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SmackDaddy
January 12th, 2022, 16:49
Are there any KNOWN incompatibilities already identified that anyone can share? I use quite a few extensions (which makes it a pain to troubleshoot, I know)....and my players do not get a pop-up when I request any rolls. Same for NPCs - they don't pop-up for me and I am just not sure which extension(s) could potentially be at fault.... if anyone uses 40 or more extensions and it is working for them, could you PM me your list of extensions so I can begin to narrow it down to a smaller subset? Thank you in advance for anyone's assistance!

anathemort
January 12th, 2022, 17:15
Are there any KNOWN incompatibilities already identified that anyone can share? I use quite a few extensions (which makes it a pain to troubleshoot, I know)....and my players do not get a pop-up when I request any rolls. Same for NPCs - they don't pop-up for me and I am just not sure which extension(s) could potentially be at fault.... if anyone uses 40 or more extensions and it is working for them, could you PM me your list of extensions so I can begin to narrow it down to a smaller subset? Thank you in advance for anyone's assistance!

I use these 28 without issue:
50942

Make sure you have the options turned on for yourself, and you instruct your players to turn on the option for themselves.

SmackDaddy
January 12th, 2022, 17:20
Make sure you have the options turned on for yourself, and you instruct your players to turn on the option for themselves.

Thank you for sharing your list. I will double check my options -- hmmmm, wonder if it could be that simple..... what option(s) should the users set to allow receipt of roll requests?

dmontgomery32
January 12th, 2022, 19:12
Agree with aboves. The first FGU functionality that I had to pitch out was any and all NPC spell casting requiring a saving throw. My players have demanded “requested rolls'' for saving throws from the get go - which I’ve been doing verbally. This extension brings back so much automation and functionality to the system as a whole.

And a (verbal) request to the whole party for say a Perception check leads to not only Perception rolls outside the dice tower, but to just random d20s tossed in the chat window. Now with this extension, so many of these headaches have vanished.

Having come to the extension recently, I can’t comment on this UI with what was there before. The only (briefly) initially confusing thing to me was the request pop-up window being the manual rolls window - I thought the “manual rolls” option was stuck and I kept trying to turn it off.

Same. That would be my only request at this point. It would be nice if the players had a pop up window that simply allowed them to click the "roll" button. Maybe if they had Manual Dice turned on, then the manual dice window would pop up instead. My players just need to learn to click the "Dice" button and not the check box.

MrDDT
January 12th, 2022, 19:16
Same. That would be my only request at this point. It would be nice if the players had a pop up window that simply allowed them to click the "roll" button. Maybe if they had Manual Dice turned on, then the manual dice window would pop up instead. My players just need to learn to click the "Dice" button and not the check box.

For me this was the whole major part of using RFIA in the first place, as I deal with many new players and teaching them every time how to use something that is not even standard FGU is not good. The older version was so intuitive and easy to use for both the DM and Players it was highly useful.

FYI anyone wanting to force people to roll into the tower there is an ext for that. So the players only have to double click like normal and all rolls will goto the tower normally, if they want a roll to be seen they can grab it and throw it in chat.

https://www.fantasygrounds.com/forums/showthread.php?48160-Local-Dice-Tower-Extension-(LDTE)

anathemort
January 13th, 2022, 00:06
Thank you for sharing your list. I will double check my options -- hmmmm, wonder if it could be that simple..... what option(s) should the users set to allow receipt of roll requests?

Look for the "Requested Rolls" section in the options menu, towards the bottom. You want to turn ON NPC/PC "Prompt owner to roll saves".

mccartysr
January 13th, 2022, 00:25
Look for the "Requested Rolls" section in the options menu, towards the bottom. You want to turn ON NPC/PC "Prompt owner to roll saves".

For everyone's awareness, those options do not affect rolls requested by the GM. Those only affect whether a popup is triggered when another character forces you to make a save. Or death or concentration rolls.

mccartysr
January 13th, 2022, 13:40
Version 2.3 has been released via the Forge.
There are a variety of feature additions in this release along with a few minor UI tweaks. When a character is selected for a roll, the frame is now green. This is so you can see the red roll pending indicator. There are a couple new buttons on each tab.

