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daddyogreman
February 21st, 2021, 07:57
Just a quick extension that will put wound overlays on map tokens based off their current status.

Head over to the project page (https://gitlab.com/ccthiel/corerpg-wound-overlay) for details and latest download.

EDIT:
Now up in the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/288/view).

daddyogreman
February 22nd, 2021, 04:02
Bug with the Clear Wound Overlay button overlapping with the existing Zoom To Fit button has been fixed in the latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) release.

Rino
February 22nd, 2021, 09:11
It's fixed and extension is working good :)

Weissrolf
February 22nd, 2021, 10:00
Thanks for the extension.

Currently the "light" overlay is not enabled, though.

daddyogreman
February 22nd, 2021, 10:45
Thanks for the extension.

Currently the "light" overlay is not enabled, though.

I only had so many wound graphics. I can try to look around for another one to slap in there for light, but you're right. Currently there isn't one for the"light" status.

Weissrolf
February 22nd, 2021, 11:04
The extension already delivers enough graphics, but they are used confusingly. With "Detailed" wound categories the extension uses "overlay_wounded" for moderate wounds and does not use any overlay for light wounds. With "Simple" wound categories the extension uses "overlay_light" for the "Wounded" condition instead.

The old extension uses "overlay_wounded" for light wounds. The image is a bit too dramatic for light wounds, though, so I modified it to only show some speckles of blood.

Weissrolf
February 22nd, 2021, 11:13
For our use I added my "speckles" png as overlay_light (which is just an edited version of the old overlay_light) and changed the script to use that for Light wounds. I also renamed the old overlay_light to overlay_moderate, changed the script to use these for Detailed wound categories and use overlay_wounded for Simple. I also edited the graphics.xml to accommodate for said changes.

YAKO SOMEDAKY
February 22nd, 2021, 13:42
I'm curious if I could use the extension in the Rolemaster Classic and even more it is the one that makes the blood mark as the character gets injured and when the character or enemy is deleted from the combat tracker after being defeated, blood stain where the token was.

daddyogreman
February 22nd, 2021, 16:51
For our use I added my "speckles" png as overlay_light (which is just an edited version of the old overlay_light) and changed the script to use that for Light wounds. I also renamed the old overlay_light to overlay_moderate, changed the script to use these for Detailed wound categories and use overlay_wounded for Simple. I also edited the graphics.xml to accommodate for said changes.

All that sounds like reasonable changes. Did you happen to make a merge request? I'd be happy to look it over and most likely merge your changes back into my repo.

daddyogreman
February 22nd, 2021, 16:55
I'm curious if I could use the extension in the Rolemaster Classic and even more it is the one that makes the blood mark as the character gets injured and when the character or enemy is deleted from the combat tracker after being defeated, blood stain where the token was.

It works with any ruleset that uses CoreRPG. Rolemaster is among those.
It doesn't however add any blood stain to the map - this deals solely with overlays on tokens themselves.

daddyogreman
February 22nd, 2021, 17:44
All that sounds like reasonable changes. Did you happen to make a merge request? I'd be happy to look it over and most likely merge your changes back into my repo.

Meh. I'm ancy. I went ahead and made some changes myself. Liked your idea of taking the moderate and just deleting a bit of the blood spatter so I went that route. There's now a matching icon for each status in both Simple and Detailed mode.
Also cleaned up a bunch of the unused icons and a few other things (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/blob/v1.0.2/CHANGELOG.md).
Available in v1.0.2 (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.2/file/CoreRPG-Wound-Overlay.ext?job=build-extension) (you can also always just use latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) to get to the latest release)

Egheal
February 22nd, 2021, 21:23
that's great. is it possible to replace the skull by a tombstone when the last saving/death is failed ?
I already changed the skull by swirling stars for the unconscious part
I don't know if it could be of any use but you have my permission to use my tokens

daddyogreman
February 22nd, 2021, 22:05
that's great. is it possible to replace the skull by a tombstone when the last saving/death is failed ?
I already changed the skull by swirling stars for the unconscious part
I don't know if it could be of any use but you have my permission to use my tokens

As this is just CoreRPG, there's no concept of death saves that I'm aware of. And this also just keys off the status field that's already built in and handled by CoreRPG that's just a result of current hp vs total hp. You've only got a small handful of values the status field is ever updated to by CoreRPG: Light, Moderate, Wounded, Heavy, Critical, Dead

I AM working on a 5E Save Overlay extension that I may snag those tokens for, though.

