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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)]

Suggested Price $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.



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

Made and tested for 5E ruleset.

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.


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

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.

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Discussions (1)
Customer avatar
Kevin H June 27, 2020 9:49 pm UTC
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
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
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
Its designed for Unity - if you read above you'll see where I won't verify or support Classic and the reasons why.
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File Last Updated:
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This title was added to our catalog on June 27, 2020.