Add indicator to character entry when they have rolls to do
Add DC fields to each expander
Add ability to click a button in an expander tray to roll (optional)
Add ability to link DC fields (optional)
Add ability to hide expander trays
Fix rolls for hidden NPCs on the CT. They now roll to tower for all roll types
Change "Add Modifiers after Popup" from experimental, default is now on

Also, I posted the poll and then realized the next day how to make everything work.

nephranka
January 13th, 2022, 17:06
Version 2.3 has been released via the Forge.
There are a variety of feature additions in this release along with a few minor UI tweaks. When a character is selected for a roll, the frame is now green. This is so you can see the red roll pending indicator. There are a couple new buttons on each tab.

Add indicator to character entry when they have rolls to do
Add DC fields to each expander
Add ability to click a button in an expander tray to roll (optional)
Add ability to link DC fields (optional)
Add ability to hide expander trays
Fix rolls for hidden NPCs on the CT. They now roll to tower for all roll types
Change "Add Modifiers after Popup" from experimental, default is now on

Also, I posted the poll and then realized the next day how to make everything work.

Very nice! This looks and feels like great quality of life improvements. Thanks!

kevininrussia
January 15th, 2022, 21:13
Any chance getting a 4E compatible version? :-)

wframe
January 15th, 2022, 21:16
Does this still have compatibility issues with 5e-Indicators? I had to stop using it because of that and I know mccartysr was eventually going to fix that with the rewrite, but I haven't seen anything stating whether it's actually fixed or not.

Thanks.

mattekure
January 16th, 2022, 02:57
Does this still have compatibility issues with 5e-Indicators? I had to stop using it because of that and I know mccartysr was eventually going to fix that with the rewrite, but I haven't seen anything stating whether it's actually fixed or not.

Thanks.
I am the author of indicators and I haven’t heard any reports of incompatibility since the big update

mccartysr
January 16th, 2022, 16:44
Version 2.3.1
Bugfix: Issues with adding custom rolls when button trays are visible
Add: Beta release for 4E support

Any chance getting a 4E compatible version? :-)

Take it for a spin in 4E with version 2.3.1. I don't play 4E, so I had to guess at how some of the things should work. I get the impression that saves are real different, thus the changes to the interface.

anathemort
January 16th, 2022, 17:53
I encountered an issue where I had applied the Blinded effect from the effects window to a PC on the CT. Then I edited the effect text to add "SAVEE: CON 15 (R)" (BCE extension causes a save to roll at the end of the actor's turn). At the end of the PC's turn, I was prompted for the roll instead of the PC. Effects that are pre-made and added to PC/NPC actors from the PC actions tab don't present this issue.

Is this a resolvable bug or is there a work around I could try?

MrDDT
January 16th, 2022, 18:49
I encountered an issue where I had applied the Blinded effect from the effects window to a PC on the CT. Then I edited the effect text to add "SAVEE: CON 15 (R)" (BCE extension causes a save to roll at the end of the actor's turn). At the end of the PC's turn, I was prompted for the roll instead of the PC. Effects that are pre-made and added to PC/NPC actors from the PC actions tab don't present this issue.

Is this a resolvable bug or is there a work around I could try?

Might want to post this also in BCE thread too.

SmackDaddy
January 16th, 2022, 20:54
For everyone's awareness, those options do not affect rolls requested by the GM. Those only affect whether a popup is triggered when another character forces you to make a save. Or death or concentration rolls.

51041

I have these (DM) options set to "On" -- is there an option for the players to turn on in their options? Either way, I still don't get the NPC pop-up requested rolls -- so apparently I have an extension conflict and need to find the time to figure it out. I saw the talk of potential conflicts, but not sure if any have been confirmed by others.....

If I have the option "Click expander button to roll" set, the rolls take place for both PCs and NPCs, but I can't ever seem to get any pop-up windows to happen.

wframe
January 16th, 2022, 21:09
I finally got a chance to test this today. It seems to be working, but I do have a little feedback.