Eltrym
February 22nd, 2021, 22:17
Thanks for the Extension(s). I just tried v1.0.2. It's exactly what I was missing from my campaign.

Weissrolf
February 22nd, 2021, 22:47
Thanks for the changes. Our group was playing tonight, so I couldn't answer quick enough. One difference between our versions: I removed the big splat of blood that looks too dramatic for light wounds (especially when only 1-5 hit-points a missing) and kept the small ones instead. So our images are kind of inverses of each other. Are we allowed to share those images according to the original overlay extension?

YAKO SOMEDAKY
February 22nd, 2021, 23:03
I tried to add the extension, but I only managed to make it appear by editing the extension and putting the RolemasterClassic in the list, but the bloodstains effect didn't work, oh, I'm using Fantasy Grounds Unity.

daddyogreman
February 22nd, 2021, 23:41
Thanks for the changes. Our group was playing tonight, so I couldn't answer quick enough. One difference between our versions: I removed the big splat of blood that looks too dramatic for light wounds (especially when only 1-5 hit-points a missing) and kept the small ones instead. So our images are kind of inverses of each other. Are we allowed to share those images according to the original overlay extension?

If you're referring to Kelrugem's overlay extension, I've asked and received permission to use any of the graphics in that extension.

Weissrolf
February 22nd, 2021, 23:48
This is my quickly created version of overlay_light.png.

daddyogreman
February 22nd, 2021, 23:51
Wrong post quoted. Ooops.

daddyogreman
February 22nd, 2021, 23:52
Thanks for the changes. Our group was playing tonight, so I couldn't answer quick enough. One difference between our versions: I removed the big splat of blood that looks too dramatic for light wounds (especially when only 1-5 hit-points a missing) and kept the small ones instead. So our images are kind of inverses of each other. Are we allowed to share those images according to the original overlay extension?

Also, ya convinced me. Just updated the light wound bitmap to be less bloody. It's building (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) now.

Weissrolf
February 22nd, 2021, 23:58
I modified it slightly to make it less look like I just cut-out a bit (which I did) . ;) Same link as above, just a bit of repair brush and blur to smooth out the cut-out part.

daddyogreman
February 23rd, 2021, 00:12
I tried to add the extension, but I only managed to make it appear by editing the extension and putting the RolemasterClassic in the list, but the bloodstains effect didn't work, oh, I'm using Fantasy Grounds Unity.

Oooh I've got a soft spot for Rolemaster. Haven't played in years, but it's one of the systems I grew up on. Been on my list to give it a shot through Fantasy Grounds at some point, so I bought the ruleset awhile back. Just created a tester campaign and loaded my module. I feel foolish as I can't even manage to set max hit points for a character. Help me out here and I'll see what I can do for ya.

daddyogreman
February 23rd, 2021, 00:15
Oooh I've got a soft spot for Rolemaster. Haven't played in years, but it's one of the systems I grew up on. Been on my list to give it a shot through Fantasy Grounds at some point, so I bought the ruleset awhile back. Just created a tester campaign and loaded my module. I feel foolish as I can't even manage to set max hit points for a character. Help me out here and I'll see what I can do for ya.

Hah! I forgot you actually have to use skill points in body development to gain hit points. Maaaan, it's been too long.

daddyogreman
February 23rd, 2021, 00:40
I tried to add the extension, but I only managed to make it appear by editing the extension and putting the RolemasterClassic in the list, but the bloodstains effect didn't work, oh, I'm using Fantasy Grounds Unity.

yako2020!

v1.0.4 (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/releases/v1.0.4) whipped up and working with RolemasterClassic ruleset! Download it here (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.4/file/CoreRPG-Wound-Overlay.ext?job=build-extension)! They just used a slightly different status wording in that ruleset. This is an ugly hack to get it working as I don't have time at the moment. I made a milestone (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/milestones/1) to get this working in all CoreRPG supported rulesets as you've brought to my attention I'm gonna need to call them all out in the extension file and then go through each one and see what the status wording each one has.
But in the mean time, this should work! Enjoy! Takes me back even looking at the RolemasterClassic character sheet.

