View Full Version : Character Vitality and Improved Criticals
trembot_89
August 5th, 2017, 02:11
This is the "Character Vitality and Improved Criticals" extension. It combines the work of TASagent's "Unearthed Arcana: Vitality" with TheoGeek's "TheoGeek's Improved Critical" since they were incompatible when used separately. For those unfamiliar with one or both, it implements the variant rules published in Unearthed Arcana for "Vitality" (referenced here: https://media.wizards.com/2015/downloads/dnd/UA5_VariantRules.pdf) and makes critical hits to be truly superior to non-crits by maximizing the original weapon damage dice so that a greatsword crit will deal 6+6+2d6 (minimum of 14 damage) instead of 2d6+2d6 (minimum of 4 damage, hardly a "critical"...). As a side note, healing effects recover vitality at 1 for every 10 HP healed (exactly the reverse of how vitality is lost), so a Cure Wounds of 18 will only restore 1 Vitality. Long rests (with standard healing) recover vitality at 1+CON modifier.
Updates: NOT CURRENTLY COMPATIBLE
Sep/04/2018, v10: update for 3.3.6A
Aug/15/2018, v9: Tokens now display wounds and death properly.
Aug/08/2018, v8: Update for 3.3.6 combat tracker.
Feb/23/2018, v7: Update for hit die bug, 3.3.4 5E compatible.
Oct/07/2017, v6 : Update for concentration check bug, 3.3.3 5E compatible.
Sep/23/2017, v5 : Updated files to be 3.3.2 5E compatible.
Aug/19/2017, v4 : Cut some unnecessary content and merged record_char.xml to promote additional extensions' cooperation, 3.3.1 5E seems compatible.
Aug/18/2017, v3 : PC "main" tab sizing and fixed portrait appearance.
Aug/10/2017, v2 : The extension is now 3.3.0 5E compatible.
Aug/05/2017, v1 : Initial creation.
Zeruel_Kagenie
August 8th, 2017, 06:14
In the D&D 5e ruleset Healing Effects are not working in the combat tracker. Test in my current campaign with others extension and alone and in a new campaign.
1) PC effects like potions or spells with healing are not working
2) Healing effects from NPCs are not working.
Console Error: Script Error: [string ''scripts/manager_action_heal.lua'']:63: attempt to call field 'addRightClickDiceToCauses' (a nil value)
Damage Effects from 1) and 2) sources works normally.
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Zacchaeus
August 8th, 2017, 08:24
Hi Zeruel. Are you saying that certain effects are not working or you are getting an error only when you use this extension?
If that isn't the case can you be more specific as to what you mean by healing potions or spells not working. In what way are they not working?
Zeruel_Kagenie
August 8th, 2017, 22:44
Only with this extension activated,
1) Action Heal from the Players Character Sheet from the Action tab and Healing Effects form the text of a NPC sheet are not working when the effect is drop over any creature on the Combat Tracker or a creatures token in a map.
2) Effect REGEN: x is not working. When a creature with this effect has it in the combat tracker can not start his turn with the Next Actor button is click.
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3) UPDATE: When a character is dying and recibes damage less than 10 hit points of damage he fails a Death Save but if the damage is equal or more than 10 hit points he automatically fails all three death saves and is Dead. I underdand that the Vitality optional rule dosen't change the condition of dying.
trembot_89
August 9th, 2017, 17:44
Only with this extension activated,
1) Action Heal from the Players Character Sheet from the Action tab and Healing Effects form the text of a NPC sheet are not working when the effect is drop over any creature on the Combat Tracker or a creatures token in a map.
2) Effect REGEN: x is not working. When a creature with this effect has it in the combat tracker can not start his turn with the Next Actor button is click.
20087
20088
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3) UPDATE: When a character is dying and recibes damage less than 10 hit points of damage he fails a Death Save but if the damage is equal or more than 10 hit points he automatically fails all three death saves and is Dead. I underdand that the Vitality optional rule dosen't change the condition of dying.
