PDA

View Full Version : Death Indicator Ex v4.5 extension for 5e Fantasy Grounds Unity



Pages : 1 [2]

SilentRuin
September 27th, 2021, 15:02
Noticed that if you have an "important NPC" marked on NPC sheet and manually (not via death save roll) click on all the saves to make them stable - the bandaid will not be updated on token.

Just double click on the death save dice in "important NPC" section of NPC sheet and it will update the token. Or anything else that triggers the death indicator check of the token status. Just a workaround I figured I'd mention. Most times their will be death saving throws automatically updating those "important NPC" radio buttons so nobody has probably noticed this.

Galudir
October 6th, 2021, 09:44
Thanks for this fantastic extension.

I was wondering if there is an option for the tombstone image to overlay the existing token (as band and blood do) instead of replace the entire token.
I've searched a bit but I have not found the way to do this...

SilentRuin
October 6th, 2021, 15:54
Thanks for this fantastic extension.

I was wondering if there is an option for the tombstone image to overlay the existing token (as band and blood do) instead of replace the entire token.
I've searched a bit but I have not found the way to do this...

Nope - if the wounds are back to life it will put the original token back but both the map and the CT will have the tombstone in them. Usually if everything is determined to be legitimate I give me players to option for me to remove them out of the way at that point so they don't have any select issues when occupying the same space.

Galudir
October 6th, 2021, 16:10
Nope - if the wounds are back to life it will put the original token back but both the map and the CT will have the tombstone in them. Usually if everything is determined to be legitimate I give me players to option for me to remove them out of the way at that point so they don't have any select issues when occupying the same space.

Maybe I have explained wrong the issue.
I am just talking in a "graphic" way. As you can see from the attachment, the blood and the band are over the original token while the tombstone have replaced the original token. I am just interested in putting the tombstone over the original token like blood and band do.
I hope it is clear :) I am completely ignorant in programming and coding and cannot find the way to do it, thanks.

49380

SilentRuin
October 6th, 2021, 16:43
Maybe I have explained wrong the issue.
I am just talking in a "graphic" way. As you can see from the attachment, the blood and the band are over the original token while the tombstone have replaced the original token. I am just interested in putting the tombstone over the original token like blood and band do.
I hope it is clear :) I am completely ignorant in programming and coding and cannot find the way to do it, thanks.

49380

You explained it just fine I knew what you were asking. You want a widget instead of a token for the death token. That's not the way it works - and have no plans on trying to change it as I did not write this originally just maintain it. Plus I'm fine with how it works. For sure this is open free code for anyone to change however - just FYI.

Galudir
October 6th, 2021, 19:36
You explained it just fine I knew what you were asking. You want a widget instead of a token for the death token. That's not the way it works - and have no plans on trying to change it as I did not write this originally just maintain it. Plus I'm fine with how it works. For sure this is open free code for anyone to change however - just FYI.

I was not asking to change your ext, sorry if it seemed this way. I tought it was some option like an on/off effect and asking how I could change it.
Ok if this is not possible, I will keep enjoy the ext how it is, thanks anyway.

BushViper
October 17th, 2021, 02:02
Adding a release date next to the ext version (i.e. 4.9, 10-15-2020) would be an immense help. Doing so retroactively probably isn't feasible, but it would be a welcome add moving forward.

Btw, when was 4.9 released? I realize that I can probably find that info by combing through the thread, but I'd rather not pour over page after page. That said, assuming SR is only editing the first post to add release updates, it looks like mid-August for 4.9.

Jiminimonka
October 17th, 2021, 02:40
Adding a release date next to the ext version (i.e. 4.9, 10-15-2020) would be an immense help. Doing so retroactively probably isn't feasible, but it would be a welcome add moving forward.

Btw, when was 4.9 released? I realize that I can probably find that info by combing through the thread, but I'd rather not pour over page after page. That said, assuming SR is only editing the first post to add release updates, it looks like mid-August for 4.9.

Install it via the Forge (see the first page in this thread) and it will update automatically.

SilentRuin
December 18th, 2021, 14:43
V4.23 - Feature - Added more doubleclick logic on client (player) CT token entry to also select the token and clear select on the others. As my players can get in a state where they cannot see other owned tokens on the map - this lets them double click on CT token entry to be able to see it again.

Basically got annoyed at having to close and reopen player maps so they could see some owned NPC or PC that was not visible on that map because last active token view could not see them. This select will force the map to show them that owned token. Hopefully. Won't find out for sure till my players encounter it again - was a consistent problem when things they control/own on map got out of sight of each other, usually involving an NPC.

fogcutter
February 8th, 2022, 22:48
This thread is 26 pages long now so I apologize if it's already been addressed

Death indicators work great - my players love the grave stones. My issue is that when the mob dies the token automatically goes invisible. I have to click on the target and "Mark Sensitive Visibility" make it show up again

Anyone else have this issue or is it a known issue?

Thanks!