YAKO SOMEDAKY
February 23rd, 2021, 01:29
thanks daddyogreman

Rino
February 23rd, 2021, 08:14
BUG: the chat command "/clear" which clears the chat window (default FGU & FGC behaviour). It currently also clears all Wound Overlays (just as the button you have on top of the battlemap). If a player issues this chat command, the wound overlays are also cleared for everyone - so, not desired.

daddyogreman
February 23rd, 2021, 17:59
Figured out the issue here. I'd registered a chat command clearWoundOverlays to do the same thing as the button. As a client, there is no clear command in the chat window - clients can't do that. So Fantasy Grounds was just matching it up with the first available command which happened to be the one I'd registered. I hadn't put any checks around whether or not it was the host issuing the chat command, so I guess it was a kinda backdoor way for clients to be able to do it too. I just got rid of the chat command as I'd registered that before I had the button working.
Latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) release has removed the chat command.

daddyogreman
February 23rd, 2021, 21:13
v1.0.6 (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.6/file/CoreRPG-Wound-Overlay.ext?job=build-extension) released. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) will snag the latest release version. Just a quick adjustment to the script imports to help further avoid any collisions that may happen with other extensions.

YAKO SOMEDAKY
February 24th, 2021, 14:24
Would it be difficult to adapt that function of Savage Worlds, the one that when deleting a dead token from the combat tracker the mark remains on the map and even more, say that a token is seriously injured and then leaves its initial position, but the mark of blood stay in the place where he was injured?

daddyogreman
February 24th, 2021, 17:18
Would it be difficult to adapt that function of Savage Worlds, the one that when deleting a dead token from the combat tracker the mark remains on the map and even more, say that a token is seriously injured and then leaves its initial position, but the mark of blood stay in the place where he was injured?

Honestly I've got no idea. I'd have to have a look. I did file an enhancement issue (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/issues/6) and might investigate at some point.

YAKO SOMEDAKY
February 24th, 2021, 21:20
Thank you for being helpful and for making this extension fabulous!

daddyogreman
February 24th, 2021, 22:07
v1.0.7 (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.7/file/CoreRPG-Wound-Overlay.ext?job=build-extension) released. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) will snag the latest release version.
Just a quick adjustment to where the Clear Wound Overlays button is so it doesn't collide with with anything else added to the toolbar_anchor. Realized I didn't know what I was doing when I finished up the 5E Save Overlay (https://www.fantasygrounds.com/forums/showthread.php?66438-5E-Save-Oerlay&p=582141) extension and both buttons were sitting on top of each other. Definitely update to this if you're planning on running both extensions, or any other extension that adds anything to the toolbar_anchor.

daddyogreman
March 1st, 2021, 18:00
v1.0.8 (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.8/file/CoreRPG-Wound-Overlay.ext?job=build-extension) released. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) will snag the latest release version.

Per the CHANGELOG (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/blob/v1.0.8/CHANGELOG.md):
[1.0.8] - 2021-03-01

Added

Added slash command /clearWoundOverlays
Removed calls to User.isHost()
Extension announcement text
Added all CoreRPG rulesets as allowable
Added status translation layer

EmptyOwl
March 6th, 2021, 20:28
Hello,

This is a really nice .ext and very useful for most games in Core. I tried it with Mongoose Traveller 2e however and it only shows the death overlay. Traveller uses a strange damage system so I get how it wouldn't work properly, and even the death state is useful, but how would one go about modifying the .ext to recognize multiple HP pools based on each of the three physical stats?

Thanks!

daddyogreman
March 8th, 2021, 02:07
Hello,

This is a really nice .ext and very useful for most games in Core. I tried it with Mongoose Traveller 2e however and it only shows the death overlay. Traveller uses a strange damage system so I get how it wouldn't work properly, and even the death state is useful, but how would one go about modifying the .ext to recognize multiple HP pools based on each of the three physical stats?

