Joshua Stream Pre
Page 1 of 22 12311 ... Last
  1. #1

    5E - Kit'N'Kaboodle

    Current Version: 2.1.2

    Introducing: Kit'N'Kaboodle. This extension focuses on enhancing interactions with items. The following features are provided:
    • Adding actions to items. When an item is equipped any of its actions will be shown on the characters Action Tab, either under power or weapons (right click to move).
    • Adding charges to items. This allows ease of tracking charges on items. Each power on an item can also be configured for the number of charges used on activation.
    • Adding inventories to NPCs. The primary benefit of this feature at present is to give NPCs items that have Actions.
    • Item recharging. The ability to configure automated recharging of items.
    • Time-based recharge. When used in conjunction the the Clock Adjuster extension items may be configured to recharge daily at Dawn, Noon, Dusk, or Midnight. NOTE: Due to licensing restrictions I have only interacted with the version included in post #203.
    • Adding automation for what happens when an item is fully discharged (or consumed).
    • Equipped Effects Support. When the two extensions are used in conjunction, the power automation feature of Equipped Effects will add the power to the item.
    • Automatic Effects data. Leverages data in Automatic effects to automate item recharge configuration for items equipped while using Equipped Effects and Clock Adjuster.


    The following improvements are in the works:
    • Discharge. Ability to configure what happens when the last charge of an item is used.
    • Consumables. Optional configuration to remove consumed and/or destroyed items from the user's inventory.
    • NPC Loot. Improve the flow for giving items from defeated NPCs to the party.
    • ???. What would you, dear user, like to see?


    Check it out on The Forge or at GitHub and please let me know if you have any comments or concerns.
    Hope it helps!

    Version History
    0.1 - Initial preview release.
    0.1.1 - Fixed error preventing script from loading.
    0.2 - Added item count to item window and updated charges to account for item count. Fixed inability to drag and drop items for NPCs on CT. Added ability to set an effective group (e.g. "Spells") to power on items.
    0.3 - Updated to account for the February 16th ruleset revisions in Fantasy Grounds.
    0.3.1 - Fixed issue with power action text not showing for items not in an inventory.
    0.4 - NPC inventories now have the same contents as character inventories. Updated so that powers of unidentified items are not shown to clients.
    0.4.1 - Fixed bug with item power resolution.
    0.4.2 - Compatibility improvements from Advanced Effects
    0.4.3 - General compatibility fix
    0.4.4 - Re-added ability to use powers directly from items
    0.4.5 - Fixed item power action buttons on character sheets.
    1.0 - Added support for automated item recharging.
    1.0.1 - Improved extension compatibility and fixed bug with NPC power recharging.
    1.0.2 - Fixed bug with NPC Item Powers.
    1.0.3 - Added support for item recharge on short rest.
    1.1.0 - Added support for the Clock Adjuster extension. Items belonging to NPCs on the CT can recharge on rests.
    1.2.0 - Added support for the Equipped Effects extension. Item powers' Effective Group now defaults to "Spells".
    1.2.1 - Fixed player-side bug.
    1.2.2 - Items no longer roll to recharge when fully charged. Potential fix for bug where items will recharge when time advances from the exact time when they would normally recharge.
    1.2.3 - Addressed bug with Clock Adjuster Compatibility resulting from recent ruleset updates.
    1.3 - Added support for item groups.
    1.3.1 - Added support for attunement.
    2.0 - Added Discharge/Consume support. Added Charges used per power. Added ability to move item groups under weapons on the action tab. Added quick action buttons to item powers on action tab.
    2.0.1 - Fixed bug when adding items to inventory. Added message when item destroyed on discharge.
    2.0.2 - Fixed bug preventing items from properly recharging at times other than dawn.
    2.0.3 - Fixed error message popping up for wands that are equipped while using Equipped Effects.
    2.0.4 - Fixed item powers requiring no charges, fixed item groups moved under weapons, attempted player-side error message fix.
    2.0.5 - Improved internal logic for increased compatibility with other extensions.
    2.0.6 - Further fix for player-side error when adding items to inventory.
    2.0.7 - Resolved console error conflict with Random Treasure Parcels.
    2.1.0 - Added option to delete destroyed items. Fixed counter graphic bug. Added support for item powers with uses independent of the item's charges.
    2.1.1 - Fixed a couple of graphical bugs from the previous release.
    2.1.2 - Fixed another graphical bug from the previous release.
    Last edited by MeAndUnique; September 12th, 2021 at 16:40. Reason: Version update
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  2. #2
    Sounds great, MeAndUnique! Will have to check it out when I get some downtime to play with it!

