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View Full Version : Local Dice Tower Extension (LDTE)



Minty23185Fresh
February 28th, 2019, 16:58
## STOP!! ##
## Before downloading and trying to use this extension READ,
## UNDERSTAND and be willing to COMPLY with the instructions
## and limitations stated in posts #1 - 4 of this thread.
## STOP!!

This extension provides a small icon on the character sheet that forwards certain dragged or double-clicked dice rolls from the character sheet to the dice tower even if the dice tower is covered up by other windows. Additionally it allows the GM/DM to direct the default behavior of certain dice rolls from the chat window to the dice tower.

Multiple, but not all, rulesets are supported. Each supported ruleset has its own corresponding extension file. Be sure to download the appropriate .ext file. If the ruleset you use is not supported and you're willing to work with me to get it supported please contact me and, time permitting, I'll make efforts to get it done.

Release schedule (by ruleset edition):
13-JAN-2021 v0.0.8 5E
13-JAN-2021 v0.0.8 3.5E/PFRPG
28-FEB-2019 v0.0.4 all others - reduced functionality

All currently released versions were tested with Fantasy Grounds Classic version 3.3.12 and Fantasy Grounds Unity version 4.0.6 (on the given release date above).

Installation instructions for extensions and modules can be found here (http://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Extensions).

The following posts to this thread contain additional information that might be of interest:
#2 - What it does, how and why. Plus restrictions and licensing.
#3 - Versioning information.
#4 - Known issues. Caveats. Work under construction. Acknowledged enhancements. And what ever else.

If you have problems, issues, comments or requests please let me know.

Minty23185Fresh
February 28th, 2019, 16:59
Extension Necessity:
I never have enough room on my Virtual Table Top. I don't have 17 monitors to view everything when I'm playing. I use a laptop. There tends to be a lot of window/dialog juggling. My DM just found the Dice Tower and loves it. Every time I have to roll, that little bugger, the Dice Tower, is always buried beneath about four windows. Perfect fodder for an extension.

Extension Use:
This extension places a control, in the guise of a mini Dice Tower, at the top of the character sheet. So when you have to make a roll from your character sheet, from any tab, you just drag the dice on to the mini Dice Tower and it forwards it to the main Dice Tower. That's it.

In the screenshot below, like you need one, I've shown the skills tab of the character sheet. And a representation of dragging the die to the main Dice Tower, a representation of dragging a die to the Local Dice Tower and the results of the two rolls in the chat. IMPORTANT NOTE: the Local Dice Tower does not appear in the DM's copy of the character sheet. The DM can't roll into the dice tower the ruleset prevents that, and even if he/she could, the roll is not hidden from him/her. It doesn't make sense in the context of this extension.
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Extension Interactions:
Many new users of Fantasy Grounds see the huge variety of community developed extensions available to them and they load 'em up. "What could be better than all this additional functionality?" The answer might be none of it! But certainly, less of it. If you are not actively using an extension's functionality, don't load it. Community developers work in a bit of a vacuum. I don't pay attention to what's out there, unless I want or need it. Because the more extensions I have loaded the greater the chances are that those extensions might adversely interact with one another - giving errant results, undesired behaviors or crashing. I make sure my extensions work with the rest of my extensions and with those that I use from other community developers. But not every other extension out there.

This extension, though moderately complicated uses very little duplicated ruleset code thereby minimizing possible conflicts. However, I cannot guarantee a conflict won't occur. Particularly if another developer's extension interferes with my extension's functionality instead of visa versa.

If you have problems with this extension, it is your responsibility to determine if the fault is extension conflicts. The first thing I will ask you is: "Do you use any other extensions?" If so, "Have you unloaded all the other extensions? Do you still have a problem?" So you might as well figure it out beforehand. If you don't know how to go about it, take a look at post #18 of this thread (https://www.fantasygrounds.com/forums/showthread.php?34099-Extension-interaction-Attn-ext-users-and-ext-developers-(soliciting-comments)/page2).

Extension Copyright:
This extension is copywritten by me, in its entirety. The copyright does not prevent you from modifying it for your own use. But you may not share nor publish the modified extension with anyone as long as it has any of my copywritten code in it.

