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September 30th, 2024, 18:57 #371-MrDDT
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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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October 1st, 2024, 02:44 #372
- Join Date
- Jan 2020
- Location
- Suzano-SP
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Thank you for responding, I will leave two images, I have shared them, but the buttons do not appear in the actions tab.
img 1.pngimg 2.png
Thank you in advance if you can help me. Are there any extensions that create known conflicts?
It doesn't appear even with just it activated, without any other extension.Last edited by Tatershal; October 1st, 2024 at 02:50.
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October 1st, 2024, 03:08 #373-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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October 1st, 2024, 03:20 #374
- Join Date
- Jan 2020
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- Suzano-SP
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October 1st, 2024, 05:23 #375
Speaking of Generic Actions Layers I had an issue with my game tonight. A dragon was 90ft in the air when targeted with 5ft circle of moonbeam (AE5E which has NPC proxy aura definitions defined) so when the player applied the self effect - the GAL NPC was created right over the token with asset of circling moon. And nothing happened. Not even after the dragon's turn came up.
Turned out it was idiot DM (me) who did not realize a 2d shape has no height and the aura effect would not reach more than 5ft (which is not 90ft to dragon above). I would have to ALT up the NPC proxy height to 90ft (or whatever height it was at) in order to get it to apply.
Word of warning to any other idiot DM's out there. Sometimes you have to pay attention when applying height with 2D Shape triggering NPC proxy placements.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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October 7th, 2024, 16:12 #376
2024 Changed Rules for my extensions (which I have no plans of supporting till after MM drops in Feb of next year - if ever):
Grapple/Break Grapple/Shove -
Grappled condition also imposes all attack rolls made against any target that's not the grappler with disadvantage. Initiating a grapple has also been simplified – players can grapple a target as part of an Unarmed Strike action, which means the target must succeed on either a Strength or Dexterity saving throw. Previously, a player had to make an opposed Strength (Athletics) check opposed by the target's Strength (Athletics) or Agility (Acrobatics) skill check. Additionally, escaping a Grapple now requires either a Strength (Athletics) or Agility (Acrobatics) skill test against a fixed escape DC. The DC for the check is equal to 8 plus the grappler's Strength modifier plus their proficiency bonus. Previously, players had to make an opposed Strength (Athletics) check to escape the grapple. The Grappler Feat has also gotten an upgrade. Grappler is now a "half feat" that includes a 1 point increase to either Strength or Dexterity. While players can no longer pin a Grappled target as part of the Grappler feat, they still have Advantage on attack rolls made against a target grappled by the player, they can attempt to damage AND grapple a target as part of the same Unarmed Strike attack, and they no longer have their speed halved when moving a creature they are grappling.
Hide -
Stealth check: The player rolls a DC 15 Stealth check.
Invisible condition: If the player succeeds, they gain the Invisible condition. This condition lasts until the player reveals themselves by making noise or taking aggressive action.
Perception check: An enemy can find the player with a successful Perception check.
Various other new actions.
Gist being no plans currently to support any of the above till next year (if ever - as I don't plan on using 2024 and these extensions are for me). If you wish to apply those rules you'll have to do them yourself.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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December 6th, 2024, 10:10 #377
Something's wrong, but I've no idea what exactly. It goes both for an existing campaign and for a newly created one. Updated today.
exts_loaded.png
error+broken_appearance.pngWe all agree on the necessity of compromise.
We just can't agree on when it's necessary to compromise.
~ Larry Wall
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December 6th, 2024, 16:42 #378
The current FORGE version of Generic Actions is V1.56 - you are running some older incompatible version. Only two ways this can be - you don't own the FORGE version so its not updating - or - you have unzipped an older version of the .ext into the delivery directory for extensions and its permanently using that expanded older code set which is not the latest .ext version.
You'll have to resolve why your running an old version.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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December 6th, 2024, 16:58 #379
If you have the forge versions, just delete the FantasyGrounds/GenericActions.ext and GenericActionsLayer.ext and then update Fantasy Grounds. Depending on why you have these old versions, you may want delete any extensions you know you have on the Forge and let them redownload on update.
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December 10th, 2024, 22:34 #380
WARNING IF YOU USE GENERIC ACTIONS LAYERS!!!!!!!
The layers I create for this are temporary in nature. And if you don't pay attention like I didn't and add LOS data or graphic data to this ACTIVE LAYER instead of the layer you should be using IT WILL VAPORIZE WITH THAT TEMPORARY LAYER WHEN ITS LIFETIME IS OVER!
Usually after every token move.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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