Thread: StrainInjury packages
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January 14th, 2021, 03:53 #51
- Join Date
- Mar 2020
- Location
- San Diego, CA
- Posts
- 9
Admittedly, I've become a bit of an extension junkie for PF1e. I've got most of the greatest hits going - including the Live HP extension darrenan mentioned. I disabled that one and it seems to have cleared it up.
BLEARGH. It's like having to choose one child over another! I love them both!
Thanks for the insight, I'll try some more combos to see if I can get the mix right. All the other extensions seem to play well.
I'm using:
Remove Effect v2
Extended Language Fonts
Ammo Manager
Malady Tracker
Spell Failure
Time Manager
Total Encumbrance
Hero Points
Local Dice Tower
Drain and Permanent Bonuses
Spell Formatting
Inventory Manager
Item Durability
Has Initiative Indicator
Strain and Injury...
And normally Live HP
JUST THE ESSENTIALS, haha. The fact I haven't hit any other conflicts (that I've noticed) is pretty good... testament to the programmers, I'd say.
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January 14th, 2021, 13:28 #52
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January 14th, 2021, 19:59 #53
- Join Date
- Mar 2020
- Location
- San Diego, CA
- Posts
- 9
Thank you - I would really appreciate it.
For what it's worth, after some extensive testing, it appears to be consistent across all the "basic" themes. Unlike extensions, I have not gone crazy with those, just usually running the Pathfinder Official theme.
The issue seems to be that the UI is drawing another number field on top of the Injury field. Injury is there, it works - it's just obscured - and yes, that seems to be a function of the way the Live HP update is laying out the fields, since it is splitting out the HP from the con bonus, etc.
Anyhow, thanks again.
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January 14th, 2021, 23:13 #54
Thanks
Yeah, I think I know what happens: Bmos places this box next to wounds and nonlethal box, but the straininjury replaces those and at least one box has now the label "injury" (also in the code), which results to, that Bmos's code does ignore the injury box for the placing
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