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Generic Actions Extension (.ext file) [Fantasy Grounds Unity (5E ruleset)]

Generic Actions Extension (.ext file) [Fantasy Grounds Unity (5E ruleset)]

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Generic Actions Extension (.ext file) [Fantasy Grounds Unity (5E ruleset)] - Certain actions are underutilized. Out of sight, out of mind. No Longer. Character/NPC sheets now have those missing actions front and center. With die rolls, targeting, and effects.

ONLY TESTED IN UNITY.

ONLY WORKS WITH D&D 5E.

RUNS WITH FANTASY GROUNDS UNITY. USES BOTH 5E AND CORERPG RULESETS.


V1.1 Fix - was not using stat text for ADVCHK:stat and DISCHK:stat type of effects, which caused them to be ignored. Fixed. 

V1.2 Fix - missing intelligence stat text for ADVCHK:stat and DISCHK:stat type of effects, which caused it to be ingored. Fixed. 

V1.3 Fix - missing stat text for ADVSKILL:stat and DISSKILL:stat type of effects, which caused it to be ignored. Fixed. [Had to make a quick update to fix version number display on 7/2]

V1.4 Option - Added new option to ignore Grappled Effect as limiting factor to attacks (meaning you can freely attack while grappled). Default is off (same behavior as before). 

V1.5 Option - changed option to ignore Grappled Effect as limiting factor to attacks to be a default of on (different behavior than before - will allow attacks while grappled).

V 1.5 REDO OF ZIP FILE AS UPDATE TO FGU BROKE THE OLD WAY I ZIPPED THEM

V 1.6 - Replaced Dodge effects with just the word Dodge as that is a supported keyword in FGU effects already and my redefinition of it was redundant.

V 1.7 -  Typo in tooltip for dodge was fixed. 

FG Forums:

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset

Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension. 

You must put this .ext file into the extensions directory where you delivered Fantasy Grounds Unity. When you bring up Fantasy Grounds Unity the new extension will show in the chat window and the features will be already in the game. (ex. put .ext file in C:\Users\[user]\AppData\Roaming\SmiteWorks\Fantasy Grounds\extensions)

A LONG boring soundless video, to put you to sleep, is provided showing essentially a test run of all the operations this extension provides.

At the moment Fantasy Grounds Unity is in BETA. This means bugs can creep up and whack things till it goes live. As I use this extension in my own campaign I'll be keeping it up to date/fixed to my way of running things for the immediate future.

Technical points:

Code is heavily commented.
Anything in chat window should be tied to my string xml file or one of the 5E/CoreRPG ones. Same for icons.

The effects on source/target and desktop die roll modifications are used. Errors will appear in chat for any attempt at an action that is prevented by effects on the source/target or size considerations.

The following generic action buttons are provided on the bottom of the Character (action tab) and NPC sheets:

Grapple (PHB 195)
- best strength/athletics to use with first roll for source vs best of strength/athletics/dexterity/acrobatics to use with second roll for target
- success set Grappled effect on target


Break Grapple (PHB 195)
- Grappled effect must have source_name applied which is used as target
- best of strength/athletics/dexterity/acrobatics to use with first roll for source vs best strength/athletics to use with second roll for target
- success removes Grapple effect on source


Shove (PHB 195)
- best strength/athletics to use with first roll for source vs best of strength/athletics/dexterity/acrobatics to use with second roll for target
- success has Informative message sent to chat window with instructions to move 5ft or assign Prone effect to target.


Dash (PHB 192)
- purely Informative message - command is visible to player/DM as a visible reminder and message is for signal of intent


Disengage (PHB 192)
- purely Informative message - command is visible to player/DM as a visible reminder and message is for signal of intent


Dodge (PHB 192)
- sets the effect on self - Dodge; GRANTDISATK; ADVSAV:dexterity for D:1


Help (PHB 192)
- ignore die roll as only used for targeting.
- sets the effect on the active or selected target - Help; ADVATK; ADVCHK for D:1


Hide (PHB 192)
- does one roll using best of dexterity/stealth
- success sends Informative chat showing result and to ask DM if it "worked"


Ready (PHB 193)
- purely Informative message - command is visible to player/DM as a visible reminder and message is for signal of intent
- will have to signal verbal/chat of what they are going to ready and trigger


Search (PHB 193)
- does one roll using best of wisdom/perception/intelligence/investigation
- success sends Informative chat showing result and to ask DM if it "worked"


Use Object (PHB 193)
- purely Informative message - command is visible to player/DM as a visible reminder and message is for signal of intent

As a player use dice tower to make any results hidden. Plus, some of these rolls will respect faction on whether the roll is secret or not.

