PDA

View Full Version : PFRPG Live Hitpoints from Constitution Extension



bmos
June 28th, 2020, 00:34
This extension automates changes to hitpoints based on an ability score.

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution)
FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/19/view)
Ext Files and Changelog (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases)
License Information (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/blob/main/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

Kelrugem
June 28th, 2020, 01:09
Inspired by xBzGrumpyCat's Base HP Box extension (https://www.fantasygrounds.com/forums/showthread.php?48752-Base-HP-Box), I decided to code an extension which would change the HP total whenever CON was changed.

Features:

Track CON Effects in the combat tracker to affect HP
Track base CON mod, CON dmg, and scrollable CON mod bonus to affect HP
Seperate HP into two boxes with a third total. HD HP for static/'rolled' HP and favored class bonuses, and Live HP for all others (which change on the fly).
Populates the appropriate boxes on level-up
New effect tag: "MHP: N" to raise max hitpoints (rather than temporary)

Demo video:

v1.0.0 demo

Github (https://github.com/bmos/FG-PFRPG-Live-HP-from-CON)
Download (https://github.com/bmos/FG-PFRPG-Live-HP-from-CON/releases)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Live-HP-from-CON/issues)

Very nice, thanks :)

Any chance to allow the extension to be used in 3.5e, too? :p (I think that there is not really much of a difference between 3.5e/PF1 when it is about that :D)

bmos
June 28th, 2020, 01:47
Very nice, thanks :)

Any chance to allow the extension to be used in 3.5e, too? :p (I think that there is not really much of a difference between 3.5e/PF1 when it is about that :D)If you're willing to tell me if it works, I'd be happy to :)
v1.4.1 coming shortly

Asgurgolas
June 28th, 2020, 02:19
Ok, I really really love this :°D (hooray for barbarian rage modifying HPs automatically! :pirate:)

Kelrugem
June 28th, 2020, 02:30
If you're willing to tell me if it works, I'd be happy to :)
v1.4.1 coming shortly

yeah, seems to work :) You just need to add the 3.5E ruleset as allowed ruleset :) 3.5e and PF1 are very similar in their ruleset coding, so, normally an extension in one ruleset will also work in the other one, and when one needs to make a difference between rulesets then one can use the PF1 boolean variable in data_common.lua to make an if-clause for different approaches :) (that is what I do to make the extensions work in both rulesets even if they slightly differ :) But here is no if-clause needed, 3.5e behaves here exactly the same :) )

bmos
June 28th, 2020, 02:43
yeah, seems to work :) You just need to add the 3.5E ruleset as allowed ruleset :) 3.5e and PF1 are very similar in their ruleset coding, so, normally an extension in one ruleset will also work in the other one, and when one needs to make a difference between rulesets then one can use the PF1 boolean variable in data_common.lua to make an if-clause for different approaches :) (that is what I do to make the extensions work in both rulesets even if they slightly differ :) But here is no if-clause needed, 3.5e behaves here exactly the same :) )
Awesome, that makes it easy! 1.0.1 has been posted with basically just that one change.

Ok, I really really love this :°D (hooray for barbarian rage modifying HPs automatically! :pirate:)Glad you like it.
One of my players has a spell that raises his hp and he casts it every day upon waking up, so tracking it was a bit of a pain. Not now :D

Kelrugem
June 28th, 2020, 02:52
Awesome, that makes it easy! 1.4.1 has been posted with basically just that one change.
Glad you like it.
One of my players has a spell that raises his hp and he casts it every day upon waking up, so tracking it was a bit of a pain. Not now :D

thanks :)

Zygmunt Molotch
June 28th, 2020, 16:34
amazeballs, cheers

bmos
June 30th, 2020, 13:16
I just posted 1.0.2 as there was a pretty serious issue when players connected.
Sorry about that if anyone got caught by it!
https://github.com/bmos/FG-PFRPG-Live-HP-from-CON/releases/tag/v1.0.2

tahl_liadon
July 5th, 2020, 01:46
.
this ext is messing things up or might be conflicting with other extensions i have loaded.

lots of sporadic behaviors -- so far:
- numbers in all the block blink erratically displaying seemingly random numbers; adjusting con number stops it, but would flicker again
- some players have 1 wound but show as red "critical" (?)

bmos
July 5th, 2020, 02:10
.
this ext is messing things up or might be conflicting with other extensions i have loaded.

lots of sporadic behaviors -- so far:
- numbers in all the block blink erratically displaying seemingly random numbers; adjusting con number stops it, but would flicker again
- some players have 1 wound but show as red "critical" (?)
Wow, what extensions are you using?
I haven't seen any of that with those I use, although I'm not surprised that this would be incompatible with some others.
Here's the list I use it with (using a patched version of Kel's Advanced Effects) :
37419

tahl_liadon
July 6th, 2020, 02:49
Wow, what extensions are you using?

.
(turned off extension since unpredictable behaviours)

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37444

bmos
July 6th, 2020, 11:59
First of all, thanks for introducing me to Party Items Identified, this extension will save much time. It can get annoying to find which items haven't been identified yet!
I'll see if I can figure out what is causing your issue, so far I'm not seeing any. I am getting issues with my other extension with Full OverlayPackage, but not this one.
I also noticed you're running an out of date version of my extension (I work on it a lot sometimes!). Try updating it as you may have run into some of the wonkiness with effects that I addressed in my latest revisions.

Zygmunt Molotch
July 8th, 2020, 05:14
strangely enough the level CON bonus seems to be adding to Live HP field somehow for an untype character (hand input Ape, no bonuses in combat tracker, CON 14, lvl 4) should have 25 HP (rolled 4+5+2+6 + 8 from CON) but the Live field is showing +8 which can't be removed....

bmos
July 8th, 2020, 10:55
strangely enough the level CON bonus seems to be adding to Live HP field somehow for an untype character (hand input Ape, no bonuses in combat tracker, CON 14, lvl 4) should have 25 HP (rolled 4+5+2+6 + 8 from CON) but the Live field is showing +8 which can't be removed....That is how the extension works. At level 4, your ape would have a number of live HP equal to its CON mod times its level. HD HP is where you put the HP that the character rolled for (or the average rolled HP that FG uses) but without the +2 (in your case) from CON.

For clarity, I've updated the original post with a new video (https://youtu.be/clH4L8CrAwc) which is a bit more clear on that aspect and is more current (since we are now up to v1.0.5).

Zygmunt Molotch
July 8th, 2020, 11:20
ah, yes, scratch that I'm fighting with herolab!

Ignore this! I got into a circular argument with herolab and FG

bmos
July 8th, 2020, 11:38
ah, yes, scratch that I'm fighting with herolab!

Ignore this! I got into a circular argument with herolab and FGAh, leveling up outside FG and importing will require you do this after importing:
* Write down each character's total HP, (minus their CON mod times their level).
* Enter the number you calculated into the HD HP box for the appropriate character.

If that doesn't sort it out and it worked before installing my extension, let me know. I'm optimizing for the 'fully-integrated' approach of just using FG, but I know plenty of people use HeroLab so I would like to make it easy for them, too.

Zygmunt Molotch
July 9th, 2020, 19:34
While you're probably not looking to take extra work on

I realised that this sort of implementation with extra field boxes which are based of existing ABIL points with modifiers is exactly how to implement the sanity system from the Horror Adventures rulebook... Worth a thought

bmos
July 9th, 2020, 20:10
While you're probably not looking to take extra work on

I realised that this sort of implementation with extra field boxes which are based of existing ABIL points with modifiers is exactly how to implement the sanity system from the Horror Adventures rulebook... Worth a thought

I haven't read those rules, but I'm a player in a Strange Aeons game (book 2 right now), so it could be useful...
I'll check it out, thanks for the suggestion.

Zygmunt Molotch
July 10th, 2020, 04:34
this book here (https://pathfinderwiki.com/wiki/Horror_Adventures)

the gist of it is here (https://www.d20pfsrd.com/gamemastering/other-rules/sanity/)

I could try myself, but the issue I have is front-end overlays, I hate fiddling with boxes for locations, but having boxes for Sanity: score, edge and threshold somewhere, and maybe some space in the Notes section for Madnesses/derrangements/corruptions *shrug*

bmos
July 10th, 2020, 12:07
this book here (https://pathfinderwiki.com/wiki/Horror_Adventures)

the gist of it is here (https://www.d20pfsrd.com/gamemastering/other-rules/sanity/)

I could try myself, but the issue I have is front-end overlays, I hate fiddling with boxes for locations, but having boxes for Sanity: score, edge and threshold somewhere, and maybe some space in the Notes section for Madnesses/derrangements/corruptions *shrug*Started on it this morning :D
https://github.com/bmos/PFRPG-Sanity-Tracker

Zygmunt Molotch
July 10th, 2020, 13:52
as the Tanith first would say, fething brilliant

look forward to it

my suggestion is put the field boxes on the notes section, the Character sheet main is a bit busy, and you've filled up the inventory page with your other mod ... :D

Asgurgolas
July 10th, 2020, 14:21
I think there's something wrong with either this or the inventory weight extension. Every time I add an effect increasing (or lowering) CON, this happens:

Script Error: [string "scripts/real_encumbrance.lua"]:31: attempt to index a nil value

It even happens if I remove something from inventory (it doesn't say anything as I *put* things in inventory, but gets angry when I delete them) with the exact same error message. Right now I'm testing around to see if it's about another extension hogging resources or what (but so far, it bugs like that even if I only load inventory & live hp from con). I'm running the latest version of both exensions too

bmos
July 10th, 2020, 16:02
as the Tanith first would say, fething brilliant

look forward to it

my suggestion is put the field boxes on the notes section, the Character sheet main is a bit busy, and you've filled up the inventory page with your other mod ... :DI added a button to the top of the character sheet (https://github.com/bmos/PFRPG-Sanity-Tracker/releases/tag/v0.1.0), but Notes was my plan B if it isn't visible enough.
I assume you have played with sanity rules before since you're requesting the extension, how often do they get used/come into play? Are they common enough to want them really accessible or is digging into notes not an issue? PM me if you have more on this, so we don't get this thread too off topic.

Total Encumbrance does really fill up that tab, doesn't it? I'm certainly all ears regarding tidying it up (post any suggestions in that thread please).


I think there's something wrong with either this or the inventory weight extension. Every time I add an effect increasing (or lowering) CON, this happens:

Script Error: [string "scripts/real_encumbrance.lua"]:31: attempt to index a nil value

It even happens if I remove something from inventory (it doesn't say anything as I *put* things in inventory, but gets angry when I delete them) with the exact same error message. Right now I'm testing around to see if it's about another extension hogging resources or what (but so far, it bugs like that even if I only load inventory & live hp from con). I'm running the latest version of both exensions tooI fixed that in my source code a few days ago and didn't release it yet since nobody had mentioned running into it. Update fatigue is definitely a thing and I was trying to avoid excessively releasing new versions :D
I'll post a new Total Encumbrance (https://fantasygrounds.com/forums/showthread.php?58641-PFRPG-Total-Encumbrance-Extension) update shortly.

Svandal
July 25th, 2020, 06:03
It would be great to be able to change what ability score modifies HP.

Undead gets charisma to HP.
Fey touched (or something like that) gets intelligence to HP.

Exellent work with this extension, it is really helpfull in our games

bmos
July 25th, 2020, 12:13
It would be great to be able to change what ability score modifies HP.

Undead gets charisma to HP.
Fey touched (or something like that) gets intelligence to HP.

Exellent work with this extension, it is really helpfull in our games
That's an excellent idea! I'll be sure to add it.

bmos
July 29th, 2020, 11:56
How useful would this be for NPCs?
Personally, I haven't had to deal with CON penalties for my NPCs much, but some groups might use those spells more.
I have had a few that used false life, but sometimes that's already in the statblock (this can be a limitation of such things for NPCs).

Svandal
July 29th, 2020, 12:47
How useful would this be for NPCs?
Personally, I haven't had to deal with CON penalties for my NPCs much, but some groups might use those spells more.
I have had a few that used false life, but sometimes that's already in the statblock (this can be a limitation of such things for NPCs).

It would be useful in some situations. Tome of battle has maneuvers that desl con damage.
Some spells that deal con damage. We have not used any, but one of the reasons we have not used it is because it cant be automated, so if you make it we will use it 😀

False life is already automated with temp hp, but con damage is not (because npc does not have an effect check for hit dice/levels?)

bmos
July 29th, 2020, 13:17
It would be useful in some situations. Tome of battle has maneuvers that desl con damage.
Some spells that deal con damage. We have not used any, but one of the reasons we have not used it is because it cant be automated, so if you make it we will use it ��

False life is already automated with temp hp, but con damage is not (because npc does not have an effect check for hit dice/levels?)I always forget false life just uses temp hp.
If this is something people run into a lot, I'll make NPC implementation more of a priority. Either way it's on the list of to-do :)

Zygmunt Molotch
July 29th, 2020, 16:43
How useful would this be for NPCs?
Personally, I haven't had to deal with CON penalties for my NPCs much, but some groups might use those spells more.
I have had a few that used false life, but sometimes that's already in the statblock (this can be a limitation of such things for NPCs).

