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July 19th, 2024, 19:22 #351
Generic Actions Layer - 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.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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August 5th, 2024, 16:34 #352
Have you considered parsing the entire effect string for conditions? I don't know how time-consuming that would be to write so if it's a lot then problem not worth it. But if it isn't, consider this:
Instead of having to make several copies of the same webm file to cover all the different effects that include the restrained condition, have just one restrained.webm; and then any effect that has "something; something else; restrained; and another thing" puts the restrained.webm on that token.
Just an idea. Hope it's helpful.
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August 5th, 2024, 17:00 #353
Due to the layers code only allowing one layer and not to edit things in that layer - making something put assets for EVERYTHING in a named line would generate an unusable amount of layers in the map. Hence, No.
This stuff was a HACK to do things FGU is not equipped to do with the current level of engine code they expose. It does what it does because of these limitations.
Good enough.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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August 5th, 2024, 17:03 #354
Ahh, okay, that makes sense. Thank you for explaining. Might I put forth one other suggestion? Again, no idea how hard this would be. Instead of having several copies of webm for each effect that we want to use it for; have like a list to map. For example:
Restrained -> restrained.webm
Evardrestrained -> restrained.webm
WebRestrained -> restrained.webm
etc
What do you think?
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August 5th, 2024, 17:05 #355
I think I made a simple dumb tool that goes by named effects to one asset. Trying to make it intelligent as you suggest would be more trouble and full of more pitfalls than its worth. However, you are free to create an extension on top of this extension to modify it to do what you wish.
I'm keeping it simple. One name = one asset. Not really intelligent to know that name is a "condition" or anything else that might fall under a named entry.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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August 5th, 2024, 17:07 #356
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August 7th, 2024, 20:51 #357
I added a bunch to the GenericActionsLayerImages.mod. It's mostly additional conditions using the same graphics. I also added a lot more weapons effects from the same free asset resource. I may have added 1 or 2 free asset effects as well. This does make it quite a bit larger. I'ts 1.8gb now. But a lot more conditions and weapon swings are there now. Here's a link:
https://www.dropbox.com/scl/fi/6hbma...=h3zeyxaf&dl=0
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August 7th, 2024, 20:59 #358-MrDDT
Discord @mrddt
Grim Press Discord
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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August 8th, 2024, 16:05 #359
- Join Date
- Feb 2017
- Posts
- 620
@Faratto - this looks pretty cool. Stupid question but how do I use this? Do I change the .zip to .mod and activate it?
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August 8th, 2024, 18:14 #360
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