-
June 23rd, 2020, 05:20 #1
Generic Actions extension for Fantasy Grounds Unity 5E ruleset
Only in Forge.
Generic Actions Extension (Fantasy Grounds Unity)
GenericActions.png
This stand-alone extension for Fantasy Grounds adds basic actions as clickable buttons on player and non-player character sheets.
This extension unlocks the following functions:
- Adds the generic actions found in the 5e Player’s Handbook as buttons on the character sheet.
- Includes: Grapple, Break Grapple, Shove, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use Object.
- Generic actions that have checks or contesting rolls allow targeting creatures, and rolls are done automatically (completed in a similar manner to spell saving throws).
- Checks and contesting rolls support the dice tower
- NPC’s also gain these buttons on their character sheet —valuable for DMs or player-controlled sidekicks.
Verify options are used to insure the named operation going on cannot happen if out of ammo, Paralyzed, Stunned, Unconscious, Incapacitated, or Grappled (optional as grappling is nebulous on when it should prevent something based on DM preferences).
Updates:
[See .txt file for early updates and features]
V1.53 - Bug - NOTARGETING was not being respected when applying flanking or ranged penalties got applied to PC/NPC next to dummy NPC on the map (should not be effecting anything). Fixed.
V1.54 - Bug - multiple grapples from different attackers was not being supported - now it is. You still have to break one grapple at a time. DM can manage this how they wish but the auto break grapple will just do the order it sees in DB. My recommendation would if you have 3 grapples for example - roll break 3 times and let whatever works work. Obviously not perfect solution - but "good enough".
V1.55 - FGU update - fixes to be able to work with FGU update.
V1.56 - Bug - guarded against nil return from getDistanceBetween function.
V1.57 - Bug - Critical hit table for V1.37 was using target name instead of source name. Fixed.
V1.58 - FGU update - fixes to be able to work with FGU update.
V1.59 - Bug - weapon dice drag would not appear - not sure why. Removed super call and replaced with direct call. Fixed.
V1.60 - Update - new option "Limit CT effects from applying to attack/damage rolls special name prefix is present and name does not match roll label" defaulted to "off". If a CT effect name has the "-" character as a prefix it will only apply that effect (if active turns it off and back on while rolls process) if the name matches the roll label while rolling attacks or damage. This has the effect of allowing a user to create a CT effect with a prefix of "-" that will only apply during attack or damage rolls if the name matches what is rolling (the label). For example, if I have a "Sword of Kas" attack or damage rolling (that will be the roll label) then if I have a CT effect of "-Sword of Kas; other stuff" then that will only apply the other stuff to the attack or damage roll of that weapon and no other will have it applied. Really the CT effect will be ignored in any modAttack or modDamage processed roll where CT effect has prefix of "-" and the name does not match the roll label. Consequences or results to be left to the user to determine. Good enough for my purposes - leave it if off if it confuses you. Not sure the ramifications of setting "isactive" flag off and on during these two calls but not seen any downside yet. Risk - take it or not - option is defaulted to off. Equipped Effects will be modified to ignore any prefix of "-" when matching custom effects.
New GenericActionsLayer.ext delivered with GenericActions.ext so it can be used in more than 5E -
"Feature: Generic Actions Layer"
(for the moment the 2E, 3.5E, 4E, 5E, PFRPG2, and SFRPG rulesets are supported)
See end of txt file for more details.
V1.24 - Bug - Aura extension mistakenly triggers GAL updates every time it crosses an aura boundary many times. Fixed to not process when Aura triggers GAL update.
V1.25 - Features - added 1.25 as a scaling option for assets, previously 1.5 was the lowest option setting. If "GAL NPC" exists in your combat groups list any GAL created NPC will be added into it by default. Ideally you'd create this in campaign and set it to not be visible so no NPC created by GAL would show in CT unless you changed its combat group or the visibility of "GAL NPC". If not present then no combat group will be set for NPC.
V1.26 - Features - Added a new option "Asset: Generic Action Layer MELEE attack scale for width and height of an asset under a token" defaulted to "1.5". This will allow melee attack assets placed under a token to be scaled in addition to normal to "Asset: Generic Action Layer scale for width and height of an asset under a token" option scale setting because melee assets probably want option to be a lot bigger so you can see the axe swing clearly (or whatever).
V1.27 - Bug - guarded against nil return from getDistanceBetween function.
V1.28 - Features - added new "GA GMOnly" layer which is tied to the "GA" layer in terms of when its cleaned up. It will be used when graphics is tied to both a source and a target and one of them is invisible. This allows the GM to always see all graphic "attacks" etc. but a client will only see it when both its source and target are visible. Effects are not in play here as they were already handled since they only apply to one token and its either visible or not on a client map (if not then the effect GMOnly layer will be in play already).
V1.29 - Bug - Had to insure that Power Saves (things with %[SAVE VS%] in name in chat) had a unique name to prevent conflicts with effects. Same as for V1.8 with CAST only this will add the word SAVE to end of match name. All my drop box GenericActionsLayerImages.mod assets have been renamed to make sure this new naming is respected (and fixed a lot of names that were not working - not really many things that do only power cast triggers most of those should have been SAVE but were not - now they are).
V1.30 - Bug - had guard to prevent expensive display logic to not trigger when aura was processing movement - but I missed the higher level call that is ALSO an expensive call. Fixed. Performance when moving a token with an aura or a token through and aura should be much faster now (without the lag on dragging that token either).
Grim Press video.
A video made for my own entertainment...
https://youtu.be/ZS7wImwotnk
New layers playlist of videos I've made...
https://www.youtube.com/watch?v=b2Al...JFTxN9LNyJeLZ2
Grim Press will be handling the sales and promotion of this extension.