I'm a big hand-er out-er of poisons and diseases, CON DMG comes in a lot...

there's also things like Augment Summoning to handle too, I guess?

Svandal
July 29th, 2020, 19:08
I'm a big hand-er out-er of poisons and diseases, CON DMG comes in a lot...

there's also things like Augment Summoning to handle too, I guess?

Of course I forgot about augment summoning, I do that with my character now, but I have set it up as a temporary hit points since they are the same as max HD in 99% of cases for summonings. CON raising HP for NPC would be more usefull than I thought then :)

Asgurgolas
July 30th, 2020, 02:32
I think I recall a module with a compiled list of augmented "summons" for 3.5.... wait let me browse my module list... "3.5E summoned monsters (Walter and Michelle Hoel)" since my campaign has a player who loves summoning. Maybe he loves it a tad too much =_0

bmos
July 30th, 2020, 04:19
I think I recall a module with a compiled list of augmented "summons" for 3.5.... wait let me browse my module list... "3.5E summoned monsters (Walter and Michelle Hoel)" since my campaign has a player who loves summoning. Maybe he loves it a tad too much =_0I ran a 5e game with a druid player who also had a grey bag of tricks.
I eventually started rolling all their to-hits together and then all the attack together. Animal companions that do combat and summoning can take as much time as another player!

bmos
August 3rd, 2020, 10:54
It would be useful in some situations. Tome of battle has maneuvers that desl con damage.
Some spells that deal con damage. We have not used any, but one of the reasons we have not used it is because it cant be automated, so if you make it we will use it 

False life is already automated with temp hp, but con damage is not (because npc does not have an effect check for hit dice/levels?)I just finished this :)
Should be in tomorrow's update, unless I find any issues making it too unstable for release.

It does sometimes reduce npc hitpoints a little (because sometimes Paizo's math isn't good hehe)

Svandal
August 3rd, 2020, 12:02
I just finished this :)
Should be in tomorrow's update, unless I find any issues making it too unstable for release.

It does sometimes reduce npc hitpoints a little (because sometimes Paizo's math isn't good hehe)

Do you calculate the HP for the NPC again then? If that is the case you have to worry about toughnesd feat, or false life/bulls strenght prebuff.
And the options we have in fantasy grounds to maximize npc hit points, rolling each npc randomly or using the standard.

I sm just soeculating since the extension is not out yet 😀

bmos
August 3rd, 2020, 12:19
Do you calculate the HP for the NPC again then? If that is the case you have to worry about toughnesd feat, or false life/bulls strenght prebuff.
And the options we have in fantasy grounds to maximize npc hit points, rolling each npc randomly or using the standard.

I sm just soeculating since the extension is not out yet ��

Thank you!! I was wondering what I was missing hehe
I only recalculate them when the ability score/effects change.
At first, i respect what is in the stat block (but then I can't).

EDIT: Took care of Toughness.
I have a decent solution to the prebuff situation (hopefully). When the npc info is calulated it looks for any bonus/penalty that is increasing/decreasing their hp above/below what it should be (based on the extension's calculation). It then saves this bonus so that it can add it back again each time it recalcs. The only thing it won't handle right (that I can think of) is a bonus that isn't static.
Just checked and max/random/standard npc hitpoints is working normally with it! :)


This will be in the next update (and as always you can click the green code button on the extension homepage then download zip and rename the zip to ext for my current test build -- no promises it will always work correctly though, sometimes there is half-finished work there) :)

bmos
August 4th, 2020, 11:32
NPC automation should be working/ready!
version 1.2 is released :) (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.0)


Activate extension for NPCs. Undead automatically use charisma; CON for everyone else (unless overridden with button on NPC sheet).
Display +/- symbol on bonus HP field to help indicate that it is a bonus to the HD HP
Add extension version to on-load announcement so users can more easily tell if they are up to date

Asgurgolas
August 4th, 2020, 15:44
Script Error: [string "campaign/scripts/calulateNpcHp.lua"]:119: attempt to index local 'nodeAbil' (a nil value)


or not XD (also is there a way to disable the bonus hp for certain creatures? 3.5 doesn't allow most undead to use CHA for their HP)

bmos
August 4th, 2020, 16:29
Script Error: [string "campaign/scripts/calulateNpcHp.lua"]:119: attempt to index local 'nodeAbil' (a nil value)


or not XD (also is there a way to disable the bonus hp for certain creatures? 3.5 doesn't allow most undead to use CHA for their HP)Or not?
Is the default in 3.5E always CON? I can easily make it do different things in PF and 3.5E

bmos
August 4th, 2020, 17:01
Script Error: [string "campaign/scripts/calulateNpcHp.lua"]:119: attempt to index local 'nodeAbil' (a nil value)


or not XD (also is there a way to disable the bonus hp for certain creatures? 3.5 doesn't allow most undead to use CHA for their HP)Or not?
Is the default in 3.5E always CON? I can easily make it do different things in PF and 3.5E.
EDIT: Here is v1.2.1 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.1) that doesn't do the CHA thing unless it's Pathfinder and should also fix that error coming up when you open NPCs from the NPC list (instead of the combat tracker).
EDIT 2: Here is v1.2.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.2) to add compatibility patch for rmilmine's advanced effects manager (https://www.fantasygrounds.com/forums/showthread.php?57817-Advanced-Effects-for-5E-and-Pathfinder) and fix toughness feat parsing (only for NPC right now, PCs next week hopefully).

Asgurgolas
August 4th, 2020, 19:01
I'm thinking of taking you as my concubine someday :p

In 3.5 undead never use a stat for HP (besides some few, specific undead) but that's all

bmos
August 4th, 2020, 19:10
I'm thinking of taking you as my concubine someday :p

In 3.5 undead never use a stat for HP (besides some few, specific undead) but that's all

hehe
v1.2.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.2) uses con in 3.5E which should be 0 for undead so it should be a pretty good solution. Thanks for weighing in on the 3.5E side of things. Never played it, straight to PF.

Asgurgolas
August 4th, 2020, 22:10
hehe
v1.2.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.2) uses con in 3.5E which should be 0 for undead so it should be a pretty good solution. Thanks for weighing in on the 3.5E side of things. Never played it, straight to PF.

It is and isn't. I haven't tested it yet (because I'm kinda working on other stuff), but I recall FG counting "0 con" as "-5"

bmos
August 5th, 2020, 00:07
I was worried about that, but it doesn't result in a penalty to hp (at least in my testing with the 3.5 srd modules)

Asgurgolas
August 5th, 2020, 00:19
Then I'd say it's perfect :O

Phixation
August 10th, 2020, 00:27
Love this addon since using it.... now i just have to jigger myself in a burn box in for my kineticist and this would be perfect for me :D

bmos
August 10th, 2020, 02:01
Love this addon since using it.... now i just have to jigger myself in a burn box in for my kineticist and this would be perfect for me :D

Try this: Kineticist Burn; MHP: -2 (or whatever number you're losing)
I bet you could even combine it with the "MULTI:" feature of the Remove Effect extension (https://www.fantasygrounds.com/forums/showthread.php?40290-PF-Player-Effect-Removal-Extension) to increment it 1/round!

Phixation
August 10th, 2020, 02:03
except burn is considered non lethal damage and the tracker will list me as dead instead of unconscious ;) also burn lasts until you basically rest for the night. tho i do appeciate the workaround .

bmos
August 10th, 2020, 02:25
except burn is considered non lethal damage and the tracker will list me as dead instead of unconscious ;)
Ah. Probably would need another box then. Let me know if you get stuck adding it.
I just skimmed through my code and added some additional basic documentation to make your life a bit easier if you're modifying it. It will be in Tuesday's release.

bmos
August 11th, 2020, 12:28
Live Hitpoints v1.2.3 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.2.3) is now out. I also recorded a new overview/instructional video (https://www.youtube.com/watch?v=Pda9zZhl7WE).
Nothing too major here, but PCs with the Toughness feat now get that applied automatically (if you already have toughness added manually, you should remove those bonus HP before installing this).
The chat announcement reminding you to report incorrect info in the pathfinder bug report thread is now only posted if you're using the Pathfinder ruleset (as that would be the wrong place to report 3.5E issues).

Asgurgolas
August 11th, 2020, 15:13
What about the Improved Toughness feat? :°D (ahahha)

bmos
August 11th, 2020, 15:18
What about the Improved Toughness feat? :°D (ahahha)

Isn't that 3rd party?
Looks like there are two discrete versions for players and monsters from different publishers.

Flaming Crab Games: https://www.d20pfsrd.com/feats/3rd-party-feats/flaming-crab-games/general-feats-3rd-party-flaming-crab-games/improved-toughness/
Rogue Genius Games: https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/monster-feats-3rd-party-super-genius-games/improved-toughness-monster/

Kelrugem
August 11th, 2020, 20:12
Isn't that 3rd party?
Looks like there are two discrete versions for players and monsters from different publishers.

Flaming Crab Games: https://www.d20pfsrd.com/feats/3rd-party-feats/flaming-crab-games/general-feats-3rd-party-flaming-crab-games/improved-toughness/
Rogue Genius Games: https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/monster-feats-3rd-party-super-genius-games/improved-toughness-monster/

I think Asgurgolas speaks about 3.5e (toughness is there just +3HP, and improved toughness gives +1HP/level; PF1's toughness is roughly the combination of both) :) But many people already combine both versions in just one feat in 3.5e :)

bmos
August 11th, 2020, 21:11
I think Asgurgolas speaks about 3.5e (toughness is there just +3HP, and improved toughness gives +1HP/level; PF1's toughness is roughly the combination of both) :) But many people already combine both versions in just one feat in 3.5e :)

Oh! I will add a rulesystem check so it does 3.5e correctly.
I went straight to Pathfinder a couple of years ago after past brief forays into 4e and CoC, so I never played the 'original'.
If you ever notice things that are done in a Pathfinder way in my extensions, please just keep pointing them out so I know to adjust them. I only just noticed that there were more perception subskills in 3.5e which is pretty neat.

Kelrugem
August 11th, 2020, 22:05
Oh! I will add a rulesystem check so it does 3.5e correctly.
I went straight to Pathfinder a couple of years ago after past brief forays into 4e and CoC, so I never played the 'original'.
If you ever notice things that are done in a Pathfinder way in my extensions, please just keep pointing them out so I know to adjust them. I only just noticed that there were more perception subskills in 3.5e which is pretty neat.

Cool, thank you :)

(hehe, yeah, I like the approach with more perception skill, too :D)

woopah
August 27th, 2020, 22:13
This extension is great! :D

Is there anyway to use the MHP:N effect on NPCs?

bmos
August 27th, 2020, 22:15
This extension is great! :D

Is there anyway to use the MHP:N effect on NPCs?I'm glad you like it!
I must have forgotten to implement that part for NPCs. I'll include that in Tuesday's round of updates :)

Out of curiosity, what are you using MHP for?
I added it but couldn't find any abilities that actually needed that :D

Phixation
August 28th, 2020, 11:42
I would personally be using it so when i apply templates... I don't have to manually adjust their hp. Would definitely be prefect for that

woopah
September 2nd, 2020, 16:37
It would be perfect for templates. I would be able to make templates in the Effects tab and just drop them on whatever NPC is on the combat tracker.

Kelrugem
September 2nd, 2020, 16:41
It would be perfect for templates. I would be able to make templates in the Effects tab and just drop them on whatever NPC is on the combat tracker.

For templates: There is the advanced bestiary in the store which also adds an extension which adds templates and their automation :) (it is pretty good actually, though I do not know whether or not it supports features you want, but certainly automating changes for HP coming from templates and a lot of other things :) Hopefully I didn't misunderstand you. Just in case no-one knew it before someone spends too much time on developing template automation :D )

bmos
September 2nd, 2020, 17:34
I would personally be using it so when i apply templates... I don't have to manually adjust their hp. Would definitely be prefect for that

It would be perfect for templates. I would be able to make templates in the Effects tab and just drop them on whatever NPC is on the combat tracker.MHP works for NPCs as of yesterday's update.
That being said, definitely check out templates if you are spending much time on your approach, they work great :)

woopah
September 6th, 2020, 03:43
So, i bought the Advanced Bestiary and although i'll probably use some of it, it isn't the most adequate for my uses since it can't add ATK or DMG bonuses to NPCs.
That said, i'm having a bit of trouble using 1.25 version of Live Hitpoints as of now. I can only get CON or MHP bonuses to work with NPCs when they are active on the combat tracker and their respective combat tracker character sheet is open. PCs CON:N and MHP:N bonuses work fine, without the need to open the character sheet. I don't know if this a limitation of fantasy grounds with this extension.

