understood.
I will get it figured out.
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understood.
I will get it figured out.
Any chance that you'll make this work with https://www.dmsguild.com/product/327...Treasure-Drops? Some of the formatting is weird on the players side.
In manager_mapparcel.lua
-- BUGS
-- Why is DC roll not being hidden when hidden is selected
I am running into this issue where if the player rolls to pick or break the lock the DC is shown in the chat box. For example it will show (vs. DC 20)
If the GM is rolling then the roll is hidden.
Is this still an issue?
Yep never fixed it. Decided if they wanted it hidden they could not enter one - and just check vs number that they wanted vs the resulting roll and determine success or failure themselves.
Basically the manager_action_save.lua code has an applysave function that will always build that text if the DC is present - with no respect of any bSecret or bTower rolls. It was not worth overriding that for all things or making some special case for it. Basically if something uses the generic save roll code and provides a DC - it will be displayed.
I apologize if this was already answered, I did not read through the entire page. Less of a support question and more of a feature question. Would I be able to create a parcel for a players backpack for them to store their smaller items inside? The intent being to organize their inventory. I know it requires them to have access to a map with a token representing their stuff. Having an additional token for everyone's packs sounds annoying but I could perhaps have it in an image only available to me and that pc. If they lose access to their pack I'd remove their access to the image the token is stored on.
Thank you for your time. I think it will work this way, the only thing is I may have to manually edit the weight on their inventory page if it changes significantly.
GASP! You did not read my entire running commentary with text walls??? I'm hurt ;)
Think of it this way, you take any asset you want to drop into the token field of the parcel. Then you drag that token field into the map. It is there permanently until you remove it. Now given your question - I'm not sure you need my extension to do that - especially if your not dropping it in a map and its always local to that user. I think all you have to do is create a parcel called backpack - put stuff in it - create an item called small backpack - drop the parcel into that backpack - and presto - put the item in their inventory and you can have them access that parcel. Now I "think" you can do that in normal FGU - but you should try it. For sure in my world of additional features I know you can do that - but try it out in normal FGU you may not even need this extension.
This is kind of already a thing with the “location” field of items in the inventory, if all it is is organization.
If you enter the name of an item that is in their inventory to the location of another item, they will group together. Changing the equipped/carried state of the container changes it for all the items contained within it.
Playing an NPC is amazing now
Thank You!
Well if you want to give your players the CT host view (on the client) then Assistant GM is another piece of the puzzle ;)
Hello
Probably a newbie to this coding stuff but here goes: All done on a battle map.
I made the [MP] LOOT and attached to a orc. Put through combat on CT. dies, makes [LOOT] Orc/ with loot bag drop. Tried with second orc, kill it in CT. Won't drop another loot bag on to the map. Tried multiple times.
No idea what "attached to a orc" is supposed to mean. Here is how it works. If you have "[MP] LOOT" template parcel created it will use that for everything. If you have an "Orc 1" then it will drop "[LOOT] Orc 1" parcel with the inventory of whatever is in your template (usually nothing) and the inventory of the thing that died. If you did not remove the "[LOOT] Orc 1" parcel when done with it then if you brought "Orc 1" back to life and then killed it again - it would see "[LOOT] Orc 1" parcel already created and would not do anything.
That's how it's supposed to work.
Now lets say you do something crazy. And name everything in your combat tracker with the same name, "RALPH", "RALPH", and "RALPH" - totally confusing but who knows maybe they all have the same name. In that case, there is nothing unique to distinguish the loot parcel from any of them and after the first "RALPH" drops dead - then the "[LOOT] RALPH" is created - and the other "RALPH"'s drop dead - they create nothing - as you know - crazy names are all the same.
But as nobody is going to confuse everyone by naming things the same - that is usually not a problem. The FGU option for NPC's will even insure you don't accidently do that by assigning unique names to them.
So unless you are trying to name everything "Orc" you should not be having a problem.
Hmm... no matter what I do I can't seem to get the loot icon to pop up on the map when either an NPC or a PC dies... I have toggled the options every which way... They all have inventories... I am not sure what I am missing here. Is this known to be incompatible with anything else?
Yes, I did that. I read page 1 here top to bottom, and also read the entire .txt file with the instructions as well. I have a parcel template named [MP] LOOT, I have a PC and an NPC on the combat tracker, as well as on a map. I have placed items in both inventories (both manually, and using a dropped parcel- just to check both ways if it made a difference). I have the correct options turned on in the options window, and when the characters die no loot parcel is generated.
EDIT: It was the part where [MP] LOOT parcel NEEDS to have a token assigned to it other than the token that is there when it's created that I missed! I only caught that after a 3rd watch of the video in post #1! Easy detail to miss! Works now I think (only tested once, but BOOM there's the parcel of the NPC on death!)
V1.30 - Bug - Dice rolls were not taking into account pick/break lock SKILL or CHECK effects. Fixed.
Fixed for CHECK and SKILL to support following type (strength, athletics, etc.) - not worth a version change
I purchased this extension on Dungeon Masters Guild but since you have moved it to forge, I cannot see it there anymore. How can I update without having to pay again? Thanks.
