STAR TREK 2d20
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  1. #171
    Hi. See post 1 in the middle of the picture.
    On main sheet open the class part. Left from fighter click on the round thing. It will open the HP per lv. There you can change it.

  2. #172
    Quote Originally Posted by eriktedesco View Post
    Hi Me And Unique!

    I hope everything is fine on your side!

    I found a conflict between your extension and Polymorph by SilentRuin.

    Step to reproduce:

    1) Load FGU (latest version)
    2) Create Campaign
    3) Ruleset D&D 5e
    4) Extensions to be loaded: Constitutional Amendment (MeAndUnique) and Polymorph (SilentRuin, available on DMSGUILD...I'm willing to buy that for you in order to solve the problem)
    5) Module to be loaded: PHB and FG BattleMap
    6) Open CT
    7) Create a new PC or load an available one
    8) Load the PC in the CT
    9) Add an NPC (I use a zombie usually) from the PHB
    10) Make the PC attack the NPC
    11) Do the opposite

    You should notice that when the PC attacks the NPC, the health bar is properly updated, while this doesn't happen when the NPC attack the PC.

    I have extensively tested that with all my extensions loaded and the PC health bar update issue boils down to SilentRuin and your extension.

    Hope this will provide some useful indication to solve the problem (if possible).

    At present, I'm DMing a Curse of Strahd campaign with two druids. I can work it out with One Click Druid but I prefer SilentRuin extension to deal with this polymorph stuff.

    Thank you very much for your patience.
    Thanks for reporting I'll look in to it and see what can be done to enhance compatibility.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  3. #173
    Quote Originally Posted by LordQ96 View Post
    I like having Current HP and not wounds and I like turning off Average Hp per level.. but how do you change the Max HP when i click on it, I cant change it.
    It is exactly As MSW says. Thanks by the way for helping out, MSW
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  4. #174
    Concerning the Polymorphism extension compatibility. I took a quick look and it seems like there is a chance everything will work out if Constitution Amendments is given a higher load order. If anyone has the inclination to verify I would greatly appreciate it, and if not I can take some time to do so in the future.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  5. #175
    What do you think about making a version of this with just the Damage Types for CoreRPG? :-)

  6. #176
    No rush, as I discovered a work-around (instead of changing Constitution scores, I just have it adding a + or - to constitution checks and saves, which works in most cases) but that's great!

  7. #177
    Quote Originally Posted by kevininrussia View Post
    What do you think about making a version of this with just the Damage Types for CoreRPG? :-)
    The entirely of the damage type logic depends on scripts that reside in the 5E ruleset itself. So unfortunately, that would not be a trivial task. And I don't think it would even be possible to do so in a manner that would allow the extension to work with all rulesets based on CoreRPG.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  8. #178
    Quote Originally Posted by MeAndUnique View Post
    The entirely of the damage type logic depends on scripts that reside in the 5E ruleset itself. So unfortunately, that would not be a trivial task. And I don't think it would even be possible to do so in a manner that would allow the extension to work with all rulesets based on CoreRPG.
    Darn. Really like the steal: hsteal: concept.

  9. #179
    Quote Originally Posted by MeAndUnique View Post
    Concerning the Polymorphism extension compatibility. I took a quick look and it seems like there is a chance everything will work out if Constitution Amendments is given a higher load order. If anyone has the inclination to verify I would greatly appreciate it, and if not I can take some time to do so in the future.
    Hi MeAndUnique,

    hope everything is fine!

    I changed SilentRuin's Polymorph load order from 100 to 49 (lower than Constitutional Amendments) but the issue is still there.

    Any suggestions?

    Let me know!

    Erik

  10. #180
    Is there a function that exists or could be added that allows for the adjustment of Max HP through an item / effect. For example, in one of my games a player has a cursed ring of protection. It functions exactly as a normal ring of protection, but lowers their Max HP by 5 as long as they keep the ring on. I currently have an effect set on the char to increase AC and SAVE by 1 and a note of MAXHP: -5. I then hen manually adjust their Max HP (which now gives an error / warning to adjust the rolled HP with this mod turned on). I could just change it to add a -5 adjustment and to not reset on rest, but then that removes the functionality for things that do go away after a rest.

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