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Kelrugem
July 21st, 2019, 02:40
This is for FG classic! See the link in my signature for FG Unity :)
Now only part of the full overlay packages :)

StrainInjury: A combined version of that with StrainInjury can be found in https://www.fantasygrounds.com/forum...695#post445695 (https://www.fantasygrounds.com/forums/showthread.php?50121-StrainInjury-packages&p=445695#post445695)
Normal version: https://www.fantasygrounds.com/forum...ea-from-Ken-L) (https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)).

Hello :)

By a request I added now some AoO tracker in the CT, see the attached image. I added the AoO tracker in the defensive section of each CT entry due to space limits in the offensive section (I tried to make some space there but it looked terrible :D ).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39219&stc=1&d=1599683355


The first box is the number of already made AoOs, so it is by default 0 and it refreshes always at 0 at the end of one's turn. When you make an opportunity attack (by pressing Shift while attacking or pressing the opportunity button in the modifier window) this number is automatically increased by 1. You can adjust this field also manually as usual for such boxes.

The box right to it is the maximum number of allowed AoO per round and is by default of course 1. When you add an NPC to the CT (and only then) which has the feat combat reflexes then this number is adjusted correspondingly :) For PCs you have to do this manually (so also this number box can be adjusted manually, too). I could have added a script which checks for combat reflexes in the PC section but I didn't see the gain for that, it would have affected more files and would make it more incompatible with other stuff and this automation only applies while adding the PC to the CT and a PC rarily has that feat before adding it to the CT (and afterwards one still has to adjust it manually due to DEX changes then) :)

Best,

Kelrugem

Edit: Yes, the maximum number does not restrict the number of the left box; I didn't want to restrict the ability to make an AoO if one already made too many, maybe there is a situation which allows you to do more AoOs and then such an automation would be nasty. So you have to look at the number on your own :) (like one has to do it for the immediate action toggle box)

Update: There is now a combined version with StrainInjury in https://www.fantasygrounds.com/forums/showthread.php?50121-StrainInjury-packages&p=445695#post445695 :) There is also a combined version with my save overlays: https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)
(https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L))
Update2: Updated to 3.3.9 :) New features:

Updated to FGU :) (hopefully)
Compatibility with the mirror image handler of darrenan (you have to load the mirror image handler separately as an extension to use both, the mirror image handler and AoO extension), see https://www.fantasygrounds.com/forum...dler-extension (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension).
Incorporated the keen effect of darrenan such that it is now also compatible with this extension (but do not load the keen extension then, it's incorporated in that extension now; beware the opposite behaviour w.r.t. the previous point :) (see https://www.fantasygrounds.com/forum...ical-Extension (https://www.fantasygrounds.com/forums/showthread.php?30567-Keen-Improved-Critical-Extension))
Incorporated and updated flat-footed on start extension of mr900rr (thanks! :) ), see https://www.fantasygrounds.com/forums/showthread.php?43860-Would-it-be-possible-Extension&p=411946&viewfull=1#post411946. To use this, there is a new option in the options:


https://i.imgur.com/YuKJ3WK.png



Its standard value will be off as long one does not change this. Turn it on and then every combatant in the CT will get automatically the effect flatfooted after rolling initiative (every option for rolling iniative taken into account) when the round tracker in the CT is at 0; the effect will have suitable durations such that it expires when the actor has its first turn (except maybe the very first one when that actor is the active combatant in the CT, so make sure that there is no active actor before the combat starts (by e.g. clearing the initiative first and so on). Normally noone is active before the first fight, but I do not know how you handle your CT :) ). Do not load the separate flat-footed on start extension, this extension is already not up-to-date and it might cause incompatibilities. Since it is incorporated here is no need anymore to load it :)
The automatic apply of flat-footed will not be done when either the PC has (improved) uncanny dodge under Class abilities or the NPC has (improved) uncanny dodge in its SQ (special qualities) :) (no need for having them as effects except when you maybe want to use the new NIFT operators of my save versus tags extension :D)

Update 3: Now compatible with rmilmine's and bmos's extension :)

damned
July 21st, 2019, 10:52
Another nice QoL extension Kelrugem

Kelrugem
July 21st, 2019, 11:00
Thank you :)

Kelrugem
July 23rd, 2019, 03:40
I've now uploaded extensions where the Advanced effects extension are combined with the AoO tracker :) (then there are no incompatibilities)

Kelrugem
July 23rd, 2019, 09:48
(ah, and beware I did this in 3.3.8, so when an error should occur then it could be due to the version but I doubt that there is any problem with that)

Bidmaron
July 23rd, 2019, 23:48
Kelrugem, thanks for all the hard work!