It's not for sale, but it's still there.
Go to DMsGuild.
Log in.
Go to "my library".
To see items that have updated, you can look at "updated only". Otherwise, you can look at "view all".
To see "Map Parcel Extension", in "my library", click on the search bar that says "search within your library"
Search for "map parcel". It should still be in your library. It is for me. If it isn't, contact DMsGuild support.
Thanks for your help. I have found it and now updated.
scratch that
Is there any possible way that maybe in the future we can get an update so that this may work with pathfinder 2E. At the moment functionality wise it does what I want it to do. Drops loot when NPC is killed. But the tab location for inventory over rides the spells tab in PF2E. So if the tab could be its own thing would be cool.
Problem is that originally the CoreRPG ruleset was supposed to be used as a template so all rulesets had a common touchstone to work with - but then many rulesets completely diverged and became completely different and simply doing something consistent in the code became so unique that even things that should have been common sense kept consistent were not even attempted to keep them so. Making extension useable between rulesets requires special coding to work between them and is a pain. I gave up pretty early on trying to figure out the differences as being simply not worth the effort. And to subject to change with no attempt to keep extensions working. Unless I'm using the ruleset (only use 5e) its not something I'd want to be responsible for maintaining.
V1.31 - Feature - added a "Items" and a "Coins" button in Inventory tab left of the coins (had space available). If you click on the Items button then all inventory items marked "Not Carried" will be dropped in a map parcel template token on bottom left of CT map token (chosen as death will drop loot in bottom right). This will only happen if the Drop map parcel template "[MP] DROP" is defined. This works in much the same way as the loot templates so won't cover that here (look up loot mechanism only diff is name of templates). If you select Coins button then all coins will be dropped just like Items button. If the "[DROP] <name>" token that is created by these buttons already exists then it will simply add to that map parcel without recreating it. These are GM only buttons as I don't want players accidentally or intentionally creating tons of bags all over the place - I control when they drop stuff. As long as their inventory items are set to "Not Carried" they will be dropped when the DM double clicks on the Items button. Coins button will always just drop all of them.
Obviously this is a powerful tool - you can play around with it to figure out how to use it. DM only inventory buttons so players can't litter your map with garbage. Did not spend any time on aesthetics for these buttons just jammed them in inventory screen where there was some space. If others use that space in their extensions it may overlap so heads up this was a quick and dirty interface as the code was a pain to get working as I wanted.
Also, unlike Death Loot drop which will do nothing if a map parcel of the same name exists "[LOOT] <name>" that you may have forgotten to delete or something - the "[DROP] <name>" map parcel will just keep putting things into it when you double click on Items (not carried items) and Coins (all coins). So don't wonder "hey I don't see the bag in lower left!". It means you did this sometime before someplace else and never resolved it. So beware - the LOOT/DROP map parcel name is not unique to each drop - only to the CT entry name.
So if you have a magic spell that can just teleport your "stuff" to some chest in some home base - I suppose you can just hit Items and to drop it once then leave and anything dropped after will... of course - go there. Just tools here - what you do to hurt/help yourself is up to you.
If you want to keep a [LOOT] or [DROP] named parcel around longer than the next death or items double click - just rename them to something unique. Then it won't be "found" by either mechanism and it will make something new.
V1.32 - Feature - added option "Display Drop Items and Coins buttons" defaulted to "on". This is so that if V1.31 "Items" and "Coins" buttons in Inventory cause any kind of conflict with some other extension they can be displayed or not immediately simply by turning this option on or off.
V1.33 - Bug - New buttons in V1.32 were being mistakenly displayed on player side. Fixed.
V1.34 - Feature - Added new option to prevent PCs from dropping a loot parcel "No PC loot parcels" if "PC or NPC death drops parcel" option is on.
I would never turn this option on as if a PC is dead it should drop everything to let other PCs or NPCs snag it. But some don't want that and I don't see harm in providing option as its easy to do.
V1.35 - Bug - Parsing for NPC addition of weapons from the NPC main page does not work unless the text is just so. Fixed how I put NPC main page text for weapon additions by insuring that attack/damage is the very first text and if Melee and Thrown it will repeat the attack/dam as ranged with the proper modifiers. FGU still won't parse it correctly for any 2nd attacks (ranged from thrown) but will parse it correctly in the CT actions for the NPC. This parsing will work (or not for 2nd ranged damage) the same as RAW FGU does now.
This is more visible when you are using the NPC relevant options and equipped effects extension with an inventory of weapons on NPC that is equipped and unequipped. Most users won't ever use or notice this stuff. I do.
Not sure of the full conflict yet, but this extension: Fantasy Grounds NPC Random Treasure Drops, looks like it puts buttons in the same place as yours and when I turn the extension off, those boxes DO go away.
However, I am still investigating because I cannot yet get the buttons or the image slot for a chest to come back using your extension yet, so there may be further issues.
Let me load the screenshots. The first one is with your extension active (Random Treasure Parcels) with a normal, already premade parcel. The second one is the same parcel after turning off the random parcel extension.
Attachment 50871
Attachment 50872