2 Attachment(s)
Map Parcel Extension [Fantasy Grounds Unity]
Now in Forge.
"Feature: Map Parcel" 5E Extension (Fantasy Grounds Unity)
This stand-alone extension for Fantasy Grounds allows you to create inventories for maps & non-player characters quickly and easily! No additional modules are required —simply add this extension to Fantasy Grounds, and you are set!
Attachment 48444
This extension unlocks the following functions:
- Give maps unique parcels that can contain any item.
- Set lockpick or break DCs on map parcels, so you players can interact with them. Treasure chests displayed on the map with actual loot inside are now a reality.
- Give your Non-Player Characters and Vehicles manageable inventories! Set up a mule to carry the party's mundane equipment as they travel, or give that cool BBEG a powerful artifact that is dropped upon death!
- Any weapons given to NPCs show up in their actions tab, fully coded!
- All map parcel, PC, NPC, and Vehicle inventories can be added to the party sheet with a simple click & drag.
Additional perks included in this extension:
- Add (and customize) coin weight for your players.
- PLAYERS gain access to the NPC inventories as well! Give them a NPC sidekick with a customizable inventory to follow them on their adventures!
- Dead NPC/PC in CT now can optionally drop map parcel loot dumps of their inventory automatically.
Moving an inventory link into a parcel will lose any location data - because parcels don't store location data.
No read only parcel will be shown as a map parcel (just as normal FGU parcel). This is because map parcels are required to be read/write accessible by their very nature. So when saving a map parcel as a module it will have all the map parcel data - it will not show the map parcel sheet when you reference it as that read only module parcel. If you copy it to your local DB (drag drop in your parcel list to make a local copy) it will be a fully usable map parcel, because while you did not see the map parcel data in the FGU sheet (read only display) it was still there and will appear when you make and use the copy.
For Loot functionally people forget to make the map parcel "[MP] LOOT" template, or make the specific named loot templates which don't match the type or CT name, or have option to do this turned off.
NPC Armor field updates will only apply when armor is added in - DM will have to change if armor is removed and no new armor is added in.
Updates:
[See .txt file for early updates and features]
V1.49 - Update - FGU change support.
V1.50 - FGU change - the tokeninstance setModifiable has been removed from the code and now causes and error. Of course this means no way to prevent the token from being moved by the client (which this did when I first wrote that option) so will just remove that feature completely. FGU will no longer allow it so its gone.
V1.51 - FGU change - put back functionality removed in V1.50 - replaced tokeninstance setModifiable with setPublicEdit.
V1.52 - FGU update - fixed to work with latest FGU update.
V1.53 - Bug - The following was fixed - weapon and armor drops into NPC will now only apply bonus if ID'ed - shield will now respect bonus (if ID'ed) - dexterity bonus will now be applied properly based on "dexbonus" yes/no text and limited to max if present.
V1.54 - Bug - Display Name for IDed items was not working properly due to missing string definition which only existed in equipped effects (some code had been copied to map parcel to do a similar ID check). Fixed.
V1.55 - Update - An "[MP] LOOT" template now not only supports exact name matches, type matches, and default matches for the loot template but now will allow names (only) to support a trailing * so that a name match can hit everything up to the * (including spaces) to indicate a match. For example, if you have in the CT <name> 1, <name> 2, etc. you can now make a loot template that "may" cover those by defining it as "[MP] LOOT <name> *". The order templates are processed are if an exact name match is found the checking of templates stops and that is the one used. Otherwise if a name *, type, or default match the search will continue for template matches until all are completed and the last found one will be used (always been this way except I added the name * option to this keep searching till done list). Basically, you don't use this don't worry about it nothing will change for you.
V1.56 - FGU busted - DB.getModule returns changed from nil to blank - all code checking this had to be fixed to respect new values.
V1.57- FGU busted - Had to fix transfers as base code had changed. Also had to replace deprecated template string_record_name with string_record_header_name. Added new feature to use partysheet link to transfer (move not copy) all coins/items to charsheet/npc/vehicle/parcel inventory.
V1.58 - FGU update - had to fix for FGU updates.
V1.59 - BUG - FGU changed the name of a function that was "almost" the same as it was when they moved it - I caught 2 of the calls and missed one of those renames in my code. Fixed.
V1.60 - BUG - logic was preventing a map parcel from being accessed if not in a map - but in case of things like bag of holding - it won't be in map but still needs to be accessed if client has access (as in not just public but shared). Fixed.
V1.61 - FGU update - they changed how the locked button functions so that my inventory sheets no longer respect it in npc/vehicle sheets. Fixed.
V1.62 - FGU update - they fixed how lock button works so I am removing V1.61 update.
V1.63 - Bug - called function extra unneeded time. Fixed.
V1.64 - FGU update - replaced deprecated functions.
V1.65 - Update - turned off all module checks - previously if data was a module I would not try to deal with that record at all. Now it can work with read write modules.
V1.66 - FG update - FG Update - broke most functionality involving ADV/DIS applied to die rolls. Fixed. Luacheck fixes.
V1.67 - Update - New option "Add NPC Random Treasure to inventory based on [MP] tables" defaulted to off. Will add default treasure to NPCs (not if polymorphism, a type or effect Object, or has inventory already) when placed in CT find table (case insensitive) named "[MP] <NPC name>" or "[MP] <NPC type>" or choose tables based on CR value where [ <NPC type>] is also optional to append to the relevant table: "[MP] CR:00-04[ <NPC type>]"; "[MP] CR:05-10[ <NPC type>]"; "[MP] CR:11-16[ <NPC type>]"; "[MP] CR:17+[ <NPC type>]". Don't plan on much support - it respects the table data expected (and I mean tables are picky of syntax) or fails to do anything. As usual this was for me and mine. The forum thread has an example mod file with tables I use (beast and undead ones are blank so that those types of NPC will never drop random treasure in inventory based on CR tables - always checks name then type then CR type then CR tables in that order).
[One thing missing from video is the example where I make a new Thieves' Tools Skill and place it as a skill for the character or a text skill in an NPC. That will be used if present for pick lock button. Matching in inventory and skill for Thieves' Tools is by it having the word thieves and tools in it (any case). Also, the coin weight in 5E demo video should be 0.02 not 0.2 - still, was just an example.]
Grim Press overview video from DMsG.
https://www.youtube.com/watch?v=7QUzZKnnZLg
Watch the video before you even contemplate buying it.
Grim Press will be handling the sales and promotion of this extension.
If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/grimpress
Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension. These extensions are also maintained by me for me. I provide them outside of my own games purely to those who wish to take advantages of things I use for myself. If at any time FG implements the extensions capabilities it may become no longer valid to use it. I can never predict if or when this might happen but state it as a possibility. EXTENSION = RISK!
Included is original text used for describing this extension - has a lot of details but really provided for reference if needed.
Note: 3.5E, 4E, CoreRPG, PFRPG, PFRPG2, SavageWorlds, SFRPG rulesets are in extension.xml but completely unsupported and only with partial functionality. Nor will they be supported - try at own risk.