Close
Close
Advanced Search

Equipped Effects Extension (.ext file) [Fantasy Grounds Unity (2E/3.5E/4E/5E/CoreRPG/PFRPG/PFRPG2/SFRPG rulesets)]

Equipped Effects Extension (.ext file) [Fantasy Grounds Unity (2E/3.5E/4E/5E/CoreRPG/PFRPG/PFRPG2/SFRPG rulesets)]

ADD TO WISHLIST >
ZIP File
$3.95

Equipped Effects Extension (.ext file) [Fantasy Grounds Unity (2E/3.5E/4E/5E/CoreRPG/PFRPG/PFRPG2/SFRPG rulesets)] - If only something could lighten the burden of managing custom effects and add some fun. You're in Luck! Import\export XML files into your campaign for custom effects. Add or remove effects automatically based on equipped status. An item effect can be CURSED, unable to be removed by a player. This extension's use is limited. By your own imagination.


ONLY TESTED IN UNITY.

Updates:

V1.0 - Non version update where I shortened the name shown in Load Campaign menu. 

V 1.0 REDO OF ZIP FILE AS UPDATE TO FGU BROKE THE OLD WAY I ZIPPED THEM

V 1.1 - Replaced the removeEffect code from CoreRPG with my own because I need exact text matches which will fail in CoreRPG version which looks for patterns and any pattern special characters (like []) will cause the match to fail. It will STILL only match up to the first ; for the label match (this is not a logic driven effect with IF statements and such its a 1:1 match on that first label of the effect.).

V 1.2 - Support for NPC inventory if available (currently this is in FGU 2E - working on another extensions that does this for the rest - currently need this change for my own testing - and of course its now going to work with it in 2E where NPC inventories are already supported by FGU). 

FG Forums:

https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity

Made and tested for 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.

Created test project and ran one test each in 2E/3.5E/4E/CoreRPG/PFRPG/PFRPG2/SFRPG rulesets as the code is use-able by anything that is based on CoreRPG and supports the standard states of character sheet inventory list's carried buttonfield.


RUNS WITH FANTASY GROUNDS UNITY.

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. I do not own, or plan to own, the classic version. So will not support that version even if it turns out this can run under it. Therefore, assume it does not.


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.

Technical points:

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

The EFFECTS window used to manage the database level of custom created by the host now has two additional buttons added to the right of the title. These are only available to the host.

Import Effects - will use the Interface.dialogFileOpen FGU code to create/overwrite an XML file to export and store your custom from your campaign database.

Export Effects - will use the Interface.dialogFileSave FGU code to retrieve an XML file that will import your stored custom into your campaign database. This is order based so if same order has missing entry will fill it in, but if in different order will simply duplicate entries based on out of order sequence. You'll figure it out.

Clicking on the icon when the file selection is up (import or export) will switch directories automatically based on your file selection history, which is handy.

These are the custom effects used to drag into combat tracker entries. The ability to store and retrieve these from different files opens up a lot of possibilities for managing them between campaigns or even during a campaign. No, I'm not going to list them, some things must be left to your own imagination.

The character sheet inventory list's carried buttonfield has three states: None(0), Carried(1), and Equipped(2). I consider 0 and 1 to be unequipped, and will only talk in terms of equipped and unequipped. I will refer to an entry in the character sheet inventory list simply an item. I will refer to the database custom as simply custom effects.

When an item is equipped, this extension will take the item's name and try to find an exact match (case insensitive) in the custom effects, using only the first keyword as a valid comparison point (a component of the effects label). If it finds a match, then when the carried state is changed to equipped it will add the effect into the characters combat tracker entry. And when it is unequipped it will remove it from the characters combat tracker entry.

When an item is not identified, then the custom effect added into combat tracker will only be visible to the host not the player. When it becomes identified it will become visible. This does not mean a player cannot indirectly see something is going on when an effect starts effecting their die rolls etc. I will not hide the actual effects applied to die rolls as to me, characters would notice something odd whether the item was identified or not. My choice in this extension.

