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  1. #1

    Generic Actions extension for Fantasy Grounds Unity 5E ruleset

    Now in Forge. Old DMsG version will be maintained though is no longer for sale there.

    Generic Actions Extension (Fantasy Grounds Unity)

    GenericActions.png

    This stand-alone extension for Fantasy Grounds adds basic actions as clickable buttons on player and non-player character sheets.

    This extension unlocks the following functions:

    • Adds the generic actions found in the 5e Player’s Handbook as buttons on the character sheet.
    • Includes: Grapple, Break Grapple, Shove, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use Object.
    • Generic actions that have checks or contesting rolls allow targeting creatures, and rolls are done automatically (completed in a similar manner to spell saving throws).
    • Checks and contesting rolls support the dice tower
    • NPC’s also gain these buttons on their character sheet —valuable for DMs or player-controlled sidekicks.


    Verify options are used to insure the named operation going on cannot happen if out of ammo, Paralyzed, Stunned, Unconscious, Incapacitated, or Grappled (optional as grappling is nebulous on when it should prevent something based on DM preferences).

    Updates:

    [See .txt file for early updates and features]
    V1.4 Option - Added new option to ignore Grappled Effect as limiting factor to attacks (meaning you can freely attack while grappled). Default is off (same behavior as before).

    V1.5 Option - changed option to ignore Grappled Effect as limiting factor to attacks to be a default of on (different behavior than before - will allow attacks while grappled).

    V1.5 - Redo of zip files as FGU no longer liked how I zipped them.

    V 1.6 - Replaced Dodge effects with just the word Dodge as that is a supported keyword in FGU effects already and my redefinition of it was redundant.

    V 1.7 - Typo in tooltip for dodge was fixed. [found by SmackDaddy]

    V 1.8 - PC and NPC code to determine skills was changed to fix bugs where NPC was not parsing skill text. Result is when a skill proficiency is set in PC/NPC it will use the proper modification value, otherwise it will use normal stats per PHB for the relevant die roll.

    V 1.9 - Added init to effects for DODGE and HELP so that you can get them to actually last to next turn. Warning: If you use the reroll init every round like me you'll have to manually update the effect init value to the new initiative of the player. Still - willing to make the change even though I can't take advantage of it.

    V1.10 - - FGU update required extension code to change.

    V1.11 - Bug: was not supporting effects that modified raw abilities (ex. STR: 5). Fixed.

    V1.12 - Bug - Help did not have the apply="roll" set so that it would disappear after next ability check roll in addition to the original limit of 1 round. Fixed.

    V1.13 - Bug - Dice rolls were not taking into account source or target SKILL or CHECK effects. Fixed.

    V1.14 - Feature - Added Disarm, Overrun, and Tumble from DMG p.271 optional actions. Disarm is a toggle which will hijack normal attack mechanism to do a disarm set of rolls. You will have to turn it off and on manually, as long as NPC or PC sheet is up it will respect it - otherwise it will just do normal attacks. There is a new option "Disarm and Overrun target will get size ADV-DIS roll (otherwise manual for DM)" added in because I had to make size ADV/DIS considerations on the target rolls (as want not simple to do as DMG p.271 wanted on attacker rolls). Just turn it off if you want to apply DIS/ADV based on DM figuring out size considerations manually. Overrun also does the size on targets - otherwise Overrun and Tumble follow the DMG p.271 rules. The new buttons appear after the existing generic actions already out there.

    V1.15 - Feature - Added support for Grappler feat as defined in RAW 5e Rules. Advantage on grapple rolls and restrained if grappled already. Break grapple will remove restrained if source of grapple had Grappler feat. Will look for traits ("powerful build") in both PC (traitlist) and NPC (traits) and feats ("Grappler") in both PC (featlist) and NPC (actions) for case insensitive name matches.

    V1.16 - Feature - New option "Apply DIS for weapon range (restart app)" defaulted to off. This will check the distance between attacker and target and check if ranged weapon with a "range low/high" in PC( charsheet inventorylist)/NPC(CT inventorylist or actions) is within 5ft or if range is > low or <= high range and apply disadvantage. It will put chat messages if either of these - or the range is > high (won't stop the attack its just informative - if you do damage it will still do it per hit/miss roll). If the attacker is using something with "crossbow" in the name and has the "Crossbow Expert" feat they will not have the 5ft disadvantage applied. If they have the "Sharpshooter" feat (or "Fighting Sharpshooter Mastery" feat - for SW5E - which is the real reason I'm adding this mess for my game) they will not have the low/high range disadvantage applied. The option is defaulted to off so if you turn it on you will have to restart the app (like some of the other options) in order to get it applied. If its on when you start the app then you can turn it off and on and it will work. The reason these (restart app) options are done this way is they override critical functions that will usually stomp anyone else who uses those same registered handlers. So I make sure if you turn them "off" and then restart the app - they are no longer overriding that handler. No other way to really do it. If you don't want this - just leave it off.