  3. #3
    This looks interesting. Which build is it for?
    I've added it to FGU, and apart from adding an interactable Inventory to NPCs I can't seem to get it to function.

    I can get it to display an action entry when I have a bunch of other extensions Installed, but I can't make it define an action.
    When updating charges I also get an error message.
    (Handler error: [string ""]:20 attempt to call field 'updateUses' (a nil value)

    Tested on a new campaign with no other extensions or modules added, and could not replicate any functionality beyond interacting with the NPC inventory field.
    Last edited by Frank_Jager; February 12th, 2021 at 22:00. Reason: More information for clarity.

  4. #4
    Quote Originally Posted by Frank_Jager View Post
    This looks interesting. Which build is it for?
    I've added it to FGU, and apart from adding an interactable Inventory to NPCs I can't seem to get it to function.

    I can get it to display an action entry when I have a bunch of other extensions Installed, but I can't make it define an action.
    When updating charges I also get an error message.
    (Handler error: [string ""]:20 attempt to call field 'updateUses' (a nil value)

    Tested on a new campaign with no other extensions or modules added, and could not replicate any functionality beyond interacting with the NPC inventory field.
    In case anyone else experiences this, Frank was kind enough to provide a ton of details so I am actively investigating a solution.

    Edit: Should be fixed in the latest version.
    Last edited by MeAndUnique; February 13th, 2021 at 20:47.
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  5. #5
    This is awesome! I've been looking for something like this for ages. One thing I did notice is that setting charges on an item assigns that number of charges to each power individually, and they are all tracked separately. I tried making a Staff of Power and it looked like this:Capture.PNG

    It'd be good if you could assign a separate number of uses per action, and/or have overall charges per item. No idea how hard that is but regardless, this extension is awesome!

    Edit: Never mind, ignore me, it does track charges together!
    Last edited by randomnumber46; February 15th, 2021 at 18:33.

  6. #6
    Quote Originally Posted by randomnumber46 View Post
    This is awesome! I've been looking for something like this for ages. One thing I did notice is that setting charges on an item assigns that number of charges to each power individually, and they are all tracked separately. I tried making a Staff of Power and it looked like this:Capture.PNG

    It'd be good if you could assign a separate number of uses per action, and/or have overall charges per item. No idea how hard that is but regardless, this extension is awesome!
    I'm glad you like it! Improvements to charge handling are next on my agenda, though there are some challenges as far as presenting a clean user experience (feedback always welcome). In the meantime, the Staff of Power (excellent example by the way) does track charges collectively; try ticking 5 charges off from Cone of Cold to represent a cast.
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  7. #7
    Yeah, I think my brain just didn't register it. It's looking great so far but I did notice that the Attack Roll and Save have been combined into one button, which causes a bit of extra work for spells like Ice Knife, which needs both.

    It'd also be useful if you could group certain items together in one power list in the actions tab. For example, my rogue player has a couple of different magic arrows which she cycles through and at present, they are all separate power groups. It'd be good if I could group them under 'Ammunition' for example, but I imagine that might mess with the group power bonuses?

  8. #8
    Quote Originally Posted by randomnumber46 View Post
    Yeah, I think my brain just didn't register it. It's looking great so far but I did notice that the Attack Roll and Save have been combined into one button, which causes a bit of extra work for spells like Ice Knife, which needs both.

    It'd also be useful if you could group certain items together in one power list in the actions tab. For example, my rogue player has a couple of different magic arrows which she cycles through and at present, they are all separate power groups. It'd be good if I could group them under 'Ammunition' for example, but I imagine that might mess with the group power bonuses?
    Thanks for bringing Ice Knife to my attention, I should be able to have some improvements in the next update before too long.
    Item grouping has been on my radar, but its low-ish on the priority list until I come up with some inspiration for a good flow. The main challenge is that I want powers to be "effectively" in a group for the purposes of spells that should honor a caster's spellcasting abilities, but keep them visually distinct to avoid confusing of the Staff of Power's Cone of Cold being listed alongside other spells, for example. So having a different system for allowing item power to be grouped outside the item is tricky without making the whole system extra confusing. The special arrows are a good use case though, so I'll keep it in mind.
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  9. #9
    Just updated to accommodate the recent changes in FG.
    My creations: https://github.com/MeAndUnique/FantasyGrounds
    Discord: MeAndUnique#6805

  10. #10
    Great ext!
    I tried to drag the fireball spell over to the powers on a necklace of fireballs and here are the errors I got? This was working fine before Feb 16th. Any thoughts? Thanks!
    Attached Images Attached Images

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
  •  
FG Forge

Log in

Log in