1 & 2) This must be from the original Vitality ext, it was written for 3.1.2 and we're 3.3.1 -- I'll see what I can dig up on how healing is handled in the ext vs the ruleset and try to fix it.
3) I can't replicate this one, if a character receives damage while dying they auto fail one death roll, or two if the damage is from a crit regardless of whether the ext is active or not.
-- I got it, you were talking about NPC character deaths. I'm not sure what's triggering this, maybe something to do with NPCs not having Vitality?
It's also been brought to my attention that the Damage Modifier "Max" isn't working with the ext either, although "Half" and "Crit" work fine
Trenloe
August 9th, 2017, 17:47
1 & 2) This must be from the original Vitality ext, it was written for 3.1.2 and we're 3.3.1 -- I'll see what I can dig up on how healing is handled in the ext vs the ruleset and try to fix it.
3) I can't replicate this one, if a character receives damage while dying they auto fail one death roll, or two if the damage is from a crit regardless of whether the ext is active or not.
It's also been brought to my attention that the Damage Modifier "Max" isn't working with the ext either, although "Half" and "Crit" work fine
Sounds like the original extensions weren't based on the most recent FG code. This is a frequent issue as extensions use code from the original rulesets and the extension must be kept up to date with the current ruleset code or errors and incorrect functionality can result - which is what we're seeing here. It can be difficult to do easily if the original extension developer didn't include the original unmodified code to check changes against, or didn't comment where changes were made.
trembot_89
August 9th, 2017, 22:37
Sounds like the original extensions weren't based on the most recent FG code. This is a frequent issue as extensions use code from the original rulesets and the extension must be kept up to date with the current ruleset code or errors and incorrect functionality can result - which is what we're seeing here. It can be difficult to do easily if the original extension developer didn't include the original unmodified code to check changes against, or didn't comment where changes were made.
Lucky for me TASagent seemed pretty organized when it came to noting changes, and now I get to learn more about what the coding I'm screwing with is actually saying. No better way to learn, right?
trembot_89
August 10th, 2017, 21:40
Alright, I've updated the extension (now on version 2) and fixed all reported errors. NPCs still auto-die if taking >10 damage while dying, but that's a ruleset thing - not the extension.
Zacchaeus
August 10th, 2017, 21:57
Just so you know that this extension seems not to work with the current version in test (I haven't tried it in live version but I assume it is working for you there). Placing any NPC onto the combat Tracker generates the following error
Script Error: [string "scripts/manager_combat2.lua"]:394: attempt to call field 'encodeEffectForCT' (a nil value)
And few if any of the NPCs actions appear on the CT
Zacchaeus
August 10th, 2017, 22:03
3) UPDATE: When a character is dying and recibes damage less than 10 hit points of damage he fails a Death Save but if the damage is equal or more than 10 hit points he automatically fails all three death saves and is Dead. I underdand that the Vitality optional rule doesn't change the condition of dying.
Without the extension (since I can't test with the extension on test) the death saving throws seem to be working as expected. If a character takes any damage whilst at 0HP they automatically suffer a death save fail. If they take damage which exceeds their hit point maximum whilst at 0HP they automatically take two death save fails. It may be that the damage taken in your case was sufficient to cause the double failure and it just so happened to be more than 10 hp whilst an amount of <10 hp was sufficient to only cause one failure. At any rate things seem to be working as expected, certainly without the extension.
trembot_89
August 10th, 2017, 22:08
Just so you know that this extension seems not to work with the current version in test (I haven't tried it in live version but I assume it is working for you there). Placing any NPC onto the combat Tracker generates the following error
Script Error: [string "scripts/manager_combat2.lua"]:394: attempt to call field 'encodeEffectForCT' (a nil value)
And few if any of the NPCs actions appear on the CT
I'm not getting those errors at all... here's a screenshot of what I see after adding NPCs and selecting their actions in the CT 20105
Trenloe
August 10th, 2017, 22:08
As a developer FYI - I wouldn't worry about current live extensions not working in test. It's something to be aware of, so that once test is frozen or goes live, the extension developer can then look at the base code changes and integrate them into the extension. I wouldn't recommend going about making changes based off test code at this point, as that code can change and you'd just have to do it all again.