Thanks!

I'd be happy to help out. I tested all the rulesets I have access to, but I don't own Mongoose Traveller 2E and don't have any plans to buy it.
We COULD work together with you owning it and installing my extension, turning debug to verbose and giving me some logs from what's going on as you run through the various stages of damage for a character so I can get a feel for what this ruleset does differently from CoreRPG.
The extension is keyed off the CoreRPG built in status field of a PC/NPC. CoreRPG automatically updates this field as a function of current vs total hit points. For the most part it's pretty consistent across the rulesets I checked, with the exception of Rolemaster Classic (just happen to own that ruleset), which tweaked the wording slightly. I did write in a function to make adding more rulesets to this extension quite trivial (assuming it still uses status in some form or fashion which, given the death icon is working I'm going to make that assumption), I just need to get the logs from running through a couple scenarios in this particular ruleset.

There's typically a setting for Wound Categories setting under the Combat header in the options menu.

So the scenario I'd ask someone to go through in a more traditional system would be:
Create a character with like 10 hps. Ensure they have no wounds
Pull up the combat tracker

Set Wound Categories to simple
Set Debug Level to Verbose underneath the CoreRPG Wound Overlay banner.
In the combat tracker add 1 wound to the character. Repeat the step until you've gone from 0 to 10 wounds.

Reset the character back to 0 wounds.
Set Wound Categories to detailed
In the combat tracker add 1 wound to the character. Repeat the step until you've gone from 0 to 10 wounds.

Gather up the system log and attach it to a post here.
If you're ensure of how to do that, I'm sure there's posts in Fantasy Grounds but I also wrote some quick instructions (https://gitlab.com/ccthiel/corerpg-wound-overlay/-/blob/latest/BUG_REPORT.md) in the project itself. It's typically for logging bugs, so you could just ignore that part.

As this isn't a traditional system, I'm not exactly sure how the status field is being calculated, if it even is at all. You mentioned multiple HP pools. You could try the above scenarios with each HP pool and see what we get from the log file, that'd be a good first start. I'd love to get this compatible with more systems!

Weissrolf
April 13th, 2021, 09:59
At least Pathfinder 2 insist on making tiny creates size "0" (zero), which in turn breaks the overlay extension. We get enormous splashes of blood from the tiniest creatures. ;)

Farnaby
April 13th, 2021, 13:25
Oh that's where that comes from!

kevininrussia
April 13th, 2021, 20:09
In 4E there is a condition called "Bloodied" Its when the creature is at 50% HP. This condition is not getting a overlay token so might not be defined.

Is it possible to have different token overlays for PC's and NPC's?

Here is a link to a 4E version from some time ago for reference. It has an issue where the overlays are not being applied on the client side on load.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42974&d=1610933960

daddyogreman
April 15th, 2021, 08:51
At least Pathfinder 2 insist on making tiny creates size "0" (zero), which in turn breaks the overlay extension. We get enormous splashes of blood from the tiniest creatures. ;)

I'll have to have a look at this one at some point.

daddyogreman
April 15th, 2021, 09:07
In 4E there is a condition called "Bloodied" Its when the creature is at 50% HP. This condition is not getting a overlay token so might not be defined.

Is it possible to have different token overlays for PC's and NPC's?

Here is a link to a 4E version from some time ago for reference. It has an issue where the overlays are not being applied on the client side on load.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42974&d=1610933960


The overlays are keyed off the status field, which is updated automatically by Fantasy Grounds and is just a function of max hps vs current wounds. The string for each state can vary slightly depending on the ruleset but it's there for all of them. I'm trying my best to keep this extension universal so I'm not coding in something specific to 4E (the "bloodied" condition"), but am going to keep this keyed off the status field.
You're welcome to fork my extension and go to town all you want with it for 4E though! Happy to help walk you through getting set up to do so, if needed.
And you can join the Fantasy Grounds Unofficial Developer's Guild discord server and poke me all you want for help there.
https://discord.com/invite/yAXPgR8Bc8

Weissrolf
April 15th, 2021, 09:55
I'll have to have a look at this one at some point.
Setting a minimum size of 1 grid (usually 5") might be the easiest solution. If I understand correctly then line 46 is the culprit, because 0*1=0:


woundWidget.setSize(math.floor(tokenWidth*1), math.floor(tokenHeight*1));
No idea why that leads to huge token overlays being applied (maybe its their original size compared to the map dpi)?!

Weissrolf
April 16th, 2021, 20:15
Is there an option already to keep death symbols on the map when their respective tokens are deleted from CT? With the "remove all" button now in place that would be very useful.

nephranka
April 17th, 2021, 13:52
Is there an option already to keep death symbols on the map when their respective tokens are deleted from CT? With the "remove all" button now in place that would be very useful.

This would be functionality my group would use. They like having a map reminder of bodies to check.

Larsenex
April 30th, 2021, 12:12
The extension works within the Pathfinder 2e ruleset. Thank you!

OrionsArmpit
May 1st, 2021, 22:13
I keep getting this error:

[ERROR] Script execution error: [string "scripts/token_overlay_manager.lua"]:26 attempt to index a nil value

I've loaded both the CoreRPG and MoreCore ruleset and get the same error

EmptyOwl
May 2nd, 2021, 06:09
I keep getting this error:

[ERROR] Script execution error: [string "scripts/token_overlay_manager.lua"]:26 attempt to index a nil value

I've loaded both the CoreRPG and MoreCore ruleset and get the same error

Me too, though i am not sure this, or any, extension is to blame. Always when I drag a token from the combat tracker to the battlemap.

spoonhead
June 20th, 2021, 15:52
Not sure why, but since the last FG update, the blood splatter in PF2 is behaving odd on the NPC tokens but not players. New campaign and with no other extensions loaded. PF2 ruleset 18e.1

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47714&stc=1&d=1624200648

EmptyOwl
June 20th, 2021, 18:18
Not sure why, but since the last FG update, the blood splatter in PF2 is behaving odd on the NPC tokens but not players. New campaign and with no other extensions loaded. PF2 ruleset 18e.1

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47714&stc=1&d=1624200648

That looks like a Tiny creature, there is an oddity with them. Try setting its size to small and see if there is the same problem.

Weissrolf
June 20th, 2021, 18:59
Problem is that tiny creatures have size 0. Any other size (even 0.1) will work.

spoonhead
June 21st, 2021, 13:35
Problem is that tiny creatures have size 0. Any other size (even 0.1) will work.

Can you change the size with a value? Is tat just in the CT?

Weissrolf
June 21st, 2021, 13:50
Combat Tracker. Has to be done for every single size 0 creature. Trenloe wrote that this is by design and on purpose, extensions are supposed to catch the size 0 exception after the fact.

EmptyOwl
June 21st, 2021, 15:56
Can you change the size with a value? Is tat just in the CT?

You cannot in PF2e, as far as I know, but you can just make a copy of the creature, open it for editing, and change Tiny to Small.

spoonhead
June 22nd, 2021, 05:58
Combat Tracker. Has to be done for every single size 0 creature. Trenloe wrote that this is by design and on purpose, extensions are supposed to catch the size 0 exception after the fact.


Surely a tiny creature still has a size? A size of zero suggests it doesn't have a size at all. I did change the creature's size to 0.1 in the CT, and the blood splatter was contained by the token size.

spoonhead
June 22nd, 2021, 05:59
You cannot in PF2e, as far as I know, but you can just make a copy of the creature, open it for editing, and change Tiny to Small.

As Weissrolf said, you can change the size in the CT, which fixes the problem, but not sure why a tiny creature has no size at all.

Weissrolf
June 22nd, 2021, 07:43
Because Trenloe decided so. The ramification of that decision is that more Lua code has to be run to catch these kind of exceptions.

A small reminder, though, that we are not talking about creature size, but about creature "space". The CRB suggest that at least four tiny creatures can occupy a 5 ft. space, but more creatures are possible.

Items of tiny size are half the bulk of small/medium sized items and tiny creatures have half the bulk carrying limit and treat nothing as "light".

daddyogreman
June 24th, 2021, 21:43
v1.0.9 (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/v1.0.9/file/CoreRPG-Wound-Overlay.ext?job=build-extension) released. As always, latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) will snag the latest release version.
Believe I fixed the issue with the wound widgets on tokens matching to creatures with a tiny size.

