And how many tokens do you have in your /tokens directory? Keeping these to a minimum will help reload times.
And how many tokens do you have in your /tokens directory? Keeping these to a minimum will help reload times.
Does CE remove spell slots tracker for NPCs? Before installing this extension I was able to. Anyone else?
Also, PCs and NPCs that succeed on saving throws wont take auto half damage. The way I do it: drag cast to token and then drag dmg. I’m not sure if FG does that automatically. I kinda remember it does.
Thanks for the suggestions guys.
I am indeed using the /reload command, additionally I do all my testing in a development campaign with minimum needed content needed to test things out. I have about 40-60 custom tokens all in all that are used in various games I run, but that's it as I don't load any of my token modules I've created in the development campaign.
I'll have a second look to see if I can strip anything more out. Maybe backup the currently non-used tokens somewhere else for now, and create duplicates of a few monsters for testing, then unload the monster compendium, things like that.
I don't have a SSD hard-drive and the PC I'm using, though descent, is hardly a powerhouse these days. So I'm usually looking at 2-4 minutes on each reload for the development campaign.
And a bit longer, 3-5 minutes for live games, but I do create a very media rich experience for my players so lots to load.
@caocbox
Don't think it should as far as I recall, I can add it to the todo list to look into.
Saving throws should show up as an X or a V check on the tokens. Half damage should be done automatically on success, did so in my last game at least and I've not changed anything that should effect that.
Drag the save onto the target, in CT or onto token on map. The interface will give you a X or V as I said above if the token is on the map. Then drop damage onto the target, if the save succeeded the damage should be halved.
@Styrmir
So to test it, I created a fresh campaign and added the NPC Archmage, it had all spell slots a 18th lvl caster has in the combat tracker. I returned to the main menu, loaded just the token and CE extensions and then the slots were gone. Tried different NPCs and the issue persisted.
My apologies, it does work the way you said for single targets. My issue was related to multiple targets. If I manually roll the save on each token, roll the damage on the chat, drag the damage result on top of each token, the software doesn't keep the save results and does full damage to all tokens (vanilla and with the CE extension). I thought that having the X or the V would save the fail or success state. Doing this process in any order wont work. If I use the target system on the tokens it works so no big deal.
Thanks for the reply!
Awesome extension! Ran into a small problem however,
When a creature makes a save and the icon appears on them like its supposed to., I can't seem to get rid of it. I've pressed the D20 at the top of the map and nothing happens. Any suggestions?
Hello Everyone
I have recently added the Combat Enhancer and its extension to my Tables and I have noticed that if a Player or NPC makes a save or fails the X and Check Mark stays on there token even after the round or the effect has passed is there a way or a configuration to have it leave the token after the effect has been decided.?
[MODERATOR - moved this post to the thread specific to this extension. If you have questions regarding an individual extension, please post in that extension's thread. Thanks.]
@caocbox
1) The spell slots are indeed missing, thank you for pointing it out as I hadn't noticed. I'll look into that for a future patch.
2) I've just tested the save versus multiple targets. It works, but it will only hold saves for the next upcoming roll.
So when you have multiple targets, instead of saving one after the other, then dropping damage on them one then the next.
What you should do is select all your targets, then roll one save over the line (click save prompts on NPC or character sheet), then immediately after roll the damage dice.
Here is a screenshot of my test:
Attachment 27412
If you want separate dice rolls for damage, you'll have to do a save, then damage for each individual foe. That's due to the way FG works, as far as I've seen it does not roll individual damage for each target selected, which would be nice if it did mind you. :)
@sammyp03
Works for me, try again with only the Combat Enhancer and Token Helper extensions activated. Try a new map and some new opponents, make sure you're on the top layer.
@benedict
That's the way it's currently coded, it's a manual removal feature only. I'll have to consider it if I'll make it automatic, if that could have any complications or ramifications. Then how feasible it would be to code. I'll add it onto the look into list though as anything that helps streamline the gameplay is worth looking into.
One of my players has started receiving the same error as Dax Doomslayer (see #504 in this thread):
Script Error: [string "scripts/token_helper.lua"]:271: attempt to perform arithmetic on field 'height' (a nil value)
The error occurs when a ranged attack is made whilst standing next to an enemy. Earlier on the character had adjusted height both +'ve and -'ve. All other function appears to be working correctly such as flanking/range/blood splatter/..etc
I am running the latest version of the extension.