Minty23185Fresh
February 28th, 2019, 17:00
v0.0.8 - Jan 13, 2021 - Unity support (Adv and Disadv broken, see post #69)
v0.0.7 - Apr 21, 2019 - Adv/Disadv rolls fix (see post #47)
v0.0.6 - Apr 19, 2019 - Multiple ruleset schism. 3.5e/PFRPG mandated rolls. Initiative rolls. (see post #31)
v0.0.5 - Mar 30, 2019 - Mandated double clicks to the dice tower (see post #8)
v0.0.4 - Feb 28, 2019 - Supports multiple rulesets, minor bug fix (see post #6)
v0.0.3 - Feb 26, 2019 - Initial release

Minty23185Fresh
February 28th, 2019, 17:00
[Bug - Fixed Apr 21] Intermediate - April 21, 2019 a bug was reported by Atreides Ghola (see post #39). If a roll that is to be directed to the Dice Tower is to be taken with advantage or disadvantage then LDTE threw an error and stopped processing the roll.

[Bug - Fixed Feb 28] Minor - Feb 26, 2019, while looking at the other rulesets, I noticed the Local Dice Tower shows up even if the DM has not set the Dice Tower option to "Yes" in the Options Manager. Seems like you wouldn't use the extension if that's the case. So this might just be an annoyance for yours truly.

[Planned - Fixed Feb 28] As of Feb 26, 2019 only supports the 5E ruleset. Exploring support for others.

[Planned - Supported Mar 30] Double-click forwarding: as of Feb 26, 2019 only drag and drop is supported. I might be nice if there was an option to cause double-click or single-click dice throws to be forwarded to the Dice Tower on a control by control basis.

[Planned - Supported Mar 30] Provided I hear from some DM's, options in the Options Manager to force double-click or single-click rolls to the Dice Tower. For instance, my DM makes you re-roll if you throw a skill dice roll into the Chat. These could be by category. All Skill rolls, all Saves, all Ability Checks....

Minty23185Fresh
February 28th, 2019, 17:08
The thread was moved because of a thread title change. Can't rename a thread after there are subscribers, I'm told. Gotta make sure the name is correct the first time. Trenloe told me of this. I should never have doubted him!

(Old thread (https://www.fantasygrounds.com/forums/showthread.php?48137-Local-Dice-Tower-Extension-for-5E-(LDTE)))

Minty23185Fresh
February 28th, 2019, 17:34
The Local Dice Tower Extension (LDTE) now supports the CoreRPG, 3.5E and PFRPG as well as the 5E rulesets.

As well as the additional rulesets support I also fixed the small bug that I found. Now the Local Dice Tower control (on the character sheet) is only displayed if the DM has set the Table: Dice Tower option in the Options Manager to "on". Please recall, the Local Dice Tower is never displayed in the DM's copy of the character sheet.

Minty23185Fresh
February 28th, 2019, 18:20
As mentioned by my good friend LordEntrails, in this extension's prior home, he has a recording of LDTE in use in his campaign.

(Follow this link (https://www.fantasygrounds.com/forums/showthread.php?48137-Local-Dice-Tower-Extension-for-5E-(LDTE)/page2), navigate to post #16, click the video link and forward to ~0:40:00 to see one of the players drop a Skill check on the Local Dice Tower.)

Minty23185Fresh
March 30th, 2019, 20:29
In this release, the DM/GM can mandate that ability checks, ability saving throws and skill checks, initiated by double clicking the corresponding field on the player's character sheet will direct those rolls to the dice tower. For example, when the player double clicks the Arcana skill check field, the roll goes to the dice tower instead of the chat window.

In the left panel of the screenshot shown below, the three options that have been added to the Options Manager are shown. There are independent On/Off (Yes/No) choices for each.

In the right panel, the player has double clicked the Constitution saving throw. The roll and result are displayed in the chat, indicting that the roll was made in the dice tower and the resultant value is therefore hidden from the players.
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(Note that the player can still direct their roll, if need be, to the chat by dragging the die to the chat.)

If you want other fields supported in addition to the three that I have picked, please let me know. Or if you have difficulties please tell me about them.

Thanks for using this extension.

Johnny Opie
March 31st, 2019, 14:48
Thanks Minty. I'll give it a go next 5E session. Never enough room on the desktop...

PappaJHR
April 4th, 2019, 00:46
My group and I (PFRPG rule set) love the idea behind this extension - don't know how many times during a session we have forgetten to use tower and have had re-roll... It kills the flow - anyway, when I enable the LDTE I get a script error. This is happening in the GMs and the below error happens when opening a character sheet, and once the sheet opens the ability score stat block is empty. Also, none of the menu options you show in post #8 are in my config menu.