If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/N7MM93a
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. These extensions are also maintained by me for me. I provide them outside of my own games purely to those who wish to take advantages of things I use for myself.
Included is original text used for describing this extension - has a lot of details but really provided for reference if needed.Last edited by SilentRuin; March 7th, 2025 at 18:54. Reason: Title edited per author's request
-
June 23rd, 2020, 16:59 #2
Sure, go ahead and include a video and a cover image. All is good
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
-
June 23rd, 2020, 17:03 #3
Very cool you've taken the step onto DMs Guild.
One question - is this purely for the 5E ruleset or will this work in CoreRPG or other CoreRPG rulesets? The functionality looks pretty much tied to D&D 5e. If that's the case I'd recommend removing the mention of CoreRPG otherwise people might think they can use this with any CoreRPG ruleset.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
June 23rd, 2020, 18:18 #4
I only run with Fantasy Grounds Unity 5E/CoreRPG of which the extension references some specific messages and icons in both 5E and CoreRPG for display purposes. For sure it's tied to D&D 5E as the generic actions are all specific to that rule set and the player handbook references. As I was given permission to put more in than just the link I'm adding the video and cover page to the first post next after I reply here.
As far as the CoreRPG reference, you can't run 5E without CoreRPG. And I reference strings/icons from both rulesets - plus specific code in each. My statement is literally everything you need to run the extension...
UNITY
5E
CoreRPG
It can't live without any of them.Last edited by SilentRuin; June 23rd, 2020 at 18:32.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
-
June 23rd, 2020, 18:21 #5
This looks great. Well done. I'm not sure I like the Search button automatically switching between perception/investigation. As a DM I know I prefer to tell my characters which to roll depending on how they describe their actions. also for the stealth checks, if done against a target, does it roll a contested stealth vs perception?
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
-
June 23rd, 2020, 18:26 #6
In that case my recommendation stands. Your extension is only compatible with the 5E ruleset. Sure, 5E runs on top of CoreRPG, but your extension only works in 5E. My strong recommendation to you is to remove references to CoreRPG - this will not work in CoreRPG games. At the least, you'll avoid people asking "Can I run this in my CoreRPG based campaign?" , but I think you'll more than likely get lots of comments (and poor reviews) based off people trying it in CoreRPG and it not working. Removing any reference to CoreRPG is the best, and most accurate, approach.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
June 23rd, 2020, 18:46 #7
I actually thought about DM's who do not take "best of" skills in any of those die rolls and figured if they wanted to do pure checks off the main page - nothing stops them. Even my players mix between the search and specific checks as they prefer.
For sure that is call for DM and nothing in this extension prevents that call.
This is more along the lines of my cover page - these are actions available for use. And my players rarely used them. Heck, I rarely used them myself. But with them front and center as part of the Actions you have available - my players use them a lot more. Especially, in curse of strahd where character wipes are a close "thing" in almost every major encounter unless you play it very smart.
But yes, some DM's may want to divide out Search or Hide or any of the other "best of" single or VS die rolls into specifics. You can. The normal main page checks. But for those who want to simply take the "best of" this is much simpler.
And I'm all about what makes my life simpler as a DM
Plus, the play styles of my players have actually changed since I introduced this. Help is now used. Along with Dash, disengage (pesky opportunity attacks thwarted), and all the other infrequent "out of sight, out of mind" actions. And while I've not truly used it in my NPC's yet, I will.
When it makes sense, because I now have the easy option.
Imagine the surprise when that key strong critter in a pack of intelligent critters suddenly gets Help advantage... MUAHHAHHAHAHAHHAHHAH.. (cough)... sorry.
Got carried away thereLast edited by SilentRuin; June 23rd, 2020 at 18:59.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
-
June 23rd, 2020, 18:48 #8
Will simply putting in a comment like I did about Unity work? I'm was a developer by trade before I retired and it really does not sit well with me not listing things my extension is REQUIRED to run with. What do you think?
I added in the extra warning to this and my page description in DMsG.
ONLY TESTED IN UNITY.
ONLY WORKS WITH D&D 5E.
RUNS WITH FANTASY GROUNDS UNITY. USES BOTH 5E AND CORERPG RULESETS.Last edited by SilentRuin; June 23rd, 2020 at 18:56.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
-
June 23rd, 2020, 18:57 #9
Listing CoreRPG means nothing in terms of functionality, and it could create confusion and problems for you. It only works with the 5E ruleset, just list the 5E ruleset, don't mention CoreRPG at all. 5E will not run without CoreRPG, it's not like anyone can make a decision to run 5E without CorerPG - they' can't. Your extension is even tagged to just run in 5E - it won't appear as an option for a CoreRPG campaign. I really don't see why you want to have CoreRPG in there.
You reached out prior to posting on DMs Guild for guidance. This is simply me trying to help you to avoid issues. I've been supporting FG products on these forums for 6 years and my experience is that people see things and don't read details. So if someone sees "CoreRPG" somewhere they'll think it will run with just CoreRPG - even if you mention it doesn't elsewhere. You gain nothing by mentioning CoreRPG, other than a bunch of headaches and confusion.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
June 23rd, 2020, 19:17 #10
I have edited it all. Except the title thread of this post - how do I edit the thread title of an existing forum post? Can I get a mod to change it to...
Generic Actions extension for Fantasy Grounds Unity 5E ruleset
Also, the title of DMsG was changed and now shows (just don't look at the link name as that is permanent).
[Figured out my forums stuff - "Go Advanced" answered the questions I've deleted in this post. Now I just need to figure out how to rename the thread.]Last edited by SilentRuin; June 23rd, 2020 at 20:19.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks