This is for FG classic! See the links below and in my signature for FG Unity :)
Forge links: https://forge.fantasygrounds.com/shop/items/31/view and https://forge.fantasygrounds.com/shop/items/24/view
Known incompatibility: The Full Overlay Package one is probably incompatible with the Naval Combat Extension that comes with the Skulls & Shackles AP :) (maybe the other versions, too)
Hi :)
In that thread I upload my extensions combined with the StrainInjury extension of darrenan (see https://www.fantasygrounds.com/forum...iant-Extension), thanks to him I am allowed to upload these combinations :) It is about these extensions:
Strain and Injury: https://www.fantasygrounds.com/forum...iant-Extension
Advanced 3.5/PF1 (with keen extension): https://www.fantasygrounds.com/forum...finder-effects
Save versus tags: https://www.fantasygrounds.com/forum...232#post447232
Overlays: https://www.fantasygrounds.com/forum...881#post445881
AoO tracker (with incorporated FFOS): https://www.fantasygrounds.com/forum...tunity-tracker
There are two versions of overlays, see the overlay thread for screenshots :) The alternative version is in the second post for now because I am not able to have more than one extension in this post anymore :D
I also changed something in StrainInjury, but only for 3.5e (Pathfinder is not touched by this). Regeneration of 3.5e does not work anymore in StrainInjury by the original code of StrainInjury. I brought it back and it now works as following: Regeneration only heals Strain damage and every ingoing damage type is strain damage except when it is of the special type mentioned in the REGEN effect (e.g. fire for the troll regeneration), for these special damage types the damage is then Injury damage :) I guess this is the most straightforward implementation for it according to the standard rules of 3.5e for regeneration.
Have fun :)
UPDATE: Damage coming from a failed stability check is now injury damage and not strain.
UPDATE2: There are several fixes and a new feature now:
- There is now the damage type injury. Basically it does the same as pressing the modifier button for injury. The resulting damage will be then of type injury as long as there is not any nonlethal damage type. When at least one damage die has this damage type then all damage dice will be injury, too, except the ones with nonlethal. Immunity and resistance effects can block this damage type (but only damage dice with having this damage type of course) and it acts like the special damage types like critical (i.e., IMMUNE: injury blocks e.g. the damage die with injury in it, regardless which other damage types are in there, and an wearing an axe while having the effect DMGTYPE: injury results into a damage die with damage types slashing and injury, not only injury). You can think of this damage type as bleed damage :) (for this it was requested)
- Injury damage is now respected in the height of health bars.
- Temporary hit points do not change the physical state, e.g. getting temp HP while one needs to roll for stabilization does not stabilize and one stays unconscious. This was not the case anymore in this extension. I fixed it :) Similar problem was in the code for bloodied, wounded and healthy. Fixed that, too :)
- The problem with Strain-Injury is that one has -strictly speaking- two different strain damage pools, one coming from lethal and one from nonlethal attacks which is important when it is about becoming unconscious (especially in 3.5e when the enemy has regeneration). E.g. having 10 HP and 1 injury and then getting 9 strain damage always resulted into the status disabled, regardless whether it came from a nonlethal attack, while having 0 injury and 10 strain always resulted into unconscious. Having 1 injury and then getting 10 strain resulted into stabilization rolls, though it was nonlethal strain. And so on :) This is now all fixed, now the code treats unconscious correct. For this you will see that getting unconscious by nonlethal damage will apply the stable effect, a dirty trick to avoid the stabilization rolls :D
- The stable effect will now also be automatically removed when lethal damage will be made while the target was dying (and stabilized), that's needed for the previous point to automate the previous point. But that feature is nice in general, too :) (Now in the base programme)
- I've added the bleed damage type now also to the base extension :) It behaves like injury except that it does natively strain damage (otherwise combine it with injury;it is of course injury when the target is dieing) but it overcomes DR :)