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  1. #841
    Zacchaeus's Avatar
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    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

  2. #842
    Minty23185Fresh's Avatar
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    Quote Originally Posted by Zacchaeus View Post
    Yes, as long as the extension is open in the module you open the exported module in.
    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".

  3. #843
    Zacchaeus's Avatar
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    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

  4. #844
    rev 5.95 update released through forge. Tweaks for the Level Up Extension.
    ---
    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.

  5. #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

  6. #846
    Quote Originally Posted by estrolof View Post
    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.)

    (edits in an attempt to load an image, and to fix a typo)
    Same here, I can confirm.

  7. #847
    Quote Originally Posted by estrolof View Post
    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)
    Thirded, this is still a problem on my end, even after following this guide for force-updating.

  8. #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.
    ---
    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.

  9. #849
    Quote Originally Posted by estrolof View Post
    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)
    I found that if you click the effect and not the magnifier glass it opens the dialogue box with the information. So a work around in the meantime.

  10. #850
    Quote Originally Posted by celestian View Post
    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.
    Community member submitted a fix/pull for this which I've pushed to Test channel. Thank you kind soul.

    I won't be able to test myself today but if you guys can confirm it works I'll push to live.
    ---
    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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