So, my approach is: Extension errors or not working in test? "Interesting, but you'll have to wait until it goes live for an updated extension..."
trembot_89
August 10th, 2017, 22:14
As a developer FYI - I wouldn't worry about current live extensions not working in test. It's something to be aware of, so that once test is frozen or goes live, the extension developer can then look at the base code changes and integrate them into the extension. I wouldn't recommend going about making changes based off test code at this point, as that code can change and you'd just have to do it all again.
So, my approach is: Extension errors or not working in test? "Interesting, but you'll have to wait until it goes live for an updated extension..."
Thanks. Are tests just the WIP for updating rulesets?
Trenloe
August 10th, 2017, 22:15
Thanks. Are tests just the WIP for updating rulesets?
Yes, it's a whole test channel that has all sorts of new code that can change from day to day. Here's info on the current v3.2.2 test: https://www.fantasygrounds.com/forums/showthread.php?39182-Test-Release-v3-3-2
trembot_89
August 10th, 2017, 22:32
Cool, thanks! I guess I know what I'm doing for the next little bit haha.
Zeruel_Kagenie
August 18th, 2017, 03:10
Love this extesion because it helps me with my custom 5e rules. Thank you for your work trembot_89.
The extension runs as expect, but i found minors cosmetic problems in the D&D 5e ruleset with or without other extensions.
1) The Player Characters portraits image disappears in the character sheet. The portrait is loaded and can be view in the character seleccion but not in the character sheet.
2) It looks like in the Main Player Character Sheet the Portrait, Name, Inspiration and Token are set like always visible (or something like that) because now the players need to scroll down to be able to see their Hit Dices.
3) Because of (2) this extension right now is not compatible with the extesion D&D 5e - Hero Points.ext
trembot_89
August 18th, 2017, 17:32
Love this extesion because it helps me with my custom 5e rules. Thank you for your work trembot_89.
The extension runs as expect, but i found minors cosmetic problems in the D&D 5e ruleset with or without other extensions.
1) The Player Characters portraits image disappears in the character sheet. The portrait is loaded and can be view in the character seleccion but not in the character sheet.
2) It looks like in the Main Player Character Sheet the Portrait, Name, Inspiration and Token are set like always visible (or something like that) because now the players need to scroll down to be able to see their Hit Dices.
3) Because of (2) this extension right now is not compatible with the extesion D&D 5e - Hero Points.ext
Ah, I see. I found the problem with 1 and am correcting it while looking into 2 and 3.
As for 2, I think the underlying problem is that the top section of the character sheet is separate from the tab selections, so it's not part of what gets scrolled -- I'll try to make the default size of the window larger and hopefully that will solve your scrolling issue in the "main" tab.
And finally, in regards to 3, I'm not familiar with the Hero Points ext but I'll take a look at it.
Thank you for the encouragement, I'm glad you like it!
trembot_89
August 19th, 2017, 05:53
1) The Player Characters portraits image disappears in the character sheet. The portrait is loaded and can be view in the character seleccion but not in the character sheet.
I removed the merge="join" from the "charsheet" windowclass and that seemed to do the trick (the whole 5E record_char.xml is included so nothing is lost by not merging).
2) It looks like in the Main Player Character Sheet the Portrait, Name, Inspiration and Token are set like always visible (or something like that) because now the players need to scroll down to be able to see their Hit Dices.
Name, Inspiration, Token, and "Speak" are written separately from the "main" tab, I resized the appropriate subwindow offsets so that you don't need to scroll anymore.
