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May 1st, 2025, 04:42 #441
.txt file on page 1 updated with some important GAL info...
New fixed distance(# in units) definitions for scaling asset with Size_#(from edge of token), SizeC_#(from center of token), SizeS_#(length centered on token) name suffixes.
New "NPC" at end of name (before other suffixes like self/keep/size/etc.). Will allow PTR names to not be used and replaced with something that can move with the token.
Another way to think of size syntax is:
Size = Side of asset will be token size + 2(spacing + #) centered on center of token
SizeC = Side of asset will be 2# centered on center of token
SizeS = Side of asset will be # centered on center of token
ALL assets are square. ALL. What you put inside of them to be visible? That's up to you. My code does not care.
But that is why you put them as large as you can as they will be scaled automagically for non PTR or NPC stuff based on options you have set. You want them to extend past token so they are visible - but for size its the same you still want image your are putting in there (square, circle, cone, volcano, whatever...) filling your square.
Example of some names:
-- This looks through all directories and if duplicate last one found is the one used
-- campaign images directory will override FGU images directory
-- name examples: (lots of ways to screw this up due to dumb text processing logic but "good enough" if general naming followed)
-- DaggerMelee.webm (melee weapon)
-- DaggerRanged_05.webm, DaggerRanged_30.webm, DaggerRanged_45.webm, DaggerRanged_60.webm, DaggerRanged_90.webm (ranged weapon)
-- Acid.webm (damage type)
-- Two ways to perform NPC placement (latter allows the asset to move with NPC - other is static till replaced)
-- FogCloudSelf.webm, FogCloudSelfPTRCircleKeep.webm (PTRCone, PTRSqr, PTRCircle will have size determined by pointer area currently defined in AdvantagesPA)
-- FogCloudSelf.webm, FogCloudNPCKeepSizeC_20.webm (allows fixed size centered on token center and tied to token - really AdvantagePA just needs some shape - any - defined so it has a placement point)
-- ConeofColdSAVEPTRCone.webm
-- Sleep.webm (effect for token)
-- AuraofCourageKeepSize_10.webm, AuraofCourageL18KeepSize_30.webm (effect with fixed size - Size (from edge of token), SizeC(from center of token), SizeS(length centered on token))
-- [Use debug option to see what names are generated for an operation or effect and to help determine what you what to define]
Assets are searched for as follows (these are real directories under FGU but also can be in mod files supplying assets):
table.insert(aSearchNodes, "images/Generic Actions");
table.insert(aSearchNodes, "campaign/images/Generic Actions");Free(Forums/Forge) Extension(FGU 5E):
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May 1st, 2025, 12:45 #442
Updated .txt file on page 1 with more GAL details to make it even more cryptic than ever before. Between that and the videos you know what I know as I just want it to work without me looking at it during a game, defining the assets to be used and their naming is the hard part (though if debug option is on I usually just look what its looking for and choose an asset name to match what is most relevant to the operation its parsing).
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May 7th, 2025, 19:14 #443
Generic Actions Layer - V1.36 - Bug - during removal of NPC and its map layer it could be re-displayed (before actually gone) leaving a leftover asset map layer. Fixed.
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May 9th, 2025, 00:17 #444
I forgot my own rule for Generic Actions Layers assets with things with "Self" included in the name. This was so that things with a source and target (attacks/spells) could have unique assets for each. Any effect that had "Self" in it was assumed to apply only to the source token and anything else the target token. But as many things don't have a target the lookup logic would always first look for the unique name then add in "Self" keyword and try that name also to prevent having to have duplicate names (minus self) created for every match (not all identical matches will have a self).
Gist being my add effect logic was not picking up my new Aura Assets because they do have a "Self" in the effect - which makes it required you have the Self named match (which will also match a non self effect). If it does not find the Self name in that case (which is the unique match as it had Self in effect) then it will end up looking for SelfSelf in the name which of course will fail.
Cryptic enough? Just to make it even more fun - NPC lookups are the exception to the rule and will never look for a self name match!
Gist being, I renamed the relevant assets I provide in my drop box for 5E and SW5E to include the Self keyword so the add effect will find a match. Was finding the non self on updates as those don't have a target. Confusing but that's the price you pay with open ended rules like mine. Good enough.
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May 9th, 2025, 06:24 #445
Generic Actions Layer - V1.37 - Bug - aura remove would trigger the display of an effect asset that was in the process of being removed. Fixed.
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May 9th, 2025, 17:18 #446
Generic Actions Layer - V1.38 - Bug - aura remove would trigger removal of NPC when owner moves in and out of its own aura - console error also. Fixed.
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May 12th, 2025, 16:19 #447
Generic Actions Extension - V1.69 - Update - support for new option that requires a restart of app to turn it off or on - it will not be either until app is recycled after setting the option. The option is "Support Dice expression string for Power Damage(restart app)" which will support overriding the PC power damage dice with a SW supported dice expression (https://fantasygroundsunity.atlassia...ce-Expressions) which I need for my SW5E game. A new field will appear to enter a dice expr text string - like for my game I need 2d10r4 and some other minimum roll expressions for certain damage spells/powers. This is NOT something the average user should ever turn on. If you do you can override the dice defined in your damage window with the dice expression string you keyin. If you keyin garbage it will basically do nothing when you try to roll damage. Deleting the text will revert to your damage dice.
I recommend you don't use this. It - like so much else in my extensions - is for me. It can only be turned on or off by restarting app - turn it on - and yes power damage window will have a field for Dice expression appear - and what you put in will go in that lists DB set - but the code to make it work will not be "overridden" until the app restarts. Same if you turn it off - the field will disappear (list DB entry still whatever you had it) and the dice expression code will still be in operation (overridden). Until you restart the app at which point it will truly be "off". That's about all the explanation I'm going to give. Needed this for my SW5E Sith player to keep me from constantly having to redo damage rolls manually when they were too low. And while not the "letter of the law" low roll being replaced with minimum in my game with 2d10r4 - it will be rerolled till it is above the minimum. I can only do what is supported in dice expressions in SW after all (there may be some other dice expression that does this but I'm too lazy to look it up - good enough). Plus this example of 2d10r4 should be 2d10r3 - misread it
DiceExprPowerDamage.pngLast edited by SilentRuin; May 12th, 2025 at 16:32.
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May 13th, 2025, 01:29 #448
Client is not respecting dice expression - will fix later this week. Host will roll those damages for now.
Actually, when I tested this in campaign with my own client the first time up in client it did not work. Turned out because was not picking up the flag as being turned on. The next time I brought client up though the flag was set as it was in the host "on".
No idea why this is but if you see this - just bring the client down and back up and see if the dice expression starts working.Last edited by SilentRuin; May 13th, 2025 at 04:50.
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May 18th, 2025, 00:25 #449
Generic Actions Extension - V1.71 - Update - did same thing as I did in V1.69 damage powers support of dice expression except for weapons damage. Pretty much exactly the same.
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June 7th, 2025, 15:35 #450
I got an error while running this and a lot of other extensions. It seems to come up when I set up an encounter then move the NPC's of that encounter to another map. When the new map is closed then opened again, the error pops up. The error itself doesn't seem to do anything beyond open the console log but I noticed a deprecation warning that you might want to know about.
This error may not be your extension. If so, please ignore this. Thanks!
Screenshot 2025-06-07 at 3.50.13 AM.png
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