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  1. #301
    Kelrugem's Avatar
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    Quote Originally Posted by MrDDT View Post
    One thing to note is that Kelrugem said if you use his coding, you would need to make sure the EXT stays free. So keep that in mind.
    But the code is simple enough, so, it is not a matter of copyright It is more like that I prefer that the small things of my extension are freely available. If someone would decide to add it to a paid extension, then I'd still maintain my version for an alternative free version

    (so, in other words it would be okay if the code is implemented in a paid extension, but I would then not stop maintaining my extension. The condition about free was mainly speaking about what has to happen, that I start thinking about abandoning my version )

  2. #302
    Quote Originally Posted by MrDDT View Post
    They are not stacking to me. What is the issue?

    I've tested this a few times and no one is getting more than the highest Temp HP roll. So example. Someone has 6 THP, they get another 7 THP, then their total would be 7 THP. If they had 3 THP, and got 1 THP, their total would be 3 THP.

    Are you not seeing this? I use 5E so not sure about pathfinder.
    I am using pathfinder, and it stacks.
    I am guessing that it is an ruleset issue then. In pathfinder temporary hit points do stack, but not from the same source.

  3. #303
    Quote Originally Posted by Svandal View Post
    I am using pathfinder, and it stacks.
    I am guessing that it is an ruleset issue then. In pathfinder temporary hit points do stack, but not from the same source.
    I looked at the rules and yes PF temp HP stack but only from different sources. FG has no concept of the source/amount of the Temp HP increase so the default behavior is everything stacks. It seems there was a discussion on this: https://www.fantasygrounds.com/forum...Point-Question The problem could be solved but it isn't a quick fix.

  4. #304
    Version update: 2.23-rc1

    Fixed - Expend on dice options should now work as expected
    Fixed 5E - Go prone with unconscious

    This update is a pretty significant change to just about everything under the hood. Given that so much has changed I'm going to slow roll this one out instead of throwing it up on the forge right away. I believe everything works, but you may find issues and if you do please report them.
    Last edited by rhagelstrom; December 29th, 2021 at 01:56.

  5. #305
    Quote Originally Posted by rhagelstrom View Post
    Version update: 2.23-rc1

    Fixed - Expend on dice options should now work as expected
    Fixed 5E - Go prone with unconscious

    This update is a pretty significant change to just about everything under the hood. Given that so much has changed I'm going to slow roll this one out instead of throwing it up on the forge right away. I believe everything works, but you may find issues and if you do please report them.
    it will be push to forge soon?

  6. #306
    Quote Originally Posted by plap3014 View Post
    it will be push to forge soon?
    I had a couple people report they used it in game with no issues. It'll probably be up in a couple of days.

  7. #307
    Version Update 2.23

    Fixed - Expend on dice options should now work as expected
    Fixed 5E - Go prone with unconscious

    The new version is now live in the Forge

  8. #308
    I have a question about the automatically rolled saves with effects (SAVEE, and the others provided in this extension)
    I also have an extension that uses tags
    https://forge.fantasygrounds.com/shop/items/29/view

    So I can have extra saves versus spells, or spells from conjuration school, or with the compulsion tag.
    This is pathfinder, so example an elf gets +2 save vs enchantment school. If I throw a hold person vs an elf he would roll will save with a +2 bonus, a hold person would also get a save each round if he fails the first. This would be the effect:

    Hold person; paralyzed; SAVEE: 19 will (R)

    This makes the elf roll a will save vs dc 19 at the end of each round, but he does not get a +2 on the save.
    Is there any way to keep tags from spells with this extension?
    Maybe @Kelrugem could provide more details if this explanation was not clear.


    It would be great if it is possible, but I do not know if it is.

  9. #309
    Quote Originally Posted by Svandal View Post
    I have a question about the automatically rolled saves with effects (SAVEE, and the others provided in this extension)
    I also have an extension that uses tags
    https://forge.fantasygrounds.com/shop/items/29/view

    So I can have extra saves versus spells, or spells from conjuration school, or with the compulsion tag.
    This is pathfinder, so example an elf gets +2 save vs enchantment school. If I throw a hold person vs an elf he would roll will save with a +2 bonus, a hold person would also get a save each round if he fails the first. This would be the effect:

    Hold person; paralyzed; SAVEE: 19 will (R)

    This makes the elf roll a will save vs dc 19 at the end of each round, but he does not get a +2 on the save.
    Is there any way to keep tags from spells with this extension?
    Maybe @Kelrugem could provide more details if this explanation was not clear.


    It would be great if it is possible, but I do not know if it is.
    I have an idea what is going on. I think this is a pretty easy fix.

  10. #310
    Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

    What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
    "Help Ability; ADVCHK; STURNRS"

    The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

    I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

    Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.
    --
    Save points are for quitters.

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