SilentRuin
February 8th, 2022, 23:34
This thread is 26 pages long now so I apologize if it's already been addressed

Death indicators work great - my players love the grave stones. My issue is that when the mob dies the token automatically goes invisible. I have to click on the target and "Mark Sensitive Visibility" make it show up again

Anyone else have this issue or is it a known issue?

Thanks!

Played last night - PCs killed plenty of things - saw nothing like this. The dead thing is replaced with gravestone on the CT and in the map - as it should be. I have to delete the CT entry to get both to be deleted or delete the map token then the CT (less convenient way) but I saw nothing not working as it should.

If your tombstone on map goes invisible then you probably have some conflict with some other extension. You'll have to work that out yourself.

LordEntrails
February 9th, 2022, 01:49
Question and possible suggestion. I was using this extension a few weeks back. Now I wasn't using it OOTB so the problem may have been due to how I was using it, but thought I would point out the issue and ask if their OOTB the extension handles this or if it might be possible to fix/change. Background this was a kruthik hive and a high level party. So we are talking over a hundred NPCs over dozens of rounds (only a dozen or less would arrive per round).

Here's what I was doing;

When an NPC died, I wanted to remove from the CT, but leave the marker on the map. So, during the characters' turns, I would place a token over the marker and them remove the NPC from the tracker. This resulted in performance problems as LOS was now being calculated to so many tokens. So I then had to switch out tokens for image assets and things worked great

Would I have had this same problem using the extension as written (OOTB)? Is their a way/option in the extension to have the marker left on the map and the NPC removed from the CT? Are or can the markers left be image assets and not tokens?

Thanks!

SilentRuin
February 9th, 2022, 02:06
Question and possible suggestion. I was using this extension a few weeks back. Now I wasn't using it OOTB so the problem may have been due to how I was using it, but thought I would point out the issue and ask if their OOTB the extension handles this or if it might be possible to fix/change. Background this was a kruthik hive and a high level party. So we are talking over a hundred NPCs over dozens of rounds (only a dozen or less would arrive per round).

Here's what I was doing;

When an NPC died, I wanted to remove from the CT, but leave the marker on the map. So, during the characters' turns, I would place a token over the marker and them remove the NPC from the tracker. This resulted in performance problems as LOS was now being calculated to so many tokens. So I then had to switch out tokens for image assets and things worked great

Would I have had this same problem using the extension as written (OOTB)? Is their a way/option in the extension to have the marker left on the map and the NPC removed from the CT? Are or can the markers left be image assets and not tokens?

Thanks!

When I use this my players usually have me remove the map death indicators as soon as they are determined to be "really dead". The reason they are still the actual tokens is because mistakes happen and they can easily be brought back to life if dead dead (no saving throws left in play for NPC or PC). There is currently no image placement that would be automated as they would involve layers and decisions that would be to variable depending on the user/desires. If I need an image to replace what I delete off PC (rare) I manually drop the image I want on the map. Tokens are inherently interactive with LOS and have all sorts of issues if over done on the map as you realized - which is why I usually immediately remove them. If you want the corpses (or some asset) left in map you'd have to do it yourself - or modify this free extension to do it for you as an optional thing. For sure its not something I would clutter my maps with as images in the map really become part of the map. And tokens have "logic" embedded that reacts with things and can clutter up things like focus on same spot and LOS calcs slowing things down etc.

I've incorporated well thought out code changes (that don't effect me) before - so if you wish to add something in that does not interfere with what I used I'd add in the code to the deliverable. Or you could just deliver the zip an option yourself. Remember I got permission from original authors to hack this to my desired use and then shared it with the community if they happened to want the same things. Nothing says you cannot do the same thing.

fogcutter
February 9th, 2022, 05:57
Played last night - PCs killed plenty of things - saw nothing like this. The dead thing is replaced with gravestone on the CT and in the map - as it should be. I have to delete the CT entry to get both to be deleted or delete the map token then the CT (less convenient way) but I saw nothing not working as it should.

If your tombstone on map goes invisible then you probably have some conflict with some other extension. You'll have to work that out yourself.


Good suggestion. So I loaded a test campaign and only loaded the Death Indicators extension. Worked as it was supposed to but the tombstone went invisible as before.

SilentRuin
February 9th, 2022, 13:32
Good suggestion. So I loaded a test campaign and only loaded the Death Indicators extension. Worked as it was supposed to but the tombstone went invisible as before.

I still could not duplicate this. So I'd check that you are running 5e - you have no lighting enabled in map (to rule out something silly like not having any light to make it visible from whatever token you have doing the viewing) - and that you are using V4.23 (in chat log when you come up) - and that you don't have some strange set of tokens for the tombstones (use defaults) - and that you have a standard map (not of your creation - something out of a module someplace would be best). This will rule these things out - as I don't know why you are seeing what you are seeing if its the only extension being used.

Zhchng
February 12th, 2022, 02:23
A recent update to FG Unity seems to have broken the Death Indicator extension with the following error message when a character/npc goes to 0 hp:

[ERROR] Handler error: [string “scripts/manager_token_DeathIndicator.lua”]:57: attempt to call field ‘getActorFromCT’ (a nil value)

Is there a fix planned or implemented?