Here's an example:

39112
39113

Zygmunt Molotch
September 6th, 2020, 04:33
So, i bought the Advanced Bestiary and although i'll probably use some of it, it isn't the most adequate for my uses since it can't add ATK or DMG bonuses to NPCs.
That said, i'm having a bit of trouble using 1.25 version of Live Hitpoints as of now. I can only get CON or MHP bonuses to work with NPCs when they are active on the combat tracker and their respective combat tracker character sheet is open. PCs CON:N and MHP:N bonuses work fine, without the need to open the character sheet. I don't know if this a limitation of fantasy grounds with this extension.

Here's an example:

39112
39113

is the problem, that you are trying to use it with 5e?

the extension is for PFRPG...

woopah
September 6th, 2020, 06:27
Hey Zygmunt, this is actually Pathfinder. I don't know where you got the 5e from.

Kelrugem
September 6th, 2020, 10:28
So, i bought the Advanced Bestiary and although i'll probably use some of it, it isn't the most adequate for my uses since it can't add ATK or DMG bonuses to NPCs.

Yeah, there are some fields for attacks on the template sheet, but attacks always need some manual adjustment with that; the problem here is probably the simplistic structure of NPC weapon attacks and damages, such that FG does not really know which ability etc. is used for these strings and so the automation for that is a bit difficult without causing more trouble :)

Zygmunt Molotch
September 6th, 2020, 14:10
Hey Zygmunt, this is actually Pathfinder. I don't know where you got the 5e from.

because you're talking about MHP bonuses, which... is a 5e thing, is it not? I've never seen that in PF

edit: ah nevermind I have not seen that feature in the extension!

carry on, as you were :-) my bad

bmos
September 6th, 2020, 18:18
I have not seen that feature in the extension!
Yes, it's really not a very useful effect :) but, apparently useful for templates (I'm glad adding it was not a waste).

I can only get CON or MHP bonuses to work with NPCs when they are active on the combat tracker and their respective combat tracker character sheet is open. PCs CON:N and MHP:N bonuses work fine, without the need to open the character sheet. I don't know if this a limitation of fantasy grounds with this extension.Oops, I shouldn't have tied that script to the UI. I'll get that fixed for the next update, hopefully.
EDIT: I have a fix working, will be releasing with tomorrow's batch of updates.

darrenan
September 7th, 2020, 18:00
I was updating one of my campaigns to use this extension and one of my characters ended up with an extra +1/lvl that I couldn't account for. After getting frustrated and trying to figure it out, I finally shut down the campaign and looked at the XML. There was an element added to the DB called "livehpused" which doesn't appear to be exposed in the UI. It is a very very bad idea to have modifiers to HP that can only be changed by opening up the XML and making manual edits. Whatever code is adding this element, I suggest you remove it. The entire HP calculation should obvious to the player, and total HP should be adjustable by modifying the associated stat and the HD HP edit box. No more, no less.

EDIT: FYI, this is a character that is using Cha instead of Con, if that matters.
EDIT2: Hmm, I set livehpused to 0 and my character is still getting an extra +1/level from somewhere. Attaching a picture to illustrate:

39150

Character is level 13. Note that the Cha bonus is +9, but Abil. HP result is 10*lvl.

bmos
September 7th, 2020, 18:23
I was updating one of my campaigns to use this extension and one of my characters ended up with an extra +1/lvl that I couldn't account for. After getting frustrated and trying to figure it out, I finally shut down the campaign and looked at the XML. There was an element added to the DB called "livehpused" which doesn't appear to be exposed in the UI. It is a very very bad idea to have modifiers to HP that can only be changed by opening up the XML and making manual edits. Whatever code is adding this element, I suggest you remove it. The entire HP calculation should obvious to the player, and total HP should be adjustable by modifying the associated stat and the HD HP edit box. No more, no less.

EDIT: FYI, this is a character that is using Cha instead of Con, if that matters.
EDIT2: Hmm, I set livehpused to 0 and my character is still getting an extra +1/level from somewhere. Attaching a picture to illustrate:

39150

Character is level 13. Note that the Cha bonus is +9, but Abil. HP result is 10*lvl.Don't worry, livehpused is just a check value that gets set to 1 if a user has used the extension. This is so that in a future version I will be able to automate the process for new users (so they don't need to figure out their HDHP manually).

The only thing like like you describe which I can think of is the NPC's 'misc' hitpoint modifier. When a pre-gen NPC is added to the combat tracker, it calculates what the ability-derived HP should be and compares that to the fixed number in the HD field. The difference between these is saved as a fixed value that is applied on top of everything else to keep it from altering the creature's base HP. That being said, you can actually adjust this without using xml as changing the fixed HD value and then clearing the HDHP field will repopulate the misc value (although this would be in no way apparent to anyone not reading the code).

Any chance the character has toughness? If so, this is automatically added so if it has been added manually then it would seem to be artificially high. I have now added this to the readme as I had forgotten before so it was poorly documented.

darrenan
September 7th, 2020, 18:37
Ok, it was toughness.

However, I have a different character who added toughness to their feats pane, but then changed the name to be prefixed by the level at which they acquired it (i.e. "15 - Toughness", and your extension does not pick that up. I renamed the feat to verify. If there are other feats out there with "toughness" as part of the name, then changing your logic to be a substring match is probably not the right thing to do. It's not a big deal because they added it manually to the HD HP box, but just thought you'd like to know.

bmos
September 7th, 2020, 18:59
Ok, it was toughness.

However, I have a different character who added toughness to their feats pane, but then changed the name to be prefixed by the level at which they acquired it (i.e. "15 - Toughness", and your extension does not pick that up. I renamed the feat to verify. If there are other feats out there with "toughness" as part of the name, then changing your logic to be a substring match is probably not the right thing to do. It's not a big deal because they added it manually to the HD HP box, but just thought you'd like to know.Unfortunately Improved Toughness at the very least is also a feat, so it's not a great situation to allow partial matching (as you say).
I would suggest that your player keep track of that in the description rather than the title of the feat if they want it automated (although it probably is nice to have it sorted by level as it would with the level in the name).
I will try to remember to make it trim any numbers from the feat name before parsing for title of the feat, as I am not aware of any feats with numbers in their names.

tahl_liadon
September 16th, 2020, 19:36
.
quick question (don't have time to peruse all the post): does this work with an npc monster that has no class?

i'm creating an npc and it has no class.... it seems the ability selection is not working unless there is a class level?

thx

bmos
September 16th, 2020, 21:30
.
quick question (don't have time to peruse all the post): does this work with an npc monster that has no class?

i'm creating an npc and it has no class.... it seems the ability selection is not working unless there is a class level?

thxThe hitpoint numbers only update when the character is in the combat tracker.
It might be possible to adjust the code to allow you to use it to generate character hitpoints also if that is what you are trying to do?

tahl_liadon
September 16th, 2020, 21:50
The hitpoint numbers only update when the character is in the combat tracker.
It might be possible to adjust the code to allow you to use it to generate character hitpoints also if that is what you are trying to do?

i tried inputting creature level as class level and it seems to work, calculating hp correctly. thx

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=39411

bmos
September 16th, 2020, 22:32
i tried inputting creature level as class level and it seems to work, calculating hp correctly. thxoh, you didn't say you were entering the npc as a player character. i misunderstood.

tahl_liadon
September 16th, 2020, 22:50
oh, you didn't say you were entering the npc as a player character. i misunderstood.

yea, that's what i wanted to do... sorry if it wasn't more clear (... did the forum just get re-ordered? lol)

bmos
September 16th, 2020, 23:18
yea, that's what i wanted to do... sorry if it wasn't more clear (... did the forum just get re-ordered? lol)Oh wow! I guess we'll never see Kelrugem again.
EDIT: ha! knew there would be a thread already (https://www.fantasygrounds.com/forums/showthread.php?61977-Splitting-of-the-3-5e-and-PF1-forums)

Asgurgolas
September 16th, 2020, 23:20
Nah, Kelrugem's pretty much the same as me: you can't get rid of us that easily :°D

Kelrugem
September 16th, 2020, 23:21
Oh wow! I guess we'll never see Kelrugem again.

Yeah, we got separated :( (EDIT: But as Asgurgolas says, we 3.5e users also lurk here :D)

I already opened a thread asking whether this is really the best because all the mods, extensions and so on can be used in both rulesets (and in general they are sooo similar) :D Can be confusing for new users when they try to find something I think :)

Corun
September 17th, 2020, 16:42
I don't understand how to enter total hitpoints when creating custom monsters... I've set up custom npc:

39445
39447
I try to set up Total hp during NPC edition, but field is locked, cannot change it in any way.

Well maybe it will roll on combat?
39446
Nope, 0 hit points. Awesome... Works on monsters from Bestiary just fine though. Do I have to manually set it up on every monster instance on combat or what? Could there be some extensions collision with Ability Drain, Disease Tracker or Creature Gen?

bmos
September 17th, 2020, 16:58
I don't understand how to enter total hitpoints when creating custom monsters... I've set up custom npc:

39445
39447
I try to set up Total hp during NPC edition, but field is locked, cannot change it in any way.

Well maybe it will roll on combat?
39446
Nope, 0 hit points. Awesome... Works on monsters from Bestiary just fine though. Do I have to manually set it up on every monster instance on combat or what? Could there be some extensions collision with Ability Drain, Disease Tracker or Creature Gen?Yeah, I didn't take into account the process of creating NPCs when designing that. I am working on re-work of NPC-generation for my Tuesday update.

Blahness98
September 17th, 2020, 17:59
Yeah.. I can't read. Nevermind...

mozmonar
October 7th, 2020, 23:26
I was wonder if it would be possible to add another option to the alternative ability score. Constructs use neither Constitution nor Charisma (nor any ability score) for bonus hit points. They instead use size category. See below...

No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).



Construct Size
Bonus Hit Points


Fine
10


Diminutive
10


Tiny
10


Small
10


Medium
20


Large
30


Huge
40


Gargantuan
60


Colossal
80



EDIT: Nevermind. Looks like this is built in.

bmos
October 7th, 2020, 23:30
EDIT: Nevermind. Looks like this is built in.Wow, I'm impressed that's already present! Thanks for bringing it to my attention.

dellanx
November 8th, 2020, 00:52
bmos, how difficult to incorporate Hard to Kill (Ex) to this extension?

https://www.fantasygrounds.com/forums/showthread.php?63412-Hard-to-Kill-(Ex)-in-the-heat-of-battle-often-forgoten

Thanks

bmos
November 8th, 2020, 03:16
bmos, how difficult to incorporate Hard to Kill (Ex) to this extension?

https://www.fantasygrounds.com/forums/showthread.php?63412-Hard-to-Kill-(Ex)-in-the-heat-of-battle-often-forgoten

ThanksThere isn't any overlap with what I've made here, but I doubt that would be terribly hard to automate.
I've made a simple extension that I think does what you need and posted it in the thread you made.

Asgurgolas
November 13th, 2020, 00:56
bmos, how difficult to incorporate Hard to Kill (Ex) to this extension?

https://www.fantasygrounds.com/forums/showthread.php?63412-Hard-to-Kill-(Ex)-in-the-heat-of-battle-often-forgoten

Thanks

Can't you just set on the tracker "IF: dying; STABLE" or something like that? :°D (not sure if it works, but I'll test it later on)

bmos
November 13th, 2020, 01:44
Can't you just set on the tracker "IF: dying; STABLE" or something like that? :°D (not sure if it works, but I'll test it later on)That's really smart! Can't wait to hear if it does. The other part of hard to kill is dying at twice your constitution score negative.

EDIT: Might need IF: CUSTOM(Dying) though (based on what Kelrugem said)

Kelrugem
November 13th, 2020, 15:58
Can't you just set on the tracker "IF: dying; STABLE" or something like that? :°D (not sure if it works, but I'll test it later on)

IF won't measure that, but you can do the stable part even simpler! Just put stable as permanent effect, its only automation is regarding this d100 roll, nothing else :D So, that should already do what you want to do :)

tahl_liadon
November 14th, 2020, 00:50
.
@bmos

i'm stabbing in the dark here based all the little details i have... and a hunch.

see attached error message... i posted this in the 'house of healing - classic' and someone gave me some clues where to check. i tried and not really know what to look for (lol).

anyway, i thought it may have something to do with this extension. why?

a) just the nature of the error message and b) the npc (which i added to combat track then opened up stat sheet from there) that caused this error message is a creature with con damage -- con: 6 (from 23); current hp: 10.

it might be a stretch or not even this extension that caused error message, but thought you could take a glance and see if you can make sense of it. thx!