3) Because of (2) this extension right now is not compatible with the extesion D&D 5e - Hero Points.ext
I'm still stumped on this one... This kind of issue is why I combined the "Vitality" and "Improved Criticals" extensions in the first place (they didn't work together). I'm looking into it but for now this is the best I can do. I've uploaded my latest version if you want to give it a shot.
trembot_89
August 20th, 2017, 00:23
this extension right now is not compatible with the extesion D&D 5e - Hero Points.ext
Pretty sure I fixed this with version 4. Let me know if you run into any more problems :)
Zeruel_Kagenie
September 20th, 2017, 21:46
Not working anymore with the update 3.3.2 :(
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trembot_89
September 24th, 2017, 05:42
Not working anymore with the update 3.3.2 :(
I updated the files for 3.3.2 and did a quick test run, v5 looks A-Okay.
Smoltok
October 4th, 2017, 13:57
The extension Character Vitality and Improved Criticals make my concentration test not working (in 3.3.3) !
trembot_89
October 7th, 2017, 21:31
The extension Character Vitality and Improved Criticals make my concentration test not working (in 3.3.3) !
Thank you for bringing this to my attention, I fixed the problem and uploaded version 6 for download.
Dracius
November 8th, 2017, 08:36
There a way to use this and disable the vitality portion? I want to keep using the improved critical extension, but have no interest in switching to vitality.
Zacchaeus
November 8th, 2017, 10:51
There a way to use this and disable the vitality portion? I want to keep using the improved critical extension, but have no interest in switching to vitality.
Just use the Improved Critical (https://www.fantasygrounds.com/forums/showthread.php?34431-New-Extension-TheoGeek-s-Improved-Critical) extension on its own then. The only reason this was combined is that the two extension were incompatible with one another as noted in the first post.
Zeruel_Kagenie
February 21st, 2018, 23:41
FG 3.3.4 without any other extension. With the last update 3.3.4, When a PC use their Hit Dice, there is a bug.
Script Error: [string "campaign/scripts/manager_char.lua"]:2179: attempt to index local 'sFeat' (a nil value)
Smoltok
February 22nd, 2018, 08:00
Exact ! I have the same issue !
LordEntrails
February 22nd, 2018, 16:24
Note it's been a few months since trembot's been on the forums. If they are not subscribed to this thread, it may be awhile before they get a chance to look at this.
trembot_89
February 24th, 2018, 03:25
I'll get working on this ASAP; I'm subscribed, just haven't checked my email in a couple days.
trembot_89
February 24th, 2018, 04:00
FG 3.3.4 without any other extension. With the last update 3.3.4, When a PC use their Hit Dice, there is a bug.
Script Error: [string "campaign/scripts/manager_char.lua"]:2179: attempt to index local 'sFeat' (a nil value)
I took care of it, v7 uploaded and ready for download. Thanks again for using the ext and happy gaming!
TheoGeek
February 24th, 2018, 17:08
Thanks for taking up the mantle of the "improved critical" extension. I sort of just made it and forgot about it. :)
trembot_89
February 26th, 2018, 02:24
No worries, I did combine it with the Vitality rules though.
TheoGeek
February 26th, 2018, 21:50
Did you need to change anything about how the Improved Critical mod "actually worked" or was it mainly merging two different extensions? I ask because that was my first ever attempt at doing an extension and I was learning as I went. It likely could have been done better...hehe
trembot_89
February 28th, 2018, 18:28
Not that I remember, I just needed to ad it to/replace the appropriate code.
MagpieManny
March 2nd, 2018, 11:41
So where can I find improved critical that works with the current update?
I installed this one but the vitality part is pretty harsh when playing Tomb of Annihilation.
TheoGeek
March 3rd, 2018, 02:08
As long as you don't use the Vitality mod, my Improved Critical extension should work with version 3.3.4 (I just tested it).
You can find it here:
https://www.fantasygrounds.com/forums/showthread.php?34431-New-Extension-TheoGeek-s-Improved-Critical
poppy_thompson
April 13th, 2018, 20:50
I was starting a new campaign and wanted to use the Vitality rules and a improved critical damage. When I loaded this extension, it disabled the spell slot counter for NPC spellcasters and disabled the Combat Timer extension.
paladiusdarkhelm
April 30th, 2018, 14:38
Is this extension still working with the latest FG update? In a game I ran this weekend, this appeared to not apply damage to Vitality first, instead giving it to wounds.
poppy_thompson
April 30th, 2018, 14:46
Is this extension still working with the latest FG update? In a game I ran this weekend, this appeared to not apply damage to Vitality first, instead giving it to wounds.
