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November 21st, 2022, 19:24 #841
Yes, as long as the extension is open in the module you open the exported module in.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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November 21st, 2022, 20:45 #842
I was considering answering Bearded Wonders’ question and was unsure of myself so I didn’t, but I do have a follow up…
I use Celestian’s extension typically to set up PC startup effects. So that’s my frame of reference. If you were wanting to take PCs with some “Advanced Effects” applied to them from one campaign to another you can’t do it through a module, you can’t export PCs that way. You’d have to individually export each PC (to XML) then import them into the new campaign. Or use the new functionally of the Characters Recordset library dialog and bring them over individually from one campaign to the other.
(Do I have that right Zacchaeus? Celestian?)Current Projects:
Always...
Community Contributions:
Extensions: Bardic Inspiration, Druid Wild Shapes, Local Dice Tower, Library Field Filters
Tutorial Blog Series: "A Neophyte Tackles (coding) the FG Extension".
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November 21st, 2022, 21:39 #843
You can export PCs from a campaign into a module as pregenerated characters. In your new campaign open the module and then click on the module in the library window; then on pre generated characters then on the green + button to add them to your campaign.
Or, even easier, in the campaign you want the characters in click on characters, then on import and you will get a list of every character from every other campaign in your campaigns folder. Click on the green + next to the ones you want to import.
As long as the extension is present in the campaign you import into the effects will be visible (the effects will still be in the xml even if the extension isn't enabled - but you won't see them or be able to use them if the extension isn't open).If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 30th, 2022, 22:42 #844
rev 5.95 update released through forge. Tweaks for the Level Up Extension.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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February 24th, 2023, 03:39 #845
Hi celestian,
Just going through the post-patch testing. Using D&D 5E, and with only Lord Motte's Darkness and Advanced Effects loaded I'm seeing the following:
1) Items with effects DO show those effects on the Item Card
2) If the item is equipped it DOES NOT apply the effect on load until the item is toggled carried/equipped again - then it does
* It remembers the applied effect on reload of FGU, so there's a win.
3) When you try to ADD or UPDATE an effect on an item...the window is blank.
* I've tested this with and without Lord Motte's theme too (just in case it's re-skinning the text and boxes to match the background of the window- it's not.)
Update: This also applies to adding effects to NPCs.
(edits in an attempt to load an image, and to fix a typo)Last edited by estrolof; February 27th, 2023 at 02:50. Reason: Additional thought
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February 25th, 2023, 00:17 #846
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February 28th, 2023, 15:39 #847Devotee
- Join Date
- Mar 2019
- Posts
- 6
Thirded, this is still a problem on my end, even after following this guide for force-updating.
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February 28th, 2023, 16:01 #848
Sorry guys, I'm aware that 4.3.3 broke somethings only I've not had the chance to look at it yet. I'm traveling for work most of the week so it'll be the weekend before I can dig into it.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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February 28th, 2023, 16:05 #849
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February 28th, 2023, 16:17 #850---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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