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  1. #21
    @mattekure It's these little quality of life things that make our games so much easier (not to mention dozens of others you have worked out). Appreciate not only this one, but all the ones you do!

  2. #22
    Quote Originally Posted by RedmondStache View Post
    Not exactly themed to D&D, so probably not for everyone, but I think the classic yellow-triangle-with-an-exclamation-mark warning sign would be a perfectly serviceable indicator for dying. That would let players know instantly that the character is in danger but not yet dead. Maybe with a little splash of blood over one corner to add that extra touch of information about what sort of danger it is.

    Dunno if showing "stable" is possible as-is, but a bandage icon would work well for that purpose.
    Thatís a good idea, Iíll look for one. My current plans for stable are to just apply the same critical wound blood spatter since you are still massively hurt but still alive.

    I would love for any artist to supply some icons for this. Itís easy enough to add new sets and switch between them.

    In my dev version I have gotten it displaying dying vs dead but it doesnít update until you pass the turn. Iím still looking into a way to trigger it as soon as the death save is rolled

  3. #23
    v4 uploaded. I added status indicators for Dead (skull), Dying (yellow caution), and Stable (first aid red heart).

    Currently the stable and dying states will only update when the turn is passed.

  4. #24
    Wow! That's fast work, and really excellent!

  5. #25

    Join Date
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    I'm not an artist mattekure, but have you seen this site: https://game-icons.net/

    Everything is CC By

  6. #26
    Quote Originally Posted by Griogre View Post
    I'm not an artist mattekure, but have you seen this site: https://game-icons.net/

    Everything is CC By
    I'll take a look, thanks

  7. #27
    v5 uploaded, this is a fix to better monitor for the stable/dying condition, so it will update automatically without having to click end turn.

  8. #28
    @mattekure I am getting the following error on load and when opening the combat tracker. I have not loaded yet in a clean campaign, so it could be a conflict. Just wanted to post and see if it was something obvious.

    [2/25/2021 8:16:35 PM] [ERROR] Script execution error: [string "scripts/Manager_Status_Indicators.lua"]:255: attempt to index local 'nodeField' (a nil value)

    This happens when I open the tracker:
    [2/25/2021 8:17:58 PM] [WARNING] window: Unable to locate control (wounds) specified in insertbefore attribute for control (hptemp) in windowclass (ct_entry)
    [2/25/2021 8:17:58 PM] [WARNING] window: Unable to locate control (wounds) specified in insertbefore attribute for control (hptotal) in windowclass (ct_entry)
    [2/25/2021 8:17:58 PM] [WARNING] window: Unable to locate control (wounds) specified in insertbefore attribute for control (hptemp) in windowclass (ct_entry)
    [2/25/2021 8:17:58 PM] [WARNING] window: Unable to locate control (wounds) specified in insertbefore attribute for control (hptotal) in windowclass (ct_entry)
    [2/25/2021 8:17:58 PM] [ERROR] Handler error: [string "scripts/Manager_Status_Indicators.lua"]:255: attempt to index local 'nodeField' (a nil value)

    I will try it without extensions.
    Last edited by eporrini; February 26th, 2021 at 01:26.

  9. #29
    Quote Originally Posted by eporrini View Post
    @mattekure I am getting the following error on load and when opening the combat tracker. I have not loaded yet in a clean campaign, so it could be a conflict. Just wanted to post and see if it was something obvious.

    [2/25/2021 8:16:35 PM] [ERROR] Script execution error: [string "scripts/Manager_Status_Indicators.lua"]:255: attempt to index local 'nodeField' (a nil value)
    What version is it showing in the chat? Please try in a new campaign with no other extensions loaded.

  10. #30
    Quote Originally Posted by mattekure View Post
    What version is it showing in the chat? Please try in a new campaign with no other extensions loaded.
    It runs on a clean campaign and even seems to run on a clean campaign with my other mods. On current campaign it throws the above mentioned errors. It's possible it's being caused by a setting on a mod that's not modified on the current campaign. Maybe someone else will come across it to provide more data. For now I will need to disable.

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