I'm using it in one of my current campaigns. Other than the concerns I've posted above, it appears to be working properly with regards to calculating damage taken.
If the character still has hp remaining, those should be reduced (wounds increased) first. Vitality is only reduced when all hp is expended or if the character takes 10 or more points of damage in one hit.
paladiusdarkhelm
April 30th, 2018, 14:55
Ah, thank you for the clarification!
paladiusdarkhelm
June 24th, 2018, 18:19
Hi, Trembot_89. I've been testing your extension with this one: https://www.fantasygrounds.com/forums/showthread.php?44343-Extension-Advanced-Kombat-(5E)
I really like this the Vitality and Improved Criticals extension and am super interested in using the one at the link. From what I can tell though, there are conflicts with how the one at the link behaves when actors taking advantage of Vitality/Wounds are added to the combat tracker. It also begins recoring damage a little oddly once the damage has overcome the wound totals; the damage auto-representation starts to regress as more damage hits vitality (makes it look on the image like the actor is healing).
Is there any chance that this extension could be made compatible with Ken's at the link? Would that end up being a separate version?
Thank you!
trembot_89
June 25th, 2018, 17:07
Hi, Trembot_89. I've been testing your extension with this one: https://www.fantasygrounds.com/forums/showthread.php?44343-Extension-Advanced-Kombat-(5E)
I really like this the Vitality and Improved Criticals extension and am super interested in using the one at the link. From what I can tell though, there are conflicts with how the one at the link behaves when actors taking advantage of Vitality/Wounds are added to the combat tracker. It also begins recoring damage a little oddly once the damage has overcome the wound totals; the damage auto-representation starts to regress as more damage hits vitality (makes it look on the image like the actor is healing).
Is there any chance that this extension could be made compatible with Ken's at the link? Would that end up being a separate version?
Thank you!
Hi, paladiusdarkhelm,
Thanks for the question, I was unaware of Ken L's Advanced Kombat extension and let me say, "Wow!", that thing is awesome! The errors are probably happening because they are both trying to change the same thing (but differently), and fixing that would mean inserting the key points of my extension's code into AK's; theoretically, that would fix the errors. Since vitality damage affects the character's total hit point capacity, those image changes may persist even after the extensions merge successfully, could you give me some specific examples of the damage issues?
trembot_89
June 25th, 2018, 17:35
I was starting a new campaign and wanted to use the Vitality rules and a improved critical damage. When I loaded this extension, it disabled the spell slot counter for NPC spellcasters and disabled the Combat Timer extension.
Hi poppy_thompson,
Sorry I only now saw this. The Combat Timer extension and mine may be incompatible since they both modify the combat tracker. It shouldn't affect NPC's at all, do you still have the issue with spell slots?
paladiusdarkhelm
June 25th, 2018, 18:35
Damage appears to show on the token as desiged until the damage exceeds wounds and goes into vitality. At that point, it just starts getting what I'd call 'un-bloody' the more vitality damage it takes. Then after all vitality is also finshed it, it may/may not update to the unconsious status on the token/tracker in the case of a PC or the Skull in the case of an NPC.
trembot_89
June 26th, 2018, 01:07
Alright, I've figured out what's happening. The wound category isn't immediately updating to the maximum hit point threshold after it gets reduced from vitality damage.
So to keep our numbers nice and round, let's say you have a guy who's level 10 with 90 HP and 10 Vitality (recognized as 90+10=100 total HP), and who has already received 90 wounds to their HP and 0 to Vitality, he is currently critical as they've received 90/100 wounds (crit range >= 75%). But if they take 4 points of vitality damage (which any damage is now going directly to their vitality) their current wounds and max HP threshold drop from 94/100 to 74/80, but the wound categorizer sees it as 74/100 and it won't recognize the new threshold of 80 until damage is taken again (and unless it's only doing 1 damage, chances are the threshold is getting bumped again by the next hit).
