No worries. It is a very specific case. I never had FG just freeze before, so there is that. It does let the dice roll but never gets to output in chat if that helps.
Edit: and no triggers either loaded or created. Just the ext loaded.
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Just released version 2.3.2 which fixes a bug with using hit dice to recover NPC hit points. Also added a rest menu to NPCs that have hit dice shown.
Note: the reported conflict with Trigger Me Timbers was resolved with an update to that extensions, in case anyone missed the update there.
Debug code removed and minor chat output bug fixed in v2.3.3.
Hi,
do you think is possible to code the following traits:
Infect:
Each time a creature is hit by a spore zombie's melee attack, it must succeed on a DC 12 Constitution saving throw or be diseased. The diseased target can't regain hit points, and its hit point maximum decreases by 4 (1d8) for every hour that elapse. If the disease reduces the target's hit point maximum to 0, the target dies, and its corpse turns into a spore zombie. The disease lasts until removed by a lesser restoration spell or similar magic.
I have BCEG also...
any help will be welcome.
regards
So... Honestly I love the entire concept of this extension and nearly everything added is great, but I would like to make a couple requests:
1. Please add an option for Max Hit Points on level up that would make it so Character add the Maximum of their Hit Dice for their Hit Points per level up.
2. Please give us a way to add additional fields to how HP is calculated. Just adding a green + to add a [Modifier] x [Input] would be great as we can now do something like [Level] x 1 for the Dwarven Toughness feature or [Level] x 2 for the Tough Feat in 5E.
The present way that I would approach this actually discovered a rare bug with BCE that I have communicated with the author about. There is a possibility that, even without the bug, I was misusing the feature, so depending on how that progresses I'll keep you updated.
1. Given the number of variations on homebrew that exist, it would be difficult to say the least to fully automate each of them. So while there is a possibility I'll add more options for automatic HP on level up, I can't make any promises on if or when that may happen. In the meantime, having the players make the change themselves when levelling up helps keep the burden down for the DM, and presumably editing a single field once every handful of sessions isn't going to be too much hassle for them.
2. All of the official class features, feats, etc that I am aware of printed in WotC books are supported automatically (even in Fantasy Grounds without this extension). For homebrew, either as adjustments to the existing ones or adding new ones, you can open up the ability from the character sheet, unlock it, and edit the hit points that are granted from the ability via right click.
Hello MeAndUnique,
So I’m running into this issue as a player of a DM that has this extension active. (BTW love the extension, it’s amazing and I can’t imagine not having it on anymore) The issue being, when I attempt to cast the aid spell. By default FGU will have the healing effect listed as temporary, but being that it affects the targets max hp I find your extension to be a perfect fit for this. However, whenever I try to use the effect on another player a bug seems to occur and the adjusted max hp doesn’t go through.
I tried to create a game myself and as the DM of it, when controlling a PC it appears to work just fine. All targets having their max hp adjusted appropriately. So I guess I’m wondering if it’s possible to allow PCs to adjust other PCs max hp positively using things like the aid or heroes’ feast spells.
EDIT: Wait never mind, using the effect MAXHP: 5 instead of the healing action 5 max on other players should have the intended effect if i'm not mistaken. I was just tunnel-visioned. Apologies.