    V1.17 - Bug - V1.16 range feature was not handling the 5ft disadvantage rule correctly. This has been fixed. Note: Because I use NPCs and all the factions, the hostile within 5ft is really a "not same faction" in 5ft check in my world. This is also for any ranged attack (not just a weapon with a "range low/high").

    V1.18 - Bug - V1.16 range feature did ADV/DIS buttons incorrectly resulting in 3 dice being used when either was pressed. Fixed.

    V1.19 - Conflict - rewrote code to try to make less likely to cause a conflict at out of ammo optional checks.

    V1.20 - Feature/Fix - fixed effects applicable to range calcs and also that critical damage is applied to things within 5 ft if incapacitated (or paralyzed or unconscious).

    V1.21- Bug - improper return code was preventing "out of ammo" attack verification from stopping the attack (just flashed up out of ammo message but continued processing the roll). Fixed.

    Grim Press video.


    A video made for my own entertainment...
    https://youtu.be/ZS7wImwotnk

    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/N7MM93a

    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.

    Included is original text used for describing this extension - has a lot of details but really provided for reference if needed.
    Attached Files Attached Files
    Last edited by SilentRuin; June 5th, 2022 at 16:59. Reason: Title edited per author's request

  2. #2
    LordEntrails's Avatar
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    Sure, go ahead and include a video and a cover image. All is good

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  3. #3
    Trenloe's Avatar
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    Very cool you've taken the step onto DMs Guild.

    One question - is this purely for the 5E ruleset or will this work in CoreRPG or other CoreRPG rulesets? The functionality looks pretty much tied to D&D 5e. If that's the case I'd recommend removing the mention of CoreRPG otherwise people might think they can use this with any CoreRPG ruleset.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  4. #4
    Quote Originally Posted by Trenloe View Post
    Very cool you've taken the step onto DMs Guild.

    One question - is this purely for the 5E ruleset or will this work in CoreRPG or other CoreRPG rulesets? The functionality looks pretty much tied to D&D 5e. If that's the case I'd recommend removing the mention of CoreRPG otherwise people might think they can use this with any CoreRPG ruleset.
    I only run with Fantasy Grounds Unity 5E/CoreRPG of which the extension references some specific messages and icons in both 5E and CoreRPG for display purposes. For sure it's tied to D&D 5E as the generic actions are all specific to that rule set and the player handbook references. As I was given permission to put more in than just the link I'm adding the video and cover page to the first post next after I reply here.

    As far as the CoreRPG reference, you can't run 5E without CoreRPG. And I reference strings/icons from both rulesets - plus specific code in each. My statement is literally everything you need to run the extension...

    UNITY
    5E
    CoreRPG

    It can't live without any of them.
    Last edited by SilentRuin; June 23rd, 2020 at 18:32.
    Free(Forums/Forge) Extension(FGU 5E):
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  5. #5
    This looks great. Well done. I'm not sure I like the Search button automatically switching between perception/investigation. As a DM I know I prefer to tell my characters which to roll depending on how they describe their actions. also for the stealth checks, if done against a target, does it roll a contested stealth vs perception?

  6. #6
    Trenloe's Avatar
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    Quote Originally Posted by SilentRuin View Post
    I only run with Fantasy Grounds Unity 5E/CoreRPG of which the extension references some specific messages and icons in both 5E and CoreRPG for display purposes. For sure it's tied to D&D 5E as the generic actions are all specific to that rule set and the player handbook references. As I was given permission to put more in that just the link I'm adding the video and cover page to the first post next after I reply here.
    In that case my recommendation stands. Your extension is only compatible with the 5E ruleset. Sure, 5E runs on top of CoreRPG, but your extension only works in 5E. My strong recommendation to you is to remove references to CoreRPG - this will not work in CoreRPG games. At the least, you'll avoid people asking "Can I run this in my CoreRPG based campaign?" , but I think you'll more than likely get lots of comments (and poor reviews) based off people trying it in CoreRPG and it not working. Removing any reference to CoreRPG is the best, and most accurate, approach.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #7
    Quote Originally Posted by mattekure View Post
    This looks great. Well done. I'm not sure I like the Search button automatically switching between perception/investigation. As a DM I know I prefer to tell my characters which to roll depending on how they describe their actions. also for the stealth checks, if done against a target, does it roll a contested stealth vs perception?
    I actually thought about DM's who do not take "best of" skills in any of those die rolls and figured if they wanted to do pure checks off the main page - nothing stops them. Even my players mix between the search and specific checks as they prefer.

    For sure that is call for DM and nothing in this extension prevents that call.