Kelrugem
July 24th, 2019, 02:41
Kelrugem, thanks for all the hard work!

You're welcome :)

I updated the combination extensions with advanced effects since I updated the advanced effects extensions due to the latest changes in 3.3.8 and in https://www.fantasygrounds.com/forums/showthread.php?50121-StrainInjury-packages&p=445695#post445695 are now combined versions with StrainInjury :)

Kelrugem
July 24th, 2019, 05:37
Just updated the combination extensions again, sorry for that, something went wrong in the merging such that the KEEN effect of darrenan was not working anymore. Is fixed now :) (so many combined extensions, can be confusing from time to time :D )

Kelrugem
July 24th, 2019, 09:49
There was a bug/non-existent feature that the automation did not work when a player/client did an AoO (i.e. the counter did not automatically increase), this is fixed now :) (This extension is mainly for GMs, especially for (a high number of) NPCs but now it is more complete when there is also a bit of automation on the player side :) )

Kelrugem
August 2nd, 2019, 17:25
Updated, due to the recent change in Advanced effects (see its thread) :)

Kelrugem
October 16th, 2019, 05:13
Hi :)

In this post is now the version for 3.3.9 (EDIT: nope, now in main post :D). Do not use it until 3.3.9 came out and rather wait for this FG update since I may reupload it, depending on whether there are updates in the 3.3.9 patch itself which also affect this extension :) The new version will be only in this post here, I will add it in my extension thread and in the main post here after 3.3.9 came out to avoid that people download the new version already while still being in 3.3.8. My combined packages with this extension are not updated yet, too, just the single AoO extension so far. I mainly write this post to save already the description of the following new changes before I forget what I've added :D New features:


Updated for FGU, not only for 3.3.9
Compatibility with the mirror image handler of darrenan (you have to load the mirror image handler separately as an extension to use both, the mirror image handler and AoO extension), see https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension.
Incorporated the keen effect of darrenan such that it is now also compatible with this extension (but do not load the keen extension then, it's incorporated in that extension now; beware the opposite behaviour w.r.t. the previous point :) (see https://www.fantasygrounds.com/forums/showthread.php?30567-Keen-Improved-Critical-Extension)


Have fun :)

Kelrugem
November 11th, 2019, 06:42
Hi :)

Now the new version is in the main post :) Updated to 3.3.9 :) New features:

Updated to FGU :) (hopefully)
Compatibility with the mirror image handler of darrenan (you have to load the mirror image handler separately as an extension to use both, the mirror image handler and AoO extension), see https://www.fantasygrounds.com/forum...dler-extension (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension).
Incorporated the keen effect of darrenan such that it is now also compatible with this extension (but do not load the keen extension then, it's incorporated in that extension now; beware the opposite behaviour w.r.t. the previous point :) (see https://www.fantasygrounds.com/forum...ical-Extension (https://www.fantasygrounds.com/forums/showthread.php?30567-Keen-Improved-Critical-Extension))
Incorporated and updated flat-footed on start extension of mr900rr (thanks! :) ), see https://www.fantasygrounds.com/forums/showthread.php?43860-Would-it-be-possible-Extension&p=411946&viewfull=1#post411946. To use this, there is a new option in the options: 30108 Its standard value will be off as long one does not change this. Turn it on and then every combatant in the CT will get automatically the effect flatfooted after rolling initiative (every option for rolling iniative taken into account) when the round tracker in the CT is at 0; the effect will have suitable durations such that it expires when the actor has its first turn (except maybe the very first one when that actor is the active combatant in the CT, so make sure that there is no active actor before the combat starts (by e.g. clearing the initiative first and so on). Normally noone is active before the first fight, but I do not know how you handle your CT :) ). Do not load the separate flat-footed on start extension, this extension is already not up-to-date and it might cause incompatibilities. Since it is incorporated there is no need anymore to load it :)
The automatic apply of flat-footed will not be done when either the PC has (improved) uncanny dodge under Class abilities or the NPC has (improved) uncanny dodge in its SQ (special qualities) :) (no need for having them as effects except when you maybe want to use the new NIFT operators of my save versus tags extension :D)
Beware that there is now a unified version for both, 3.5e and Pathfinder. Do not ignore the very big red text in the main post :D