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=41085

dellanx
November 14th, 2020, 01:35
I import NPC into combat tracker, then change hitpoints, then I stick that edited NPC into the NPC pile. New corrected hitpoints are all good.

bmos
November 14th, 2020, 01:38
.
@bmos

i'm stabbing in the dark here based all the little details i have... and a hunch.

see attached error message... i posted this in the 'house of healing - classic' and someone gave me some clues where to check. i tried and not really know what to look for (lol).

anyway, i thought it may have something to do with this extension. why?

a) just the nature of the error message and b) the npc (which i added to combat track then opened up stat sheet from there) that caused this error message is a creature with con damage -- con: 6 (from 23); current hp: 10.

it might be a stretch or not even this extension that caused error message, but thought you could take a glance and see if you can make sense of it. thx!


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=41085
Indeed, that was my script. The issue is something to do with the number of hit dice (my code is not finding a number).
What does the HD field look like?
Also, that looks like an old version because I don't have a script named that anymore.

tahl_liadon
November 14th, 2020, 03:18
What does the HD field look like?
...looks like an old version...

- hd field: see image
- i'll download more recent and see if error repeats

thx


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=41088

bmos
November 14th, 2020, 10:40
- hd field: see image
- i'll download more recent and see if error repeats

thx


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=41088

The regeneration info should not be in that field (the regeneration info will not get added an effect if it is there). This is an issue with the module that NPC came from. Report it in the bug reporting thread if it's an official module.
Live Hitpoints v1.4 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/releases/tag/v1.4) will post to chat if it finds this sort of issue (so you know what is happening).

SgtPrylo
December 9th, 2020, 21:50
I went through the entire thread...was there ever a solution to the kineticist Burn box?

bmos
December 9th, 2020, 22:32
I went through the entire thread...was there ever a solution to the kineticist Burn box?You'd have to check with Phixation.
A possible fix though: Burn; Stable; MHP: -1?
This way when you go unconscious it might keep you from being dead (not sure though, I haven't tested it).

SgtPrylo
December 9th, 2020, 23:26
You'd have to check with Phixation.
A possible fix though: Burn; Stable; MHP: -1?
This way when you go unconscious it might keep you from being dead (not sure though, I haven't tested it).

Never saw if he posted back here, so I wondered.

Svandal
December 10th, 2020, 05:39
Never saw if he posted back here, so I wondered.

The kineticist in our group just uses the MHP:-x effect, this works fine

Phixation
December 10th, 2020, 09:43
the player that was gonna kinectist swapped to something else so i never put thru the end effort of getting it to run right.... just remember tho if you use mhp -x that they are still alive upto a certain point even if uncon

Weissrolf
December 10th, 2020, 11:13
The main part of this extension does work in Pathfinder 2, calculating Constitution changes into hitpoints. Unfortunately it messed up the visuals of the HP section on the PF2 character sheet.

bmos
December 10th, 2020, 11:36
The main part of this extension does work in Pathfinder 2, calculating Constitution changes into hitpoints. Unfortunately it messed up the visuals of the HP section on the PF2 character sheet.Almost like it wasn't made for that ruleset :P

Weissrolf
December 10th, 2020, 13:42
:P Just giving feedback. Someone on Discord asked for this functionality for PF2, so I gave it a quick try.

Svandal
January 18th, 2021, 06:56
I hope you dont mind bmos. I think this extension should be a part of the main fantasy grounds program and not an extension. I posted a suggestion in the renewed FG suggestion site here:
https://fgapp.idea.informer.com/proj/?ia=135416

Kelrugem
January 18th, 2021, 06:58
I hope you dont mind bmos. I think this extension should be a part of the main fantasy grounds program and not an extension. I posted a suggestion in the renewed FG suggestion site here:
https://fgapp.idea.informer.com/proj/?ia=135416

Instantly voted for that :D

tahl_liadon
January 18th, 2021, 13:26
I hope you dont mind bmos. I think this extension should be a part of the main fantasy grounds program and not an extension. I posted a suggestion in the renewed FG suggestion site here:
https://fgapp.idea.informer.com/proj/?ia=135416

+1

awesome extension.

tahl_liadon
January 18th, 2021, 18:58
.
on a different matter (but in same vein)...

i created a boon for one of my players: a trait - durable. among other benefits, it allows the pc to sustain more physical damage before getting the "dead" effect; the pc would be dead when hp drops to an amount equal to 3x his con (as opposed to 1x con).

been thinking how to do this with and my experience with existing extensions... i see no way except to do it manually. thoughts?

bmos
January 18th, 2021, 21:05
Certainly no complaints about that from me! SmiteWorks is welcome to use any/all of the code that I write for use with FG.
I think the interface needs a little work before it could make it into the ruleset since some people are very confused by rolled vs ability hitpoints, but the SmiteWorks devs may have ideas about that if/when the time comes.

Elaith
January 31st, 2021, 02:30
Hello,

Another Great mod. However, I don't think the PF1 portion for the Toughness Feat is working correcting. If a player takes toughness at 3 HD or less, they get 3 hp. However, after 3 HD, they continue to get +1 hp.

The +3 hp works just fine, but I leveled a guy up to 6, and I did not get any extra hp after 3rd level. Not sure if we are supposed to manually enter that, or if it is supposed to be automated.

Thanks,
-Elaith

Edit: After playing around with it some more, if I add the feat, at lets say lvl 12, it adds the hp correctly. However, when I drag and drop the class onto my character sheet, it does not update the hp past the +3 hp.

Secondary Test: d6 class, using avg hp, should should be 3+1 (total of 4). +1 Con, +1 toughness. When I add the class, only adds 3 hp to 'HD Hp' field, and +2 'Abil Hp'. So one of my normal hp is not getting added correctly it seems.

If I remove the toughness feat - it adds the correct 4 hp to the "HD Hp' field, and +1 to 'Abil' Hp. So it seems something may be getting messed up there.

bmos
January 31st, 2021, 02:59
Hello,

Another Great mod. However, I don't think the PF1 portion for the Toughness Feat is working correcting. If a player takes toughness at 3 HD or less, they get 3 hp. However, after 3 HD, they continue to get +1 hp.

The +3 hp works just fine, but I leveled a guy up to 6, and I did not get any extra hp after 3rd level. Not sure if we are supposed to manually enter that, or if it is supposed to be automated.

Thanks,
-ElaithHmm. It looks right (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/blob/ab62ce5c00e7ce268afe196dda08bf6b244cdac3/scripts/hp_from_con.lua#L124), but something might be screwy. I'll do some testing.



.
on a different matter (but in same vein)...

i created a boon for one of my players: a trait - durable. among other benefits, it allows the pc to sustain more physical damage before getting the "dead" effect; the pc would be dead when hp drops to an amount equal to 3x his con (as opposed to 1x con).

been thinking how to do this with and my experience with existing extensions... i see no way except to do it manually. thoughts?Added to issues list as a enhancement/request: [9] (https://github.com/bmos/FG-PFRPG-Live-Hitpoints-from-Constitution/issues/9)

Elaith
January 31st, 2021, 03:48
Thank you. I can update it manually, but just started to use the extension (if anything for the con auto adjust - but would be nice if I did not have to ever tinker with stuff).

Appreciate you taking a look.

bmos
January 31st, 2021, 04:48
Thank you. I can update it manually, but just started to use the extension (if anything for the con auto adjust - but would be nice if I did not have to ever tinker with stuff).

Appreciate you taking a look.I think I found the issue. There was no handler looking for changes to the level. To test this, try changing the rolled hp figure by 1 and see if the missing hp for toughness show up in the ability hp box.

Elaith
January 31st, 2021, 06:25
After level 3 the bonus hp from toughness does seem to appear in the 'Abil HP' box. However it seems it does not add 1 hp to the 'roll hp box - HD hp' so if I change that box, it does not change anything.

From levels 1-3, it appears to add the hps correctly to the rolled hp box, but after level 3 (when you should be getting a +1 for toughness), it does a -1 to the rolled hp box.

If I remove the toughness feat, hp rolled box still incorrect.

When I add the toughness feat back - adds correct amount of hp.

I hope that helps. If you need anymore details or testing please let me know.

Thanks,
-Elaith

bmos
January 31st, 2021, 13:08
After level 3 the bonus hp from toughness does seem to appear in the 'Abil HP' box. However it seems it does not add 1 hp to the 'roll hp box - HD hp' so if I change that box, it does not change anything.

From levels 1-3, it appears to add the hps correctly to the rolled hp box, but after level 3 (when you should be getting a +1 for toughness), it does a -1 to the rolled hp box.Ah! Toughness doesn't go in the rolled HP box. It gets added to abil HP (as otherwise it would have no way of consistently and accurately doing the automation). I think I will move the HP sub-boxes so a sub-window. This way I can make another box for non-ability automation to reduce confusion. Perhaps the FG ruleset ALSO automates the +3 for toughness an I didn't know about it! The reason I was suggesting you change the value in rolled hp is because it causes the ability hp to recalculate.

Elaith
January 31st, 2021, 16:44
Yah, I noticed that the toughness bonus hp goes to the abil HP window. That does seem to be working. It is just the fact that for some reason, it does a -1 hp to the rolled HP. So it's like it never adds the correct HP (or looks as though toughness is not applying).

I usually cycle through the stat bonus hp is calculated off of Con, Str, Dex, etc - this always recalculated everything as well.

But the main issue seems to be as I mentioned above, for some reason it does add a +1 hp + CON(or other stat) mod to the Abil HP. But for the avg hp 1/2 die + 1, it does not seem to be adding the +1. The chat window is showing the correct HP, but it just does not get added. Perhaps adding another box will solve the issue, I am unsure.

bmos
January 31st, 2021, 20:55
Yah, I noticed that the toughness bonus hp goes to the abil HP window. That does seem to be working. It is just the fact that for some reason, it does a -1 hp to the rolled HP. So it's like it never adds the correct HP (or looks as though toughness is not applying).

I usually cycle through the stat bonus hp is calculated off of Con, Str, Dex, etc - this always recalculated everything as well.

But the main issue seems to be as I mentioned above, for some reason it does add a +1 hp + CON(or other stat) mod to the Abil HP. But for the avg hp 1/2 die + 1, it does not seem to be adding the +1. The chat window is showing the correct HP, but it just does not get added. Perhaps adding another box will solve the issue, I am unsure.Ah! I bet I know what is happening. It's probably because of the code that handles level-up HP (which needs a re-write anyway).
I will try to fix this when I re-implement this extension (since the next FG update will need some reasonably-significant rework).
Thanks for sticking with me and helping me understand the issue!

Elaith
January 31st, 2021, 21:36
I appreciate you looking at the code as well.

Thanks.

bmos
February 8th, 2021, 18:44
A preview of coming attractions
43565

Svandal
February 8th, 2021, 18:54
A preview of coming attractions
43565

That looks very neat. Thumbs up!

Asgurgolas
February 9th, 2021, 01:09
A preview of coming attractions
43565

I'm gonna do pervy things to myself wth this.

bmos
February 9th, 2021, 22:59
If anyone feels like doing some beta testing, here is v2.0-beta.2 (WHICH IS DESIGNED FOR FG TEST CHANNEL BUILDS DUE TO UPCOMING CHANGES).
This no longer officially supports FG Classic, although it may still work (I do not have it installed anymore).

It has a lot of improvements over v1.7 but may have bugs (I added 823 lines of code and removed 576 lines, so there have been a LOT of changes and it works in fundamentally different ways behind the scenes).
It 'should' upgrade campaigns that were using v1.7 but I haven't done very extensive testing so MAKE A BACKUP FIRST (or at least write down the hp of each character).

EDIT: removed, use beta.3 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0-beta.3).

malvok
February 10th, 2021, 03:57
WHICH REQUIRES FG v4.0.10 WHICH IS CURRENTLY ONLY AVAILABLE ON THE TEST CHANNEL

I'm not sure when it updated but my copy of FGU is v4.0.10 on the live channel.

The mod seems to work well. I tested it by applying my Kineticist's Burn CON modifier. It worked, increasing his hit points correctly each time.

bmos
February 10th, 2021, 11:35
Ah, I guess 4.0.10 might not be the update I'm talking about. It's for the updates that are coming on the 16th (https://www.fantasygrounds.com/forums/showthread.php?65561-Developer-Notes-2021-02-Ruleset-Updates). It seems to work with current code but throws script errors under some circumstances.
Here is beta.3 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0-beta.3) which fixes a script error with the code that automatically upgrades data from v1.7 to work with v2.X.

v2.X also allows some use of this extension when NPCs are not in the combat tracker (although it is not quite finished yet and doesn't recalculate when con is changed).

bmos
February 11th, 2021, 20:01
v2.0-rc.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0-rc.2) fixes an issue where NPC effects (CON: 2) were being inverted (as CON: -2) and I can definitely say that it is not compatible with the LIVE channel. This seems to be the final version but I will keep testing until Feb 16th release.
Next I plan to check Spell Formatting (which probably will need very little, if any, updating) and then will see how much work Time Manager will take.

