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  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.



    V1.0 - Redo of zip files as FGU no longer liked how I zipped them.

    V 1.1 - Replaced the removeEffect code from CoreRPG with my own because I need exact text matches which will fail in CoreRPG version which looks for patterns and any pattern special characters (like []) will cause the match to fail. It will STILL only match up to the first ; for the label match (this is not a logic driven effect with IF statements and such its a 1:1 match on that first label of the effect.). [Thanks to Curuthanir for this find]

    V 1.2 - Support for NPC inventory if available (currently this is in FGU 2E - working on another extensions that does this for the rest - currently need this change for my own testing - and of course its now going to work with it in 2E where NPC inventories are already supported by FGU).

    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.

    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; February 23rd, 2021 at 20:28.

  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
    "The small town of Swampspittle is a charming reminder of how Faerun use to be.Plague victims crawl eloquently down it's dung filled streets; greasing the way with puss from thier buboes.While at least two children a week are burnt at the stake as changelings in the handsome market square. The town boasts two taverns, one humourous dwarf and a shop that sells little things made of straw."

  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
    "The small town of Swampspittle is a charming reminder of how Faerun use to be.Plague victims crawl eloquently down it's dung filled streets; greasing the way with puss from thier buboes.While at least two children a week are burnt at the stake as changelings in the handsome market square. The town boasts two taverns, one humourous dwarf and a shop that sells little things made of straw."

  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?

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