FGCon2021
Page 1 of 9 123 ... Last
  1. #1

    Equipped Effects Extension (.ext file) [Fantasy Grounds Unity]

    The sales for this product in DMsG may soon be deactivated per this post - will let you know when that happens and when it finds a new home.

    Equipped Effects Extension (Fantasy Grounds Unity)
    This stand-alone extension for Fantasy Grounds allows your players to gain item-based effects simply by equipping them, which automatically adds the effects to the character in the combat tracker.

    This extension unlocks the following functions:

    • Give characters magic items and allow them to equip them to receive effects that you’ve set up previously —saving time during the session!
    • Item effects are automatically removed when the item is unequipped.
    • Make some effects on the combat tracker invisible from your players! The effects are still there, but your players can see them —cursed items are now possible in FG!
    • Items tagged with “CURSED” can not be unequipped by the player


    Additional perk included in this extension:

    • Import & Export custom effect XML files, so you can take your created effects with you to your next campaign.


    [See .txt file for early updates and features]

    V 1.3 - Fixed inventory items in a location allowing cursed items to be unequipped by player. Also prevented duplicate effects being placed. If you toggle a whole location to be equipped and a cursed item is present in that location it won't let a player do it.

    V 1.4 - (For 5E only) Typically if an item needs a power you create it in your PC's action tab and assign whatever is needed to be able to apply that new power action. Then you can drag that power over to the spell lists to save it and reuse it later. This new version has added import/export buttons for saving custom spells (in DB under spell) to an XML file, this is on right toolbar of FGU app under spell button. Also added ability to add/remove custom spell/powers that match the equipped/unequipped item in PCs (cant' do it in NPCs unfortunately). Also, added ability to import/export notes in/out of XML files. Also, FGU update required extension code to change.

    V 1.5 - BUG - the idiot (me) messed up all spell list filtering was bungled in my override by having a semicolon instead of a comma in the new override for the Spell button. Fixed.

    V 1.6 - BUG - same as V1.5 for notes button also.

    V 1.7 - BUG - same as V1.6, more semicolons and a function in the structure that had to be duplicated. To be clear - source filtering in spells was still messed up. Fixed.

    V 1.8 - Feature - will now go after all "effects" not just in DB but in modules also. Will also go after "spell" first then "reference.spells" in modules looking for a match. The option to turn off spell searching has now been changed to turn off reference.spells searching in case you have a large number of read only modules and spells (it will search the whole thing every time you change equip status so if slowed you can turn this off). By default this will be off - requiring you to copy any module spells you wish to match so they are in your local DB "spell" node. If you turn it on it will search the DB first then look through all modules for a match.

    V 1.9 - Feature - added new option to search for template item names as a possible effects/power(spell) name match. It will search through name of item and if no match found for effects/power(spell) will then search through the item's list of spells which is where template names are stored with an undefined link. Any undefined link in that list will be used as a name search till a match is found for effects/power(spell). This option is defaulted to off.

    V 1.10 - Feature - will now respect item ID and item attunement (finding "Required Attunement" text in rarity DB value) if present. If IDed will work as usual showing matching effect in CT and matching spell/power in actions [actions tab(PC)]. If not IDed and not requiring attunement then effect in CT will be gmonly visible and no spell/power will appear in the actions. If not IDed and requiring attunement then nothing will be shown in CT or actions. If ID of item changes and the item was equipped then it will be unequipped and equipped to update the new ID rules above.

    V 1.11 - Changed defaults for V 1.8 & 1.9 options to be "on: by default. This way if you have .mod tailored to work with equipped effects it will be ready to go immediately. And if you don't want it to look up things in .mod file it can be turned off. Still will always look in local DB before it goes to look up match in .mod file no matter what options are set too.

    V 1.12 - Added option to ignore ID considerations of V1.10 so that when ON it will require DM to change the effect GMOnly flag in combat tracker manually - and will initially be whatever custom effect has it defined as. This will be turned OFF by default.

    V 1.13 - Feature - If you have Map Parcels then an NPC will have inventory. This will now call the Map Pacels code (if present) when equipping or unequipping NPC inventory. It will simply do the same thing Map Parcels does adding the item into the Main Page actions and removing it just as if you had dropped the item in when using map parcels. The only difference is that it will be added when you equip the item and removed when you unequip the item. It has always supported the custom effects adding into combat tracker if there is an NPC inventory and its equipped or removed on unequipped - and still CANNOT support spell powers as that is uniquely PC data structure. But it can support the base item text for items and what that gives an NPC in terms of clicking fields and combat tracker attack lines added in and removed as the item is equipped or unequipped. This is mostly for me. As I'm pretty sure not many people bother equipping or unequipping NPC inventory I'm not bothering to add an option for this - it will just start happening as I want it for me.