EDIT: v2.0 is released (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.0).

EDIT2: v2.1 is released (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.1) with UI change.

Svandal
February 21st, 2021, 19:18
Hi Bmos. Could you please add a "none" for ability modifier?
I am building a construct with my wizard, and I am setting it up as a PC since it is easier. To get the correct HD the construct is modified by size, but that is not neccessary, I would rather just have a "none" on ability modifier for HP and adjust it myself. I can work with how it is now, but it would be a little better if I had a "none" button.

Morquendel
February 21st, 2021, 21:02
you can simply overwrite the hp gained through ability as gm. If its working again.

bmos
February 21st, 2021, 23:28
Hi Bmos. Could you please add a "none" for ability modifier?
I am building a construct with my wizard, and I am setting it up as a PC since it is easier. To get the correct HD the construct is modified by size, but that is not neccessary, I would rather just have a "none" on ability modifier for HP and adjust it myself. I can work with how it is now, but it would be a little better if I had a "none" button.In Pathfinder, constructs have "No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty)." Why not just enter the con as 10? I can add this, just curious.

Kelevraa
March 12th, 2021, 22:17
Hey bmos, love all the extensions. I use the vitality system from Unearthed Arcana. I would like to keep the auto updating Con scores... but I couldn't figure out how to change the math to make it work. I'm just starting to make my own extensions but editing this one seems beyond me.

Any advice?

bmos
March 13th, 2021, 22:27
Hey bmos, love all the extensions. I use the vitality system from Unearthed Arcana. I would like to keep the auto updating Con scores... but I couldn't figure out how to change the math to make it work. I'm just starting to make my own extensions but editing this one seems beyond me.

Any advice?TIf you summarize what math you're trying to accomplish I can point you in the right direction.
For example: Pathfinder is level * con + feats + misc + rolled hp

Kelevraa
March 21st, 2021, 05:07
TBH I forget exactly what I was trying to do. Probably just change HP calculation to equal Constitution score (because that's what your "wound points" are). But then I would have to track regular HP also, so it wouldn't make sense to change what you got.

I just need to find a way to add the wound point system in my own extension I think. I could reskin HP to be wound points, and temp to be HP. That would probably work the best, I just don't like seeing stuff "absorbed" all the time.

I'll figure it out one day.

Zarestia
March 25th, 2021, 17:42
I've been using your extension for 3.5E and found a "bug". This does also happen with the PF1 ruleset.
See Screenshot.

Steps to reproduce:
- Create a new character
- Set Constitution score so you get a modifier which is not 0
- Drop a class level (in this example fighter) from the basic rules
> see that you got 10 hp

- Create another character
- Dont modify the Constitution score
- Drop a class level (in this example fighter) from the basic rules
> see that you also got 10 hp

The first character has a different rolled hp value than the second one because of the con mod.
This might go on for the first 3 levels, after that it works normally, as far as I could test.

bmos
March 25th, 2021, 18:28
The first character has a different rolled hp value than the second one because of the con mod.You're quite right. Thanks for reporting this.
I'll look into it.

EDIT: fixed in latest release

Zarestia
March 25th, 2021, 20:03
Thank you for the fast fix, that worked.
Got another one, bit more complicated as it only happens as a player and not DM/GM. Also only happens when you first put a con modifier != 0 before dragging any class into the class field.

Example with a Fighter (d10, happens with every class) and a Con Mod of +2.

As a GM it is correct:
Level 1: 12 HP (Rolled HP = 10, Con = 2 in Live HP View)
Level 2: 20 HP (Rolled HP = 16, Con = 4 in Live HP View)
Level 3: 28 HP (Rolled HP = 22, Con = 6 in Live HP View)
Level 4: 36 HP (Rolled HP = 28, Con = 8 in Live HP View)
Level 5: 44 HP (Rolled HP = 34, Con = 10 in Live HP View)

As a Player it is wrong:
Level 1: 12 HP (Rolled HP = -2, Con = 2 in Live HP View)
Level 2: 14 HP (Rolled HP = 4, Con = 4 in Live HP View)
Level 3: 10 HP (Rolled HP = 10, Con = 6 in Live HP View)
Level 4: 18 HP (Rolled HP = 16, Con = 8 in Live HP View)
Level 5: 26 HP (Rolled HP = 22, Con = 10 in Live HP View)

The Con values are displayed correctly as player in the Live HP view.
The Rolled HP of the player starts at -CON mod (I tested with other classes.)
And Level 2 and 3 the Total HP seems go weird, no clue what there happens... From level 3 to 4 and onwards the total HP rises appropriate by 8 in the example (still off because of level 2 & 3).

If you need anymore information, just ask :)

bmos
March 25th, 2021, 21:53
Thank you for the fast fix, that worked.
Got another one, bit more complicated as it only happens as a player and not DM/GM. Also only happens when you first put a con modifier != 0 before dragging any class into the class field.You're welcome. Thanks for such detailed testing!
I'm pretty sure it's fixed. I re-uploaded v2.2 since it felt silly to push two numbered releases in quick succession.

Zarestia
March 25th, 2021, 22:17
Just did a quick test, works fine for me. :) Now onto fix the just yesterday for session 0 created characters :)

tahl_liadon
March 26th, 2021, 00:07
.
@bmos, i thought this was your extension (see image).

when i used the most current one -- in this thread's post #1,
a) it has same extension name as my current one, and
b) this interface is not the same as seen in image -- yours is just 4 blocks of info instead.

am i using either an older one or someone else's

edit: a) it has same extension name as my current one and the extension appears twice, and
.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45192

Asgurgolas
March 26th, 2021, 11:07
.
@bmos, i thought this was your extension (see image).

when i used the most current one -- in this thread's post #1,
a) it has same extension name as my current one, and
b) this interface is not the same as seen in image -- yours is just 4 blocks of info instead.

am i using either an older one or someone else's
.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45192


well that's the same one I have and it's bmos'... altough I'm still using the pre-update one

tahl_liadon
March 26th, 2021, 13:22
.
edit: a) it has same extension name as my current one and the extension appears twice

bmos
March 26th, 2021, 15:17
when i used the most current one -- in this thread's post #1,
a) it has same extension name as my current one, and
b) this interface is not the same as seen in image -- yours is just 4 blocks of info instead.

am i using either an older one or someone else's
I think you're still using v1.X.
When you load your campaign there should be a chat message telling you what version you're using.
v2.X changed the interface (hopefully to be less confusing) and a lot of the code.

Careful running both, when you use v2.X it upgrades the database nodes from v1.X and deletes the old ones so you can't really go back. No idea what happens when you use both!

EDIT: I recommend clicking the "Download" link and reading about each of the versions since whatever version you're still running.

tahl_liadon
March 26th, 2021, 16:03
Careful running both...
.
yea i turned the older version off and the new one on. then i saw the interface had changed; shut down fg and toggled back to older version.

when i relaunched, i had to reset the "hd hp" for all pcs because the newer version got rid of that user interface (right?) and cleared out that info, which i like to track.

anyway, i will give the newer version another go in a temp campaign to see how it works / looks. (so far older version is not broken... i don't think) thx

bmos
March 26th, 2021, 19:50
.
yea i turned the older version off and the new one on. then i saw the interface had changed; shut down fg and toggled back to older version.

when i relaunched, i had to reset the "hd hp" for all pcs because the newer version got rid of that user interface (right?) and cleared out that info, which i like to track.

anyway, i will give the newer version another go in a temp campaign to see how it works / looks. (so far older version is not broken... i don't think) thx
The new version has all those fields (and more) but they are in a subwindow. Just click on the little magnifying glass next to the HP total field.

dellanx
April 11th, 2021, 13:00
I am getting the following error with one character. I am updated to version 2.2, during the last game session saw that HD Hp was "0", but total hp was 335. I calculated the Hd Hp and entered 251, and got this error. Interestingly enough the hit-points change when I add a con effect, just the live hit-points don't display for this character.

45645

bmos
April 11th, 2021, 16:39
I am getting the following error with one character. I am updated to version 2.2, during the last game session saw that HD Hp was "0", but total hp was 335. I calculated the Hd Hp and entered 251, and got this error. Interestingly enough the hit-points change when I add a con effect, just the live hit-points don't display for this character.

45645Well that's weird; that script doesn't even exist in v2.2!
Any chance you have two versions of it loaded? Or perhaps you are using a test build I had posted before the full release of v2.2?
Basically I would suggest re-downloading it.

dellanx
April 11th, 2021, 17:16
Well that's weird, that script doesn't even exist in v2.2!
Any chance you have two versions of it loaded? Or perhaps you are using a test build I had posted earlier?
Basically I would suggest re-downloading it.

Thank you!

Zarestia
September 29th, 2021, 14:55
Hey bmos,

I've found a few more bugs in the charsheet_livehp window (all in 3.5e but I suspect the same happening in PF1e)

Steps to reproduce:
1. Create new character
2. Open the Live HP details
3. Enter "2" in Misc. HP
4. Press "delete" in Misc. HP
5. Bug: See that Rolled HP gets set to the value in Misc. HP
6. Enter "2" again in Misc. HP
7. Press "delete" in Rolled HP
8. Bug: See that Rolled HP gets added by the value in Misc. HP everytime you press "delete"

This works with any combination of numbers.

Bug 1 only seems to happen when not choosing a class beforehand.
Bug 2 also happens after I choose a class.

bmos
October 2nd, 2021, 17:57
Hey bmos,

I've found a few more bugs in the charsheet_livehp window (all in 3.5e but I suspect the same happening in PF1e)

Steps to reproduce:
1. Create new character
2. Open the Live HP details
3. Enter "2" in Misc. HP
4. Press "delete" in Misc. HP
5. Bug: See that Rolled HP gets set to the value in Misc. HP
6. Enter "2" again in Misc. HP
7. Press "delete" in Rolled HP
8. Bug: See that Rolled HP gets added by the value in Misc. HP everytime you press "delete"

This works with any combination of numbers.

Bug 1 only seems to happen when not choosing a class beforehand.
Bug 2 also happens after I choose a class.I've pushed a fix.
Please confirm if it fixed it :)

Live Hitpoints (https://fantasygrounds.com/forums/showthread.php?59500-PFRPG-Live-Hitpoints-from-Constitution-Extension) v2.4-hotfix.2 (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/releases/tag/v2.4-hotfix.2)
* HOTFIX: Improvements to user workflow (more predictable behavior when clearing fields). Thanks to Zarestia (https://www.fantasygrounds.com/forums/member.php?155084-Zarestia).
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/compare/v2.4-hotfix.1...v2.4-hotfix.2)

Zarestia
October 4th, 2021, 13:35
Looks good from my testing. Thank you very much, this works now way better with edge cases (like animal companion created as PC with no class, etc.)

wakhere
November 12th, 2021, 17:47
Thanks for this extension. it looks and work awesome.

However. when i load to the combat tracker from an encounter...using random hits points....the monsters have their hits points calc"d ok.
but the rolled field is not propagated...
so when i did a global con damage to them all. it recalced thier HP with rolled as zero. and promptly killed them all.

am i doing something wrong....

bmos
November 13th, 2021, 00:08
Thanks for this extension. it looks and work awesome.

However. when i load to the combat tracker from an encounter...using random hits points....the monsters have their hits points calc"d ok.
but the rolled field is not propagated...
so when i did a global con damage to them all. it recalced thier HP with rolled as zero. and promptly killed them all.

am i doing something wrong....oof. sorry about that.
I'm guessing my 'fix' for zarestia's issue might have been less than perfect.
I'll take a peek and see what I find.

wakhere
November 13th, 2021, 20:18
oof. sorry about that.
I'm guessing my 'fix' for zarestia's issue might have been less than perfect.
I'll take a peek and see what I find.

i have just retried....i may have been using an out of date version...
everthing is working perfectly.....

Nope... i confused myself....monsters move to CT from the list work fine.
but monsters generated into CT from encounters have thier hit points correct but the rolled field is zero.....it goes wrong if you look at it....

if you just do an adjustment it somehow resets....but you must not look at the fields...

bmos
November 13th, 2021, 21:14
monsters move to CT from the list work fine.
but monsters generated into CT from encounters have thier hit points correct but the rolled field is zero.....it goes wrong if you look at it....

if you just do an adjustment it somehow resets....but you must not look at the fields...Ah, thank you for finding that detail!

bmos
November 17th, 2021, 11:52
i have just retried....i may have been using an out of date version...
everthing is working perfectly.....