Obviously the character is still just as wounded by-the-numbers, the problem is with the displayed category. Fixing that would require reworking the part of the system that reads wound category thresholds by telling it to read the new threshold and communicate the wound category after-the-fact.
Edit: I'm still working on why "dying" won't display as a wound category after both hit points and vitality have received max damage...
paladiusdarkhelm
August 1st, 2018, 13:31
Hi trembot. I'm checking in to see if there was still any interest (other than mine as a user, ha!) to integrating your 5e extension here into Ken's Advanced Kombat. Yours is key to my campaigns, so as much as I want to, I can't also use Advanced Kombat (and sorry, don't mean to come across sounding entitled or selfish). It sounded like maybe you were implying they could coexhist if popping past wounds and only vitality left would count as a state so the images would recognize it as they update?
jojogladco
August 6th, 2018, 17:41
Thanks for all the work on this extension. I really enjoy the impact it's had on my games. With the latest update it appears this extension breaks the new NPC ID feature.
If you enable the extension and load a session that had creatures with previously hidden names in the combat tracker the true name is displayed. If you add creatures via an encounter or drag and drop with the names set to hidden the NPCs are added, but the true name is displayed. If you open a NPC in the tracker, set them to hidden again and drag back into the tracker you get the following error:
Script Error: [string "tokenscale"]:1: attempt to call field 'onScaleChanged' (a nil value)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
Ruleset Warning: window: Anchored static width ignored for control (tokenvis) in windowclass (ct_entry)
trembot_89
August 8th, 2018, 17:18
Paladiusdarkhelm, as much as I would like to tell you that I was able to get those two working together, I am still very much an amateur coder and have not been able to integrate them successfully, maybe some day but for now that's not happening. The issue with displaying the wrong wound categories still exists but after spending some time away from it hopefully I can come back with fresh eyes and work that out.
Jojogladco, I updated the ct_host and ct_entry file so that it reflects the latest update which after some testing seems to have fixed your issues. I'm putting up v8 for download now.
jojogladco
August 9th, 2018, 03:20
Awesome, you're the man!
trembot_89
August 12th, 2018, 16:49
Aw shucks, I'm just trying to do what I can.
trembot_89
August 15th, 2018, 18:30
Alright, so version 9 is up and corrects the token wound displays so that the proper categories are being shown from healthy all the way to dead. Special thanks to Moon Wizard who showed me where to look so I could fix it up.
thomnoland
August 31st, 2018, 22:03
Love this mod! Been trying to find workarounds for it for a while, so I'm very happy to have it! But, and I might be crazy here, it's not working for NPCs? Every time I add an NPC to the combat tracker, it defaults to HP. When I click on the Dragonhead next to the NPC I get an error. Is this normal? Is there a workaround so that I can have my NPCs and monsters use the Vitality system too? I feel like I'm missing something obvious here.
Edit: Here's the error it gives me when I click on the dragonhead:
Ruleset Error: windowcontrol: Database type mismatch for control (hp) in windowclass (npc_combat)
Script Error: [string "campaign/scripts/npc_main.lua"]:58: attempt to index global 'hp' (a nil value)
Ruleset Error: window: Control(hd) anchoring to an undefined control (hp) in windowclass (npc_combat)
Ruleset Error: window: Control(hd) anchoring to an undefined control (hp) in windowclass (npc_combat)
LordEntrails
August 31st, 2018, 22:39
... But, and I might be crazy here, it's not working for NPCs? Every time I add an NPC to the combat tracker, it defaults to HP. When I click on the Dragonhead next to the NPC I get an error. ....