Larsenex
June 24th, 2021, 22:15
Thanks DaddyOgre.

Weissrolf
June 24th, 2021, 22:28
Great, thank you. :)

Conspiracy
July 2nd, 2021, 03:32
I use SilentRuin (https://www.fantasygrounds.com/forums/member.php?322925-SilentRuin)'s Death Indictator Ex (https://www.fantasygrounds.com/forums/showthread.php?59203-Death-Indicator-Ex-v4-5-extension-for-5e-Fantasy-Grounds-Unity) to handle death saves for PC's and NPC's. Both overlay death saves and image for death.
Would it be possible to disable the dying and death overlays if Death Indicator Ex is available?

Weissrolf
August 17th, 2021, 02:10
For some reason adding a "woundWidget.setBitmap" line after "if status == "HEALTHY" then" does not work. So instead I removed that line (started with "light") and added an "else" line at the very end. This enabled me to add a wound overlay PNG for the Healthy status.

daddyogreman
August 18th, 2021, 19:43
For some reason adding a "woundWidget.setBitmap" line after "if status == "HEALTHY" then" does not work. So instead I removed that line (started with "light") and added an "else" line at the very end. This enabled me to add a wound overlay PNG for the Healthy status.

Yeah that's definitely weird. I popped open the code and that shoulda worked. Not really sure why I tossed in the HEALTHY line to begin with when it does nothing, but I'm happy with no overlay when they're not hurt. I just deleted that HEALTHY line, but not gonna bother rolling out a new release just for that.

Weissrolf
August 18th, 2021, 20:19
I needed a transparent overlay for healthy in order to always have overlay bitmaps present. This presented a workaround for the spell templates extension, which now has taken these things in its own hands. Still your extension was instrumental in solving one of FGU's most unnerving issues (of NPC tokens being covered by Assets tokens and thus not being movable). ;)

hawkwind
September 3rd, 2021, 13:53
git hub download kink broken, the latest version i have is 1.08 , is there a more up to date version?

aulyre
October 9th, 2021, 18:16
Any chance your awesome extensions will go into the forge?

daddyogreman
October 10th, 2021, 04:59
git hub download kink broken, the latest version i have is 1.08 , is there a more up to date version?

Gitlab, not GitHub. And I just checked the latest (https://gitlab.com/ccthiel/CoreRPG-Wound-Overlay/-/jobs/artifacts/latest/file/CoreRPG-Wound-Overlay.ext?job=build-extension) link and it works just fine from what I can tell.

daddyogreman
October 10th, 2021, 05:02
Any chance your awesome extensions will go into the forge?

Yeah I'll look at getting them in there. Been away for awhile now and just getting back into things. You can always just straight download them from gitlab but I'll see what I need to do here at some point soon to get them into the forge. As always, I plan on things being free and open sourced for others to contribute to/improve.

ColinBuckler
October 10th, 2021, 13:32
I'll see what I need to do here at some point soon to get them into the forge. As always, I plan on things being free and open sourced for others to contribute to/improve.

+1 for this

daddyogreman
October 12th, 2021, 22:43
Got this one up in the forge (https://forge.fantasygrounds.com/shop/items/288/view). Others to follow at some point soon-ish.

Tabarkus
January 25th, 2022, 16:17
Would you please add <DCC RPG> to the Ruleset tags for this extension?

daddyogreman
January 25th, 2022, 20:53
Would you please add <DCC RPG> to the Ruleset tags for this extension?

Can you just unzip the extension and edit the extension.xml to include that ruletset and test it out? I'm worried it might not work properly - it relies on a FG mechanism called "status" that's updated automatically by FG. More CoreRPG rulesets play nice with it, but if I recall correctly 4E had to be slightly tweaked to get it working right. If it DOES work properly (your my tester here, as I don't have the ruleset!) I can officially add it.

Tabarkus
January 27th, 2022, 04:07
I did add it myself and it appears to work without issue.

