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  1. #11
    Test just went live with lighting - all my extensions work with it.

    Just brought all my extensions to a new level of power! I have an FGCON16 campaign specifically designed for lighting and it is working like a DREAM! - Long temples with pillars and some foes with torches - a campfire - some in dark - with combat groups I can keep them visible on map (if lit up) but not on CT - equipped effects can tie into the new effect keywords so things can add in lighting when equipped - polymorphism can switch from an elf druid with darkvision to dire wolf with none and they go black if in dark and switch back and darkvision is back on - it is AWESOMELY POWERFUL. This SW build cannot be over hyped.

  2. #12
    You should always look to see if RAW FGU can do what you want first, second I'd try to write your own extension you have full control over and if you can't do that, look for a free extension (plenty out there even I support two), and only then look to a paid extension and only if it's something you really want and understand the prime directive - EXTENSIONS = RISK.

    So if you still want features that I supply after that warning - you should read the forum threads thoroughly before you ever pull the trigger and buying it. As I constantly add things in and the videos are hopelessly out of date. To summarize though (note if you don't have NPC inventories (map parcels) then ignore the ones that support doing stuff to them):

    FGU 5E
    Free Death Indicator:
    See map indicators for when PC/NPC is in a dying state (dying, stable or dead) at a glance.

    Free Advantages:
    CTRL and ALT held to do advantage or disadvantage rolls. Have your group/category selections remembered between sessions.

    Paid Generic Actions:
    Actions nobody ever remembers are available in button form on actions tab for PC and main page for NPC.

    Paid Equipped Effects:
    Equip/Unequip PC/NPC inventories to add in matching custom effects or spell/powers.

    Paid Polymorphism:
    Switch PC/NPC to NPC and back following various polymorph spells, traits/features (wildshape, shapeshifter, shapechanger) in simple thorough way. Full ownership of shared NPCs.

    Paid Map Parcel:
    Open parcels up to being placed on the map, letting players shift contents to charsheet(PC/NPC)/partysheet/other parcels and dropping PC/NPC inventories into map parcel dropped on death. NPCs have inventories.

    Paid Combat Groups:
    Prep combat tracker so that PC/NPC are in groups that can be accessed to map or turned off and on in combat tracker - visible or invisible on map - per group.

    Paid Assistant GM:
    Grant access to control of all NPCs to player(s).
    Last edited by SilentRuin; March 14th, 2021 at 17:34.

  3. #13
    Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

    (I am trying to set up a PvP scenario)

  4. #14
    Quote Originally Posted by FundPirate View Post
    Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

    (I am trying to set up a PvP scenario)
    While I could do something to cause different players to respect different visibility statuses on their combat trackers it would likely end up getting very complex with lots of things that could go wrong. For instance, right now I can grant NPC access to all the players - have them choose the NPCs they would control - and do battle. I could then (after they chose the NPC(s) to control in the coming battle) hide everything in combat tracker using combat groups (just turn them all off). Then I could have the players do everything via the map- targeting and any PC/NPC sheet operations. But then there would be no turn indicator which can effect some operations. Gist is, there is no way to easily do what you want without impacting how things in FGU work (end turn for example). Now, my extensions here are just tools. How you use them is purely up to you. I never look at anything I do as "can only be done this way".

  5. #15
    Quote Originally Posted by FundPirate View Post
    Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

    (I am trying to set up a PvP scenario)
    After you mentioned this I thought of a change in combat groups that I've always wanted. It is kind of like what you could use also - I think? Not really sure. But its something I can use when I don't want players to see people outside of there faction in combat tracker. Keep in mind - I make tools - how they are used - or misused - is up to the people who take what I make for myself. I'll be posting in combat groups shortly about this (with an update) - and you can check in there if its something you can use. Basically, the idea of making something that tracked individual player groups and who could see them and who could not does not appeal to me. But...

    Having players only able to see combat tracker entries that share a common friend/foe/faction? Does. Stay tuned in the other thread.
    Last edited by SilentRuin; May 5th, 2021 at 21:54.

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