Ruleset Error: window: Control(wisdomdamage) anchoring to an undefined control (wisdom) in windowclass (charsheet_main)
Ruleset Error: window: Control(wisdombonus) anchoring to an undefined control (wisdom) in windowclass (charsheet_main)
Ruleset Error: window: Control(wisdombonus) anchoring to an undefined control (wisdom) in windowclass (charsheet_main)
Ruleset Error: window: Control(wisdombonus) anchoring to an undefined control (wisdom) in windowclass (charsheet_main)
Ruleset Error: window: Control(charisma_label) anchoring to an undefined control (charisma) in windowclass (charsheet_main)
Ruleset Error: window: Control(charisma_label) anchoring to an undefined control (charisma) in windowclass (charsheet_main)
Ruleset Error: window: Control(charismadamage) anchoring to an undefined control (charisma) in windowclass (charsheet_main)
Ruleset Error: window: Control(charismadamage) anchoring to an undefined control (charisma) in windowclass (charsheet_main)

(can provide full error log if needed)

Originally I thought the Hero Points extension (Core rule set extension) may be conflicting but after testing I received the same error. I am running several other extensions (full list below), and I fairly certain that all of them are on their most recent versions. If there is any other information you need let me know.

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Minty23185Fresh
April 4th, 2019, 00:59
PappaJHR
All these script error messages are due to the ruleset differences between 5E and PFRPG. As mentioned in post 8 I tested this version only with 5E. I am completely PF ignorant. But I am willing to try to get this working in PF, especially now that I know I have at least one PF user. I may have questions. I am currently traveling but will start looking at this as soon as I can.

PappaJHR
April 4th, 2019, 01:13
Absolutely, I am willing to help with this in anyway I can just let me know.

Stv
April 12th, 2019, 22:05
Hi Minty,
Awesome extension, but would it be possible to add an option for initiative rolls to be hidden in the tower also?

Thanks.

Minty23185Fresh
April 13th, 2019, 01:05
... would it be possible to add an option for initiative rolls to be hidden in the tower also...

Certainly. After the FG Con I’ll start working on it.

Stv
April 13th, 2019, 11:19
Oh ,you absolute star. Nice one :)

and an edit...

Also any chance it can be made to work with this extension also ? (Tell me to sod off if you like :) )

https://www.fantasygrounds.com/forums/showthread.php?41407-Extension-5E-Action-Abilities&fbclid=IwAR1lUA500PPf4fO7DtopLfzIq4SLV1jO0oQz828GO ek52t6dEDugCsWmaQw

Minty23185Fresh
April 15th, 2019, 18:20
...any chance it can be made to work with this extension also?
https://www.fantasygrounds.com/forums/showthread.php?41407-Extension-5E-Action-Abilities&fbclid=IwAR1lUA500PPf4fO7DtopLfzIq4SLV1jO0oQz828GO ek52t6dEDugCsWmaQw

I will take a look. Depending on how the author implemented it, it may add considerable work or almost none.

And a follow up question, why initiative rolls? When I first started to work on this extension I considered supporting initiative rolls but dropped the idea because the results of initiative rolls rolled to the dice tower are immediately revealed in the combat tracker. They didn’t remain hidden but for an instant.

Zacchaeus
April 15th, 2019, 18:51
I will take a look. Depending on how the author implemented it, it may add considerable work or almost none.

And a follow up question, why initiative rolls? When I first started to work on this extension I considered supporting initiative rolls but dropped the idea because the results of initiative rolls rolled to the dice tower are immediately revealed in the combat tracker. They didn’t remain hidden but for an instant.

They don't appear on the Combat Tracker if you use the option to not show players the turn order. So if they are visible when they are rolled that might give a bit of the game away if players are paying attention.

Minty23185Fresh
April 15th, 2019, 19:12
They don't appear on the Combat Tracker if you use the option to not show players the turn order. So if they are visible when they are rolled that might give a bit of the game away if players are paying attention.
After I posted my reply, I was wondering if there was such an option. Thanks Zacchaeus. I’m obviously going to have to look at this. I can’t picture how this looks visually and how it would be of any practical utility. When this option is being used, are the combatants not sorted? And during play, as the turn order advances, does the turn indicator just hop around in what would almost appear to be a random manner? Plus the turn order would be revealed in one round unless you used the old 1e method of rerolling initiative each round.

Zacchaeus
April 15th, 2019, 19:54
After I posted my reply, I was wondering if there was such an option. Thanks Zacchaeus. I’m obviously going to have to look at this. I can’t picture how this looks visually and how it would be of any practical utility. When this option is being used, are the combatants not sorted? And during play, as the turn order advances, does the turn indicator just hop around in what would almost appear to be a random manner? Plus the turn order would be revealed in one round unless you used the old 1e method of rerolling initiative each round.

