How do I install this? Doesnt seem to be a normal extension (copy to Extension folder)
EDIT: LOL - Ignore me
Happy New Year!
How do I install this? Doesnt seem to be a normal extension (copy to Extension folder)
EDIT: LOL - Ignore me
Happy New Year!
Is it possible to get this extension to play nice with the new function of moving maps to fullscreen?
The layer code is currently breaking the background image versions added in 3.3.7. Trust me, I want this in here as much as you do.
But for now I'll refer you to the patch notes and the last section of the first post:
Currently only works with regular image view panel, not the background versions added in 3.3.7, as it relies on layers support by https://www.fantasygrounds.com/forum...sed-on-CoreRPG.
....
Experimenting with a Non-Layered alternative version. This would allow for setting images as backgrounds (as added by 3.3.7) but it does disable some functionality. Currently what I've found during testing is that it has the following effect.:
- Blood splatter no longer works.
- Adding pre-placed monsters from Encounters, adds monsters to Combat Tracker, but fails to add them to the map itself.
May have some further look at updating the layer code to work with 3.3.7, but then again it might be better to wait for Trenloe the creator of the Enhanced Images Layers extension (that this extension uses) to finish updating their extension instead then implement the changes after. As they would be more familiar with the ins and outs of their own code.
This extension is awsome ! thanks a lot.
FWIW Styrmir... I'd rather have layers than background images. We survived up til now without BG images, but I kinda got hooked on layers.
Have you talked to AK developer yet? I was testing his AK 2.0 and he fixed all of the issues that have been talked about in the last few months, including a lot your talking about, specially with the background image feature that came with 3.3.7, he even overhauled the theme and it looked amazing.
Currently mine still works for 3.3.7 I plan to keep using it for awhile but I would suggest maybe contacting him about these features but before anyone asks I respect his decision to withdraw his content due to FG’s policy’s, so it would be pointless asking me to do anything with the code I have access to.
Is there a trick to resize condition and altitude tokens ? On my PC they are way too big but on other screenshots seen in this thread they seems fine.
Also i miss the "blood splash on death" from advanced Kombat, i know why you discontinued it but...
Anyway you are doing an awsome work, thanks a lot.
Attachment 25800
After corresponding with Ken L. it is clear that whatever changes he's made to the original code will not be made available to the public nor does it sound likely that this will change.
So I quote:
"AK 2.0 is dead. AK 1.0 is GPL, but AK 2.0 remains private."
While this is certainly unfortunate, we must respect his decision on the matter. It must be appreciated that Ken L. has put a lot of work into both AK 1.0, which we have fortunately been able to keep using and build on, and no doubt AK 2.0. The whole situation is somewhat heated, revolving around policies. I won't get into those things, nor is this thread the right place for others to do so either. Ken L. will make a post about these things in good time.
So let's focus on the good things that Ken L. did for the community, thank him for those contributions, and move forward from there! : )
I have made no changes to the code for the conditions nor altitude graphics. The sizes can be a bit "wonky", this may be something I look at, at some point if something can be done.
But in general, as it works currently, make sure you have a grid that isn't to small (50 pixels is pretty good). Another way to fix it can be to unlock the tokens, resize the tokens manually, then when you're happy with the condition graphic size lock to that size. Also make sure you're placing tokens on the top layer.
Blood splatter is still part of the extension. As I note early on in the first post:
Blood Splatter and Pointer Graphics to Copy.zip. Add the extracted folder within as per instructions inside to your Fantasy Grounds folder. This adds graphics for the blood splatters and a pointer graphics used in this extension.
So download that and follow the instructions.
Glad to hear you enjoy the extension. :)
Thank you for this quick reply, I will follow your advice 👍👏
I'd like to not immediately reveal when certain NPC's dies so there can be a bit of narration, either on my part or the players, for the death of a boss for example.
Would it be possible to perhaps have it look for a specific effect that makes it not auto-death that creature when it reaches 0 hit points?
Second-best would be the ability to disable this part of the extension altogether I suppose
Regarding condition and altitude icons, you'll have to do the following on basically every map:
Quick rundown on adjusting effect icons:
1. Unlock token scale.
2. Increase the size of a medium token until the condition icon scale fits what you want.
3. Zoom in on the map until the map grid is the correct size relative to your token.
4. Lock token scale.
As for blood splatters, they still work for me. Did Styrmir really discontinue it? I missed it if so.
Thank you for this step by step procedure concerning altitude and condition tokens, it helps a lot.