SilentRuin
February 12th, 2022, 02:30
A recent update to FG Unity seems to have broken the Death Indicator extension with the following error message when a character/npc goes to 0 hp:

[ERROR] Handler error: [string “scripts/manager_token_DeathIndicator.lua”]:57: attempt to call field ‘getActorFromCT’ (a nil value)

Is there a fix planned or implemented?

No fix planned as it works fine for me.

Check version is latest - 4.23 for 5E
Turn off all extensions - if it works then - you have a conflict with another extension.

Zhchng
February 12th, 2022, 16:30
I missed the update(s). Thank you.

SilentRuin
February 12th, 2022, 16:43
I missed the update(s). Thank you.

If you are getting it from Forge you should not be missing the updates.

fogcutter
February 28th, 2022, 18:58
I still could not duplicate this. So I'd check that you are running 5e - you have no lighting enabled in map (to rule out something silly like not having any light to make it visible from whatever token you have doing the viewing) - and that you are using V4.23 (in chat log when you come up) - and that you don't have some strange set of tokens for the tombstones (use defaults) - and that you have a standard map (not of your creation - something out of a module someplace would be best). This will rule these things out - as I don't know why you are seeing what you are seeing if its the only extension being used.

Still no joy - tried running as the only extension on and the tombstone still disappears. Just wanted to check again because my friend is having the same thing happening in his campaign. When an NPC dies the tombstone appears but the NPC immediately goes invisible and I have to set visible again for folks to see the tombstone. I just wanted to check to make sure this is not normal functionality.


51715

SilentRuin
February 28th, 2022, 19:08
Still no joy - tried running as the only extension on and the tombstone still disappears. Just wanted to check again because my friend is having the same thing happening in his campaign. When an NPC dies the tombstone appears but the NPC immediately goes invisible and I have to set visible again for folks to see the tombstone. I just wanted to check to make sure this is not normal functionality.


51715

That looks like it is more an LOS/vision type of issue. But no it is 100% not normal functionality. What happens when you turn off LOS? Turn off lighting? Because that looks like what you would see when someone can't see a token (i.e. not visible with LOS and lighting). For sure I know FGU has some issues (host only that I've seen) where tokens show as if they were not visible when you have a token without darkvision or something as the active token. Its been known for a while and not sure of when it will be fixed - I know I see it in my normal games as host occasionally (did last week - I just ignore it as I know its just host and I can unselect the token to see everything - but it applies to all tokens not just tombstone).

Gist is - I have no idea of what is causing this just for you. But it looks like an LOS/Lighting/token thing.

[Just tried to duplicate what your seeing again and I can't. I use the extensions in my signature only with Sir Mott's theme, token height, and Aridhro's DMG, MM, PHB supp modules - and normal modules for those things]

fogcutter
February 28th, 2022, 20:24
That looks like it is more an LOS/vision type of issue. But no it is 100% not normal functionality. What happens when you turn off LOS? Turn off lighting? ]

LOS and Lighting are OFF btw....PC functionality seems to work....Tombstone stays visible but doesn't come on when PC goes goes to zero....only after death but that may be a setting issue.

fogcutter
February 28th, 2022, 21:26
Found the problem ....with a lot of help....

NPC has to be visible in the CT and the then the map. If you futz with visibility in the map it creates syncing issue and indicators will go invis

Mattkilt
March 11th, 2022, 15:30
There used to be an extension in FGC that did death tokens and blood drips when at half health etc. Does this one do that or just when down/dying/dead?

SilentRuin
March 11th, 2022, 15:41
There used to be an extension in FGC that did death tokens and blood drips when at half health etc. Does this one do that or just when down/dying/dead?

This does not do that. Dying and dead are only indicators.

SilentRuin
July 12th, 2022, 22:35
4.24 - FGU - changed for latest update support.

No longer compatible with previous LIVE version. Only current.

woodscanner
July 13th, 2022, 13:38
Good morning!
Updated both FGU and Death Indicator today, and now all NPCs have whited out red dragon heads preventing them being moved to the combat tracker.
This is the only extension I have enabled (it is SUCH a good extension and makes combat so much more engaging), and when I remove it everything goes back to normal.
It would be amazing if this could be fixed, and if you ever want to charge for this on the Forge I would happily pay for it.

SilentRuin
July 13th, 2022, 16:01
Good morning!
Updated both FGU and Death Indicator today, and now all NPCs have whited out red dragon heads preventing them being moved to the combat tracker.
This is the only extension I have enabled (it is SUCH a good extension and makes combat so much more engaging), and when I remove it everything goes back to normal.
It would be amazing if this could be fixed, and if you ever want to charge for this on the Forge I would happily pay for it.

I don't see this at all. Is it showing V1.24 in your chat log for Death Indicators?

woodscanner
July 13th, 2022, 18:39
53533
Yup - here it is, didn't even load a theme, so it's the empty circle rather than the empty dragon head in the top left corner.
interestingly I can load it into an existing encounter, and then load the encounter on the combat tracker, but you then get a series of error messages. Despite this it works normally - except that the circle for the spectre added to the existing encounter is empty?53534
53535
All very odd.