The CT is basically static client side when that option is on. But, as you say if Bob is first to go then the Next turn indicator will jump to him then when he clicks on the end turn the CT jumps to the next actor in line - which might not be the next one on the CT after Bob. As you say i think it would have to be used with the option to re-roll initiative every turn to be effective at truly hiding the turn order; so in a way it is not particularly useful and probably not really used much I would have thought. Turning on re-roll initiative at the end of the round would be just as effective as switching of showing the turn order.

Stv
April 15th, 2019, 21:55
in reply to the 'why initiative rolls'...
In our campaign we do use the random initiative each turn, which (imo) keeps combat a little more random and exciting.
So it's nice to keep it hidden from the players and helps stop metagaming actions/held actions.
We occasionally forget or totally miss the dice tower, so if there is the option to roll init in the dice tower from the dbl click that would help loads :)

Minty23185Fresh
April 15th, 2019, 23:41
Zacchaeus Thanks for the details... Makes sense now.
Stv Sorry if it sounded like I wasn’t going to do it. I was mostly wondering what I was missing. Evidently a lot. I’ll get to it soon as I can.

DGM
April 16th, 2019, 06:12
Minty, you have outdone yourself again a great extension!
Going to use it this week, I wonder if it works with action abilities.

JohnD
April 16th, 2019, 11:50
Roll initiative every round, hide order. You can already do this in FG just by using existing options.

Edit: in CoreRPG rulesets at least.

DGM
April 16th, 2019, 15:29
I will take a look. Depending on how the author implemented it, it may add considerable work or almost none.

That would be nice if you could make it work with that extension, having all the important information on the character sheet action tab is great.

How hard would it be to predefine skill check visibility based on a preference?

Physical skills such as athletic and acrobatic and performance visible and skills such as stealth and perception hidden instead of all or nothing?

Minty23185Fresh
April 16th, 2019, 18:18
... I wonder if it works with action abilities.
Thank you DGM.
“action abilities”? Sorry. I don’t understand what that means. Example please. (Does this mean the rollable actions based on class or race?)

LordEntrails
April 16th, 2019, 18:20
Roll initiative every round, hide order. You can already do this in FG just by using existing options.

Edit: in CoreRPG rulesets at least.
YEs you can do that, but the request is to use this extension to hide initiative rolls as well (using the LDTE functions, not the regular dice tower function)

DGM
April 16th, 2019, 18:47
Thank you DGM.
“action abilities”? Sorry. I don’t understand what that means. Example please. (Does this mean the rollable actions based on class or race?)

It is the extension you referenced earlier in another comment that I didn’t see yet. :)
It shows the ability scores on the action page of the character sheet

Minty23185Fresh
April 16th, 2019, 19:00
How hard would it be to predefine skill check visibility based on a preference? ... Physical skills [versus] performance skills ... instead of all or nothing?
I’m a bit skeptical about trying to handle sub groups: e.g. physical v. performance. Because then someone else comes along and wants a different sub group schema. And another after that.

When I first developed this extension I had considered making the dice tower routing for the skills individually definable. I can revisit this. It is a large amount of work. First, how does one choose which ones to auto route? Adding 10-20 options to the option manager is not acceptable in my opinion. So do I add riight click context menus to the individual skills? Or, as I initially considered dragging the local dice tower on to those skills to turn on auto routing. Then there is the issue of “indication”. Some visible control which indicates which skill is auto routed. For convenience it must be next to the control you double click on to cause the dice roll. A small check box control would solve both selectability and indication. After that there is the issue of persistence: your choices remain persistent from session to session, so you don’t have to go select them again at the beginning of each session. (The option manager takes care of this for me. It would be added functionality for non option manager selectability.) Writing info to the db.xml will solve persistence and again the check box might be the best way to do this. Real estate on the form becomes an issue, in 5E and 3.5E the real estate near the dice control is at a premium let alone in the other extension you’re asking me to support.

I’m not saying no, just that this is not trivial, and it involves closely interweaving code execution with another extension that I have no control over. I’ll investigate and report back.

Keep in mind too. One can always override auto routing by dragging a roll to the chat box.

DGM
April 16th, 2019, 19:05
No worries I was looking at it to see how hard it would be to branch off and keep maintaining the minor adjustment.

