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February 10th, 2021, 03:57 #121
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February 10th, 2021, 11:35 #122
Ah, I guess 4.0.10 might not be the update I'm talking about. It's for the updates that are coming on the 16th. It seems to work with current code but throws script errors under some circumstances.
Here is beta.3 which fixes a script error with the code that automatically upgrades data from v1.7 to work with v2.X.
v2.X also allows some use of this extension when NPCs are not in the combat tracker (although it is not quite finished yet and doesn't recalculate when con is changed).Last edited by bmos; February 13th, 2021 at 02:18.
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February 11th, 2021, 20:01 #123
v2.0-rc.2 fixes an issue where NPC effects (CON: 2) were being inverted (as CON: -2) and I can definitely say that it is not compatible with the LIVE channel. This seems to be the final version but I will keep testing until Feb 16th release.
Next I plan to check Spell Formatting (which probably will need very little, if any, updating) and then will see how much work Time Manager will take.
EDIT: v2.0 is released.
EDIT2: v2.1 is released with UI change.Last edited by bmos; February 25th, 2021 at 04:27.
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February 21st, 2021, 19:18 #124
- Join Date
- Mar 2016
- Location
- Bergen
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- 313
Hi Bmos. Could you please add a "none" for ability modifier?
I am building a construct with my wizard, and I am setting it up as a PC since it is easier. To get the correct HD the construct is modified by size, but that is not neccessary, I would rather just have a "none" on ability modifier for HP and adjust it myself. I can work with how it is now, but it would be a little better if I had a "none" button.
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February 21st, 2021, 21:02 #125
- Join Date
- Nov 2019
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- 97
you can simply overwrite the hp gained through ability as gm. If its working again.
Last edited by Morquendel; February 21st, 2021 at 22:25.
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February 21st, 2021, 23:28 #126bmos' extensions
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March 12th, 2021, 22:17 #127
Hey bmos, love all the extensions. I use the vitality system from Unearthed Arcana. I would like to keep the auto updating Con scores... but I couldn't figure out how to change the math to make it work. I'm just starting to make my own extensions but editing this one seems beyond me.
Any advice?Last edited by Kelevraa; March 12th, 2021 at 22:32.
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March 13th, 2021, 22:27 #128bmos' extensions
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March 21st, 2021, 05:07 #129
TBH I forget exactly what I was trying to do. Probably just change HP calculation to equal Constitution score (because that's what your "wound points" are). But then I would have to track regular HP also, so it wouldn't make sense to change what you got.
I just need to find a way to add the wound point system in my own extension I think. I could reskin HP to be wound points, and temp to be HP. That would probably work the best, I just don't like seeing stuff "absorbed" all the time.
I'll figure it out one day.
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March 25th, 2021, 17:42 #130
I've been using your extension for 3.5E and found a "bug". This does also happen with the PF1 ruleset.
See Screenshot.
Steps to reproduce:
- Create a new character
- Set Constitution score so you get a modifier which is not 0
- Drop a class level (in this example fighter) from the basic rules
> see that you got 10 hp
- Create another character
- Dont modify the Constitution score
- Drop a class level (in this example fighter) from the basic rules
> see that you also got 10 hp
The first character has a different rolled hp value than the second one because of the con mod.
This might go on for the first 3 levels, after that it works normally, as far as I could test.Last edited by Zarestia; March 25th, 2021 at 17:43. Reason: forgot screenshot
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