Kelrugem
November 16th, 2019, 20:19
By the way: Is it okay that the automated apply of flat-footed happens at round 0 only? I had to restrict that to one specific number due to the possible option of rolling initiative every round and personally I reset the counter of the rounds always by selecting it and pressing return which results into a 0 and not a 1. But it could be that much more users start at round 1? I can change that if you want :)

And: The flat-footed effect will always be applied for NPCs added to the CT when you have "Add: Auto NPC initiative" on "on" (or "group", I guess) which I did in that way because then you can add "newcomer" NPCs into the Combat which are then flat-footed if needed.

Yeah, not so easy to figure out what's the best way to add flat-footed automatically without disturbing too much (therefore also the option to turn it off completely and to restrict it to round 0 only)

Kelrugem
February 8th, 2020, 20:33
Due to some bug fix of darrenan for the mirror image handler (thanks Darrenan :) See here: https://www.fantasygrounds.com/forum...l=1#post475227 (https://www.fantasygrounds.com/forums/showthread.php?46971-Mirror-Image-Handler-extension&p=475227&viewfull=1#post475227) ) I have updated this extension :) Please download again when you use these extensions together with darrenan's mirror image handler :)

Kelrugem
March 1st, 2020, 05:28
The package of AoO with the advanced effects got updated to 3.3.10 :) Make sure to download it when 3.3.10 is released :)

Ckorik
March 10th, 2020, 04:17
btw - I love the flat footed addition - such a quality of life enhancement.

Kelrugem
March 22nd, 2020, 22:28
Hi :)

The extension with the advanced effects in it got updated to make them compatible with https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-) (https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-))

Please redownload if you also use this extension :) (you still have to load both separately)

Oh, and thanks Ckorik for your nice words :)

Kelrugem
April 5th, 2020, 06:56
New version for the package with advanced effects due to a new effect: https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=490886&viewfull=1#post490886 :)

Kelrugem
July 22nd, 2020, 07:55
I updated it for 3.3.11 :) Please update, and both versions are now compatible with rmilmine's and bmos's extension :) See also https://www.fantasygrounds.com/forums/showthread.php?48977-Advanced-3-5e-and-Pathfinder-effects&p=528289&viewfull=1#post528289

wakhere
September 9th, 2020, 21:21
hi, ive installed Attack of Opportunity tracker
For 3.3.11+. V. 3.3.11.1

"By a request I added now some AoO tracker in the CT, see the attached image." ....

but I cannot find/see an attached image. I've installed and can see nothing changed on the CT....
I've also installed the combined pathfinder and etc. versions, no change
I'm lost...

help please

Kelrugem
September 9th, 2020, 21:30
hi, ive installed Attack of Opportunity tracker
For 3.3.11+. V. 3.3.11.1

"By a request I added now some AoO tracker in the CT, see the attached image." ....

but I cannot find/see an attached image. I've installed and can see nothing changed on the CT....
I've also installed the combined pathfinder and etc. versions, no change
I'm lost...

help please

Hi :)

There was some screenshot (screenshot0011.png) at the bottom of the post :) But I replaced it now and made it visible in the text :) It shows the defense part of an entity in the CT, the tracker is labeled as AoO :) Does this help? :)

wakhere
September 10th, 2020, 14:22
thank you. i completely missed the 'defensive part' of the post...the screenshot made it obvious what I had missed....yes I agree there was less room in the offense tracker....

thanks wak

Kelrugem
September 10th, 2020, 14:26
thank you. i completely missed the 'defensive part' of the post...the screenshot made it obvious what I had missed....yes I agree there was less room in the offense tracker....

thanks wak

Cool :)

