checking the option to load and still get the problem below.
In chat you can see it is loading all kinds of monsters that I never loaded into the character sheet. Most all of those are listed there are in the encounters for the module I will run, but not all of them are. My suspicion is that it is taking old loads and getting them confused with other monsters. Also, one time I was trying to load in Giant Ape and it loaded in a cat. Again, I think it is getting the monsters confused somehow but it also seems to be holding onto an old file of beasts these characters had before I ported them into this new adventure I will be running. But these old beasts were not what is being shown in chat. All that is loaded right now is the Ape and Rex but chat is trying load a bunch of other stuff. I'm really stumped.
Attachment 52883
I'm not sure what the "problem" is. Your have one list you drop NPCs into. It's filtered for each different spell/trait you are using and tells you when something in the list is rejected for something you have in your list. Also when you drop something in the current spell/trait does not allow. All you've shown me is you have a large number of things in your list showing (though I can't see it) that when you try to switch to polymorph you have a ton of things in your list not valid for polymorph and shows you only the things out of your list that are valid. Use the delete button for the whole list next to the pulldown field to clear your list and start over if you've dumped in more stuff than you want from some other selection where they were valid when you dropped them in.
I am not seeing "the problem" here. To verify - clear your list and only put things in for your set of spells/traits that you want.
I thought I was clear but I'll try a list:
1. There are only two beast loaded into the sheet, a Giant Ape and a T Rex. That is all.
2. I know what a beast is and have only ever loaded a beast.
2a. I have never loaded a Death Dog, or Marlos Unrayl, etc.
3. I have deleted the ape and rex and reloaded them but these other things keep trying to load in chat.
3a. One time I dragged the giant ape into the polymorph section and it showed up as a cat.
I think it is getting monsters mixed-up or somehow is holding onto an old upload. However, there are only two things in the list, an ape and a rex and there is no way on the characters sheet for me to delete all those things popping up in chat.
1) Did you delete your list like I asked?
2) If you have deleted the list and this still happens it sounds like you have a really corrupted DB as I have no explanation for what your seeing. The list is stored as NPC references (which are those FGU ID things for your DB). It sounds like you have something seriously messed up if an ape is showing as a cat. Create a test campaign and do the same things and you will not see this issue. In fact, I've never seen this issue. The only way I can imagine it happening if somehow you edited the DB.xml directly or something rendering the stored NPC IDs pointing to something else (they are only ever valid in a single DB or module if not local data). The only way to get so badly out of synch is to have something truly and spectacularly messed up with your DB.xml references (maybe you stored them in one DB, dumped them to a module - then tried to use them in new DB without removing and replacing the old entries - the list).
This is all total guess work as you are doing something really wrong outside of polymorphism. Keep in mind - DB.xml child ID's which are used in multiple places in the database are unique to ONLY that DB they are referenced/created in.
Maybe take a look at the earlier conversations in the forum thread if you are doing anything weird with modules. FGU has many referencing rules for getting at data in modules and if you are not aware of them when creating modules you can easily get burned. Look through this thread - or around this part -- https://fantasygrounds.com/forums/sh...l=1#post589780 - and see if that rings any bells for anything weird you are doing with referenced NPC ID data (or any other kind of ID reference data).