On the sleeper island community we have a set of prefined skills that go into the tower and others that don’t it might be easy to automate with this.

Will have to look into it later how hard that would be

Stv
April 16th, 2019, 19:14
Omg Minty,
I'm sorry if my request has opened a can of worms for you from other users :o
Although it does show your extension is popular ;)
Hope the requests don't give you too many headaches.

Cheers, Steve.

Minty23185Fresh
April 19th, 2019, 14:38
Release Notes for Version v0.0.6

DM / GM mandated dice rolls to Local Dice Tower supported in 3.5E and PFRPG rulesets (as described in post #8 of this thread).
Because of my ignorance of 3.5E and PFRPG, without PappaJHR's instrumental help in testing v0.0.6 with PFRPG, I would otherwise never have been able to answer his request (post #10 of this thread).

Initiative rolls can now be mandated to the dice tower (5E, 3.5E. PFRPG) per Stv's request (see post #13 of this thread).

LDTE works well with the 5E Action Abilities extension as requested by Stv (see post #15) and Path Finder's Combat Shortcuts Actions Extension as requested by PappaJHR (by PM).



Notes specific to the 3.5E / PFRPG version:

There are a few fields on the 3.5E / PFRPG character sheet that are supported and that deserve to be called out: rolls to the LDT are mandated for the Senses on the Main tab ("Percept", "Spot", "Listen" …) at PappaJHR request (by PM). Mandate is controlled using the "Table: Dice tower for Skill Checks" option in the Options Manager. Also a couple of fields (Initiative and Saving Throws) that appear on the Main tab of the character sheet also appear on the Combat tab. These fields behave similarly on both tabs.

v0.0.6 (3.5E/PFRPG) also works well with the Hero Points extension, as requested by PappaJHR (by PM) although there are caveats.
When first opened the Local Dice Tower (on the character sheet) will overlie the Hero Points field. Just drag the right edge of the character sheet until it looks okay to you. (screen shot provided below)
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Minty23185Fresh
April 19th, 2019, 14:39
Unused post. (I didn't need to reserve extra space for v0.0.6 release notes.)

See prior post, #31 for v0.0.6 Release Notes.

Stv
April 19th, 2019, 19:59
Minty, you are an absolute legend. Thank you so much listening to (and actioning) my requests.


Cheers, Steve.

Intruder
April 20th, 2019, 17:20
Hello minty, Very much like this extension.
I found something it does I am not sure it's supposed to do.
When one rolls an attack by dropping the dice on the CT entry, if the attack misses, the person/monster is targeted.
This does not happen on a hit.

Likewise when a save is dropped, if it succeeds, the monster is targeted.

Subsequent rolls do not remove the targeting.

Is this intended?

Minty23185Fresh
April 20th, 2019, 17:30
Hello minty, Very much like this extension.
I found something it does I am not sure it's supposed to do.....

Is this intended?
Most assuredly it is not intended.
A few questions.
1) what ruleset?
2) are you using other extensions?
3) if you are, and you quit using LDTE, do you still see the same behaviors?

Intruder
April 20th, 2019, 17:48
Please disregard. :) Spoke before fully testing.
Discovered it must be happening because of something else.
Effect stops when LDTE shut off.

Minty23185Fresh
April 20th, 2019, 17:53
...
Effect stops when LDTE shut off.

Uhhh. No. Wait...
If the undesirable behavior STOPS when LDTE is turned OFF. Then LDTE might be (part of) the problem.

Intruder
April 20th, 2019, 18:32
LOL....don't mind me. Head is racing over this.
Effect is still present with LDTE off.
Clean campaign, effect not present.
Eliminating extensions one by one now.

Atreides Ghola
April 20th, 2019, 19:28
So - was just trying this out, and absolutely love it, excepting one problem. When I have any character do a skill check at advantage or disadvantage, it pulls this error (this one was copied from a PC who has disadvantage to Stealth rolls due to armor).

Script Error: [string "scripts/manager_actions.lua"]:443: attempt to call field 'addDie' (a nil value)

EDIT: Just checked for Ability Checks, Saves, and Initiative. All pull the same error when the client rolls at advantage or disadvantage with LDTE running.

Minty23185Fresh
April 20th, 2019, 19:56
... it pulls this error...:

Script Error: [string "scripts/manager_actions.lua"]:443: attempt to call field 'addDie' (a nil value)

Thanks Atreides Ghola. I’ll take a look.
Does LDTE throw that error if you drag to the little dice tower at the top of the character sheet instead of double-clicking?

