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  1. #491
    BCE and BCEG and AURA are all fixed in the Forge; and code provided to the maintainers.

    Regards,
    JPG

  2. #492
    Generic Actions - V1.88 - Bug - client was not getting correct options settings during onInit so had to move later in code execution when options were defined. Among other things this prevented clients from using flanking in new campaigns (some reason when all this was first written older campaigns worked - no idea how). Anyway - fixed.

    Generic Actions Layer - V1.58 - Update - changed damage type name matching to stop at first "," so that first damage keyword is used for name match. Also in general will no longer process anything including and after a ";" for all name matching. This allows something like "necrotic, magic; L01" damage type to be matched for "necrotic" instead of "necroticmagic;L01".
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  3. #493
    Hello SR and community --

    Picked up this extension recently and love the functionality that GAL brings. Been educating myself through much reading, videos, and trial-and-error. Thanks to SilentRuin for this!

    I have one question -- I did download the module with all the pre-named assets. Just to be clear -- this is just the images, correct? For example, it contains the Fog Cloud assets, appropriately named, but does NOT include the actual NPC Fog Cloud nor the Effects coding that would match up with that, correct?

    I'm fine with creating those pieces for myself, just wanted to make sure I was not missing them.

    (I did also add on Equipped Effects as I know I would need that for the full functionality -- my question is just about the existence of NPCs and Effects)

    Thank you

  4. #494
    Quote Originally Posted by daargrim View Post
    Hello SR and community --

    Picked up this extension recently and love the functionality that GAL brings. Been educating myself through much reading, videos, and trial-and-error. Thanks to SilentRuin for this!

    I have one question -- I did download the module with all the pre-named assets. Just to be clear -- this is just the images, correct? For example, it contains the Fog Cloud assets, appropriately named, but does NOT include the actual NPC Fog Cloud nor the Effects coding that would match up with that, correct?

    I'm fine with creating those pieces for myself, just wanted to make sure I was not missing them.

    (I did also add on Equipped Effects as I know I would need that for the full functionality -- my question is just about the existence of NPCs and Effects)

    Thank you
    Those assets are tied to the AE5E modules sold on DMSG by Grim Press as is the correction module I put in there. I would never define all the effects needed to run all these things - so I use those. And then corrected the ones I needed corrected - though I only did it for DMG, PHB, MM, and MtoM originally. Up to you what you do though.
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  5. #495

    Sharpshooter

    Apologies if this has been covered. I searched the thread and didn't find anything.

    The new 2024 5e rules have the Sharpshooter feat performing identical to the Crossbow Expert feat. In my testing, character with the Crossbow feat in melee with an enemy does not get disadvantage on attacks, but a character with the Sharpshooter feat does. I could obviously just put the Sharpshooter feat on a character to fix this, but it seems like you are supporting the 2024 rules, so I was just wondering if this is something that was missed or not intended.

    Thanks!

  6. #496
    Quote Originally Posted by wframe View Post
    Apologies if this has been covered. I searched the thread and didn't find anything.

    The new 2024 5e rules have the Sharpshooter feat performing identical to the Crossbow Expert feat. In my testing, character with the Crossbow feat in melee with an enemy does not get disadvantage on attacks, but a character with the Sharpshooter feat does. I could obviously just put the Sharpshooter feat on a character to fix this, but it seems like you are supporting the 2024 rules, so I was just wondering if this is something that was missed or not intended.

    Thanks!
    The current code has no range dis at 5 ft for "Crossbow Expert" and "Spell Sniper" while "Sharpshooter" and "Fighting Sharpshooter Mastery" have no dis advantage due to range - but still have 5ft dis for the latter. Not sure I understand what you are saying based on this as they do not do the same things. Though Sharpshooter may need to have 5ft dis disabled also but then what your stating makes no sense. You'll have to specify what it is you mean more clearly as replacing crossbow feat will get dis at range and not at 5ft and replacing with sharpshooter feat to "fix" it would not fix anything.
    Last edited by SilentRuin; April 18th, 2026 at 03:45.
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  7. #497
    Quote Originally Posted by SilentRuin View Post
    The current code has no range dis at 5 ft for "Crossbow Expert" and "Spell Sniper" while "Sharpshooter" and "Fighting Sharpshooter Mastery" have no dis advantage due to range - but still have 5ft dis for the latter. Not sure I understand what you are saying based on this as they do not do the same things. Though Sharpshooter may need to have 5ft dis disabled also but then what your stating makes no sense. You'll have to specify what it is you mean more clearly as replacing crossbow feat will get dis at range and not at 5ft and replacing with sharpshooter feat to "fix" it would not fix anything.
    In the 2024 version of 5e, the Sharpshooter feat states: Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

    This isn’t what I’m seeing with your module.

  8. #498
    It will be fixed in TEST next week and delivered to LIVE when TEST goes LIVE.
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  9. #499
    Quote Originally Posted by SilentRuin View Post
    It will be fixed in TEST next week and delivered to LIVE when TEST goes LIVE.
    Thank you, sir! Sorry I wasn’t more clear earlier.

  10. #500
    Due to current TEST going LIVE and likely breaking things in modules I use with GAL I'm removing access to my dropbox as I can no longer state my module data will properly function. If at some time it turns out they regain support of things I've coded into them with BCEG and anything else broken in current TEST I will reshare them. For now though if you have these you will have to maintain them yourself. Currently GAL NPC placement is receiving triple packets when creating an NPC (thus creating 3 NPCs) in TEST and is broken. I'll take a look at resolving that closer to the 28th so that changes in TEST are finalized and quit breaking previous TEST fixes. Gist is though - while generic actions has many things in it - GAL will not be fully what it was when this goes LIVE and do not know when it may regain all of what it used to support in NPC automation. None of the asset display functionality should be affected (to my current knowledge). So I may place my asset modules back in dropbox at some point. For now though just shutting my dropbox and things I shared down. As this data was all free and use at your own risk - consider the risk exceeded and your on your own for now.
    Last edited by SilentRuin; April 24th, 2026 at 17:13.
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