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April 14th, 2020, 04:49 #1
[Extension] Ongoing temporary hitpoints
Forge link: https://forge.fantasygrounds.com/shop/items/5/view
NOTE: Use the forge link for the FGU version; FGC version is attached below, but the FGC version won't receive new features anymore
Hi
Some days ago there was some request about an effect which applies ongoing temporary hit points, like REGEN but for temp HP while satisfying rules for temp HP (especially no stacking, highest value is taken as usually when you use the temp HP heal button). I uploaded this already on Discord days ago but I thought I can share it here, too. But since I normally not code for 5e, I would be happy when someone can take care of this extension (otherwise I try to remember that for each update, but no guarantee :P I adjusted the code in such a way that it should be as compatible as possible when it is about other extensions and updates).
The effect is TEMPO and its value is (D), so any number or die. It applies temporary hit points at the start of one's turn like in heroism. Be aware of that this extension is probably not compatible with every extension
The only "problem" might be some very edge case together with DMGO when it is about the order of when the effects should be applied; e.g., you have 5 HP, 4 wounds and the effects TEMPO: 2; DMGO: 1. When TEMPO gets applied first then you would not fall unconscious, but when DMGO would be applied first then you become unconscious and have to roll death rolls, since temporary hit points do not affect physical states (at least that is how FG treats it seemingly). I was not able to find any answer about what the correct order is in 5e, seemingly noone else asked this somewhere in the internetFG now handles the effects in the order at which they are handled in the code; first comes, first served (when both are dice, then the faster die will be served first and so on). But that is a very rare situation, I guess, so, it is hopefully useful for someone else
A specific order can be forced by adjusting the initiative of the effects (like actor on init 15, then TEMPO at 15.1 for applying TEMPO first for example)
Best,
Kelrugem
UPDATE: After another request/motivation in the Discord, I added a new effect: ROLLON: [table name] <-c [column name]> <-d dice> <-hide>
What this is doing: Exactly as the macro /rollon but as an effect which gets triggered automatically at the beginning of one's turnThe request was about automating confusion, with that you can let the effect automatically roll the outcome of confusion at the beginning of the turn
E.g.: ROLLON: test will automatically roll on the table named test (when exisisting) on the beginning of the carrier's turnLast edited by Kelrugem; December 15th, 2021 at 18:46.
My extensions for 3.5e and Pathfinder
Bug reports please here
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April 14th, 2020, 11:13 #2
Nice one; thanks for sharing.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here http://fgapp.idea.informer.com/
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April 14th, 2020, 14:14 #3My extensions for 3.5e and Pathfinder
Bug reports please here
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April 22nd, 2020, 03:59 #4
After another request/motivation in the Discord, I added a new effect: ROLLON: [table name] <-c [column name]> <-d dice> <-hide>
What this is doing: Exactly as the macro /rollon but as an effect which gets triggered automatically at the beginning of one's turnThe request was about automating confusion, with that you can let the effect automatically roll the outcome of confusion at the beginning of the turn
E.g.: ROLLON: test will automatically roll on the table named test (when exisisting) on the beginning of the carrier's turnLast edited by Kelrugem; April 22nd, 2020 at 04:30.
My extensions for 3.5e and Pathfinder
Bug reports please here
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April 23rd, 2020, 16:11 #5
Small update
The table name for ROLLON now supports numbers in front of the table name like "018 Test", this was not possible before because number-prefixes in effects get interpreted as numbers usually
Now that should work, except "0 test", i.e. 0 as number will not work in front
(but "0test" would of course) That would funnily need a little bit more rewrite, but when someone wants the 0 then just tell me
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 22nd, 2020, 14:34 #6
I have a weapon that grants Temp HP based on the damage done, up to 50. I got the majority of this working by creating the weapon as a Power. I am now trying to figure out how to take the damage done and use that result to assign to a "Heal" to temp HP. The only way I got it to work is by re-rolling the damage dice in the heal. Any ideas if this is possible?
Thanx,
Bob
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May 22nd, 2020, 19:27 #7
Hm, my knowledge about 5e is not so extensive, but there is no effect for this (the TEMPO effect is just like REGEN but for temp HP). Keep the heal button with a fixed button for temp HP heal and just edit the number after you have rolled the damage
Or simply type the temp HP gain in the box manually
(Probably this gain of temp HP is stacking, up to 50? then the manual edit is the best method due to that the temp heal button only overwrites the value when bigger)
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 22nd, 2020, 21:17 #8
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May 23rd, 2020, 05:52 #9My extensions for 3.5e and Pathfinder
Bug reports please here
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June 27th, 2020, 23:22 #10
- Join Date
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Edit: Never mind, figure it out and it is stacking. Thanks for the extension!!!
Hi, I don't know if I'm puttind de input wrong, but the temporary hp is not stacking. It gives 4 temp HP in the first round, but in the next one, if the 4 temp hp are still there, it doens't add 4 thus becoming 8 temp HP.
I'm new to FG so I think I might be doing something wrong
I've changed the code of Heroism to Heroism; (C); TEMPO: 4;.
Is it correct?Last edited by theawesomeraccoon; June 27th, 2020 at 23:30.
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