SilentRuin
July 13th, 2022, 18:44
53533
Yup - here it is, didn't even load a theme, so it's the empty circle rather than the empty dragon head in the top left corner.
interestingly I can load it into an existing encounter, and then load the encounter on the combat tracker, but you then get a series of error messages. Despite this it works normally - except that the circle for the spectre added to the existing encounter is empty?53534
53535
All very odd.

That is odd - and I duplicated it. Never noticed it as you can still drag that empty circle into the CT - or drag it directly from the NPC list into the CT. Must be something to do with the new sheet format - I'll take a look at it - very weird - seems harmless so just proceed normally while I figure out a fix. I don't get the errors myself in console.

SilentRuin
July 13th, 2022, 19:30
53533
Yup - here it is, didn't even load a theme, so it's the empty circle rather than the empty dragon head in the top left corner.
interestingly I can load it into an existing encounter, and then load the encounter on the combat tracker, but you then get a series of error messages. Despite this it works normally - except that the circle for the spectre added to the existing encounter is empty?53534
53535
All very odd.

Ok, this is going to take longer than I thought. I did not write most of this extension and basically ported it to FGU and ripped out most of its guts to conform to what I wanted with permission from the original authors. Every once in a while something comes up in some part of the code I've never looked at. This linkfield logic laced throughout this is one of those places - and this changed a lot in recent update.

Ipso facto, this may take a while as I'll have to guess at what it was trying to do with all this and then figure out what it needs to do now. I assume PCs still work fine and only NPC sheet is the issue correct?

SilentRuin
July 13th, 2022, 20:09
53533
Yup - here it is, didn't even load a theme, so it's the empty circle rather than the empty dragon head in the top left corner.
interestingly I can load it into an existing encounter, and then load the encounter on the combat tracker, but you then get a series of error messages. Despite this it works normally - except that the circle for the spectre added to the existing encounter is empty?53534
53535
All very odd.

V4.25 - Bug - FGU update had changed to some record header id lua logic. Caused link button to be hollow - fixed.

Thengus
July 14th, 2022, 23:14
Hi,

Just tried the extension tonight will all updates applied (and disabled all other extensions for testing) and I get an error in chat that "[ERROR] Unable to create NPC record. ([monster_name])" and the token is not added to the map when I drag an encounter to the combat tracker.
If the encounter contains more than 1 monster I get several errors, one per token not added.

Let me know I you need any specific log from me about this.

Best,
Thengus

SilentRuin
July 14th, 2022, 23:20
Hi,

Just tried the extension tonight will all updates applied and I get an error in chat that "[ERROR] Unable to create NPC record. ([monster_name])" and the token is not added to the map when I drag an encounter to the combat tracker.
If the encounter contains more than 1 monster I get several errors, one per token not added.

Let me know I you need any specific log from me about this.

Best,
Thengus

Does it show V4.25 in your chat log?

Thengus
July 14th, 2022, 23:27
Yes, I've updated both FG and all extensions just before of the game.


Death Indicator Ex v4.25 for Fantasy Grounds Unity\r[Permission to modify obtained from original authors celestian and Valerian Stormbreaker (FG forum handles)]\rModified 2021 by SilentRuin for 5e Fantasy Grounds Unityrecord.

After getting the issue I started disabling everything and the issue disappeared with Death Indicators, so i tested by itself and the issue was back.

SilentRuin
July 14th, 2022, 23:30
Yes, I've updated both FG and all extensions just before of the game.



After getting the issue I started disabling everything and the issue disappeared with Death Indicators, so i tested by itself and the issue was back.

Duplicated - yet another part of the code I've never looked into. I am truly beginning to hate Death Indicators. I'll look to see if I can figure out what its trying to do that was wrecked by recent FGU update. May take a while - as I've never looked into this part of this extension.

SilentRuin
July 14th, 2022, 23:43
Hi,

Just tried the extension tonight will all updates applied (and disabled all other extensions for testing) and I get an error in chat that "[ERROR] Unable to create NPC record. ([monster_name])" and the token is not added to the map when I drag an encounter to the combat tracker.
If the encounter contains more than 1 monster I get several errors, one per token not added.

Let me know I you need any specific log from me about this.

Best,
Thengus

V4.26 - Bug - Not sure why death indicators ever replaced the encounter AddBattle logic but I've ripped it out as it was causing problems. Generated NPC errors and would not place encounters in map.

As I have no clue why they were replacing the AddBattle logic to begin with and saw no issues ripping it completely out as I do to so many issues I find in this code - I'll consider it not needed. Which also fixes the problem it had with replacing that code in the first place.

Thengus
July 15th, 2022, 00:11
V4.26 - Bug - Not sure why death indicators ever replaced the encounter AddBattle logic but I've ripped it out as it was causing problems. Generated NPC errors and would not place encounters in map.

