Life Ledger
Manage hit points and temporary hit points. Forked Constitutional Amendments and rebranded.
https://forge.fantasygrounds.com/shop/items/1962/view
Printable View
Life Ledger
Manage hit points and temporary hit points. Forked Constitutional Amendments and rebranded.
https://forge.fantasygrounds.com/shop/items/1962/view
Awesome thank you.
Stellar work again! Thanks @rhagelstrom
Awesome!
Is this intended to be a complete replacement for Constitutional Amendments and will be maintained in its stead?
I see. Glad to know. Since it's a fork I assume that should I switch it in as the replacement all my settings and effects meant to work with CA will work the same, but I'd like to make sure.
Does it work with Mad Nomad's sheets?
How do i fix discrepancies? for example "There is a discrepancy of 15 hit points. Please Update the roll values accordingly". The Max on the character sheet is showing 15 more and i cannot change? how do i fix this?
Not a huge deal at all, but Life Ledger's OPTIONS section is still labeled as Constitutional Amendments.
When toggling between HP: Display Mode - Current HP / Wounds, the following errors are thrown (but don't seem to actually cause problems):
[ERROR] Script execution error: [string " LifeLedger:utility/scripts/dynamic_hp.lua"]:177: attempt to call global 'setValue' (a nil value)
and:
[ERROR] Script execution error: [string " LifeLedger:utility/scripts/dynamic_hp.lua"]:181: attempt to call global 'setValue' (a nil value)
It was giving the same errors with extensions and with only Life Ledger loaded... maybe there is some residual extension stuff behind the scenes causing it?
Version Update: v2.6.1
Feature: Leverage Requested Rolls when rolling for Hit Points on level up (if available)
Fixed: Script error when toggling HP: Display Mode option
Updated Documentation
Would this also be compatible with 5eAE as CA was? I see the maxhp damage effects code was changed to 'maxhp' from 'max'.
Is the following dragged and dropped or (targeted and double-clicked) supposed to increase the current and max hit points by the amount rolled?: [HEAL: 2d10 maxhp]. It doesn't seem to heal above current max nor increase max hp.
Currently I'm just manually rolling dice and adjusting the Max HP with the ADJ field on the PC/NPC sheets.
Ideally I'm looking to automate a custom version (hybrid of 1014/2024) of Heroes' Feast to be one step if possible (rolling the HEAL when the effect is added... Is there anything like HEALA (like DMGA in BCEG?)).
Heroes' Feast - 6th level [EFF: Heroes' Feast; ADVSAV: wisdom; RESIST: poison; IMMUNE: poisoned, diseased (D:1 DAY)] [HEAL: 2d10 maxhp]
REGENA is the same as heal doing a heal action.
maxhp, doesn't work for healing (currently), it's a damage type, you can do MAXHP through the effects list on the action for healing though, you can cycle through TEMP, HP, MAXHP.
HEAL is a bonus of healing and not an action of healing. So if you have the effect "HEAL: 2d10" all out going heals will do an extra 2d10 healing.
Thank you.
So this works to increase max... is there any way to tie the result of the 2d10 to increase current hp (reduce wounds) by the same number? Adding [REGENA: 2d10] will generate a separate number to heal by.
"Heroes' Feast - 6th level [EFF: Heroes' Feast; ADVSAV: wisdom; RESIST: poison; IMMUNE: poisoned,diseased; MAXHP: 2d10 (D:1 DAY)]"
Also curiously, with this on an NPC in the CT, the first time I click to 'pick up' the effect, it picks up 2d10 as expected and works as expected. Every subsequent time I do this on the same NPC it adds 2 additional dice, rolls them all in pairs and just keeps the last pair in the effect it places. It works... just looks very strange and rolls an increasingly large number of dice.
Targeting and double-clicking does not add more dice.
Hey, I am new to fantasy grounds and extensions I downloaded the extension through the forge and I see it active in my options menu but I can't figure out how to switch to current HP display mode
Attachment 62600Attachment 62601
would like to know what am I doing wrong
This option is in the Per User section at the top:
Attachment 62602
Thank you very much literally got FG yesterday and have very little idea how to use it so thanks
I'm also getting the "Discrepancy of Hit Points" message from the Life Ledger extension. Clean campaign with no other extensions. When I click on the PC character sheet from the combat tracker, the message is generated. I've attached a picture here. Thanks.
You can fix that here
https://forge.fantasygrounds.com/ima...4d78da5015.png
Perfect - that was an easy fix. Thanks Ryan!
Version Update 2.6.2
Fix for conflict with chat effects
nice! :o
I've noticed that the 'max' damage type doesn't appear to be working at present...? Tried to create an effect that would deal necrotic that reduced max hp every turn. It managed to deal the damage okay, but doesn't seem to be adjusting the HP maximum as it should.
Probably being dense here, but how would you go and code for the aid spell?
All the numbers in the screen shot are correct, so it is confusing on how going here would correct anything. But I did figure it out.
Essentially, you just need to force the system to "recalculate". So even if the numbers are correct, just change one number, then change it back. Each change will force the system to recalculate, and YES it does check the list of feats to see if "Tough" is present and calculates accordingly.
I'm curious if there's a way, or coding, for spells such as Chill Touch (target cannot regain HP until spell expires) or Aura of Life (max HP cannot be reduced).
It would seem logical to have those options added as part of the "IMMUNE" clause, or even the RESIST clause. e.g. IMMUNE: heal, maxhp or RESIST: heal, maxhp
With [IMMUNE: heal] preventing increases in both current and maxhp
And [IMMUNE: maxhp] preventing decreases in maxhp (thus allowing the Aid spell to work properly.
I'm confused about your "Aid spell to work properly" comment. In what way does Aid currently not work properly?
With regards to your immune to healing, you can use another ext called Blissful Ignorance, which does exactly this with the "UNHEALABLE" effect coding.
https://forge.fantasygrounds.com/shop/items/429/view
You can also use it to mimic the resist effect on healing, by using effect coding "HEALEDMULT: n, (types) - The bearer of this effect has all of their healing received multiplied by n. types is optional and may be any combination of "heal", "hitdice", and "rest","
Aid spell does work properly at the moment. I simply wouldn't want there to be coding that would cause it to cease working by introduction of something like "IMMUNE: maxhp" which implies it should prevent all changes. This would be a problem when Aura of Life (Max HP cannot be reduced) is coded as "IMMUNE: maxhp" (prevent all changes) and that is followed by Aid (raises max hp), which would be prevented if changes are not allowed.