There are also Generic Actions (GM) options for attacks and spell casting commands that prevent them from working if out of ammo (weapons only) or in a state (effect) that would not allow that action. If you set them to off and want the overrides to no longer be executed in code (done in onInit), then you will need to restart FGU (in case overriding these results handlers interfered with some other extension and you wanted them completely disabled not just off from the users perspective).


 
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Discussions (8)
Customer avatar
Hector H September 24, 2020 6:44 pm UTC
PURCHASER
Will this work with Mad Nomad's Character Tweaks?
Customer avatar
Bill P September 24, 2020 7:32 pm UTC
CREATOR
No idea. People have said in here and on FG forums that it worked with things outside of what I'm willing to "claim" it works with - but I will never validate their claims if I don't actually run with it myself. I use fantasy grounds Unity and the extensions listed in my FG forum signature and that is all I will "claim" it works with. Even when people tell me it works with something else. I'm happy if it does, but I'm not going to "claim" it does unless I run it myself.
Customer avatar
Jesse C September 09, 2020 2:13 am UTC
PURCHASER
Getting ready to use this but was wondering if there was a way to take into account the artificer's infusion repeating shot? If a weapon has the loading property then it ignores it and the weapon makes its ammo.
Customer avatar
Bill P September 09, 2020 3:07 am UTC
CREATOR
Not sure what you mean. The Ammo check is for configured ammo - why would you configure ammo for something that does not require it?
Customer avatar
Jesse C September 09, 2020 3:21 pm UTC
PURCHASER
Not that you say that for the item that has the infusion I could remove the loading propertie and that would be that was asking because I have a PC that changes what weapon has it sometimes.
Customer avatar
Bill P September 09, 2020 4:15 pm UTC
CREATOR
Personally I’d just set ammo load to 0 as that’s all my stuff will check against. But like a lot of things in FGU there are different ways you can configure it.
Customer avatar
Jesse C September 10, 2020 1:32 am UTC
PURCHASER
If I could ask an option that's missing is Restraining someone. Also, this is a lifesaver thank you for making it.
Customer avatar
Bill P September 10, 2020 5:33 am UTC
CREATOR
Restrained is not a 5E action - it’s an effect. Usually caused by spell or specific dm sanctioned thing. This is only supporting the actions defined in the PHB page numbers I listed. In FGU either the spell will set that effect or the DM manually will in some special situation.
Customer avatar
Rob T August 26, 2020 8:29 am UTC
PURCHASER
Bill. Great stuff. FYI, the dodge effect doesn't actually need the coding. Just the word Dodge alone makes the effects happen. So the CT looks prettier.
Dodge
instead off...
Dodge; GRANTDISATK; ADVSAV:dexterity
Customer avatar
Bill P August 26, 2020 3:18 pm UTC
CREATOR
Yeah, I found that out later as the search for "dodge" did not show any of that logic in 5E/coreRPG code. A search of FGU "effects" did turn it up later. It's a very easy change to make - kind of a way of seeing what it actually does for me is why I went lazy and did not change it after I found that out (instead of just the word). But honestly, if you want it to cut down on all the stuff that can clutter effects (for sure in NPCs) with just the word dodge I'll pop it out there today with a new version. The customer is always right! (Unless I disagree - which in this case I'm good either way :) ). Let me know - its no real effort to do this if its what you want.
Customer avatar
Bill P August 26, 2020 3:36 pm UTC
CREATOR
Never mind - thought about it and I agree fully - new version is out there and tested with just the word "Dodge" and the duration.
Customer avatar
David W August 02, 2020 6:11 am UTC
PURCHASER
is it possible to add Trip to the button array?
Customer avatar
Bill P August 02, 2020 6:27 am UTC
CREATOR
There is no trip in 5E. It’s shove, which is there. Look in PHB at page number I listed. You apply prone or move them away per message.
Customer avatar
Nick W July 17, 2020 3:34 pm UTC
PURCHASER
could you add the jump action to math out how far any character or creature could jump? i think thats the only thing missing.
Customer avatar
Bill P July 17, 2020 4:21 pm UTC
CREATOR
I've stayed completely away from any movement specifics as those can be changed by traits, active effects, spells, and all sorts of other things. And its not an "action". It's movement. This is purely for actions. Dash is an action and effects movement but nowhere will you see me try and update that in the character sheet for the DM. Which would then have to immediately be set back. What if they had a jump spell from a druid laid on them tripling their jump distance? Sorry, but movement and non actions involving it are outside of the scope of this extension.