You are a star, issue resolved in 24 minutes… :D

And if you keep going like this, the extension will do exactly what you want with no code at all… :bandit:

Thanks!
Thengus

SilentRuin
July 15th, 2022, 02:21
V4.27 - Bug - Had to strip out more setAnchors for no longer supported operations. Errors in console log was problem.

Siriomir
August 13th, 2022, 21:58
I've been having issues where when using Death Indicator, some of my players in the combat tracker get turned into NPC's... help?

SilentRuin
August 13th, 2022, 22:31
I've been having issues where when using Death Indicator, some of my players in the combat tracker get turned into NPC's... help?

I replied to your PM the day you sent it. Did you not read it? Here is the contents...

Only way I know that to have happen is to have some sort of corrupted data in your campaign. FGU indexes things with number which is why you can never copy .xml data with those indices directly into another campaign's .xml. Not sure how you corrupted yours - but it sounds like the tag contents of <death_indicators> in db.xml has indices that are from another campaign's CT list - or that you somehow manually did stuff to .xml and got the indices out of whack.

Backup up your db.xml then edit with notepad and remove the entire tag and contents for <death_indicators>content<death_indicators />. It will remake them with the correct indices if it can't find one already there.

SilentRuin
August 15th, 2022, 21:54
I've been having issues where when using Death Indicator, some of my players in the combat tracker get turned into NPC's... help?

I just noticed something different than what you described but figured I'd point it out also. I found that if an important NPC is set that rolling the dice can result in a critical success (and maybe critical failure also when you set WND < HP) which does not reset the tombstone back to the portrait. My solution for now is to drag the CT entry portrait back onto the map. I'll have to look at this as I've never noticed it before.

SilentRuin
August 22nd, 2022, 00:47
V4.28 - Bug - Client never really respected the display handling of important NPC sheet data as it should - was always displayed. Now it will only be displayed when important NPC is checked and react to changes on host or client.

SilentRuin
September 13th, 2022, 17:07
Death Indicators Extension is preventing tokens from being changed from initial token definition. I'll have to look into it. Something in recent updates probably busted it. As I have not written this extension but maintain it, it may take me a while to figure out the crazy it was doing and resolve it.

SilentRuin
September 16th, 2022, 03:47
Ok I've spent a week basically ripping huge gouges out of the Death Indicator code - deleting many things and simplifying others. Will it work? "Seems" to but I'm going to let it sit for a day before I deliver it. Next BACKUP your db.xml of your campaigns..

When I do you ARE REQUIRED to insure no dead things are around (tombstones in CT) - and ARE RECOMMENDED to delete the <deathmanager> tag and its contents out of your db.xml file. A cleanup thing more than anything that will hurt you - as I've gone a different approach with only CT data stored only when a death indicator is in play and removed it when it is not. So if you have nothing with tombstones out there then <deathmanger> should be empty of data (tags that hold data will still be there if you've created any). It will now solely operate off of the CT token in terms or what it restores instead of the indescribable weird logic it was doing before. Some things that never worked have been totally removed - specifically the NPC sheet had a right mouse menu option that was more dangerous than it was worth - and a players tokenbag was there which never worked (FGU stopped sharing token bags from host).

Anyway - prepare for my mantra to come into your campaigns...

EXTENSIONS = RISK

Coming soon.

[If you did leave tombstones out there you'll have to manually replace them with the token its supposed to be when not dead - as it will act like it would if you did not load this extension in the past until you use the new logic to kill things]

MrDDT
September 16th, 2022, 04:46
Oh snap, this sounds fun!

SilentRuin
September 16th, 2022, 16:33
V4.29 - FGU changes - Removed a lot of redundant functionality (players token tag/reset NPC token menu item) and changed <deathmanger> to store only CT tokens now. Backup all your campaigns or db.xml's at minimum. Any current death indicators (tombstones) currently displayed in CT created from before this update will need to be manually updated to their original token if they are brought back to life (just bring up sheet and drag its token back onto the CT). RECOMMENDED you remove <deathmanger> and all its content (or leave settings content if you wish or just redo the DI options again as you like them - I only use defaults) from db.xml of campaign purely to clean up old no longer used stuff - though you don't have to do this.

Obviously if you try to edit your db.xml of the campaign to remove <deathmanager> tag and its content, and did not back up your db.xml, and corrupted by doing some bizarre unknown thing...

Then you be crazy. Just don't bother editing the db.xml and you'll be fine - it will just leave some extra unused data (if you had any) in there.

EXTENSIONS = RISK

SilentRuin
September 20th, 2022, 05:08
There is a bug (not sure how its happening) where if DI extension is used the Class and Level screen is missing the visual of the link icon - but if mouse over empty area it should be in the mouse hand appears and clicking opens the link.

I'm not familiar with anything that would touch this window so I'll have to look around for it first, then fix it when I get a chance.

54428

SilentRuin
September 20th, 2022, 19:22
V4.30 - Bug - linkfield template override needed to completely override that template in order to display. The character sheet class window would fail to show links (even though they were clickable). Fixed.

