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March 17th, 2024, 16:51 #311
Hey I've tested around a bit with the Generic Actions Layer in SFRPG. I can only get it to trigger on Attack Rolls and Effect usage. "Trigger" being the inbuild debugger outputing that it is searching for an asset.
From your documentation there should be more options there (Damage, Heal, Cast). Could you take a look at that?
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March 17th, 2024, 17:08 #312
As ive stated many times inmany threads i only fully support 5e in my extensions. This is because different rulesets just go off on their own when it comes to common corerpg functionality. So while some features are partially supported in other rulesets i make no attempt to support their byzantine code offshoots from common coreRPG fictionality.
Hard enough to keep things working in coreRPG and 5E which i actually use then trying keep track of the rest of the crazy rulesets i dont use.
Feel free to override my extension with one you make based on it and enjoy the fun of being broken by whim of changes in corrRPG/5E/my stuff/and whatever ruleset you want to make it with.
Why i only support 5E even if i allow some extensions to partially eork in other rulesets putely by chance.
But only 5E is actively supported.Last edited by SilentRuin; March 17th, 2024 at 17:11.
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March 17th, 2024, 17:19 #313
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March 17th, 2024, 21:18 #314Crusader
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Hi,
I want to thank you for your mods and all your work. They are great. Perhaps, I am just not good at finding an answer and you good sirs can help me out. I have managed to set up everything for the layers. The Conditions work perfectly (thank you, that alone is just really cool). I experimented with spells. I get Fireball to work with the asset named Fireball. It casts the Run (the tile towards the aim). What I don`t get working is how damage is named (I think I get the naming of the Generic Actions wrong). For example: Fireball, how would I name it so it works when I click the damage button in the Actions tab. I tried: FireballDamage / FireballDMG / FireballdamageRun /FireballDamgeRun. Nothing seems to generate the action layer. When I name the effect DefaultDamage it works fine. Seems to be the case with all the Default actions (I tried it with Melee ect and that worked fine as well).
While I am asking. I tried the shape naming (cone and square ect) and it didn`t work either. Is there any list of naming conventions (besides the Readme,which I did read) that could help me along my way. Sorry to me a bother and I hope you all have a good day.
Max
PS: Everything in 5eLast edited by Tordrache; March 17th, 2024 at 21:20.
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March 18th, 2024, 03:07 #315Crusader
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You may want to check out this thread: https://www.fantasygrounds.com/forum...ers#post701855
I am currently trying to work the same issue with the naming conventions.
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March 18th, 2024, 19:00 #316
Somewhere in this thread is my own dropbox mod files i use for my 5E and SW5E campaigns. Unzipping those can give you idea how i do it.
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March 18th, 2024, 22:13 #317Crusader
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This is for 5E only.
This seems to rely on SilentRuin's other extension here:https://www.fantasygrounds.com/forum...5E)&highlight= When you see the `xptrcircle.webm` or xptrconekeep,webm` below, this is the extension it relies on.
He goes into some detail on spells with ongoing effects and placing their assets here and here He utilizes AURA's heavily, if you aren't familiar with effects coding you will have a learning curve.
SilentRuin's post in this thread may help you as well. In it he shares a dropbox link for GenericActionsLayerImages.mod, you can change the .mod to .zip and examine the assets if you wish, or just install the mod. It creates a subfolder in your images directory called Generic Actions, and has the assets placed already. There are subfolders in that directory for ease of searching, but aren't critical.
YMMV in regards to the following examples:
Weapon Melee Attacks:
longswordmelee.webm
xmelee.webm
x=weapon name i.e, Sword of Answering becomes swordofansweringmelee.webm
He has them separated by type, I don't know if it calls the correct asset based off your weapon type or not.
I've had success by just using the weapon name and going from there.
Ranged Weapon Attack:
xranged_XX.webm
x= name XX = range in two digit expression (if you use three digits for one, you must use three digits for all) _05; _15; _30; _60; _90 seem the most common.
Damage:
I struggle with these the most. I still don't know how to name a specific webm asset to apply onto a target when damage is rolled for something like fireball/ sacred flame/ mind sliver, etc. I can get the default damage to apply (fire/ cold/ force/ etc) but that's my current knowledge limitation.
Capture.PNG
Of note here, if you add xDMGRun, it will create a webm layer that animates the distance between the caster and the target. You get some crazy stretching on some images, so utilizing animations that cover greater distances, like bolts or beams works best.
Powers/Spells:
Capture1.PNG
when the PC clicks "cast" on their sheet, these will execute.
the xPowerSave.webm activates when the Player clicks the 'save' button on a spell. I'm still experimenting with this as well.
The following will apply the webm asset in the last pointer shape used to verify the spells coverage. look in the picture above for examples. If someone draws a circle before the active player executes the spell, it will draw the webm asset in the most recent one, fyi.
ptrcircle
ptrcone
ptrsquare
Ongoing effects:
Capture3.PNG
Of note here is the 'self' suffix in the name convention. Ideally this will place a webm asset under the PCs token to ID them concentrating on the effect.
The 'keep' suffix keeps the layer active in your map for the duration of the effect (SilentRuin's videos explain in more detail).
You can combine these to have various results btw. His example of cloud kill uses the naming convention CloudKillSelfPTRCircleKeep.webm. This places the cloud kill webm layer in the circle you drew when the PC activates the effect on themselves. There is more to it with auras, but that's it in a nutshell.
I'm learning all this myself, let me know if you have any success.Last edited by Ironlung79; March 19th, 2024 at 00:19.
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March 18th, 2024, 23:50 #318
Sounds like you know more than me already. Here is my process:
1) get irritated because something i want is not in FGU
2) hack the code with loving strokes of a crude hammer till some bits of it form something that looks like it might do something close to what i want.
3) use my coding meat tenderizer until i can trial and error past all the unexpected issues
4) finally fine tune the tangled mess so it barely makes sense and declare it “good enough”
5) then write a series of text walls and rambling videos as within two weeks i will have forgotten almost all of what i did
Thats my process. We are past that 2 week period - so you are the resident expert - good luck!Free(Forums/Forge) Extension(FGU 5E):
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March 19th, 2024, 00:02 #319Crusader
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Well, I appreciate you creating this thing as I don't have the skills to do it. I wanted to re-create what Foundry VTT does well, and this is the closest thing FGU has to automate animated spell effects (to my knowledge).
I just need to know how to name the damage so it's applying the correct webm layer on a damage roll. The default's all work, but it gets screwed up when I try to make one for specific spells. If anyone figures that out, I'd be grateful.
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March 19th, 2024, 00:06 #320Free(Forums/Forge) Extension(FGU 5E):
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