Customer avatar
Nick W July 29, 2020 10:27 pm UTC
PURCHASER
thank you for responding. but do you think you could add potions of healing to your extension just for players. also ive noticed that ever since ive installed your extension my advantage and disadvantage buttons arnt working on anything other than a d20. could you check to see if this is an issue. thank you.
Customer avatar
Bill P July 29, 2020 10:59 pm UTC
CREATOR
A simple test you should always make before stating an extension prevents something from happening is to run your campaign without the extension. Then try to do what you think its messing up. I did this and I don't see anything but a 20 sided dice react to advantage and disadvantage in Fantasy Grounds Unity. So basically, its not me doing this. As far as "potions", that is not in the scope of this "generic actions" extension and requires a lot more work and an extension of its own due to the way FGU works. For sure my other extension gives a bogus example of how you could do one - but really those you have to add to your powers yourself (or write a complex extension to do it for you - which is not this one - sorry).
Customer avatar
Channy T June 30, 2020 7:08 pm UTC
PURCHASER
A shorter filename would be nice. The extension name itself in the extension chooser is perfect.
Customer avatar
Bill P June 30, 2020 7:18 pm UTC
CREATOR
Should be GenericActions.ext - not sure how much shorter one can be. Now if your talking the title I was told to make sure it had the correct rulesets - you should see my other extension if you think this title was long :)
Customer avatar
Channy T June 30, 2020 8:16 pm UTC
PURCHASER
I alway get a file named "Generic_Actions_Extension_(.ext_file)_[Fantasy_Grounds_Unity_(5E_ruleset)].ext" from dmsguild
Customer avatar
Bill P June 30, 2020 10:22 pm UTC
CREATOR
Not sure why that is - must be a DmsG thing as I loaded GenericActions.ext as the file.
Customer avatar
| Lou Ciphor | August 19, 2020 3:35 am UTC
PURCHASER
Just rename it to anything you want.
Customer avatar
Bill P August 19, 2020 3:55 am UTC
CREATOR
Did that way back during that request once I figured it out.
Customer avatar
Kevin H June 27, 2020 8:40 pm UTC
PURCHASER
So something I've noticed. It seems as tho if you have an effects that adds "ADVSKILL:stealth" or other skill effect it doesn't work with the codes in the generic actions section on the sheet and it only works with the skill tab. Am i doing something wrong?
Customer avatar
Bill P June 27, 2020 8:56 pm UTC
CREATOR
Well how about that, the ruleset I used as my guide did not have those - but now that I search I see one that does. I'll add them in and update the version. Probably not take long will reply here when updated.
Customer avatar
Kevin H June 27, 2020 8:57 pm UTC
PURCHASER
sweet thanks for the quick reply! I suspect any skill modifier code would have the issue but i haven't tested all of them.
Customer avatar
Bill P June 27, 2020 9:26 pm UTC
CREATOR
Please check it out for me. Just posted it - want to make sure I did not wreck anything in the process. Should work for ADVSKILL and DISSKILL now.
Customer avatar
Kevin H June 27, 2020 9:40 pm UTC
PURCHASER
looks like its working!
Customer avatar
Bill P June 27, 2020 9:43 pm UTC
CREATOR
Awesome, I'll go back to my book :)
Customer avatar
Kenneth D June 23, 2020 5:38 pm UTC
Does this .ext work with Fantasy Grounds Classic?
Customer avatar
Bill P June 23, 2020 6:34 pm UTC
CREATOR
Not to my knowledge. As per new added text above I've all capped what it does work in. I only own Fantasy Grounds Unity - and 5E is all I run with (which uses the other ruleset but was told it was confusing to mention it so I'm trying to change title - already changed cover page). If it runs under classic I have no idea but am only saying it runs under Unity as that was what it was written in. And I have no knowledge how much the underlying calls to 5E and the CoreRPG code being used might have changed. So safe answer is NO. Only Unity.
Customer avatar
Bill P June 23, 2020 9:36 pm UTC
CREATOR
Ok someone just reported it did, but here is the reason I'm going to keep to my claim of tested only in Unity. I don't own classic. I will probably not ever own classic. So if I add things in the future, or FGU changes their underlying code forcing me to change something to fix it, I can't EVER guarantee it will continue to work in classic. So you will never hear me SAY it does.
Customer avatar
Kevin H September 25, 2020 5:59 pm UTC
PURCHASER
yes, it does
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