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Fantasy Grounds Combat Automation

Fantasy Grounds Combat Automation

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This is an EXTENSION for use with the Fantasy Grounds VTT and specifically the D&D 5E ruleset only!

This extension allows to fully automate combat for player characters.

Main Feature 1: Automating actions

This extension will automatically execute actions one by one when you click on a button to the left of the weapon/spell/power name (see picture).

By default, all actions will be used in the order from left to right.

If the attack misses or the save fully succeeds, the actions afterward will not be executed.

You can change the number of actions executed by default in options.

You can limit the number of actions per spell by putting "->#" in spell/power name, where # is the number of actions to execute (e.g. "->2" will only execute the first two actions).

Shift-clicking use power button will not execute any actions.


Feature 2: Expending spell slots on cast and spell upcasting

This extension will also automatically expend the appropriate spell slot when you click on a star button ("use power" button).

If the character has both spell slots and pact magic slots the priority will be pact magic -> spell slots.

Upcasting spells is possible by first entering the intended cast level. However, you will need to adjust the effect of the spell manually (in many cases as easy as right-clicking to add additional damage die).

You can set the default upcast level for each spell by adding "@#" in the spell name (e.g. "@3" will try to cast the spell at 3rd level).

Ctrl-clicking the button will execute all actions, without expending a spell slot. Alt-clicking executes all actions as ritual casting (without expending slot and adding 10 minutes to casting time).


Double-clicking the "Upcast" field displays a help message.

This extension can be combined with the "Instant Dice" extension to achieve instant combat.

This extension was developed and tested for both Fantasy Grounds Unity and Classic.

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Reviews (1)
Discussions (11)
Customer avatar
Andre S March 27, 2021 2:00 pm UTC
It should also be possible that automatically NO effect is triggered. e.g. with a class ability (Blessing of the Forge) with a charge, where you can choose the effect. "->0" does not work (the first effect is still executed).
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bill W March 22, 2021 6:47 pm UTC
I notice the setting in the options reverts back to "all" each time you load FG. This would be the "combat automation: default actions" setting. is that expected behavior?
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Teddy S March 16, 2021 10:40 pm UTC
I've noticed this is incompatible with Automatic Sneak Attack - it will will apply the sneak attack *after* the damage roll, which causes the sneak attack to not be rolled at all.
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Shawn H March 30, 2021 9:59 pm UTC
I am seeing the same behavior. I would assume it is an order of precedence issue.
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Joe H March 07, 2021 8:15 am UTC
On spells with saves; it isn't rolling the damage until you click the damage button yourself and will then it will roll the damage twice-as if it suddenly remembered the button was pressed.
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Xelab N March 07, 2021 8:10 pm UTC
Have not encountered such behavior before. Please check this with only this extension active and if this reappears, please give me details on how to reproduce it.
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Michael B March 05, 2021 9:15 pm UTC
Is there a way to "skip-to" an effect? For example, with the ranger's hail of thorns spell, FG orders the actions as "[save, damage, self-concentration effect]" but the ranger does not do the first two until they hit with an attack - but they are still under the concentration effect until that happens. So far, I'm just configuring it to use the "->0" modifier so nothing gets included automatically, but it would be great to be able to skip the first two and automatically apply the self-concentration effect. There are other spells, such as sickening radiance, that have a similar layout.
Customer avatar
Xelab N March 07, 2021 8:09 pm UTC
The only way is to rearrange the actions and FG is pretty finicky in doing that. If you delete 1 action in the middle and then add a new one, it will get added in the middle... so you have to first add dummy actions and then replace them in the correct order.
Customer avatar
matthew M February 26, 2021 8:37 pm UTC
It looks like this is only automating cantrips for me. I don't see the star button for leveled spells. Apologies if I'm misunderstanding how it works.
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Xelab N March 03, 2021 3:44 pm UTC
The spells have to be prepared first
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Kenneth B February 19, 2021 3:08 am UTC
will this work for NPC's?
for ex.; can i as a DM set up an automated attacks for a monster attacking the party?
Customer avatar
Xelab N February 19, 2021 9:25 am UTC
No, it is only applicable to player characters. NPC/Monster automation is planned, but will probably not be part of this extension.
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Xelab N February 17, 2021 5:10 pm UTC
The new version is uploaded. Enjoy!
Customer avatar
Xelab N February 17, 2021 3:49 pm UTC
I have just fixed it. The new version should be re-uploaded today. Please check a bit later.
Customer avatar
Brian B February 17, 2021 4:08 pm UTC
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Brian B February 17, 2021 3:43 pm UTC
This extension seems to be broken with the latest Unity update. Whenever I click on a button to the left of the weapon/spell/power name, the compile log screen comes out, letting me know something is amiss.
Customer avatar
Thomas C February 15, 2021 4:46 am UTC
Another win for team Rob Twohy!
Thanks to Exlab for streamlining combat.
This a must for everyone!
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File Last Updated:
March 04, 2021
This title was added to our catalog on February 14, 2021.