Nope... i confused myself....monsters move to CT from the list work fine.
but monsters generated into CT from encounters have thier hit points correct but the rolled field is zero.....it goes wrong if you look at it....

if you just do an adjustment it somehow resets....but you must not look at the fields...I just tried to reproduce this issue and was not able to.
Can you post a screenshot of the NPC sheet you're having issues with? You have tried with no other extensions loaded, right?

wakhere
November 17th, 2021, 15:59
still happens.

two screenshots shown. the npcs were coded from iron gods ap2... orc and smiler
as i said it seems okay but goes wrong if you look at the hits points using the hourglass.

50003

50004

cheeeers wak

Svandal
November 17th, 2021, 19:19
still happens.

two screenshots shown. the npcs were coded from iron gods ap2... orc and smiler
as i said it seems okay but goes wrong if you look at the hits points using the hourglass.

50003

50004

cheeeers wak

It would also be helpful to not have any extensions other than this loaded if bmos cant reproduce it. I see from your screenshots that you have several extensions running.

wakhere
November 17th, 2021, 21:18
okay. that was a huge difference....
i have deleted alll the extensions i was installing and updateing like i used to have too with classic.

most of my problems have gone away so sorry to have bothered you.....

there are however some of your (and other) extensions that are not on the forge list. coin weight for example

but i will get back to testing now....

I am realy impressed with forge and how it works....
cheeeers wak

Thank you for your hard work....

bmos
November 17th, 2021, 23:27
okay. that was a huge difference....
i have deleted alll the extensions i was installing and updateing like i used to have too with classic.

most of my problems have gone away so sorry to have bothered you.....

there are however some of your (and other) extensions that are not on the forge list. coin weight for example

but i will get back to testing now....

I am realy impressed with forge and how it works....
cheeeers wak

Thank you for your hard work....yay! not a bother, glad you found a solution.
you might want to try my coin weight extension (https://forge.fantasygrounds.com/shop/items/11/view) :)

Svandal
November 21st, 2021, 17:30
Is it possible to get an effect that adds temporary hit points? I know that it can be done manually, but I have a character that has a rage effect from "spheres of might" in pathfinder that adds 3+BAB temporary hit points each round and -2 AC. This lasts for a round.
And as always temporary hit points does not stack with the same source, but it stacks with everything else.

So I would like to create an effect like this:
Berserking; AC: -2; HP: 3 [BAB], temporary (duration 1 round)

Or for even easier managment since I am going to berserk every round, something that refreshes temporary hit points up to its max each round:
Berserking; AC: -2; HP: 3 [BAB], temporary, enhancement (no duration)
So this effect could add temporary hit points each round, but with it being an "enhancement" effect it does not stack with itself (I could also have used sacred, or alchemical or something else already in the code. It is just for the stacking issues)

This might not be possible, and might be hard if one has several temporary hit points effects on oneself. What would the program take first for example. And outside of spheres of might there are not that many uses for it. But unchained barbarian that rage cycles (starts and end rage), and spells that gives temporary hit points in a duration all could use it.

bmos
November 21st, 2021, 20:07
Is it possible to get an effect that adds temporary hit points? I know that it can be done manually, but I have a character that has a rage effect from "spheres of might" in pathfinder that adds 3+BAB temporary hit points each round and -2 AC. This lasts for a round.
And as always temporary hit points does not stack with the same source, but it stacks with everything else.

So I would like to create an effect like this:
Berserking; AC: -2; HP: 3 [BAB], temporary (duration 1 round)

Or for even easier managment since I am going to berserk every round, something that refreshes temporary hit points up to its max each round:
Berserking; AC: -2; HP: 3 [BAB], temporary, enhancement (no duration)
So this effect could add temporary hit points each round, but with it being an "enhancement" effect it does not stack with itself (I could also have used sacred, or alchemical or something else already in the code. It is just for the stacking issues)

This might not be possible, and might be hard if one has several temporary hit points effects on oneself. What would the program take first for example. And outside of spheres of might there are not that many uses for it. But unchained barbarian that rage cycles (starts and end rage), and spells that gives temporary hit points in a duration all could use it.So like there is DMGO you would like TEMPO?
I have already made that for 4E, but I can try and find time to make a version for PFRPG.

Svandal
November 21st, 2021, 20:14
So like there is DMGO you would like TEMPO?
I have already made that for 4E, but I can try and find time to make a version for PFRPG.

Yes, but with stacking issues since temporary hit points does not stack.
So TEMPO: 7 enhancement
this would give myself 7 temporary hit points at the start of each round, but if I already have 5 temporary hit points it should only go up to 7, not to (7+5=)12 temporary hit points.
And things like unchained barbarian gives temporary hit points, and these stack with this berserk that gives X amount each round since different sources stack.

Kelrugem
November 21st, 2021, 21:01
Then it is basically like the TEMPO I did for 5e? I can convert and implement that in 3.5e/PF1, too; I expected that noone needs this for PF1, but of course PF1 implemented a book with something like this :D May be just a bit more fiddly since it just takes the biggest value if the same source, or the sum of them. (Or Bmos does that and can fiddly around with that behaviour :D May be indeed better for the extension of this thread because of affecting the temp HP box :) )

bmos
November 22nd, 2021, 13:55
Then it is basically like the TEMPO I did for 5e? I can convert and implement that in 3.5e/PF1, too; I expected that noone needs this for PF1, but of course PF1 implemented a book with something like this :D May be just a bit more fiddly since it just takes the biggest value if the same source, or the sum of them. (Or Bmos does that and can fiddly around with that behaviour :D May be indeed better for the extension of this thread because of affecting the temp HP box :) )There's no logical connection to this extension, really. It would be a better fit for yours or as a standalone. Here is how I did it in 4E (https://github.com/bmos/FG-4E-TEMPO-and-TEMPA/blob/main/scripts/manager_effect_temp_hp.lua). I did try at the time to make a 3.5E/PF version, but the code works differently for our rulesets and I couldn't figure out how to make the temp hp apply.

Kelrugem
November 22nd, 2021, 14:55
There's no logical connection to this extension, really. It would be a better fit for yours or as a standalone. Here is how I did it in 4E (https://github.com/bmos/FG-4E-TEMPO-and-TEMPA/blob/main/scripts/manager_effect_temp_hp.lua). I did try at the time to make a 3.5E/PF version, but the code works differently for our rulesets and I couldn't figure out how to make the temp hp apply.

Yeah, I can check it out :) But I may focus first on some other thingies :) I will add it to the to-do list :)

bmos
November 22nd, 2021, 15:24
Yeah, I can check it out :) But I may focus first on some other thingies :) I will add it to the to-do list :)I figured it out and left you a pull request (https://github.com/Kelrugem/Extended-automation-and-overlays/pull/3) :)
Very simple, actually!

Kelrugem
November 22nd, 2021, 16:19
Nice, thanks a lot :) I figured that it may be easy to do, but the only problem may be that the temp HP each round would always stack instead of taking the biggest value (if from same source); but I may have already an idea for that :)

(and I also did a pull request on GitHub for the next patch: https://github.com/Kelrugem/Extended-automation-and-overlays/pull/2 :) Is there an intelligent way to merge two different pull request before merging into the main branch? :D)

bmos
November 22nd, 2021, 17:02
Nice, thanks a lot :) I figured that it may be easy to do, but the only problem may be that the temp HP each round would always stack instead of taking the biggest value (if from same source); but I may have already an idea for that :)

(and I also did a pull request on GitHub for the next patch: https://github.com/Kelrugem/Extended-automation-and-overlays/pull/2 :) Is there an intelligent way to merge two different pull request before merging into the main branch? :D)Yup, that is the limitation (4e didn't have that issue, so there must also be a solution in that ruleset).
Regarding multiple pull requests, either merge yours and I can update mine, or merge mine and then go to your "patch 1" and click "fetch upstream" which will allow you to resolve any conflicts.

Kelrugem
November 22nd, 2021, 17:19
Yup, that is the limitation (4e didn't have that issue, so there must also be a solution in that ruleset).
Regarding multiple pull requests, either merge yours and I can update mine, or merge mine and then go to your "patch 1" and click "fetch upstream" which will allow you to resolve any conflicts.

Thanks, I will try it the fetch upstream method :)

drakir
November 26th, 2021, 19:10
I seem to have encountered a bug in this module and was asked by bmos to report it here:
I'm using published modules, Ruins of Azlant AP, module 2, Into the Shattered Continent.
My PCs all found that their hp defaulted to only the hp granted by their ConMod (if it was positive), with no class hp. So, 5d12+10 became 10 hp. We found the problem and adjusted. I wouldn't expect my players to have properly formatted stat blocks anyway.
However, I'm also seeing bizarre, different behaviour from NPCs. Their hp seem to randomly adjust, usually significantly lower. I happened to watch one as it occured, and took the attached screenshot immediately after. This NPC has 103hp, nominally.
Here's how I made the error occur (not sure if all steps are relevant):
I checked her in the NPC dialog, where the stat block was locked and her hp were correct.
I opened a particular encounter that includes her and some vampiric mists. In the encounter, verified the stat block had proper hp.
Pressed the button to add the encounter to the combat tracker. In the combat tracker, verified the stat block had proper hp.
Opened her stat block through the combat tracker. She showed 24 hp.
Opened the hp breakdown and took the screen shot.

The vampiric mists populated fine, and it appears their detailed hp populated properly and stayed at their proper value.

I appreciate any help on this matter more than I can say.

bmos
November 26th, 2021, 21:19
I seem to have encountered a bug in this module and was asked by bmos to report it here:
I'm using published modules, Ruins of Azlant AP, module 2, Into the Shattered Continent.
My PCs all found that their hp defaulted to only the hp granted by their ConMod (if it was positive), with no class hp. So, 5d12+10 became 10 hp. We found the problem and adjusted. I wouldn't expect my players to have properly formatted stat blocks anyway.
However, I'm also seeing bizarre, different behaviour from NPCs. Their hp seem to randomly adjust, usually significantly lower. I happened to watch one as it occured, and took the attached screenshot immediately after. This NPC has 103hp, nominally.
Here's how I made the error occur (not sure if all steps are relevant):
I checked her in the NPC dialog, where the stat block was locked and her hp were correct.
I opened a particular encounter that includes her and some vampiric mists. In the encounter, verified the stat block had proper hp.
Pressed the button to add the encounter to the combat tracker. In the combat tracker, verified the stat block had proper hp.
Opened her stat block through the combat tracker. She showed 24 hp.
Opened the hp breakdown and took the screen shot.

The vampiric mists populated fine, and it appears their detailed hp populated properly and stayed at their proper value.

I appreciate any help on this matter more than I can say.The issue is because that NPC has hitpoints entered as "9HD; 5d8+4d10+59" but it should just be "5d8+4d10+59"
Whoever did that module conversion didn't follow the official Paizo format. Just edit the NPC and it should work fine :)

drakir
November 27th, 2021, 00:35
Awesome. I'll keep an eye out for such things going forward.
Should this be reported on the bug thread above?

sciencephile
November 27th, 2021, 05:39
The issue is because that NPC has hitpoints entered as "9HD; 5d8+4d10+59" but it should just be "5d8+4d10+59"
Whoever did that module conversion didn't follow the official Paizo format. Just edit the NPC and it should work fine :)

I'm not the developer of this one and I know it is more of a technicality, but the correct phrase is: "Paizo didn't follow the official Paizo format and the developer failed to change the format to the correct one when converting" :)

Totally kidding. They use an alternate style of stat block that shows total HD when an NPC has multiple classes.

There are a few things that the original authors of these types of adventures do that has to be edited away to work ideally in FG, unfortunately.

For anyone who creates modules like this I would recommend that you do a search for "HD; ". It should help you catch these.

-Danny

bmos
November 27th, 2021, 12:54
I'm not the developer of this one and I know it is more of a technicality, but the correct phrase is: "Paizo didn't follow the official Paizo format and the developer failed to change the format to the correct one when converting" :)

Totally kidding. They use an alternate style of stat block that shows total HD when an NPC has multiple classes.

There are a few things that the original authors of these types of adventures do that has to be edited away to work ideally in FG, unfortunately.

For anyone who creates modules like this I would recommend that you do a search for "HD; ". It should help you catch these.

-DannyHi Danny! That's really interesting, thanks for clarifying that. I haven't ever seen that format on archives of nethys, but you're saying it's written that way in the book?
If so, I'll definitely look at adding support for HD counts written that way.

sciencephile
November 27th, 2021, 16:29
Hi Danny! That's really interesting, thanks for clarifying that. I haven't ever seen that format on archives of nethys, but you're saying it's written that way in the book?
If so, I'll definitely look at adding support for HD counts written that way.

Here is an example from Nethys: Winter Witch Cold Sister (https://aonprd.com/NPCDisplay.aspx?ItemName=Winter%20Witch%20Cold%20S ister)

Even if you modified the extension to work with this format, it would still be wrong for FGU however. While you don't see the problem with the normal HP option (as it takes the HP from the hit points line), if a GM selects "max HP" or "random HP" in the options, the line with the 9HD will cause a math problem (as FGU will add that 9 to the HP).