For the blood splatters not showing on my FG session :
It works now but i have a thing to do every session, otherwise they don't appear.
At the start of the session i have to go to "Tokens" then clic the "GM" token button. The GM token folder appear and, after a few seconds freez, the tokens seems to be loaded into the memory, blood splatters are then functionnal.
I've never had any issues with this myself since I started using the original extension (AK 1.0), and that part of the extension remains unchanged so far.
My folder path is similar to C:\Fantasy Grounds\Data\tokens\host\items.
I don't know if it makes any difference that I don't use the default path for keeping my Data (windows AppData path). Maybe there are some access right issues tripping you up.
It's the same functionality as in the core game, the only difference is that it includes new graphics to make it more obvious. Where as in the core you'll also see it in the CT and if you have a health bar or bulb it goes grey. You could potentially remove the graphics from the folders that contain them if you don't want any visual indicators. Without testing it myself I could imagine this might incur errors, but you could always give it a try and see how it works out.
I doubt I'll add code to try to override the core FG functionality. This extension is more about adding new features on top than it is to remove them.
But if I do, I'll make a note of that in any patch notes. Thank you for the suggestion.
In vanilla you can completely hide the status of an NPC from the players by setting
andCode:Token (GM)
Player: Show Enemy Health => Off
With both of these settings set to off the players cannot see if an NPC is healthy, critical or unconscious either in the CT or on the map.Code:Combat (GM)
View: Health - Non-ally => Off
Now, with Combat Enhancer, even with these options set up this way, once an NPC dies the entry in the combat tracker fades, there's a skull on the token on the map, and the token is moved to the bottom layers meaning the players can no longer interact with it. It's very obvious it's dead.
Now, while writing this I thought of a good potential solution, though I have little to no experience with FG extensions so I don't know if it's possible. But I'd love if you could optionally have it stop dealing damage automatically to an NPC once it's at 1 hp.
For example, Dr Doom starts out with 100 hp, fights the party for some time and now has 10 hp left.
Someone fires a fireball at him dealing 24 damage to him. Normally this would make him go unconscious and instantly tell the players he's down. But instead he now has 1 hp left, leaving me time to either narrate how the fireball incinerates him, leaving the players in suspense for a little bit, or, as Matt Mercer would say "How do you want to do this?".
Once either of these things have transpired I can then manually set Dr Dooms hit points to 0, thus triggering the indicators that he's down.
Do you think this would be possible?
Just looking around for new mods or extensions and found this...I...FREAKING....LOVE.....THIS!!!!! Great work and thank you!
Ya, this thing is absolutely amazing. A lot of common sense improvements, and the some things I didn't think of (but now won't play without).
I've only started using FG for about a month and I found out about this. I'm glad you started to update on the code.
Without the description from before though I don't know how to access all its current features.
Like with targeting and forcing save rolls for spells, it seems to put an X and check mark for those that failed and succeeded a check respectively, however I don't know how to go about removing those icons after the spell cast.
Is this a bug or am I missing something here?
To remove the sav effect just clic on the D20 icon.
There was originally a big description page with screenshots.
I found that incredibly useful as it explained a few things that I wouldn't have noticed on my own.
Such as:
1 - How the sweet working status icons can be added by players, and the same status icon add can also then remove it.
2 - How to clear the saves/fails (like you described)
3 - How to use the map ping (best. thing. ever).
4 - How the combat to map NPC and PC control worked (with auto adding/removing). This has been greatly enhanced with the ctrl+click and ctrl+alt+click
There are others, but I need to get to work and I've used it so much now it's hard to remember what things I didn't know... =)
The only issue I have with this extension is the amount of files it changes. There's no granularity. The risk of conflicts across extensions is high. Wouldn't it be better to have them separated? In a similar way to DOE extensions? :)
Ya, it would be nice to have some granular options, but it is what it is, ya know?
And for the most part, I'm willing to accept that at the cost of other extensions, though I would LOVE to have pieces of this separate so i could use it in whatever way I needed.
The button to clear the saves is on top of the image/map window itself. It is only visible if you have the image unlocked and the menu is visible. It looks like a 20 sided dice and is the right most image in the menu. Clicking it will remove all the save check graphics.
It could be argued that this would be beneficial. However the origin of the extension was built in such a way, if I were to break the extension into a parts it would be a large number of extensions to manage and it might be easier to start from scratch due to the complexity of how the code works together and is intertwined in its functionality.
