While your effect may load and function in isolation a conflict with another extension could turn your work into a pile of errors. Try and make your windowclasses, templates, and loader scripts have as unique a name as possible as they all use the same global namespace every other extension does. While its not required that you load your new Effect Editors in the same file that you declare their windowclass I find it helps organization if you do. Following on with our ATK example above, here is the lua for the ATK editor: Notes on Implementation This function must return a string, and the string is expected to be a fully build Effect of the type the window is attempting to build. A script MUST be provided to the windowclass declaring function createEffectString().
In fact the ATK example above makes use of many of those elements.Īfter building the UI for the Effect Editor it needs to know how to use all these UI elements to build the actual string for the effect. Check the common directory of this repo for UI templates you can use. The Effect Builder provides many templates to make building Editor UIs easier by default. You can see this in the actual windowclas for ATK here: To capture all of this we need to have UI elements for all these pieces. So using ATK from 3.5/PFRPG it can have dice & numbers as value, a bonus type, a range, and it may or may not be "opporunity". Within the window are all the UI components needed to construct an effect string of that Effect type. Creating an Editor WindowclassĪn Effect Editor windowclass is a window like any other, although it is designed to fit in the space of a row.
Adding an Effect Editor that shares an already existing Category-Value pair will override the existing one. It is reccomended to use the labelres instead to make translations easier.Įffect Editors are uniquely identified by their Category-Value pairs. (optional) label - a string displayed in the Effect selector to the user.If not provided, the value will be used for this field.
Requires: A Fantasy Grounds full or ultimate license and the Savage Worlds v3.Extension for Fantasy Grounds which assists in creating effects You can view the documentation in advance by clicking here:
A library module with a new edge and with a link to each card is also included, along with a PDF documenting all the cool new features. new preferences to optionally include promo cards from several popular extensions such as Deadlands, Rippers, Super Powers, etc. Card tab on each character sheet and support for seeing the card text and full images, playing the cards, re-shuffling/collecting all the cards back from the players and finally. This product contains a new Tool for dealing Adventure cards to characters by simply dragging the card to the charcter sheet or the player icon, a new Adv.
Bring more excitement to your gaming table than ever before! Add story twists like romantic interests, enemies, and larger-than-life opponents at the drop of a hat. The Adventure Deck puts some story control in the hands of the players and lots of spice into the action. The price has been reduced appropriately as a result. *Note that this add-on only contains the Adventure Deck and not the Action and Adventure Decks that were available with the PDF purchase. About This Content Library and Extension Module for Fantasy Grounds IIįeeling adventurous? Got a little action in you? These are exactly the cards you’re looking for!