Thread: View: Wounds Categories
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June 5th, 2021, 11:44 #1
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View: Wounds Categories
Hi All,
The health status in the combat tracker remains as detailed for me, regardless of whether I've chosen Simple or Detailed. What am I doing wrong?
Also (Not that important), If you turn off 'Player: Show turn order' The headings are removed from the combat tracker for players. Also, it still seems to order them, is this correct?
Thanks for the help.
Ash
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June 5th, 2021, 22:29 #2
Are you the GM? If so, you should always see detailed status I think. I think the options are for what the player sees.
If you connect a second instance to your campaign you can see what the players see. Basically launch FG again, and connect using localhost as the server name if you are setting up a LAN game. If you are using FGU and the Cloud option, you will need to find your game in the list to connect to it.
Example of the settings I use:
What the GM sees:
What the player sees:
For your second item, I see the same as the player.
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June 6th, 2021, 01:39 #3
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Thanks for the reply.
Wounds Categories:
Yes, that's exactly what I see. There is no difference, however, if I choose between Simple and Detailed They both show Detailed wounds..
From the wiki;
View: Wound Categories
When general health status is displayed in the player Combat Tracker, this option determines the level of information shown about the wound.
Status: Four wound types are shown: Healthy, Wounded, Heavy and Dying.
Detailed: Six wound types are shown: Healthy, Light, Moderate, Heavy, Critical, Dying).
I assume Status was a mistype for Simple in the wiki. I was wondering if it didn't show simple because I had chosen other options that stopped it.
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June 6th, 2021, 02:36 #4
I see.
The Wiki should probably be updated, at least for the Detailed status options. They should be: Healthy, Light, Medium, Severe, Critical, and Unconscious or Dead.
For the Simple option, that does look like a bug, but @dakadin would have to weigh in on that one.
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June 6th, 2021, 04:54 #5
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Yeah that is likely something that I need to check out and get fixed. I will see about doing it soon.
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June 6th, 2021, 07:06 #6
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I’d like to add that I’ve been using Rolemaster on Fantasy Grounds for a few years (the only system I’ve used), and these are the only two minor things that I’ve really noticed. They don’t break anything at all.
After playing a Pathfinder campaign recently, it really highlighted to me how awesome the Rolemaster integration is in Fantasy Grounds!
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June 6th, 2021, 07:51 #7
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Thanks. I appreciate it.
Tuesday's update should make combat run even smoother. I need to put together a post explaining all the changes to NPCs and the Table Resolver that speed combat up considerably.
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June 6th, 2021, 23:14 #8
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Hi TopHatG,
Both of those options were inherited from CoreRPG and when I was first doing the conversion, I missed the fact that they were being used. I've updated my dev build so both issues are fixed now. They won't be in this Tuesday's release but will be in the release after that. Please let me know if you see anything else like that.
Thanks,
Dakadin
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June 9th, 2021, 20:16 #9
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The wiki has also been updated.
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June 17th, 2021, 21:06 #10
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Great job on the recent release Dakadin! Much appreciated.
Regards - Rainbird
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