    V 1.14 - Feature - it has been requested that V1.13 is a big change in behavior and that it be an option turned off by default. "Allow NPC modification" is the new option defaulted to off. Turn it on to get the equip/unequip NPC feature (V1.13) to work in combat tracker.

    V 1.15 - Features - New Options added "Update when added into CT" defaulted to "on"; and "Add/Remove Abilities" defaulted to "on". The new features will look up matches to custom effects and powers for abilities (Feats, Features, and Traits) for a PC. They will also look up custom effects for Traits and Actions in an NPC. When adding a PC/NPC into combat tracker it will insure all custom effects (and powers for PCs in actions tab) are automatically updated per all the equipped effects rules. For a PC abilities will be added to effects/powers when the Feat, Feature, or Trait is added into the abilities tab. They will be removed when they are removed out of the abilities tab. For NPC's this is done in the main page in the same manner but only for effects.

    V 1.16 - Kludge (till a better idea occurs to me) - Added hardcoded conflict name list - at time of this version that only has "shield" in it. A new option "Skip Conflict Names" defaulted to "on" will allow users to ignore the conflict list if they wish. It only applies to powers applied by equipped items, feats, features, or traits. Custom effects will still match and go into CT. For example, the name "shield" conflicts with the spell "shield" so equipping it would cause it to add that as a power. Which is wrong. This will now not do that. But since people can do what they want with the names they want - I have the option allowing it to be turned off.

    V 1.17 - Breaking out some code into function for easier access by 3rd parties overriding it.

    V 1.18 - Feature - new option "Spell Import Export(restart app)" defaulted to "on" will now allow you to remove the import/export buttons for spell button to prevent any conflicts. Just turn option to "off" and restart the app.

    Known Caveats:
    If you delete an equipped item with an effect before you unequip it - the effect will remain in combat tracker. Unequip any item with effects before you remove it from the inventory.

    Grim Press overview video from DMsG.
    https://youtu.be/sGbCMehtk68

    My long boring silent test video.
    https://youtu.be/4epKAV-i-B4

    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 - provided for reference if needed.
    Attached Files Attached Files
    Last edited by SilentRuin; April 12th, 2021 at 22:03.

  2. #2
    That looks awesome. Highly interested. But....will it work with MoreCore?

  3. #3
    Quote Originally Posted by RocksFall View Post
    That looks awesome. Highly interested. But....will it work with MoreCore?
    No earthly idea. I'm new to FGU and just programming things as I find I need them - what you see loaded in video is what I have and only what I've run with. Basically my signature.

  4. #4
    Hey bought your new extension , been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
    Will let you know, if I find anything!

    Thanks again love what this adds to our games!

  5. #5
    Quote Originally Posted by vaughnlannister View Post
    Hey bought your new extension , been trying it out again, works perfect, no conflicts whatsoever, I will be testing it some more during the week.
    Will let you know, if I find anything!

    Thanks again love what this adds to our games!
    Happy to be of service

  6. #6
    mmm cant seem to get it to work with PFRPG2.

    I watched the video but cant see how you attached the custom effect to an item?
    I assumed they both have to have the same name?

    When I equip the item the effect fails to appear on the CT
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  7. #7
    Quote Originally Posted by Willot View Post
    mmm cant seem to get it to work with PFRPG2.

    I watched the video but cant see how you attached the custom effect to an item?
    I assumed they both have to have the same name?

    When I equip the item the effect fails to appear on the CT
    All the code is tied to CoreRPG or has guards against if data is not there. I superficially tested it in each of the rulesets listed. Just did this in my empty create campaign of PFRPG2 with some 5E effects I imported in from an XML file using this extension. I then went into a dummy char I created (basically empty except for name and inventory) and created an Item that had the same name as one of my effects. I then cycled through the carried states and watch the combat tracker set the effect and remove the effect. The name is a 100% character match on the first component in the label. For example,

    Item created:
    Ring of SilentRuin

    Effect I imported into custom effects (or you could simply create it)

    Ring of SilentRuin; AC:-10; CURSED

    The effect worked fine. As I'm not a player - and was host - the CURSED did not really prevent me from unequipping it.

    Now if you are the host - you should see it in the CT - if the first component matches 100% the name (that's everything before the first semicolon). Is that what you did? Granted I have no idea what effects this ruleset accepts but it really does not matter, you should see it in the CT.

  8. #8
    Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
    I assume I dont have to export and import the effect first that activates the code
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  9. #9
    Quote Originally Posted by Willot View Post
    Mmm yeah I cut n paste the name from the item to the effect. I got it in a test campagin with no other extensions loaded. Il keep playing with it
    I assume I dont have to export and import the effect first that activates the code
    No just the exact text match should be all that is required.

  10. #10
    Hi, though your extension is working fine it does seem to hamper performance of the combat tracker a bit, making it a little laggy. Could you maybe investigate if you're also seeing this issue in FGU, with your extension?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Joshua Stream Pre

Log in

Log in