Are you using any other extensions? Disable all other extensions and make sure your FG is updated. If the problem still repeats, please let us know.
thomnoland
August 31st, 2018, 22:44
Only other extension I'm using is the Official Wizards 5e theme. Tried it without that (so only the Vitality and Improved Crit ext), and got the same error. Just did a check for updates, but the problem persists. I'm tempted to try uninstalling FG and seeing if that fixes it.
LordEntrails
August 31st, 2018, 22:48
Don't bother uninstalling. That won't make a difference directly.
I don't use so we will ahve to wait for someone who does use this extension to duplicate. In the meantime, try;
- Check your FG data folder / rulesets folder, make sure you don't have any unpacked ruleset folders
- make sure you have the latest version of this extension (from this month)
- try duplicating in a brand new campaign with no other extensions.
thomnoland
August 31st, 2018, 22:59
Thanks for the help, LordEntrails. Checked Rulesets, Made sure it's the right version of the ext, and started a new campaign with only the Vitality and Improved Critical extension, opened up my MM and dragged the first thing I saw over.
24501
There's a screenshot of what I'm seeing. When I click on the shield to pull of the NPC sheet, it looks like it's trying to merge the Speed and Hit Points into one field. And if I drag from the shield into the combat tracker (to create another monster), the second monster shows up with 0 HP
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trembot_89
September 2nd, 2018, 02:44
Hmmm. I see what you mean. I'll go back in the extension and make sure everything is in sync with the new 5e NPC stuff.
Also, it's going to be very difficult to assign NPCs vitality as it relies on hitdice values to reduce the max hp by X amount (# of hit dice) when the vitality is reduced to a new modifier range. I suppose NPCs do have unofficial hitdice when you look at how their HP are calculated, but I'm not sure if it's something I'd be able to use to give them a vitality value.
thomnoland
September 2nd, 2018, 16:29
No worries! I can do NPC Vitality by hand on paper if needs be. I'd just be happy to be able to open up their sheets without an error message. You rock, trembot!
paladiusdarkhelm
September 2nd, 2018, 21:57
I'd be interested in NPCs benefiting from the extension as well if it's possible. I still use this extension with my others over Ken's Advanced Kombat becuase I just can't loose the feel of this one. (thanks again for putting this together).
trembot_89
September 2nd, 2018, 23:08
So I've made some progress with the npc sheets but it looks like a one-step forward and two-steps kind of thing at the moment.
I'm sure NPC Vitality is "possible", but right now it simply isn't a priority for the extension. I'll put it on the to-do list but I can't make any promises about it.
trembot_89
September 4th, 2018, 22:15
Okily Dokily (in the immortal words of Ned Flanders) v10 is a go and as of today functions perfectly with the current ruleset.
thomnoland
September 4th, 2018, 22:42
Thank you! No more errors! You ROCK!
Nylanfs
September 5th, 2018, 05:23
(in the immortal words of Ned Flanders)
Okilly Dokilly? (https://www.youtube.com/watch?v=2BEvh6HSQc0&index=2&list=RDejzde32zdVw)
trembot_89
September 5th, 2018, 23:08
Okilly Dokilly? (https://www.youtube.com/watch?v=2BEvh6HSQc0&index=2&list=RDejzde32zdVw)
Hahaha, awesome. lml
paladiusdarkhelm
November 27th, 2018, 15:10
Does this one need a compatibility update for FG 3.3.7 like the 3.5 version did? Thanks!
Trenloe
November 27th, 2018, 16:33
Does this one need a compatibility update for FG 3.3.7 like the 3.5 version did? Thanks!
Just as an FYI - many community developers (myself included) will not produce compatibility updates for test versions, only for live FG versions. v3.3.7 is currently in test and is undergoing regular changes. Having said that, it's up to each community developer what they do with their extensions...
TheoGeek
July 8th, 2019, 21:20
Hey Trembot!
I updated my Improved Critical script (refactored the code and added a cool icon by Glassstaff). The code refactor may allow it to work "out of the box" with the Vitality extension, but I'm not sure how to test that to see if it works.