Boldtaar
August 8th, 2022, 23:53
I added the CoreRPG Wound Overlay from the Forge but it doesn't show up in my Extension list

charmov
August 8th, 2022, 23:58
I added the CoreRPG Wound Overlay from the Forge but it doesn't show up in my Extension list

Run an update my dude!

Boldtaar
August 9th, 2022, 09:07
Don that still doesn't show up

daddyogreman
August 9th, 2022, 17:57
Don that still doesn't show up

Which ruleset are you running?

Boldtaar
August 10th, 2022, 22:14
I tried Traveller and MoreCore.

But I now see it only show up for DnD 3/5 ruleset

daddyogreman
August 11th, 2022, 18:57
The extension is locked down to rulesets I've tested or had someone test for me if it's not free.
That's currently:
CoreRPG, 2E, 3.5E, 4E, 5E, Cypher System, Fate Core, Numenera, PFRPG, PFRPG2, Rolemaster Classic, SFRPG, The Strange and DCC RPG.
I can test MoreCore myself at some point as that's free. If you want to test Traveller for me that'd be great, I can add it as a supported ruleset. But I don't own that one so I have no way of knowing whether or not it'll work properly. Some of the other rulesets have required a bit of tweaking of the logic to get them functioning as expected.

Boldtaar
August 11th, 2022, 23:31
I would be up for testing out Traveller for you

BobTheMercenary
October 30th, 2022, 03:13
Getting an error but im not the one running it. Keeps popping the log and driving me nuts

[ERROR] Handler error: [string "CoreRPG-Wound-Overlay:..overlay_manager.lua"]:26: attempt to index a nil value

daddyogreman
October 31st, 2022, 03:36
Getting an error but im not the one running it. Keeps popping the log and driving me nuts

[ERROR] Handler error: [string "CoreRPG-Wound-Overlay:..overlay_manager.lua"]:26: attempt to index a nil value

Could be an issue with another extension loaded or could be whoever is running it is doing something weird with the combat tracker and has things in there without a matching token on the map. Without more context not much I can do.

daddyogreman
July 9th, 2023, 04:57
Bumping to version 1.0.10
Just adding a bit of debugging so I can assist smokebadger in getting this working for Call of Cthulu.

Vass_Dts
February 14th, 2024, 20:48
Just a heads up that the upcoming update to v4.5.0 breaks this and the saves extension. You may wanna check the TEST build to is if you can figure this out.

daddyogreman
February 15th, 2024, 02:06
Just a heads up that the upcoming update to v4.5.0 breaks this and the saves extension. You may wanna check the TEST build to is if you can figure this out.

Thanks for the heads up. I barely use fantasy grounds anymore - I've shifted back to minis and a battle map to run my games and have found it wonderfully liberating. Doubt I'll get around to fixing this any time soon as I don't use either extension anymore myself, even when I DO use FG it's just for the combat tracker.

Vass_Dts
February 15th, 2024, 23:53
Oh, that's a shame. But thanks for the response. :)

daddyogreman
February 16th, 2024, 00:13
Oh, that's a shame. But thanks for the response. :)

Anyone is welcome to fix and submit a PR. I'll happily merge it in and give credit where it's due.

GKEnialb
February 20th, 2024, 00:17
I'll take you up on that. :) Changed a couple of files to make it work in Test and created merge requests.

daddyogreman
February 21st, 2024, 22:21
I'll take you up on that. :) Changed a couple of files to make it work in Test and created merge requests.

Not seeing any open merge requests against the project.

GKEnialb
February 22nd, 2024, 03:28
Hmm. I see two - I'll send you a note on Discord.

daddyogreman
February 28th, 2024, 17:32
Hmm. I see two - I'll send you a note on Discord.

These changes have been incorporated and you'll now live on forever in the README as a contributor. Thanks. Right now this is in the test channel. Someone holler at me when it needs to be moved to Live.

spoonhead
March 8th, 2024, 04:15
I think it meeds to be moved to live.

GKEnialb
March 8th, 2024, 16:32
Yes, time to move to live!

daddyogreman
March 9th, 2024, 06:23
Yes, time to move to live!

Done. Thanks for your contribution!