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February 5th, 2025, 19:31 #1
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Legend of Ghost Mountain - Haunt token tracking
So LoGM has the emotion setting feature where your characters can spend what are effectively Chi points on various effects. That's nicely tracked on the player's sheet. However an encounter has "Haunt Pools," which are a pool of emotion points that the enemies share, similar to GM bennies but on a per encounter basis. I'm not seeing a way to track that in FGU. Is that just not implemented or am I missing it somewhere? Obviously I can just scribble on a notepad, but I figured I should check if I'm blind first.
Thanks,
Rick
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February 6th, 2025, 03:12 #2
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There is an extension in The Forge called Resource Counter by Lonewolf... That might help you out
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February 6th, 2025, 06:16 #3
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Hmmm. Maybe I'm missing something, but that sets up a Derived Stat with a base of 0 that you can't just type into. Instead you have to go into Info and add an entry like Delta set to the count you want, and then every time you want to change it you have to go into the Info dialog and edit Delta.
For that matter the Emotion counter shows up as a Derived Stat as well, which I also can't edit as it gets spent. Really these should be set up like Bennies where you can reset them and then spend them.
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February 6th, 2025, 18:13 #4
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OK, I decided to fix the Emotion problem myself. I put together a quick extension that puts an editable field for Emotion next to Conviction on the character sheet. This is my first extension, but it seems to work fine. I'll see if I can figure out how to make a Haunt Pool when I have some time.
https://forge.fantasygrounds.com/shop/items/2072/view
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February 6th, 2025, 19:01 #5
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A handful of settings track tokens for a scene, encounter, or session. More than one setting tracks tokens of some kind per character aside from bennies and conviction.
I've started a discussion with Ikael on how to approach this. I'm hoping we can come up with some way of an extension requesting a token pool for GM and/or characters that will be dynamically added. Similar to how derived stats are done.
We'll come up with something. We need a bit of time, since we're pretty busy with CoreRPG changes and other products.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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February 6th, 2025, 23:44 #6
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Yeah, it does seem like something that would be generally useful. I make poke around in the interim, but it's nice you're thinking about a more integrated solution.
Thanks!
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February 7th, 2025, 09:39 #7
So in other words the number can be edited. Plus it is plugged into the effects system as well to accept modifiers. The catch is you just can't edit it fast enough. It is a solution but the one I would have least preferred to use as well.
Extra resource managment is a growing trend. It first started to become an issue in Pathfinder. The currect quick and dirty solution was to put up a template extention like Resource Counter on forge. Longer term come up with something better. Long term might be very long term as the current work load is pretty crushing.
If you come up something better you will be a hero.Last edited by Lonewolf; February 7th, 2025 at 09:41.
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February 7th, 2025, 09:58 #8
Hero points adaptaion was another direction that was considered in a future version https://forge.fantasygrounds.com/shop/items/708/view
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February 7th, 2025, 17:13 #9
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@RickSaada: By all means poke around. Learning how to write extensions isn't a bad thing. And it gives you a work around while you're waiting for an integrated solution. And maybe you'll come up with something really good.
@Lonewolf: I'm feeling a bit crushed currently too. But that could be all the snow we're getting.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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February 7th, 2025, 17:34 #10
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Oof. I feel like I'm dipping a toe in a very stormy sea, and I'm not sure I want to swim! The Savage Worlds/CoreRPG pak files are a massive pile of "how the #*@$ does this work?" right now
Ah well, I'll check out the hero points link as well. More examples will certainly help.
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