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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 :)