In addition, if the keyword CURSED (case insensitive match) has an exact match on any component of the effect label (ignores conditional statements - it's there or not), then the player will not be able to move out of the Equipped state and the effect will remain on the combat tracker entry. The host will always be able to cycle between the carried states even when the player cannot. A player can still outright delete the item from their inventory.

So, what does all technical gibberish mean?

It means a GM (host) can easily manage custom effects.

It means a GM does not have to drag effects everywhere. That if an item is tied to a custom effect, it will automatically add or remove the effect based on it being equipped or unequipped. If it is a CURSED item effect, it will not be able to be removed by the player, only by the GM. That when an item is unidentified, the player can equip it but won't know what the effect is until they identify it (which in my world means a short rest and having to wear the item to attune to it). Here are some examples I made up (may not be relevant to your ruleset):

Cloak of Protection

Custom Effect:
Cloak of Protection; AC:1; SAVE:1
Duration: 0

When I drop this item in someones inventory I don't have to worry about it any more. If they equip the item - effect is in play - if they take off the item - effect is out of play. I don't have to worry about it or track it any further.

Ring of SilentRuin

Custom Effect:
Ring of SilentRuin; AC:-10; CURSED
Not Identified in Item sheet
Only visible by GM in custom effects
Duration: 0

My favorite example, my ring is unidentified and CURSED. I give a "ring" item to the player. They have no idea what it is, but if they equip it or try to attune it (which requires equipping and a short rest) - they can't take it off. And that effect to their armor class is stuck on them till they get a remove curse, or something similar, and I (as host) manually take it off for them. If it is not identified yet, but they see strange die roll effects coming into play - that is all the sweeter to me. And I have to track/manage none of it.

[don't recommend this one as you can do potions a different way - but hey - showing you that you can use your imagination to do things]
Potion of Healing

Potion of Healing; REGEN:2d4+2
Apply [Roll]
Not Identified in Item sheet
Only visible by GM in custom effects
Duration:1

Potions are done as powers, so I can't recommend doing this. But for an example? If equipped this will heal them for 2d4+2 at the beginning of their turn, once.

Point being, this extension opens game play opportunities for you and your players and also eases the burden of managing some effects. Limited, of course, by your own imagination.

Known Caveats:

If you delete an equipped item with an effect before you unequip it - the effect will remain in combat tracker. Unequip any item with effects before you remove it from the inventory.


 
 More from this Title's Contributors
 
 Customers Who Bought this Title also Purchased
Reviews (0)
Discussions (3)
Customer avatar
Gabriel C August 24, 2020 1:32 pm UTC
PURCHASER
This is Great! Quick question.
I have a Giant Slayer Greataxe:
"When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and ..."

Can my player use the ability when using it, and not when using his spear? Or does he have to unequip it first?
Customer avatar
Bill P August 24, 2020 2:06 pm UTC
CREATOR
The actual extension only applies the effect and removes the effect based on whether it is equipped or not. For a non "cursed" item the player can equip or unequip that inventory item and the effect will appear or disappear in combat tracker. There is no super intelligence where it watches out for someone breaking the rules and equipping all their items at once as if they had 30 hands or something. FGU does not really guard against any of that kind of thing as its pretty complex to do when you consider all the possible variables. While I do have some extensions that prevent you doing something when not your turn or when an effect or lack of ammo would prevent you - those are very specific limited cases concerning those extensions. This extension will not prevent you from doing things you can normally do in FGU. Like equipping everything at once. Illegal, and wrong, but FGU leaves that to player/DM to manage. This extension does not improve on that. So yes, you would have to unequip it first - host or...See more
Customer avatar
Bill P August 24, 2020 2:18 pm UTC
CREATOR
Also, I'm not sure why you would have that type of effect (weapon damage) defined as an effect in combat tracker. I would think that would be part of the weapon's damage type itself - which has nothing to do with effects in combat tracker. Just in case you were confusing things. If the modifier is on the weapon itself then it has nothing to do with equip/unequip only on when your using that weapon or not.
Customer avatar
Gabriel C August 26, 2020 7:17 pm UTC
PURCHASER
But then it would apply the 2d6 all the time and not against a giant. Unless you are saying I can program the damage to IFT?
Customer avatar
Gabriel C August 26, 2020 7:52 pm UTC
PURCHASER
Nevermind - got it! tyvm
Now to start coding them all in...
Customer avatar
| Lou Ciphor | August 19, 2020 3:21 am UTC
PURCHASER
Recommendation: Integrate Attunement tracking, for items (such as your Cloak of Protection in your examples). If not attuned, those effects requiring it should NOT apply when the item is equipped. Also, once they player attunes their maximum items, they should not be able to attune additional items.