9HD; 5d8+4d10+59 -> Max = 139 but will show as 148 due to the extraneous 9HD in the line.

I know that I edited these cases out of all the content I developed. Hopefully others did too and this is just a rare case of it left in.

It's probably just better for the OP to report the issue as a bug for the DLC product that has the issue or to just edit out the extraneous information as you originally suggested.

bmos
November 27th, 2021, 18:42
I just posted a new build that should allow HD entered in that manner.
Also, I noticed and fixed a bug that made NPC hitpoints calculate incorrectly (when NPC hit points window was opened from the NPC list rather than the combat tracker).

drakir
December 2nd, 2021, 21:34
It's probably just better for the OP to report the issue as a bug for the DLC product that has the issue or to just edit out the extraneous information as you originally suggested.
Where would I do that? The general bug thread, or is there a way to report specific module bugs?

sciencephile
December 2nd, 2021, 21:48
Where would I do that? The general bug thread, or is there a way to report specific module bugs?

There are forum threads inside each Game System forum labeled like "DLC bug tracker", "system bug reporting" or the like.

For Pathfinder 1e material, it is here: https://www.fantasygrounds.com/forums/showthread.php?38100-Official-Pathfinder-Modules-Bug-Report-Thread (though I am unsure if that is only official Paizo content or if it includes third-party modules). I think people also report Pathfinder 1e types of issues under the Pathfinder 1e game system forum.

If you do report a bug for the module developer to fix, please give appropriate details: What adventure module/book, what creature has the issue, what the issues is. It is always helpful to provide screenshots when appropriate. Generally, the official Pathfinder content gets fixed pretty frequently when bugs are reported. I'm not sure about third-party material.

In any case, it looks like bmos fixed the live hitpoints extension anyway so the bug will affect only those options of max hp and random hp (not standard). Fixes are not always instant so you might want to just change it locally for your game in case the fix doesn't happen before you need it.

bmos
December 2nd, 2021, 22:25
I just added a fix for that stock behavior into this extension :)

And I actually set this extension up to share a link to the bug report thread in the chat when it detects a problem with the hit dice field.
If you see that error in chat you can just click the little smiteworks icon (if using the corerpg theme) or the paizo icon (if using pathfinder theme) and it will take you to the bug report thread.

dellanx
December 7th, 2021, 01:47
Seems to be having a problem with hit points updating correctly on undead (possibly) in FGU. Subscribed to Forge. Looks like I needed to update. Fixed!

drakir
December 17th, 2021, 02:31
Me again.
Same NPC, same module, slightly different behaviour.
So the problem happened with the "stock" NPC stat block, that is "9HD; 5d8+4d10+59"
Clever me, I edited the NPC and removed the "9HD; " from the stat block.
Same problem.
NPC comes into combat tracker with 103hp, but if I go into the breakdown window, she loses a whack of hp.
New screenshot attached.

Svandal
December 18th, 2021, 19:01
Nice, thanks a lot :) I figured that it may be easy to do, but the only problem may be that the temp HP each round would always stack instead of taking the biggest value (if from same source); but I may have already an idea for that :)

(and I also did a pull request on GitHub for the next patch: https://github.com/Kelrugem/Extended-automation-and-overlays/pull/2 :) Is there an intelligent way to merge two different pull request before merging into the main branch? :D)

Hi Kel
There is another extension I use that has just added the temporary hit points each round request I made, but this also has the problem that is stacks with itself.
I just wanted to let you know that "rhagelstrom" has added it.

Better combat effects:
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=603895&viewfull=1#post603895

Kelrugem
December 18th, 2021, 19:13
Hi Kel
There is another extension I use that has just added the temporary hit points each round request I made, but this also has the problem that is stacks with itself.
I just wanted to let you know that "rhagelstrom" has added it.

Better combat effects:
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=603895&viewfull=1#post603895

Thanks, I heard of it :) I may still add it though because I basically have already an idea for the stacking stuff etc. :) I will see :)

Thanks for letting me know :)

bmos
December 18th, 2021, 19:13
Me again.
Same NPC, same module, slightly different behaviour.
So the problem happened with the "stock" NPC stat block, that is "9HD; 5d8+4d10+59"
Clever me, I edited the NPC and removed the "9HD; " from the stat block.
Same problem.
NPC comes into combat tracker with 103hp, but if I go into the breakdown window, she loses a whack of hp.
New screenshot attached.I'm not seeing this issue, so maybe there is another extension that it's incompatible with.
Have you tried reverting changes on that NPC before adding to combat tracker?

dllewell
February 21st, 2022, 05:24
I think I have found an issue. This has been tested on a campaign with no other Extensions loaded except this one.

This happens if the Option - CT: NPC hit points is set to Max. And the Rolled HP in Live HP is set to Standard.

When you first drag the NPC to the Combat Tracker it correctly overrides the Standard HPs on the NPC sheet and loads the NPC onto the Combat Tracker with Max Hit Points. So far, so good.

If however, you then add an effect, on the Combat Tracker for that NPC, that changes the CON then it changes the HPs to Standard and adds the CON change instead of keeping the Max HPs and adding the CON change.

It's somewhat of a niche case but one I run into a lot as I always set my NPCs to max hit points and whenever a CON effect is added the Hit Points revert to Standard.

https://fantasygrounds.com/forums/attachment.php?attachmentid=51593&d=1645420973

Svandal
February 21st, 2022, 08:19
I think I have found an issue. This has been tested on a campaign with no other Extensions loaded except this one.

This happens if the Option - CT: NPC hit points is set to Max. And the Rolled HP in Live HP is set to Standard.

When you first drag the NPC to the Combat Tracker it correctly overrides the Standard HPs on the NPC sheet and loads the NPC onto the Combat Tracker with Max Hit Points. So far, so good.

If however, you then add an effect, on the Combat Tracker for that NPC, that changes the CON then it changes the HPs to Standard and adds the CON change instead of keeping the Max HPs and adding the CON change.

It's somewhat of a niche case but one I run into a lot as I always set my NPCs to max hit points and whenever a CON effect is added the Hit Points revert to Standard.

https://fantasygrounds.com/forums/attachment.php?attachmentid=51593&d=1645420973

This sounds a lot like a bug we encounter some times in our sessions.
When applying an effect to the NPC it some times change hit points. We use the option to roll random hit points.

I have not been able to reproduce it when I try and we only sometimes notice it. I have therefore not been able to produce a bug report, and do not have any more helpfull details to add.

bmos
February 21st, 2022, 12:16
It sounds like there is another place where I am not checking the status of that option!
Thank you both for the reports.

EDIT: No luck tracking it down, but I'm on the test channel now which does have some differences.
Perhaps you could try the test channel and see if you still have the issue?
If you do try the test channel, be aware of this issue: https://www.fantasygrounds.com/forums/showthread.php?72706-effect-penalties-are-now-bonuses

dllewell
February 21st, 2022, 20:47
Yes, I can replicate this in the Test channel. Same thing happens.

This only happens for unlocked records that have a value entered into the Rolled HP of the Live Hit Points window.

It definitely seems linked to entering one number in the Live Hit Points - Rolled HPs window and using a NPC hit Points setting that doesn't match that.

I.E - Putting standard hit points in the Rolled HPs and then using Max or Random as the 'NPC hit points' setting. OR
Putting max hit points in the Rolled HPs and then using Standard or Random as the 'NPC hit points' setting.

The initial load into the Combat Tracker will respect the setting from the 'NPC hit points' setting but any CON changes made revert to using whatever is in the Rolled HPs box as its basis.

Note - This is not an issue with Locked records (like the ones you get from the Pathfinder Bestiary) you have no access to the Live HP window. I assume that for these the Live Hit Points extension defaults the 'Rolled Hp' entry to match the correct value for the selected 'NPC hit points' setting. Thus the two match and no issue occurs.

I have some other take a ways from the testing I've done but don't want to clutter the post with too many details. If you have time and you want to feel free to send me a PM and we can do a Zoom or Discord screen share and I can show you the other things I found that may (or may not) help track this down.

bmos
February 21st, 2022, 23:05
Yes, I can replicate this in the Test channel. Same thing happens.

This only happens for unlocked records that have a value entered into the Rolled HP of the Live Hit Points window.

It definitely seems linked to entering one number in the Live Hit Points - Rolled HPs window and using a NPC hit Points setting that doesn't match that.

I.E - Putting standard hit points in the Rolled HPs and then using Max or Random as the 'NPC hit points' setting. OR
Putting max hit points in the Rolled HPs and then using Standard or Random as the 'NPC hit points' setting.

The initial load into the Combat Tracker will respect the setting from the 'NPC hit points' setting but any CON changes made revert to using whatever is in the Rolled HPs box as its basis.

Note - This is not an issue with Locked records (like the ones you get from the Pathfinder Bestiary) you have no access to the Live HP window. I assume that for these the Live Hit Points extension defaults the 'Rolled Hp' entry to match the correct value for the selected 'NPC hit points' setting. Thus the two match and no issue occurs.

I have some other take a ways from the testing I've done but don't want to clutter the post with too many details. If you have time and you want to feel free to send me a PM and we can do a Zoom or Discord screen share and I can show you the other things I found that may (or may not) help track this down.Writing you a PM.
Still no luck reproducing the issue.

bmos
February 23rd, 2022, 20:28
dllewell explained the exact issue which I will clarify and summarize here:
when you open an npc's live hitpoints subwindow, the rolled hitpoints value is saved into the npc.
if you then change the hitpoints mode to max or random and add the npc to the combat tracker, the correct value is shown but is overriden by the standard value (which was still saved into the npc from before you enabled the house rule option).

the important detail is that the npc's hitpoints were FIRST viewed with the option set to standard and THEN the option was set to max/random BEFORE the npc was dragged to the combat tracker.
this is notable also in situations of npc modules that were created with the standard setting and live hitpoints enabled and then used in a campaign with the max or random option enabled.

Kelrugem
February 23rd, 2022, 20:37
the important detail is that the npc's hitpoints were FIRST viewed with the option set to standard and THEN the option was set to max/random BEFORE the npc was dragged to the combat tracker.

Aiai, that sounds like a difficult culprit to be found :D

bmos
February 23rd, 2022, 21:18
I have posted a fix (https://github.com/bmos/FG-PFRPG-Live-Hitpoints/commit/e4593568853818705b0c8686d85f67ee1d8f1667) to both the test and live channels.
Thanks to both dllewell and Svandal for helping with this.

bmos
February 23rd, 2022, 21:20
Aiai, that sounds like a difficult culprit to be found :DFinding the right triggering and timing of things can be a challenge!

dllewell
February 24th, 2022, 00:31
You Sir are a genius. I've tested the fix and it works great.

swbuza
May 24th, 2022, 16:36
Would love it if you'd add another editable item called Mythic HP.

bmos
May 28th, 2022, 02:52
Would love it if you'd add another editable item called Mythic HP.Until I get around to that, you might consider using this:
https://www.fantasygrounds.com/forums/showthread.php?73110-Add-Annotations-to-Any-quot-misc-quot-Fields-on-the-Character-Sheet

swbuza
May 28th, 2022, 21:00
That's actually better.

bmos
May 28th, 2022, 21:42
That's actually better.Oh great! Then that saves me some time ;)

swbuza
July 16th, 2022, 17:32
Ignore.

Koojoot
February 28th, 2023, 14:31
Hi bmos :)
After latest update of FG this extension produces following error:
[2/28/2023 3:28:27 PM] [ERROR] window: Control (contentanchor) anchoring to an undefined control (title) in windowclass (charsheet_livehp)

The extension still works but everytime you open this hitpoint popup to adjust anything, this error occurs, which is a little bit annoying :) Hope my explanation is sufficient

bmos
February 28th, 2023, 17:19
Hi bmos :)
After latest update of FG this extension produces following error:
[2/28/2023 3:28:27 PM] [ERROR] window: Control (contentanchor) anchoring to an undefined control (title) in windowclass (charsheet_livehp)

The extension still works but everytime you open this hitpoint popup to adjust anything, this error occurs, which is a little bit annoying :) Hope my explanation is sufficientThanks for reporting that. Not sure how I missed it during testing... I think I have fixed it.

Koojoot
March 1st, 2023, 15:04
Sadly this problem still persists :( Ruleset Pathfinder 1e if that matters

bmos
March 1st, 2023, 21:48
Sadly this problem still persists :( Ruleset Pathfinder 1e if that mattersAnd you're getting this without any other extensions loaded?

Koojoot
March 2nd, 2023, 14:37
Correct. I deactivated everything and this error still occurs.

bmos
March 3rd, 2023, 00:01
Correct. I deactivated everything and this error still occurs.Can you post the console.log?