The bug would look like this...

54435

The link was still clickable but the icon for it remained invisible.

Speculi
October 2nd, 2022, 16:03
Encountered a bug with this:
Rolling a 20 on a death save throws an error. (disabled any other extension, didn't try a completely new campaign)


[ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:1089: attempt to index local 'rRoll' (a nil value)

Can be easily replicated with manual dice entry, but also happens when rolling normally.

Questions:
Also, it seems like the death splatter/band aid are a bit large for most tokens? Or is this intended? (Looks like it uses 2x2 grid fields on 1x1 grid creatures)
Maybe I missed it, is there an explanation for the options?

SilentRuin
October 2nd, 2022, 17:40
Encountered a bug with this:
Rolling a 20 on a death save throws an error. (disabled any other extension, didn't try a completely new campaign)


[ERROR] Script execution error: [string "scripts/manager_action_damage.lua"]:1089: attempt to index local 'rRoll' (a nil value)

Can be easily replicated with manual dice entry, but also happens when rolling normally.

Questions:
Also, it seems like the death splatter/band aid are a bit large for most tokens? Or is this intended? (Looks like it uses 2x2 grid fields on 1x1 grid creatures)
Maybe I missed it, is there an explanation for the options?

I so hate this code (sigh). Once again this was caused by another chunk of FGU code this had copied verbatim into the extension which went out of date. For now I'm just going to update that code and not figure out - yet again - why the whole thing had to be copied just to get one tiny call in near bottom - it may be required but I suspect it could be done differently. For now I'm just fixing this sort of stuff as it's found - as I don't want to rewrite chunks of this code again in how I would do it myself. I've done enough of that. Thanks for finding the issue. Should be fixed.

V4.31 - Bug - code this had copied from FGU went out of date and caused an error on critical saves. Updated the code copy and fixed.

SilentRuin
December 15th, 2022, 05:46
V4.32 - Update - I got annoyed that I could not drop any old token into my death indicator. Also that I could not have the orientation preserved and operated on. Fixed. Basically, if you have the death indicator module that comes with delivery - or have dropped a token into the assets Death preset window (button at bottom of assets) - then if you use one of those tokens or automatically let it pick it will place at 0 orientation and freeze it in place like always. But, if you drop just any old token into the death indicator token field (PC or important NPC) it will know this is not one of the module or preset ones and preserve the orientation when it replaces the death indicator token and allow you to flip it around and if you bring back the old token (make it not dead in CT wounds) then it will be at the orientation the death indicator was last at. It will also not be part of the preset/module automatically chosen death indicators. This allows me to create a burning star wars land speeder as my death indicator and preserve the orientation it was at when it blew up. Or whatever uses you might come up with.

Yeah this inherited extension that I've been butchering over the last years has no docs except the forum post notifying what was changed in this thread. I actually don't know always what it can do or not do - and then make it do it or rip out the code. If anyone wants to experiment around to determine all that it can do feel free to write a doc. I have enough to do just to maintain it. My policy is - works for me and how I'm using it - I'm good.

fogcutter
December 16th, 2022, 03:10
So how do I get the latest version (V4.32). When I click on the lick below the post it goes to the first page which shows V4.5. I own the extension on Forge so will it automatically update?

SilentRuin
December 16th, 2022, 03:13
So how do I get the latest version (V4.32). When I click on the lick below the post it goes to the first page which shows V4.5. I own the extension on Forge so will it automatically update?

Not really sure I understand what your saying. Things on Forge update to your FGU extension directory (or vault for some) when you hit the application update button. Which is never RED unless FGU is updating - extensions you just have to hit it.

fogcutter
December 16th, 2022, 05:54
Not really sure I understand what your saying. Things on Forge update to your FGU extension directory (or vault for some) when you hit the application update button. Which is never RED unless FGU is updating - extensions you just have to hit it.

Understood. I update regularly (at least once a week) and there have been several instances where the Forge updates did not update an extension to the latest version and I've had to go to GitHub etc. to grab the latest. If you say that Forge will update to V4.32 then that's great! Love the extension. Thanks!

SilentRuin
December 17th, 2022, 06:00
4.33 - Bug - For years the blood splats have scaled incorrectly on certain maps. Fixed.

SilentRuin
December 17th, 2022, 22:49
4.34 - Update - when dying FGU does not always update the vehicle (Incapacitated) or PC/NPC (unconscious and prone) when it should (wounds in CT field changing to live or dying/dead status). This will now properly insure those are added and removed. Prone does not get removed.

SilentRuin
December 18th, 2022, 07:01
Just noticed that while this works when doing wounds keyin in CT - it appears unconscious/prone are doubling up for attack/damage deaths. Which is weird because that code appears to check for duplicates - I'll have to look at it tomorrow.

SilentRuin
December 18th, 2022, 17:59
V4.35 - Bug - Effects for death (see V4.34) were not being applied correctly causing duplicates. Fixed. Also added a new option "Insure Death Effects Applied" defaulted to "on" so that having death indicators insure FGU sets all the death stuff correctly can be turned off if desired. Also, insure that NPC death token if defined is shown even if not important NPC.