    This is more along the lines of my cover page - these are actions available for use. And my players rarely used them. Heck, I rarely used them myself. But with them front and center as part of the Actions you have available - my players use them a lot more. Especially, in curse of strahd where character wipes are a close "thing" in almost every major encounter unless you play it very smart.

    But yes, some DM's may want to divide out Search or Hide or any of the other "best of" single or VS die rolls into specifics. You can. The normal main page checks. But for those who want to simply take the "best of" this is much simpler.

    And I'm all about what makes my life simpler as a DM

    Plus, the play styles of my players have actually changed since I introduced this. Help is now used. Along with Dash, disengage (pesky opportunity attacks thwarted), and all the other infrequent "out of sight, out of mind" actions. And while I've not truly used it in my NPC's yet, I will.

    When it makes sense, because I now have the easy option.

    Imagine the surprise when that key strong critter in a pack of intelligent critters suddenly gets Help advantage... MUAHHAHHAHAHAHHAHHAH.. (cough)... sorry.

    Got carried away there
    Last edited by SilentRuin; June 23rd, 2020 at 18:59.
    Free(Forums/Forge) Extension(FGU 5E):
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  8. #8
    Quote Originally Posted by Trenloe View Post
    In that case my recommendation stands. Your extension is only compatible with the 5E ruleset. Sure, 5E runs on top of CoreRPG, but your extension only works in 5E. My strong recommendation to you is to remove references to CoreRPG - this will not work in CoreRPG games. At the least, you'll avoid people asking "Can I run this in my CoreRPG based campaign?" , but I think you'll more than likely get lots of comments (and poor reviews) based off people trying it in CoreRPG and it not working. Removing any reference to CoreRPG is the best, and most accurate, approach.
    Will simply putting in a comment like I did about Unity work? I'm was a developer by trade before I retired and it really does not sit well with me not listing things my extension is REQUIRED to run with. What do you think?

    I added in the extra warning to this and my page description in DMsG.



    ONLY TESTED IN UNITY.



    ONLY WORKS WITH D&D 5E.



    RUNS WITH FANTASY GROUNDS UNITY. USES BOTH 5E AND CORERPG RULESETS.
    Last edited by SilentRuin; June 23rd, 2020 at 18:56.
    Free(Forums/Forge) Extension(FGU 5E):
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  9. #9
    Trenloe's Avatar
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    Quote Originally Posted by SilentRuin View Post
    Will simply putting in a comment like I did about Unity work? I'm was a developer by trade before I retired and it really does not sit well with me not listing things my extension is REQUIRED to run with. What do you think?
    Listing CoreRPG means nothing in terms of functionality, and it could create confusion and problems for you. It only works with the 5E ruleset, just list the 5E ruleset, don't mention CoreRPG at all. 5E will not run without CoreRPG, it's not like anyone can make a decision to run 5E without CorerPG - they' can't. Your extension is even tagged to just run in 5E - it won't appear as an option for a CoreRPG campaign. I really don't see why you want to have CoreRPG in there.

    You reached out prior to posting on DMs Guild for guidance. This is simply me trying to help you to avoid issues. I've been supporting FG products on these forums for 6 years and my experience is that people see things and don't read details. So if someone sees "CoreRPG" somewhere they'll think it will run with just CoreRPG - even if you mention it doesn't elsewhere. You gain nothing by mentioning CoreRPG, other than a bunch of headaches and confusion.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  10. #10
    Quote Originally Posted by Trenloe View Post
    Listing CoreRPG means nothing in terms of functionality, and it could create confusion and problems for you. It only works with the 5E ruleset, just list the 5E ruleset, don't mention CoreRPG at all. 5E will not run without CoreRPG, it's not like anyone can make a decision to run 5E without CorerPG - they' can't. Your extension is even tagged to just run in 5E - it won't appear as an option for a CoreRPG campaign. I really don't see why you want to have CoreRPG in there.

    You reached out prior to posting on DMs Guild for guidance. This is simply me trying to help you to avoid issues. I've been supporting FG products on these forums for 6 years and my experience is that people see things and don't read details. So if someone sees "CoreRPG" somewhere they'll think it will run with just CoreRPG - even if you mention it doesn't elsewhere. You gain nothing by mentioning CoreRPG, other than a bunch of headaches and confusion.
    I have edited it all. Except the title thread of this post - how do I edit the thread title of an existing forum post? Can I get a mod to change it to...

    Generic Actions extension for Fantasy Grounds Unity 5E ruleset

    Also, the title of DMsG was changed and now shows (just don't look at the link name as that is permanent).

    [Figured out my forums stuff - "Go Advanced" answered the questions I've deleted in this post. Now I just need to figure out how to rename the thread.]
    Last edited by SilentRuin; June 23rd, 2020 at 20:19.
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