There is an Attunement tracking extension on the FG forums for a reference starting point, or possible collaboration with that author.
Customer avatar
Bill P August 19, 2020 3:50 am UTC
CREATOR
My intention was to leave it up to the DM when to turn on an effect. The idea you deliver it off in your effects list and then turn it on when relevant in combat tracker. But maybe there is a flag for attunement in inventory I should be respecting? For sure I like the DM to have the option of respecting it or not and the on off effect is much quicker for a lazy DM like me to access. Still I’ll take a look and see what it would take without forcing anyone to use it.
Customer avatar
Bill P August 19, 2020 4:31 am UTC
CREATOR
On looking at it attunement is not something supplied across all the rulesets this supports so will have to stick with the on off effect solution I myself use in 5E rule set to keep this generic as advertised.
Customer avatar
| Lou Ciphor | August 19, 2020 4:45 am UTC
PURCHASER
A flag could be defined that if the ruleset does not support attunement, it assumes TRUE. The idea being, "for lazy DMs" or just 'forgetful players' that effects aren't being applied when they should not technically be allowed to, even if an item is equipped.
Customer avatar
| Lou Ciphor | August 19, 2020 4:47 am UTC
PURCHASER
https://www.fantasygrounds.com/forums/showthread.php?44638-Extension-5E-Attunement-Tracker
Customer avatar
Bill P August 19, 2020 5:05 am UTC
CREATOR
Fair enough point on what can be done. For sure I write these extensions for myself and my play style and because I like programming them. I have no intention of really looking into someone else’s way of implementing this sort of thing but will take a look tomorrow to see how much effort it would be to isolate attunement feature and fully support it optionally. No promises on this except that I’ll see if it’s not too difficult to add it in. If it isn’t I’ll do it. If it is I won’t. Best bonus feature Terms I’m willing to offer :)
Customer avatar
Bill P August 19, 2020 1:31 pm UTC
CREATOR
The rules for 5E attunement are way more complex than you implied. In order to fully support that you’d have to track and manage same types of items, paired items, distance, and a host of other variables. That is completely outside the scope of this extension and would be a major extension all on its own. Between identified item and turning on and off an effect (delivered off for something requiring attunement) the DM can manage attunement. But there are too many variables for this extension to do it correctly for the DM.
Customer avatar
Kevin H June 27, 2020 9:49 pm UTC
PURCHASER
Is there a collection/.mod of effects we can purchase or download that are already coded for like PHB/official items? Just for time saving.
Customer avatar
Bill P June 27, 2020 9:54 pm UTC
CREATOR
Probably. Keep in mind, I'm new to FGU. I'm 4 sessions into my first campaign and writing things that I find I want to help me run it. At this point my guys have one thing - the Cloak of Protection. And it annoyed me to have to manage it, so presto - what generated this. But yes, I figure some enterprising soul has made a bunch of effects someplace.
Customer avatar
Kevin H June 27, 2020 9:56 pm UTC
PURCHASER
I'm new too! I just didn't know if you had coded more things!
Customer avatar
James C June 27, 2020 11:37 pm UTC
Yeah Rob2e for FGC idk about FGU
Customer avatar
James C June 27, 2020 11:37 pm UTC
Though when I used it it worked for FGU
Customer avatar
Bill P June 27, 2020 11:40 pm UTC
CREATOR
Its designed for Unity - if you read above you'll see where I won't verify or support Classic and the reasons why.
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!











Product Information
Copper seller
Community Content
Author(s)
Rules Edition(s)
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
September 09, 2020
This title was added to our catalog on June 27, 2020.