Basically, I removed all "copied-n-pasted" code from ActionDamage.onDamageRoll and added a call to that function in the event that the ImprovedCritical mod is "off" or a critical is not rolled. Basically the "ImprovedCritical" code only executes if a critical damage is taken, and no "core" code is overridden.
I don't know how many other changes you've made to integrate these mods, but I'd like to see if the Vitality mod and the ImprovedCritical mod can be included together now without stepping on each other.
Thanks!
trembot_89
August 28th, 2019, 02:12
Hey Trembot!
I updated my Improved Critical script (refactored the code and added a cool icon by Glassstaff). The code refactor may allow it to work "out of the box" with the Vitality extension, but I'm not sure how to test that to see if it works.
Basically, I removed all "copied-n-pasted" code from ActionDamage.onDamageRoll and added a call to that function in the event that the ImprovedCritical mod is "off" or a critical is not rolled. Basically the "ImprovedCritical" code only executes if a critical damage is taken, and no "core" code is overridden.
I don't know how many other changes you've made to integrate these mods, but I'd like to see if the Vitality mod and the ImprovedCritical mod can be included together now without stepping on each other.
Thanks!
Excellent! I'll take a look and try to bring it up to date, thank you for your hard work!
TheoGeek
August 28th, 2019, 02:24
Awesome! Hopefully, both can be independent now so you don't have to keep integrating them whenever something changes. :)
Frank_Jager
October 12th, 2019, 20:35
Hi Trembot_89
Any chance you'll be releasing this Extension for the latest version of FG? Also this extension appears to be causing issues with Combat Extended.
I was hoping you would have a small amount of time to make these compatible? Or for you to point me in the right direction for doing so?
LordEntrails
October 12th, 2019, 22:01
Or for you to point me in the right direction for doing so?
I've never done this myself, but I can give you some idea of what it would take...
Open both extensions and see which ones have duplicate file names. Then open the 5E ruleset and compare those files to the ones in the 5E ruleset. See which parts of those extension files overlap and how they overlap the 5E files, i.e. look for windoclass and other object/string/etc things that are in the extension files.
If you are lucky, both extensions will modify objects in files of the same name, but it is possible that one or both extensions make changes to objects in files that are unique to the extension. You might have to dig deep into both the xml and lua files to figure out where they overlap. Then once you figure out the overlap, you have to figure out how to recode one or more of them so they no longer conflict.
trembot_89
October 13th, 2019, 16:36
Hi Trembot_89
Any chance you'll be releasing this Extension for the latest version of FG? Also this extension appears to be causing issues with Combat Extended.
I was hoping you would have a small amount of time to make these compatible? Or for you to point me in the right direction for doing so?
Unfortunately I haven't been dedicating my time to this extension for a while. I don't know enough about programming and code writing to instruct it; I usually just dive in, identify the changes needed through trial and error and wait for the next bugs to show themselves. Once I'm caught up in my own affairs I'll put some time in to sorting the current problems.
BlueTressym
November 17th, 2020, 06:21
Hi. I don't know if this is still being updated but I'm new to FG and just discovered it, so hoping...
Anyway, I just added it in and I'm getting an error: Error loading extension XML file. ...and it disappeared before I could write it down, Infuriating that I can't copy/paste it.
Anyway, it said something about Line 7 position 3 and not being able to end with -
I'll try and screenshot it next time I load FG in.
trembot_89
November 17th, 2020, 15:26
Hi. I don't know if this is still being updated but I'm new to FG and just discovered it, so hoping...
Anyway, I just added it in and I'm getting an error: Error loading extension XML file. ...and it disappeared before I could write it down, Infuriating that I can't copy/paste it.
Anyway, it said something about Line 7 position 3 and not being able to end with -
I'll try and screenshot it next time I load FG in.
Thanks for the attention, but I regret to say I have not been maintaining this... I'll put an update on the main description while I take a look, but in the meantime I recommend downloading the separate Vitality and Improved Critical extensions and see if they will work like that.
BlueTressym
November 17th, 2020, 18:08
Ok, thanks.
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