Atreides Ghola
April 20th, 2019, 20:15
Just checked - no, only on double clicking.

Atreides Ghola
April 20th, 2019, 20:29
Double post. Blargh.

Gwydion
April 20th, 2019, 22:42
5e ruleset. Strange issue. I have the dice tower on and connected second instance (localhost). If I grab a character with localhost I don't see a dice tower on the character sheet. However, if I drag a roll to where I know the mini dice tower should be, it performs as expected (hidden roll). Very strange. Going to try something.. Standby.

Atreides Ghola
April 20th, 2019, 22:43
I have this going on, too.

Gwydion
April 20th, 2019, 22:46
Yep. Figure it out. It the "more 5e fun" theme I was using. Has a shield and dragon as the dice tower. Should have known. Fixed once I disabled that theme. Thanks!

Minty23185Fresh
April 21st, 2019, 03:16
Yep. Figure it out. It the "more 5e fun" theme I was using. Has a shield and dragon as the dice tower. Should have known. Fixed once I disabled that theme. Thanks!

Thanks Gwydion for chasing that down. I’ll put that one in the caveats.

Minty23185Fresh
April 22nd, 2019, 04:03
Fixed the rolls with advantage or disadvantage issue reported by Atreides Ghola in post #39.

Sarezar
April 23rd, 2019, 10:04
Fixed the rolls with advantage or disadvantage issue reported by Atreides Ghola in post #39.

Can't thank you enough for creating this extension and fixing any issues or adding our requests so promptly :)

ZeFerby
June 16th, 2019, 16:58
Another fan of LDTE here ! Just updated my campaigns to v0.0.7

ColinBuckler
July 31st, 2019, 23:13
Just saw the routine in use in a game and loved it - so much I have added it to my extension list.

One question, would it be possible to add a command line prompt to trigger the hidden dice roll?

e.g.

/LDT Perception
/LDT Stealth

Maybe add an advantage/Disadvantage option?

/LDT ADV Perception
/LDT ADV Stealth

/LDT DIS Perception
/LDT DIS Stealth

This command could be then dragged to the function bar for quick access?

Minty23185Fresh
July 31st, 2019, 23:57
... would it be possible to add a command line prompt to trigger the hidden dice roll...

My initial perception of this is, that it’s more complicated than it sounds. Intercepting “/“ commands in the chat is simple. But routing them might be tough. They’re going to have to go through the character sheet if I’m to reuse my work investment. So there has to be a handle to the character sheet. What if the player had two characters, a side kick, a valet, a minion or familiar? What if the character’s name changes (as it does with my Druid Wild Shapes extension)? Obtaining a reliable handle might not be trivial.

I’ll look at this, but it might be more than I’m willing to take on. Especially right now, I’m pretty busy.

I’m not near FG right now or I'd do this myself, what happens if you drag the skill, e.g. acrobatics, on to the shortcuts bar? If it works at all it probably pre-evaluates the roll and saves result. I.e you roll the same acrobatics check value each time you use the saved shortcut.

ColinBuckler
August 1st, 2019, 00:39
When you drag skill rolls to the bar they do roll when pressed - though visibly.

I thought you might be able to capture the command in the chat window with the name of the skill. Followed by a quick traverse through the skills for the current character to match the name skill to and then to trigger the dice roll hidden.

The function keys do change when you select a different character.

I know its a way easier said then done..... One can hope that its possible.

Minty23185Fresh
August 1st, 2019, 15:49
The function keys do change when you select a different character.
I don’t use the shortcuts very much, so I did not know this. It’s quite encouraging. It implies each character has their own set of shortcuts, so a slash (“/“) command sent to the chat from the shortcut bars, captured by, and processed in the character sheet code, would target the correct character. Capture and processing are easy with the target resolved (“he says with all the confidence of the ignorant””).