Yes, this, but also AoO's normally happen when it is not your turn, so, it is a bit more like a defensive attack when someone else is active, although in attack it might still be better because the attack stuff gets always opened when attacking :D

Kelrugem
November 6th, 2020, 02:18
Updated to FGU and 3.3.12. This extension is now only part of the full overlay packages, together with all the other things :) Please download one of the overlay packages and think about turning on that extension :) (there are now options to turn off overlays if you do not need it)

(I am just about uploading all these new things, so, when you read this right after I posted it, then please wait a bit :) )

https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)
https://www.fantasygrounds.com/forums/showthread.php?50121-StrainInjury-packages (for strainInjury)

Kelrugem
April 25th, 2021, 23:10
Finally updated :) It is also now compatible again with the mirror image handler and the ammunition manager :)

tahl_liadon
July 28th, 2024, 22:08
.

hi @kelrugem!

i'm using the full overlay package ext.

so i ran a game the other night and used the shift key for attack of opportunity. a player pointed out a feedback:

Globster 6: Maximum Attacks of Opportunity Exceeded
as gm, i do not want this detail revealed -- whether a monster / npc has combat reflexes feat -- to players. is there a way to not display this, or turn it off?

Kelrugem
August 1st, 2024, 01:10
.

hi @kelrugem!

i'm using the full overlay package ext.

so i ran a game the other night and used the shift key for attack of opportunity. a player pointed out a feedback:

as gm, i do not want this detail revealed -- whether a monster / npc has combat reflexes feat -- to players. is there a way to not display this, or turn it off?


Ooh, right, I see! Yeah, indeed, I didn't think of this; let me see, I can make such messages hidden as standard (or even better, depending on the GM visibility of rolls?). That should be fairly easy to change :)

(sorry for my late reply, my internet is a bit wonky recently, makes it difficult to answer :) )

tahl_liadon
August 1st, 2024, 01:47
... I can make such messages hidden as standard (or even better, depending on the GM visibility of rolls?)

i cannot see a scenario where this message would not be metagaming and should be just for gm knowledge. i think i should perhaps not show, or just to gm?

my experience is that pcs who have combat reflexes are quite diligent to manually track it during combat and vocally make gm aware X-D

thx for reviewing this :-)

Kelrugem
August 28th, 2024, 01:32
Hi :)

I adjusted the messages now :) they now only show if also the GM dice are visible, if the GM rolls hidden, then these are also hidden :) (PC AoOs are always shown)

Regarding meta: I think if the GM already shows all their roll results which also shows the bonuses, then meta is already part of the game in some sense :D (though I have to check whether the AoO chat message is actually sensible to whether or not bonuses are also shown)

tahl_liadon
August 28th, 2024, 14:17
.
awesome! thx @kelrugem

Kelrugem
August 28th, 2024, 16:05
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awesome! thx @kelrugem

You're welcome :)

Let me know whether it is okay now :) I can also add an option for that separately, so that everyone can set it as they please :)

(I have to use that AoO tracker a bit more in my own games, I always forget that which is why I never thought about the chat visibility :D)

tahl_liadon
August 29th, 2024, 12:48
.
@kelrugem, would this work for the alternate overlays extension as well?

i had the regular one disabled in forge before -- which seems to be the one you just updated according to the file modified date(?), and now it is enabled after i updated fgu.

what's odd is according to forge, the alternate overlays is now disabled, however, i still see the actual file in my extensions directory. what happens when both are enabled (or present in the directory)?

i prefer and have only used the alternate overlays. sorry for the extra work request :-1

Kelrugem
August 29th, 2024, 13:34
.
@kelrugem, would this work for the alternate overlays extension as well?

i had the regular one disabled in forge before -- which seems to be the one you just updated according to the file modified date(?), and now it is enabled after i updated fgu.

what's odd is according to forge, the alternate overlays is now disabled, however, i still see the actual file in my extensions directory. what happens when both are enabled (or present in the directory)?

i prefer and have only used the alternate overlays. sorry for the extra work request :-1

Oooh, sorry, I totally forgot to add the alternate ones! I updated them of course because I use them, too, and I uploaded those versions to the Forge pages of the alternative versions,* but I totally forgot that I usually uploaded both versions to the main page of the extended automation stuff :)

I just reuploaded them, are the alternative versions there now?

