#stabilize checks mod discussion
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Starting a thread to not fill up the "regular" chat. Give me a couple minutes and I'll collect some resources to point out the things you'll need to look into
thank you!
i believe Mana's module does that
how i imagine the algorithm is something like
a) establish a hook to 'character turn start' so that you can do stuff when it fires
b) check character's HP
c) if less than 0, roll a constitution check
d) if result is less than 10 - current HP (i.e. 10 + the absolute value of the negative HP), decrease HP by 1
e) if result is equal to or higher than target value, remove character from combat
oh okay ๐
im actually using this for bleed, i must have missed that it does stabilization checks
yup im looking at the same thing
It's a bit messy. Maybe someday it'll be better.
i would love if it deals with other type's of DoTs (acid arrow/ burning etc) and Attribute bleeds (There are some cases of monsters that does that/ or poisons) ๐
Well there you go. Sorry I got "distracted" by work. Will Mana's mod work or are you still interested in making one yourself?
Mana's mod should work yes
I was just testing it though
And it's not rolling stabilization rolls
I've checked the option to make it do so
Have you added the dying buff to them?
ohhh is that the requirement
It has no way of tracking when to Stop rolling them otherwise.
no i didnt
gotcha
do i have to manually add that buff?
or is there a way to auto do that when they go below 0
Currently it doesn't auto add it.
I see, i can try and add that functionality maybe
Honestly in hindsight my solution for tracking dying is really bad. I should've just added dying condition to Foundry, instead of running it via a buff.
also, it doesn't auto remove the dying buff either on stabilization roll success, right?
It should disable it only.
some items/feats keep you alive and not bleeding while below zero , so manual is probb the best no?
Eh, if you manually have to turn it on every time, or rarely have to turn it off sometimes, then maybe it's not. Especially if it's not actually harmful to have the buff on in case you forget to turn it off
i hope im adding the dying buff the right way too
The module comes with a compendium of example buffs.
Ahh whoopsie
That should be all you need. The boolean flag , I mean
soo I am testing it with the dying buff from the compendium now
it continues to roll stabilization checks every round
doesn't seem to auto disable the buff
on success
That's very odd. I don't see anything in the code that would suggest it not doing that...
two dying characters in the combat with me just advancing turns
Showing more screenshots of the cards is not adding more information for us to ponder on this.
Check console log
Unrelated error, but nice to know another of my modules is failing.
it is working for me
Not for me, but I'm dealing with a refactored version that hasn't been released to the wild.
im using 0.5.3
0.5.0.3?
Please update
I haven't supported v9 in a long time. v11 is almost out even.
the git page link for the v9 compatible version gives 0.5.0.3
yeah i know ๐
ive just got a lot of modules and im terrified to update
i made a backup to test
v9 whelp ๐
but havent found time
Changelog says 0.5.2 fixed the stablilization bug, and that's after v9 support was dropped.
I've discovered new bugs because of this tho.
If the target is healed, or regenerates out of <0 HP, they don't disable the condition either, and keep rolling stabilize.
lol happy to have helped
could you make it so if "Skip defeated" option is checked it will roll stabilize anyway?