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December 19th, 2020, 15:34 #191
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The tombstones are in the .mod which is installed or they would not be working. I unpacked everything and the bloods are in the .ext under /graphics/images. Those are not appearing in the map display, assets or images and maps.
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December 19th, 2020, 17:16 #192
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I have discord running. I tested using a 5E sample campaign. No tombstones at the moment, though those tokens are loaded. Blood only appears on death. That death blood only appears if "blood & tomb" is enabled. Otherwise there is no injury or death indication (DM side).
5E sample DeathIndicator #1.pngLast edited by webdove; December 19th, 2020 at 17:28.
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December 19th, 2020, 17:39 #193
That looks fine - what is the problem? Blood is ONLY indicating that your in death saving thrown (not quite dead). A bandaid will appear if your stable. Have you been thinking it shows if your wounded? It does not. Blood splat is you are in a pool of blood - dying - tombstone is dead. Only map shows bloodsplat.
If that picture is what your seeing then everything is working as designed. Though in NPC case it would always be Tombstone as they only get saving throws if marked a special NPC or option is permanently on for them.
For sure this seems as it should be in picture you showed me.Free(Forums/Forge) Extension(FGU 5E):
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December 19th, 2020, 23:32 #194
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Now I understand. Blood when at 0 HP unless it is an unimportant NPC. Change to tombstone once 3 death saves have failed. If I want blood to indicate injuries I need to use the "5E Enhancer" "wounds" extension. Sorry about my confusion Silent.
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December 22nd, 2020, 02:06 #195
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Hi,
we are using Mad Nomad's Charater Sheet Tweaks and would like to know if we can repositioning the Death indicator token on the PC sheet?
Sans titre.png
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December 22nd, 2020, 02:45 #196Free(Forums/Forge) Extension(FGU 5E):
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January 1st, 2021, 19:02 #197
V4.17 - Removed some annoying unnecessary debug statements.
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January 7th, 2021, 21:02 #198
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I admit that I know very, very, little about coding but after having problems with the extension where NPCs would always roll saves no matter what I had set as far as "important" being on or not, I tried to look through and see how it's all working. It seems to me that the second "COMBAT_AUTO_DEATH_ROLLS_NPC" in the first set of code pasted below should actually be set as "COMBAT_USE_DEATH_SAVES_NPC" since that's the setting that governs the important NPC setting.
Code:elseif sClass == "npc" then if OptionsManager.isOption("COMBAT_AUTO_DEATH_ROLLS_NPC", "off") then return; elseif OptionsManager.isOption("COMBAT_AUTO_DEATH_ROLLS_NPC", "important") then local important_npc = DB.getValue(nodeEntry, "important_npc", 0); if important_npc == 0 then bPerformDeathRoll = false; end else -- auto death rolls for NPC is on so do the roll end -- Only process auto death rolls for the "charsheet" and "npc" classes
Code:elseif sClass == "npc" then if OptionsManager.isOption("COMBAT_AUTO_DEATH_ROLLS_NPC", "off") then return; elseif OptionsManager.isOption("COMBAT_USE_DEATH_SAVES_NPC", "important") then local important_npc = DB.getValue(nodeEntry, "important_npc", 0); if important_npc == 0 then bPerformDeathRoll = false; end else -- auto death rolls for NPC is on so do the roll end -- Only process auto death rolls for the "charsheet" and "npc" classes
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January 7th, 2021, 21:26 #199Free(Forums/Forge) Extension(FGU 5E):
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January 17th, 2021, 19:14 #200
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Hello,
I have been playing with a new party recently and some of my players told me that they would prefer to not see if monsters are dead or not rigthaway (they want me to tell them how the monsters are dying before marking them as dead). So I tried to mess up with immunities and made the monsters "immune to uncounscious", that way the combat tracker will not spill the beans even if monsters are at 0 HP. But the thing is that Death Indicator will automatically display a tomb if it detects that a monster is at 0hp, which will tell my players that the monster is dead even if they don't see him as unconscious.
I understand that it is the intended way of working of this extension (which is great), but I was wondering if I had any way to make it so that tombs are displayed only if monsters are both at 0Hp AND unconscious ?
PS: I also can't seem to find how to set a npc as important, I have no options displayed on npc's forms. I have the latest version of both FGU and the extension so I dont know what I'm missing.
importantNPC.pngLast edited by jbbru; January 17th, 2021 at 19:31.
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