2 Attachment(s)
Attack of Opportunity tracker
This is for FG classic! See the link in my signature for FG Unity :)
Now only part of the full overlay packages :)
StrainInjury: A combined version of that with StrainInjury can be found in https://www.fantasygrounds.com/forum...695#post445695
Normal version: https://www.fantasygrounds.com/forum...ea-from-Ken-L).
Hello :)
By a request I added now some AoO tracker in the CT, see the attached image. I added the AoO tracker in the defensive section of each CT entry due to space limits in the offensive section (I tried to make some space there but it looked terrible :D ).
The first box is the number of already made AoOs, so it is by default 0 and it refreshes always at 0 at the end of one's turn. When you make an opportunity attack (by pressing Shift while attacking or pressing the opportunity button in the modifier window) this number is automatically increased by 1. You can adjust this field also manually as usual for such boxes.
The box right to it is the maximum number of allowed AoO per round and is by default of course 1. When you add an NPC to the CT (and only then) which has the feat combat reflexes then this number is adjusted correspondingly :) For PCs you have to do this manually (so also this number box can be adjusted manually, too). I could have added a script which checks for combat reflexes in the PC section but I didn't see the gain for that, it would have affected more files and would make it more incompatible with other stuff and this automation only applies while adding the PC to the CT and a PC rarily has that feat before adding it to the CT (and afterwards one still has to adjust it manually due to DEX changes then) :)
Best,
Kelrugem
Edit: Yes, the maximum number does not restrict the number of the left box; I didn't want to restrict the ability to make an AoO if one already made too many, maybe there is a situation which allows you to do more AoOs and then such an automation would be nasty. So you have to look at the number on your own :) (like one has to do it for the immediate action toggle box)
Update: There is now a combined version with StrainInjury in https://www.fantasygrounds.com/forum...695#post445695 :) There is also a combined version with my save overlays: https://www.fantasygrounds.com/forums/showthread.php?50143-Save-overlay-extension-(idea-from-Ken-L)
Update2: Updated to 3.3.9 :) New features:
- Its standard value will be off as long one does not change this. Turn it on and then every combatant in the CT will get automatically the effect flatfooted after rolling initiative (every option for rolling iniative taken into account) when the round tracker in the CT is at 0; the effect will have suitable durations such that it expires when the actor has its first turn (except maybe the very first one when that actor is the active combatant in the CT, so make sure that there is no active actor before the combat starts (by e.g. clearing the initiative first and so on). Normally noone is active before the first fight, but I do not know how you handle your CT :) ). Do not load the separate flat-footed on start extension, this extension is already not up-to-date and it might cause incompatibilities. Since it is incorporated here is no need anymore to load it :)
- The automatic apply of flat-footed will not be done when either the PC has (improved) uncanny dodge under Class abilities or the NPC has (improved) uncanny dodge in its SQ (special qualities) :) (no need for having them as effects except when you maybe want to use the new NIFT operators of my save versus tags extension :D)
Update 3: Now compatible with rmilmine's and bmos's extension :)