SilentRuin
December 18th, 2022, 18:39
A quick update (no version change) to not remove prone was added. It appears its always removed unconcious when anything in CT changes and its not dying - probably never noticed this. The option can be turned off to prevent this. In mean time I'll probably give it some thought as I've had enough trying to get this old thing working with those death statuses properly. Really FGU does them right unless you keyin the wounds field to change the status.

SilentRuin
February 15th, 2023, 01:10
V 4.36 - Update - implemented node and childList changes to code that SW wanted.

micael
June 27th, 2023, 12:43
Hi,

how can I delete blood splashes from the map? If the monster is dead and deleted from CT the blood splash is still there?

Thanks

Micael

SilentRuin
June 27th, 2023, 14:30
Hi,

how can I delete blood splashes from the map? If the monster is dead and deleted from CT the blood splash is still there?

Thanks

Micael

As that is a pure FGU feature your asking in the wrong place. I believe FGU provides both options and the ability to clear those - you'll have to look up how. Nothing to do with this extension though.

Lo Zeno
June 27th, 2023, 14:46
Hi,

how can I delete blood splashes from the map? If the monster is dead and deleted from CT the blood splash is still there?

Thanks

Micael

I believe you are referring to the Death Markers (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2147647495/Death+Markers), which are a feature of Fantasy Grounds, not of this extension. The link should help you change that setting.

MrDDT
June 27th, 2023, 18:21
Hi,

how can I delete blood splashes from the map? If the monster is dead and deleted from CT the blood splash is still there?

Thanks

Micael

At the top of the map is a skull and bones symbol, click it to remove them from that map.

As others have said its a really cool feature from FGU not this EXT.

SilentRuin
August 2nd, 2023, 19:48
V4.37 - Bug - fixed length of "Important NPC" text so it worked in all theme font sizes. Fixed.

SilentRuin
December 13th, 2023, 21:14
4.38 - FGU Update - had to change some sheet positions as asset and charsheet changed in FGU update.

SilentRuin
December 14th, 2023, 05:07
4.39 - Update - new option "On Death make CT visible" defaulted to off. If on will insure CT entry is visible on death. I have games where when a mine explodes which is invisible I want the resulting crater death indicator to be visible. I can't really see any case I would not want this except for rare permanent invisibility things for which I can turn this option off.


As with all extensions I write or maintain - use at your own risk.

SilentRuin
January 30th, 2024, 21:16
3 years since I inherited this to maintain and it still manages to screw up things out of the blue. Currently I noticed it is scrambling the start turn indicator when you have random rounds and a 0 HP with SKIPTURN effect in CT at bottom of list (if you end turn right before that last SKIPTURN entry the turn indicator is not at the top first entry after round reordering but somewhere else in the list - sometimes no place).

I'm about to delve into this garbage yet again and rip out some heart of code I've never looked at. I'll post a fix when I get it.

If I didn't need it so badly in my own games I'd deep six this albatross around my neck!

SilentRuin
January 30th, 2024, 22:00
v4.40 - Bug - Fixed 0 HP CT entries (used for non destructible tokens with effects) so that it would not mess up active turn indicator in CT.

SilentRuin
January 31st, 2024, 21:33
4.41 - Feature - double click on host CT will now do what this extension does for client - selecting the token as it centers in map so vision is applied automatically. This will clear all current selections as in client.

This has annoyed me to no end for the longest time that double clicking the token in CT will center the map but not do what the client side does for the same operation (per this extension) and clear all tokens and select the centered token to apply the vision. Finally resolved it here as this was extension doing the same thing for the clients (why should the host be deprived of this handy feature after all when clients have it with this extension already).

Don't use this operation to center token for a multi select unless its the first one you plan to select as it will clear current selected just as in client (if you were using this extension).

MrDDT
January 31st, 2024, 22:19
Thanks that’s cool

SilentRuin
March 1st, 2024, 03:35
4.42 - Feature - functionality that centers a token in map on host CT or client CT (though client can have timing issues and leave CT on top) will now have the window brought to the front of other windows. It has always annoyed me that if a token on map is behind the CT window area I can never see it when I double click on the CT token.

SilentRuin
October 9th, 2024, 19:23
Yay! Stealth broken update from some unknown point in past again, I'm so happy! Speak as anchor point no longer exists!

4.44 - FGU update - had to fix for FGU updates.

:hurt:

SilentRuin
April 8th, 2025, 05:20
Renamed to "Feature: Death Indicator Ex" for extensions loading into campaign.

SilentRuin
April 14th, 2025, 22:58
V4.46 - FGU update - at some point FG replaced calls to decodeAdvantage with setupD20RollResolve to support certain specialized die rolls. Fixed.

SilentRuin
June 3rd, 2025, 18:15
Fixed minor error at line 63 failing to create node from client side (not possible). No version change but updated in forge.

