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October 28th, 2018, 15:43 #11Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 28th, 2018, 15:50 #12
Try the attached - I've fixed the error and tagged it for PFRPG (in addition to 3.5E). I haven't tested the actual functionality/compatibility of the extension.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 1st, 2018, 01:15 #13
- Join Date
- Oct 2018
- Posts
- 29
Thanks Trenloe, it now works per mr900rr's previous instructions.
however, be aware that Options Setting "Add: Auto NPC initiative" set to "Group" causes the entire group of NPCs to lose the flat-footed condition at same time.
For example, Goblin (pyro) #1 #2 #3 from rise of the runelords AP - as soon as the first one's turn came up, flat-footed was removed from all 3 because they had the same initiative.
Changing "Add: Auto NPC initiative" to "On" instead of "Group" mainly fixes this issue, since each has a unique initiative roll. However, if they happen to have the same initiative roll result, the same issue occurs. IE both goblin 1 and goblin 2 had 20 initiative, and lost flat-footed on goblin 1's turn.
Perhaps a moot concern, since allies acting on same initiative are unlikely to be attacked by enemies, thus flat-footed AC would not be a factor.
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November 1st, 2018, 08:12 #14Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 4th, 2018, 11:54 #15
Thanks for this very useful extension, mr900rr and Trenloe! Just a quick note for other users - you need to reset the Round to 0 in the Combat Tracker in order to make this work when rolling initiative for a second encounter. This happens automatically when taking a rest (from the CT menu), or you can do it manually by typing in the CT Round box.
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November 28th, 2018, 06:48 #16
Hi guys, sorry about absence, there was a fire in my town and then I just got busy with other stuff so I haven't been on FG in a while. Thanks Trenloe for fixing that, it appears I didnt upload the latest version of the file I had where I had added that "end" in there, looks like there has been several updates to FG since I was last on so I will try to get all my extensions caught up. Thanks also Callum and Schneiderpants for letting me know of the issues I appreciate the input and feedback.
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December 8th, 2018, 20:27 #17
Hm, this does somehow not work for me (neither the rest nor the manual reset) It was applied once automatically and since then noone recieves the effect flat-footed anymore when a new encounter starts Does someone know how to trigger that again?
EDIT: Okay, in a test campaign it works completely, also when I restart it. Maybe it is due to some other extension (but I can not remember to have installed any other extension except the message of the day), I try to find the errorLast edited by Kelrugem; December 8th, 2018 at 20:39.
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December 9th, 2018, 21:04 #18
Hi
For completeness for people having the same issue, I found the problem: When I use this extension with the extension about the Strain-Injury variant then it does not work. But I do not really know why because I am sure that it worked before and I did not change anything in these extensions
I wish you a nice day
Best,
Kelrugem
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