Koojoot
March 3rd, 2023, 14:24
[3/3/2023 3:22:33 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/3/2023 3:22:35 PM] [WARNING] template: Could not find template (windowtitlebar_char) in class (charsheet_livehp)
[3/3/2023 3:22:35 PM] [ERROR] window: Control (contentanchor) anchoring to an undefined control (title) in windowclass (charsheet_livehp)

Hope that helps :)

bmos
March 3rd, 2023, 23:14
[3/3/2023 3:22:33 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/3/2023 3:22:35 PM] [WARNING] template: Could not find template (windowtitlebar_char) in class (charsheet_livehp)
[3/3/2023 3:22:35 PM] [ERROR] window: Control (contentanchor) anchoring to an undefined control (title) in windowclass (charsheet_livehp)

Hope that helps :)Actually that might help. I think you're on an old version because windowtitlebar_char doesn't exist in Live HP anymore.
Can you attach the whole console.log? It will say whether it's loading a local copy of Live HP instead of the Forge one.
Current version is v2.10-hotfix.1. Check the chat when you load the campaign.

Koojoot
March 4th, 2023, 00:08
My bad, somehow my constant clicking "update" button to pull new updates from Forge did nothing and I unintentionally trolled you :( I had to manualy delete the extension file and then pull again - now I have a proper version that works as expected :)

Thank you sir, for your patience, you are a gentleman and a scholar.

bmos
March 4th, 2023, 00:33
My bad, somehow my constant clicking "update" button to pull new updates from Forge did nothing and I unintentionally trolled you :( I had to manualy delete the extension file and then pull again - now I have a proper version that works as expected :)

Thank you sir, for your patience, you are a gentleman and a scholar.<3
It happens all the time, don't sweat it!

jedorian
March 14th, 2023, 00:36
Had to delete the file as well, but it would not update from the Forge. Grabbed the copy from your homepage for it.

bmos
March 14th, 2023, 00:39
Had to delete the file as well, but it would not update from the Forge. Grabbed the copy from your homepage for it.
That seems to happen a lot. I wonder what causes it...

Magentawolf
April 17th, 2023, 02:15
So, I loaded this extension into a new campaign to test it out, and I'm seeing a problem. When a character has an odd CON stat (IE: 11,13,15) and their CON score is modified by an effect, it doesn't track properly. At -1 CON, the character shouldn't be affected, but they lose a level's worth in the "Ability HP" box. When at +1 CON, they should gain the same amount, but do not (they do gain it at +2 on the effect).

Phixation
April 17th, 2023, 04:58
This is for PF or 3.5e, Magentawolf? it was brought up somewhere else in PF forums that ability scores act funny. in pathfinder, you dont actually gain ANY hp from temporary effects that dont increase your ability score by at least 2. page 554 in the appendix on my PHB "Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability." So that actually is working as intended for Pathfinder.

Magentawolf
April 17th, 2023, 05:06
This is for PF or 3.5e, Magentawolf? it was brought up somewhere else in PF forums that ability scores act funny. in pathfinder, you dont actually gain ANY hp from temporary effects that dont increase your ability score by at least 2. page 554 in the appendix on my PHB "Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability." So that actually is working as intended for Pathfinder.

Yes, this is for PFRPG.

Okay, fair on the bonus (although I'd also argue that Effects are often used for permanent bonuses in the case of those that are aspected, such as Enhancement, etc), but the penalties are still incorrect. Ability damage, which has its own entry, works correctly in that 2 points are required to cause a negative effect, but only one point of penalty is required in the Effect line for this to happen, and that is incorrect.

Is there a flag for this mod which denotes that a penalty is caused by Ability Drain, which reduces the score itself on a 1-1 basis?

Phixation
April 17th, 2023, 06:20
no flag that im aware of. it would have to be brought to attention and then fixed in the ruleset itself. and somehow made to recongize whether its a temporary effect or permanent one

bmos
April 17th, 2023, 12:26
It would have to be brought to attention and then fixed in the ruleset itself.Yeah, I'm not fixing that broad ruleset decision/oversight in this specific extension.
I did make this extension to help with it: https://www.fantasygrounds.com/forums/showthread.php?61371-PFRPG-Ability-Drain-and-Permanent-Bonuses
But even that is a half-measure since it doesn't have the smarts to handle stacking of permanent/temp bonuses.

Magentawolf
April 17th, 2023, 14:52
Sure, but my original question was why a -1 penalty to CON caused a loss of HP with an odd stat to begin with?

bmos
April 18th, 2023, 12:14
Yeah, that's probably an issue with my implementation. I'll look at why/fixing that soon!

bmos
April 30th, 2023, 14:11
OK I think that should be fixed now.

Navigat0r
July 16th, 2023, 16:30
Hello,

I recently have come across an issue while using this extension. In my current campaign, I am using the Advanced Bestiary by Green Ronin. It comes with a bunch of templates to use on monsters and a NPC generator to apply said templates. It also contains fully statted out "example" monsters created using the various templates in the book. Recently, I attempted to use one such example NPC in my game. When I tried to put the monster in the combat tracker, fantasy grounds threw an error message - "[ERROR] Script execution error: [string "..FRPG-Live-Hitpoints:..vehitpoints_npc.lua"]:67: attempt to perform arithmetic on a nil value." A message also appeared in chat saying that the hit dice of the creature had been calculated incorrectly. The creature would be placed in the combat tracker but many of its important combat stats would not "work" properly. For example, a creature with 21 AC would still get hit by rolling a 7, or a creature with DR 5 magic would take full damage from an attack that only dealt 3 slashing damage (i.e one that should be completely blocked by the DR). Looking over the creature stats, there were no problems that were immediately obvious. Just to be sure, I manually calculated the HD of the creature and input the median HP value but the problem persisted. I thought it might be an issue with the template itself so I tried putting several other of the example monster entries into the combat tracker. I encountered the same errors. Oddly enough, using the generator and various templates to create my own monsters worked with no issues when moving to the combat tracker.

Just to be sure, I re-tested this again in another campaign with no other extensions except for Live Hitpoints and the Advanced Bestiary Template extension. The same problem occured. Removing the Live Hitpoints extension makes the problem go away.

Is there anything that can be done to fix this? Maybe I need to be careful on my end (the extension doesn't do well with "custom" HP totals or something)?

Edit: Spelling and punctuation

bmos
July 16th, 2023, 16:43
Hello,

I recently have come across an issue while using this extension. In my current campaign, I am using the Advanced Bestiary by Green Ronin. It comes with a bunch of templates to use on monsters and a NPC generator to apply said templates. It also contains fully statted out "example" monsters created using the various templates in the book. Recently, I attempted to use one such example NPC in my game. When I tried to put the monster in the combat tracker, fantasy grounds threw an error message - "[ERROR] Script execution error: [string "..FRPG-Live-Hitpoints:..vehitpoints_npc.lua"]:67: attempt to perform arithmetic on a nil value." A message also appeared in chat saying that the hit dice of the creature had been calculated incorrectly. The creature would be placed in the combat tracker but many of its important combat stats would not "work" properly. For example, a creature with 21 AC would still get hit by rolling a 7, or a creature with DR 5 magic would take full damage from an attack that only dealt 3 slashing damage (i.e one that should be completely blocked by the DR). Looking over the creature stats, there were no problems that were immediately obvious. Just to be sure, I manually calculated the HD of the creature and input the median HP value but the problem persisted. I thought it might be an issue with the template itself so I tried putting several other of the example monster entries into the combat tracker. I encountered the same errors. Oddly enough, using the generator and various templates to create my own monsters worked with no issues when moving to the combat tracker.

Just to be sure, I re-tested this again in another campaign with no other extensions except for Live Hitpoints and the Advanced Bestiary Template extension. The same problem occured. Removing the Live Hitpoints extension makes the problem go away.

Is there anything that can be done to fix this? Maybe I need to be careful on my end (the extension doesn't do well with "custom" HP totals or something)?

Edit: Spelling and punctuationThe problem you're running into is that the hit dice field does not follow a standard Paizo statblock format.
Can you post a picture of the NPC sheet?

Navigat0r
July 16th, 2023, 17:41
The problem you're running into is that the hit dice field does not follow a standard Paizo statblock format.
Can you post a picture of the NPC sheet?

Here is the statblock within fantasy grounds. I compared the advanced bestiary statblocks with ones from other modules. The advanced bestiary NPCs have brackets enclosing the hit dice value. I think that is what is causing the problem as taking the brackets away seems to resolve the issue.

bmos
July 16th, 2023, 18:40
Here is the statblock within fantasy grounds. I compared the advanced bestiary statblocks with ones from other modules. The advanced bestiary NPCs have brackets enclosing the hit dice value. I think that is what is causing the problem as taking the brackets away seems to resolve the issue.Indeed, that is the issue. You should report that issue in the Bug Reports thread (https://www.fantasygrounds.com/forums/showthread.php?38100-Official-Pathfinder-Modules-Bug-Report-Thread) as that also means that the "max hp/random hp/default hp" toggle in the ruleset itself probably isn't working (since it is also using that field) and that means the best fix is correcting the module.

Navigat0r
July 16th, 2023, 19:21
From what I can tell, the various hp toggles seem to be working fine even with brackets enclosing the values (at least in a campaign with no other extensions).

bmos
July 18th, 2023, 21:03
I pushed an update that should better handle that (and now handle hd fields that contain additional info separated by a semicolon)

GileadBZ
March 10th, 2024, 12:49
Hello!
This extension is crashing with the new update.
When I add an NPC to the combat, I get an error "[ERROR] Script execution error: [string "CoreRPG:scripts/manager_dice.lua"]:406: attempt to index local 'tOption' (a boolean value)."
I read in the github "This extension has been tested with FantasyGrounds Unity v4.5.0 (2024-02-21).", but when I remove this extension, it works fine and before the last update, it also worked fine. Maybe it's a compatibility problem with another extension, but the only extension that, removing it solves the problem, is this one.
I saw that the github updated the 24 feb, but at forge, "Last updated 235 days ago", maybe the style change fix this issue?

I'm using
<extension name="ArbitraryArcana" />
<extension name="FG-CoreRPG-Coins-Weight" />
<extension name="FG-CoreRPG-Extraplanar-Containers" />
<extension name="FG-CoreRPG-Inventory-Identified" />
<extension name="FG-CoreRPG-Party-Inventory-Weight" />
<extension name="FG-PFRPG-Expanded-NPC-Weapons" />
<extension name="FG-PFRPG-ExtendedACBonusTypes" />
<extension name="Fonts-Extended Fantasy" />
<extension name="Mirror Image Handler" />
<extension name="PF Remove Effect Tag" />
<extension name="PF1 - Spellclass Sort + notes + NPC" />
<extension name="TemporalFixation" />
<extension name="ThassilonianFont" />
<extension name="XCoreFantasyFonts" />
<extension name="FG-Effect-Builder" />
<extension name="Turbo" />
<extension name="FG-Effect-Builder-Plugin-35E-PFRPG" />
<extension name="FG-PFRPG-Encumbrance-Penalties" />
<extension name="RequestedRolls" />
<extension name="FG-PFRPG-Drain-and-Permanent-Bonuses" />
<extension name="FG-PFRPG-Extra-Stat-to-Saves" />
<extension name="consteffectapply" />
<extension name="FG-PFRPG-Enhanced-Items" />
<extension name="Import Collection" />
<extension name="Theme_Leather" />
<extension name="FG-PFRPG-Advanced-Item-Actions" />
<extension name="FG-PFRPG-Item-Durability" />
<extension name="Enhanced Skills" />
<extension name="PFRPG_Theme_Rise_of_the_Runelords" />
<extension name="calendarplus" />
<extension name="CloseEncounters" />
<extension name="FG-Attack-On-Hit-Effects" />
<extension name="FG-Distance-Conditional" />
<extension name="FG-Size-Changes" />
<extension name="FG-Aura-Effect" />
<extension name="FG-PFRPG-Spell-Formatting" />
<extension name="Full OverlayPackage with alternative icons" />
<extension name="BetterCombatEffects" />
<extension name="WinnowingPursuits" />
<extension name="FG-Effects-Modify-Effects" />
<extension name="CombatModifierCalculation" />
<extension name="FG-PFRPG-Live-Hitpoints" />
<extension name="FG-PFRPG-Advanced-Effects" />

Thank you very much!

bmos
March 11th, 2024, 00:40
When I add an NPC to the combat, I get an error "[ERROR] Script execution error: [string "CoreRPG:scripts/manager_dice.lua"]:406: attempt to index local 'tOption' (a boolean value)."The GitHub README is now sometimes referring to unreleased versions. I'll try to avoid this in future but the Forge README is the most accurate.
I have pushed a build with the fix for the reported issue. Enjoy and thank you for the report.

GileadBZ
March 11th, 2024, 10:30
Now it's working :)
Thanks for your work!!!