Arcanus888
June 12th, 2025, 20:42
Apologies for my previous private message. Per your reply, I will attempt to include images correctly by posting to the forum. The issue is that the defense button in the combat tracker displays the wrong icon when DI is enabled. Attached are the combat tracker from a new 5E campaign with no extensions enabled and the combat tracker with just DI enabled.

64564
64565

SilentRuin
June 12th, 2025, 21:31
Apologies for my previous private message. Per your reply, I will attempt to include images correctly by posting to the forum. The issue is that the defense button in the combat tracker displays the wrong icon when DI is enabled. Attached are the combat tracker from a new 5E campaign with no extensions enabled and the combat tracker with just DI enabled.

64564
64565

I have only maintained and ripped out parts and added in parts on a need to know basis with this extension. This button_shield_down.png logic etc. was something I've never even looked at or noticed from the original code and has always been in the code. While I see it setting the icons being used in the code - I don't see it coming out in any theme that I use.

Here is an example of the hearth theme...

64566

Here is the graphics and the definitions with those names in DI extension (for some reason - I really have no idea its always been this way)...

64567

When there is NO theme defined then it appears to default to the DI version of button shield.

64568

I have no idea why the original authors chose to make this happen but its always been this way. If a theme replaces the defaults like Hearth does - then it uses those - if it does not - then it defaults to the checkered shield.

As they designed it. I have no idea why. Nor have I ever noticed.

SilentRuin
June 12th, 2025, 21:42
Actually it looks like their intent was to create a special set for when NPC had important NPC set for shield - it would set it or set it back to normal if not set.

I assume that if a theme does not replace these icon names graphics themselves then they will use what are defined here and in DI's graphic overrides I showed above.


-- We have an important NPC

if bUseImportant and important_npc >= 1 then

self.setIcons("button_shield", "button_shield_down", "button_shield_empty");

-- We have a normal NPC

else
self.setIcons("button_link", "button_link_down", "button_link_empty");
end


Though I don't pretend to understand why or if its even done correctly.

Arcanus888
June 12th, 2025, 22:03
I also primarily use the Hearth Theme, and thus never noticed it before (I assume Hearth's icons supersede this). It's particularly noticeable with the Futuristic Theme, which I plan to use for an upcoming campaign. It's not a major issue because it doesn't affect functionality, but I just thought I'd bring it to your attention.

64569
64570

MrDDT
June 12th, 2025, 22:12
Likely doesn't even need to change the shield at all, just let the theme handle it.

SilentRuin
June 13th, 2025, 02:40
Likely doesn't even need to change the shield at all, just let the theme handle it.

I don't see a reason for any of that code. I'll remove it. Its what I do mostly with this extension - remove code.

SilentRuin
June 13th, 2025, 03:30
v4.48 - Bug - replaced important npc link with button_star icons so that it does not stomp shield icons but still has something from coreRPG graphics.

SilentRuin
June 15th, 2025, 02:04
v4.50 - Update - support bringing token to front when CT token is double clicked or start of turn. In client or host.

Arcanus888
November 5th, 2025, 11:02
Hi. I've run across an issue with Death Indicators when using the Magicant Dark theme. The button for death tokens in the assets window is very misaligned. I've noticed a slight misalignment in other themes too, and it usually doesn't bother me. But for some reason the issue is compounded in this theme.65722

SilentRuin
November 5th, 2025, 21:11
Hi. I've run across an issue with Death Indicators when using the Magicant Dark theme. The button for death tokens in the assets window is very misaligned. I've noticed a slight misalignment in other themes too, and it usually doesn't bother me. But for some reason the issue is compounded in this theme.65722

The curse that keeps on bestowing upon me since 2020 :( Fine, I shall go reposition this button that I never use in an extension I inherited because I wanted it to remain alive for other purposes :)

Fixed in v4.51 - I use the term "fixed" loosely as I did not fix it to be as it should be but just hardcoded a button position change (which is evil and not correct way to address this).

Arcanus888
November 5th, 2025, 22:31
Thank you, and apologies. If it's any consolation, the extension is invaluable to me, and I'm eternally grateful it's still being maintained.

SilentRuin
November 6th, 2025, 01:58
Thank you, and apologies. If it's any consolation, the extension is invaluable to me, and I'm eternally grateful it's still being maintained.

Invaluable to me also. Hence why I continue to maintain it ;) How else would I have my landspeeder get destroyed and have the flaming dynamic icon replace it at the exact scale orientation it was facing! Or my land mine blow and leave a crater! Only DI lets me do those things.

This will still wipe out the unconscious state if it takes wounds while in it and not dying - you'd have to turn off the option that stops it from doing this if you don't want it to remove it ever. As I want to have it removed in 99% of the cases its on a CT entry when the wounds change (me setting it back from 0 usually) I can live with having to put back unconscious effect back on the CT entry if tis one of the 1% rare cases where something is unconscious but not 0 hp.

SilentRuin
May 22nd, 2026, 19:07
non version fix - update changed call for applydamage from previous 5e/core ruleset calls. Fixed. Would give error if you rolled a nat 20 on an important npc death save.