The DOE extensions, which are great btw, all server very different functionality more or less (sound, alignment, locations, etc.), so it's easy to create a separation of concerns between the functionality. Where as the 5e Combat Enhancer, is all functionality geared towards combat and map interaction between the CT and combat map. So from that perspective it is sensible that it be built together.
I have considered to break off a few of the major features though, such as the horizontal health bars. To give that as an option for people not using the extension. But that would cost even more work and I already spend so many hours a week so far on updating it for the time being. So that's on the back burner for now. Any more extensions, costs more time in support and causes potential additional overhead in development time.
Currently updating it to be able to use the background image feature that came with 3.3.7. It is working in my development build (non-release state), but still throws certain errors during use. Though they are easily avoided, it is still a ways to go before it's ready for a 1.3.0 release.
So think of it like a mod pack if you will. Which are so popular in gaming communities. It comes with a larger number of features, but will invariably break some others.
If this was a commercial product, with a production team of more than one, actually getting paid to do this, then there would be the manpower to try to iron out all these details.
But as it's just me, doing this in my spare time, we have to focus on the major parts. In making it work well together internally.
It's like I said in the original post. I use this extension myself, and as such I make it a whole package solution for how I enjoy running the game. While sharing the work I do in that direction with all of you, this fine community. That's not to say I don't listen to feed back, and I've already implemented some community suggestions.
In short, think of it like a complete extension pack. Breaking it into a lot of smaller parts in some cases is just not feasible, and others up for debate at the cost of additional time cost. So it comes with its ups and down, but I hope you enjoy it for what it is. :)
You raise a great point, Styrmir...
Got any place we can send thank you donations? I am happy for what you've done so far and the fact that you apparently care about the extension as much as I do. I'd gladly toss a fiver your way just as a thank you for what I've seen so far.
Yep, do what's best for you. It's great that you've taken this on and share what you do with the community. It's a major undertaking in itself.
If someone wants to break it up then, hey, they can do the work themselves (with your permission, of course)! ;-)
This. Provide a donation link and I'll gladly donate to buy you a beer, or coffee, or whatever your beverage of choice is! I was afraid of the day when Advanced Kombat stopped working eventually. And players smell fear. So you saved me from being overwhelmed by fear-frenzied PCs! ;)
That's what I do. I have a mod that changes my GM icon to my Discord user portrait, a mod to have a custom background image, and recently a mod for versatile/offhand weapons. Even though it isn't much, I'd give up all of them if they conflicted with Combat Enhancer.Quote:
So think of it like a mod pack if you will.
I found out that some other extensions were actually conflicting with it and I couldn't see the button. Good thing they were extensions that I wasn't really using.
And now I finally have access to tokens! Huzzah!
Without a proper guide though I'm a bit lost with the layers. Is it possible to allow players access through the layers?
I've also noticed that I could move tokens to the bottom layer, however adding a token to the middle layer automatically sends it to the top layer. Is this normal?
Thank you again for all your work! My players were always hesitant with moving from roll20 but with contributions by Ken and yourself, it makes the move all worthwhile!
So here's my quick two cents on the layers, and I hope it is useful. it's not as useful as the original document, I don't think, but it is what it is. =)
Players are to be placed on the 3rd layer - not just sometimes, but every time. If you accidentally put them or monsters on the 1st layer, remove them and replace them once you are back on third.
Now, when damage happens to them, blood icons and whatnot will start having overlays, but during this time (while still conscious) the players and the GM will be grabbing and manipulating the icon from that third layer.
When a player or NPC goes unconscious, they immediately drop to the middle layer on their own. You will not be controlling this part manually. This will allow other player's icons to move on top of that icon without the 2 of them becoming glued or glitched together in any way. When that person is stabilized, they get pulled back up to the third, while any blood stains/skulls are on the first.
So look at it as a way to handle the overlays for your icons, but you spend 99% of your time in the third. If the icon is not in the third layer, the players can't touch it! Everything else is for the GM (only to a certain extent) and for the AK extension to play with/manipulate.
When do you care about the other layers? Well, the most important/common one is with map pins. If you buy any other previously created module content, they will have their map pins in place already. As such, you will find yourself having to go to the 1st layer in order to click those pins. When you create content yourself, you will be placing them on the third layer, so that would mean even less clicking back and forth.
When a mob goes unconscious, you will find yourself going to the middle layer so you can Alt+Ctrl+Click the unconscious NPC out of the way, leaving only a blood icon (which I love leaving, because it shows clearly where they smashed that bad-guy).
I tried to make that the short answer. Hope it wasn't too light on details and still answered the question.