Trenloe
August 1st, 2019, 15:55
The currently active PC is known as the "Current Identity" in the FG development documentation. See this API call: https://www.fantasygrounds.com/refdoc/User.xcp#getCurrentIdentity

Minty23185Fresh
August 1st, 2019, 15:58
Thanks Trenloe, I’ll do that.

mattekure
September 14th, 2019, 19:59
I am trying to use both the death indicator extension and the LDTE extension and I am running into a minor display issue when both extensions are enabled. They both seem to be tweaking the same rough area of the char sheet, so I am hoping that you two authors can work together to make them compatible with each other. I am posting this same message in both threads.

https://www.fantasygrounds.com/forums/showthread.php?49997-5E-Map-Indicator-for-Death-(Extended-Version)/
https://www.fantasygrounds.com/forums/showthread.php?48160-Local-Dice-Tower-Extension-(LDTE)/

The issue is that when both are enabled, it cases the LDTE tower symbol to overlap the Inspiration points making them impossible to use.
With only Death indicator enabled.
28990
With only LDTE enabled
28991

with both enabled.
28992

Thank you both

Valerian Stormbreaker
September 14th, 2019, 22:26
I am trying to use both the death indicator extension and the LDTE extension and I am running into a minor display issue when both extensions are enabled. They both seem to be tweaking the same rough area of the char sheet, so I am hoping that you two authors can work together to make them compatible with each other. I am posting this same message in both threads.

https://www.fantasygrounds.com/forums/showthread.php?49997-5E-Map-Indicator-for-Death-(Extended-Version)/
https://www.fantasygrounds.com/forums/showthread.php?48160-Local-Dice-Tower-Extension-(LDTE)/

The issue is that when both are enabled, it cases the LDTE tower symbol to overlap the Inspiration points making them impossible to use.
With only Death indicator enabled.
28990
With only LDTE enabled
28991

with both enabled.
28992

Thank you both

Disregard this request. I have a fix for this in my Death Indicator extension. Yes, we are both modifying the same controls, which is why both extensions clash. So, I basically test for the tower control and, if it exists, I overwrite the changes made by the LTDE extension. This allows both extensions to play nice with each other. I will be releasing the fix very soon. I'm actually done with testing and am working on documentation. Please bear with me because I have a bad hip that was replaced in 2017, but still causes me great pain.

Valerian Stormbreaker
September 15th, 2019, 04:46
I have posted version 4.0 of the Death Indicator extension that has the fix for the display issue when the LTDE extension is also running. You can download it here: https://www.fantasygrounds.com/forums/showthread.php?49997-5E-Map-Indicator-for-Death-(Extended-Version)

Roach
January 6th, 2020, 15:10
Hmm, ... I'm not sure but I fear I'm doing something wrong. I set up a new 5E campaign, with the only active extension the LDTE on FGC 3.3.98 ULT - but no dice tower on the character sheet. (See screenshot, opened the new character right after starting the campaign) What could I be missing? 31122

Minty23185Fresh
January 6th, 2020, 15:26
Your description of the issue implies that the instance you have open is the DM’s instance, the Local Dice Tower doesn’t show up in the DM’s instance; only the players see it.

Roach
January 6th, 2020, 15:28
Ahhhh! Thanks, I didn't know that.

Minty23185Fresh
January 6th, 2020, 15:43
Ahhhh! Thanks, I didn't know that.

Itís in post #2 of this thread. (The one that gives a little bit of information about the LDTE.) #3 & #4 have a little more info of minor interest.

And thanks for giving the extension a try.

sjones321
June 20th, 2020, 23:52
would anyone know why from one game to the next the forcing ability checks portion of this extension would stop working. The dice tower section in the bottom right of the screen to manually roll hidden rolls is still there and works. But the ability to force my players to roll hidden rolls for skill checks and such is no longer functioning on two different boards.

Minty23185Fresh
June 21st, 2020, 01:09
@sjones321
Please bear with me, I need some answers to a couple questions.

“from one game to the next” - Does this mean campaign? Or does it mean session, the same campaign, but just a different session?

“two different boards” - I have no idea what this means. Fantasy Grounds desktop?

sjones321
June 21st, 2020, 01:15
it was one session to the next but it seems I tracked it down it is interacting with the Roll for Initiative extension and causing problems. But yes from one game night to the next game night it stopped working. I hadn't made any changes I am aware of. FG itself might have updated though. Boards, sorry is what my local group calls a virtual board so like one campaign, IE one save.

Minty23185Fresh
June 21st, 2020, 01:40
Excellent. You tracked it down to a conflict between LDTE and another extension.
If possible please send me a link to the other extension (so I can be assured I download the correct one). I’ll try to repeat the issue, I may have more questions.

sjones321
June 21st, 2020, 01:53
https://www.fantasygrounds.com/forums/showthread.php?45234-5E-Request-Roll-Extension-WIP#:~:text=So%20I%20worked%20on%20a,a%20button%20 to%20be%20pressed.