* The alternative versions had originally their own Forge page which I actually wanted to deactivate since I now bundle both versions on the main Forge page. I should maybe finally merge both Forge pages to avoid confusion (like confusing myself when it is time to update :D)

tahl_liadon
August 29th, 2024, 15:30
Oooh, sorry, I totally forgot to add the alternate ones!

no worries at all!

it seems to be working, i.e. no visible feedback of a creature's aoo detail.

another question tho:

for the pcs, there is a "maximum attacks of opportunity exceeded" feedback when i held shift key and made a test attack (for purpose of mobility feat check).

currently none of the pcs have combat reflexes feat, so that feedback is correct. however, i did a test and added this feat to one of the pcs in the abilities tab. it did not work to show that the pc having remaining aoo based on dex modifier. i also tried to add an effect ("combat reflexes"?) to same pc on combat tracker but still no. any idea why not, or am i not doing something correctly?

Kelrugem
September 1st, 2024, 13:53
no worries at all!

it seems to be working, i.e. no visible feedback of a creature's aoo detail.

another question tho:

for the pcs, there is a "maximum attacks of opportunity exceeded" feedback when i held shift key and made a test attack (for purpose of mobility feat check).

currently none of the pcs have combat reflexes feat, so that feedback is correct. however, i did a test and added this feat to one of the pcs in the abilities tab. it did not work to show that the pc having remaining aoo based on dex modifier. i also tried to add an effect ("combat reflexes"?) to same pc on combat tracker but still no. any idea why not, or am i not doing something correctly?

Oh, sorry, I absolutely forgot to answer!

I think the automation for the combat reflexes is only for NPCs, because the only thing it does is to adjust the max aoo :) PCs are usually always in the CT and the FG code does currently not check the feats all the time for automation, so I thought it is not really needed to add automation for that.

However, now after all the years with the other extensions (adding effects to feats to be added when one moves the character to the CT, and stuff like that) such automation might indeed fit well also for PCs :) Thanks for mentioning it :)

For NPCs however it should hopefully work still, right?

tahl_liadon
September 1st, 2024, 18:35
.
validating a few things:

- using your updated alternate overlays
- good to know this extension is tracking only npcs combat reflexes
- if i read you right, it does not track the same feat for pcs

for npcs, both feedback "maximum attacks of opportunity reached" and "maximum attacks of opportunity exceeded" work perfectly. it would be a nice-to-have feedback of something like "# aoo remaining" before those 2 subsequently appear ;-)

if it does not track pcs, then there should be no feedback at all when pc make aoo, as it would only be confusing? but i am seeing "maximum attacks of opportunity reached" (see image below) -- which technically is correct since the pc does not have combat reflexes -- but it's incorrect based on my test should pc have that feat, which all together is moot since it does not track pcs.

thank you!
.
.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61852

Kelrugem
September 2nd, 2024, 09:42
Oh, I see, let me clarify:

The combat reflexes feat is automated for NPCs in the sense of that the maximum number of aoos is automatically adjusted when the NPC gets added to the CT; this is not automated for PCs. However, for PCs you can just manually adjust the maximum number of aoos :) Just click on the number box in the CT and adjust it :) And then the chat messages will behave as expected :)

(and now I remember another reason why I didn't automate the max number of aoos: The dexterity of PCs might change in the campaign and that complicates the automation, if one aims for a complete automation. This is less of a problem for NPCs since they are usually not in the CT for a long time.)

Thanks also for the suggestion to adjust the chat message a bit :)

tahl_liadon
September 2nd, 2024, 12:48
Oh, I see, let me clarify:

...However, for PCs you can just manually adjust the maximum number of aoos :) Just click on the number box in the CT and adjust it :) And then the chat messages will behave as expected :)


you know, i knew about this at one time, but have completely forgotten about it forever... until now when you mentioned it X-D -- thx for that!

Kelrugem
September 3rd, 2024, 01:11
you know, i knew about this at one time, but have completely forgotten about it forever... until now when you mentioned it X-D -- thx for that!


hehe, you are welcome :D