Kelrugem
July 12th, 2020, 19:43
Hi :)
The last update of FGU fixed some issues related to dice mechanics. I have seen that there is now a new entry in the die table, the .value :) What is the difference to the existing .result? I see that the function total uses .value for FGU and otherwise .result as usual :)
I ask because of compatibility of my extensions. I have coded (dis)advantage effects for all possible rolls by changing the ActionsManager. Basically the idea is to double the dice pool and to compare the results (take the higher result of a pair in the case of advantage for example). To do so, I compared the .result numbers, but for FGU it is probably better to use the .value number? To cater for things like reroll in 5e in FGU? (okay, 5e is a bad example because there is already an advantage effect, but you hopefully understand what I mean)
Thanks in advance :)
Best,
Kelrugem
The last update of FGU fixed some issues related to dice mechanics. I have seen that there is now a new entry in the die table, the .value :) What is the difference to the existing .result? I see that the function total uses .value for FGU and otherwise .result as usual :)
I ask because of compatibility of my extensions. I have coded (dis)advantage effects for all possible rolls by changing the ActionsManager. Basically the idea is to double the dice pool and to compare the results (take the higher result of a pair in the case of advantage for example). To do so, I compared the .result numbers, but for FGU it is probably better to use the .value number? To cater for things like reroll in 5e in FGU? (okay, 5e is a bad example because there is already an advantage effect, but you hopefully understand what I mean)
Thanks in advance :)
Best,
Kelrugem