Here is the extension. Thanks for the help.

bmos
November 8th, 2020, 22:42
The DM doesn't roll into the dice tower, and even if he/she does, it's not hidden from him/her. It doesn't make sense.The reason for the dice tower as a GM is so that you can turn on public rolls. Then, when you roll in the dice tower, it is like rolling 'behind the screen'.
This is good for GMs that like to be public with most rolls but keep some skill checks and things private/hidden.

spoonhead
November 9th, 2020, 06:52
Since the latest Unity update, I'm getting an issue on the player side when rolling any check that is hidden with this extension. After clicking the ADV or DIS buttons at the bottom and then double clicking a strength check for example, both the players and myself see 3 dice being rolled, rather than just 2.

If you drop the roll onto the FG dice tower, the ADV and DIS rolls are correct.

40943

You can see from the attached, that the first roll was using your extension straight from the character sheet, and adds a second d20, while the second roll was using the normal built in dice tower.

I then loaded up a clean campaign with just your extension, and still have same problem, so it doesn't appear to be a conflict with any other extension.

40945

Again dropping the dice onto the tower, rolls correctly.

stewartl42
November 16th, 2020, 03:04
I'm still getting errors with advantage on skill checks. This is only for double clicking. If I roll it in tht little tower on my sheet, it works fine.


[11/15/2020 9:59:52 PM] EXTENSION: Local Dice Tower Extension (5E ed., v0.0.7)
[11/15/2020 10:00:47 PM] [ERROR] Script execution error: [string "scripts/manager_actions.lua"]:463: attempt to call field 'addDie' (a nil value)

Scrit
November 17th, 2020, 17:37
Since the latest Unity update, I'm getting an issue on the player side when rolling any check that is hidden with this extension. After clicking the ADV or DIS buttons at the bottom and then double clicking a strength check for example, both the players and myself see 3 dice being rolled, rather than just 2.

If you drop the roll onto the FG dice tower, the ADV and DIS rolls are correct.

40943

You can see from the attached, that the first roll was using your extension straight from the character sheet, and adds a second d20, while the second roll was using the normal built in dice tower.

I then loaded up a clean campaign with just your extension, and still have same problem, so it doesn't appear to be a conflict with any other extension.

40945

Again dropping the dice onto the tower, rolls correctly.

I am also having this issue.

fharlang
January 12th, 2021, 10:21
Any update on when this issue will be fixed?

Minty23185Fresh
January 12th, 2021, 14:49
@spoonhead, Stewartl42, Scrit, fharlang and others:
I am looking into these issues now. I am just getting familiar with Unity so it may be a while more.

Minty23185Fresh
January 14th, 2021, 04:40
This version, v0.0.8, remedies a problem experienced for double-click dice rolls diverted to the Local Dice Tower on Fantasy Grounds Unity (see post #69 for details). It was tested on both Fantasy Grounds Classic and Fantasy Grounds Unity. And, it was released for the 5E, 3.5 and Pathfinder (PF) rulesets. The extensions can be found on post #1 of this thread. Make sure you download the .ext file appropriate for the ruleset that you'll be using.

Let me know if there are problems. And thanks for using this extension.

Minty23185Fresh
January 14th, 2021, 05:14
The DM doesn't roll into the dice tower, and even if he/she does, it's not hidden from him/her. It doesn't make sense.The reason for the dice tower as a GM is so that you can turn on public rolls. Then, when you roll in the dice tower, it is like rolling 'behind the screen'.
This is good for GMs that like to be public with most rolls but keep some skill checks and things private/hidden.

Ah I can see where you're going with this. Fair enough.
I've changed the wording in post #2 to hopefully make my point more concise.
One, the DM cannot roll into the Dice Tower, the ruleset doesn't display the Dice Tower to the DM. And two, this extension is intended to direct the players' use of the Dice Tower not the DM's. Even if there was a great demand for what you say, it is out of scope of my intent for this project.

Minty23185Fresh
January 14th, 2021, 05:27
https://www.fantasygrounds.com/forums/showthread.php?45234-5E-Request-Roll-Extension-WIP#:~:text=So%20I%20worked%20on%20a,a%20button%20 to%20be%20pressed.

Here is the extension. Thanks for the help.

I'm probably not going to address this. st4lkr87's Request Roll Extension and LDTE seem to have some overlap of functionality/intent. I don't understand why one would run both extensions concurrently. The Request Roll Extension seems to handle Dice Tower issues on its own terms, terms exclusive of LDTE's intent.

charmov
February 22nd, 2021, 20:53
"little bigger buried beneath 4 Windows"
This is very cool! I have the exact same thing happen to me and so do my players.