They can be found within the module itself. I tried to describe how to find them in the first post. :)
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They can be found within the module itself. I tried to describe how to find them in the first post. :)
Raven, thank you for the mod, it's absolutely amazing! I wonder will you add Evil Champion actions to it?
Once I can turn my eye back to this (as well as the Bestiary), I plan on giving it a well fleshed-out update (including, in all likelihood, compartmentalization and expansion). Hopefully, that's in the near-ish future :)
Thanks for the positive feedback!
That's absolutely amazing, really glad to hear that, wish you best luck with developing stuff :)
@ShadeRaven - amazing mod - thank you.
I just wanted to provide an additional code line for the Witch 'Wilding Word' spell courtesy of Zacchaeus on the FG Discord channel:
Set up an effect of 'Wilding Word; AC:2' set it to 'self' and SHIFT-drag it onto the target
This applies a -2 penalty to hit the caster from the target wild animal. If I come across any more tweaks I'll let you know. Thanks once again for supporting the community!
Nice catch, kerrigaj (with nods to Zacch). There are quite a few places that SHIFT-DRAG + [SELF] implementation would come in quite handy. Maybe when I set down to really reexamine this down the road here, I can see how many of those I can catch.
ShadeRaven we're starting out in a campaign at the moment. Anything we spot I'll send your way. Are you on the FG Discord channel or is this the best place for comments and suggestions?
Has anyone done the actions/abilities for an Investigator?
Thanks in advance
This is a great place, but you can find me in discord, too @ShadeRaven#2399
@shaderaven I can't find Bardic Lore in the All in one bard of within skills etc. How would you suggest i set it up?
Simplest method is to go to the Skills Tab, create a new Lore Skill, name it Bardic (Lore), and then set the proficiency to Trained. The character will then be able to roll his or her Recall Knowledge checks off of that skill when appropriate. :)
Great thanks
I'm struggling understanding how to use the drag and drop weapon traits. I want to add trip and disarm for a whip. But I'm obviously missing something as when I drag it into weapons it's not working. Appreciate your help.
I make a spontaneous spellcaster category called "Skills" or "actions" or whatever, and drag the skill under cantrips. You don't add it to a weapon.
Attachment 40707
You still have to make the trip check manually. Depending on the roll, though, the possible end results are just a click away.
Yeah. There are plans to have skill attack rolls added in the future, but for now... it's necessary to roll a skill check manually, comparing that against the DC of the target (typically Reflex DC for Trip and Disarm) and then applying the effects that come from these attacks as appropriate as demonstrated by bigdummy or manually with the effects tab.
I love this mod, thank you @ShadeRaven for the time and effort it must have taken
Does this mod work with the Unity version? I moved the .mod file into the directory in AppData but I don't see anything in the spells section that would indicate it loaded. Just shows the purchased modules in the list of selections.
Yes it does. Are you the DM? If not you need your DM to install it and allow it as a module. Also it doesn't show up in spells it shows up in library
Aha! perfect thank you I will let the GM know.
Once they install it and make it available you will load it like the other resources and access it through library
Ahoi. Are there any plans of adding the APG to this extension? Just to know it before I add these things manually to our campaign. ;)
I'd like to get to updating this and even creating a more modular version of the Drag and Drop sections... just not entirely sure when. :( Wish I could answer you more definitively than that.
Definite enough. So I will just add things light Blight Bombs manually for the time being. ;)
One thing I’ve noticed is that spells like enervation don’t seem to have damage associated with them in the drag and drop.
However, THANK YOU! The Drag and Drop is so freaking useful.
I just uploaded the mod in unity and the only animal companion showing up is the badger (which strangely has eagle attacks and ability). I didn't see any posts indicating you'd updated for Unity, so maybe it needs a unity update?
Hey bmokofisi! As far as I know, there's no reason the classic mod won't work in Unity. When I originally did the Unity version, it was with the thought that there must be some difference. Maybe there are those here who can verify whether or not this is true.
I ran into a couple of months where RL put itself forward and I have fallen behind on some of my projects. Currently, I am quickly crafting some new items that'll be seen in the store very soon, so it's unlikely I'll get back to this project very soon, so if the Classic Version works, just slap that into your unity modules directory and it should take care of the strangely taloned badger ;)
It's all good, I'm playing with the other functions like the new spells/powers, and they seem to be working fine. If all thats broken is the companion animals, I think I can live LOL. Anyways, good job and thanks!
To change it on the base record, unlock the record (click the padlock icon in the top right) and then drag a new token to the token placeholder (between the ID button and the chat identity button).
To change it in the CT drag the new token over the existing token to the left of the creature name on the CT record.
Nvm got it to work.
Super dumb question - how do I determine which version of the module I have installed?
If you want to be sure you have the latest version maybe just download it again and copy over the old one
Update (8/8/21):
So, it's been a while since Drag-n-Drop (DnD) was released and I had always planned on revisiting it. Then I got busy. Real busy. :p Needing just a bit of a change of pace this weekend, I decided to take a quick look at this again and do what I had wanted to do quite a while ago: make it more modular. Create individual pieces of DnD that people can snag and use based on individual needs. The original will still be out here further down below, along with some instructions on how to use it.
(SR) Drag and Drop Series (modular)
(SR) DnD Actions and Skill: Forge Item (free) : Short Video on Module Use and Features
That's a great idea! Especially since e.g. Spells have long been implemented in the regular CRB module. Looking forward to the separate Class actions, hopefully updated with some more from the APG? No pressure, but one can dream ;)
Well, DnD Dwarf should be ready very soon.. it's just waiting in the queue... and for that, I put in everything that's been released so....
You can see a sneak peek at Dwarf here (youtube video).
The Elven Module should hit the Forge soonish, too. Here's the Elf video preview (on youtube).
The Forge now has the Dwarf and Elf DnD modules available for download/subscription. You can find the links to each on the First Post. Gnomes are on the way next!
Gnomes are now live, and in living color ;), out on the forge. Links to the Forge Store listing and Video can be found on the first post.