The original incarnation of this would cause a "roll" popup to appear for the players, along with a dialog telling them what they were rolling for. The new dialog they get for saving throws, etc. is a little confusing. It has an option to manually enter a roll and then a tiny "roll" button. I just think this is more confusing and unnecessary. I greatly preferred the simple (and larger) "roll" button that they got before.

I'm sure there's a reason you did it this way. It looks like the manual roll dialog for when manual rolls are turned on globally. But I don't understand why we can't have it the way it was. I don't ever see a player needing to manually enter something into the roll box and if they click the cancel button it just gives them a fail at 0.

Thanks.

MrDDT
January 16th, 2022, 21:11
I finally got a chance to test this today. It seems to be working, but I do have a little feedback.

The original incarnation of this would cause a "roll" popup to appear for the players, along with a dialog telling them what they were rolling for. The new dialog they get for saving throws, etc. is a little confusing. It has an option to manually enter a roll and then a tiny "roll" button. I just think this is more confusing and unnecessary. I greatly preferred the simple (and larger) "roll" button that they got before.

I'm sure there's a reason you did it this way. It looks like the manual roll dialog for when manual rolls are turned on globally. But I don't understand why we can't have it the way it was. I don't ever see a player needing to manually enter something into the roll box and if they click the cancel button it just gives them a fail at 0.

Thanks.

I agree with this fully and why I don't use it currently.
Couple that with the issue of the DM having very small clicks to send them the rules. They are super small buttons that you are not really sure which one to click at the time unless you read it all to make sure it's set right. Whereas the old system would highly the things clicked and the sending of the roll to the players was always in the same spot, bigger and easy to see.

mccartysr
January 16th, 2022, 23:22
51041

I have these (DM) options set to "On" -- is there an option for the players to turn on in their options? Either way, I still don't get the NPC pop-up requested rolls -- so apparently I have an extension conflict and need to find the time to figure it out. I saw the talk of potential conflicts, but not sure if any have been confirmed by others.....

If I have the option "Click expander button to roll" set, the rolls take place for both PCs and NPCs, but I can't ever seem to get any pop-up windows to happen.

Yes, the players can turn those options on. It's what controls the option for them.
It's weird if you're getting rolls only when you have click to roll on. They use literally the same exact function as the buttons in the combobox section. You can run the command /RRdebug to enable logging. You should get a couple text outputs when you do. If you copy your chat and send it to me, I'll take a look.

Ludd_G
January 17th, 2022, 13:09
Hi,

A couple of little (I hope!) requests:

Firstly, would it be possible to have the option to auto de-select actors, once they have had the roll request sent and/or rolled? You already notify when a roll is completed (little red dot) and it would save me a bit of headspace and admin to have them de-selected at the same time. I've found this would be especially useful when using the Combat Groups extension (or similar), as once the NPCs are no longer visible on the CT they still retain their selected, or not, status on RR, which can end up (like it did with me the other night) with lots of extra NPCs getting roll requests as I forgot to deselect them before hiding them on the CT. My fault I know, but I could use all the help I can get!

Secondly, would it be possible to have the option to send the roll request for NPCs but to have them all auto-roll? I use the awesome Stealth Tracker extension, and use RR to highlight all NPCs, then do a group stealth roll that is picked up and utilised by Stealth Tracker. So in effect I'm using it like the party roll for PCs on the Party Sheet, and it would be really useful for me to not have to individually manually roll for each NPC (I personally never want to roll for the NPCs but would like to still use RR to group roll). Would this be possible?

Cheers,

Simon

mccartysr
January 17th, 2022, 14:49
Firstly, would it be possible to have the option to auto de-select actors, once they have had the roll request sent and/or rolled?

Probably. It would also help if Combat Groups set the CustomGetCombatantNodes because the eliminate the issue of tracking characters not visible in the CT.


Hi,
Secondly, would it be possible to have the option to send the roll request for NPCs but to have them all auto-roll?

Maybe. This would probably look like any rolls sent to a character controlled by the GM automatically rolling.
I am currently working on another project, so I probably wouldn't get to these anytime soon.

Ludd_G
January 17th, 2022, 15:18
No worries. Thanks for having a look.

Cheers,

Simon

BronzeDodger
January 18th, 2022, 04:16
Firstly, thanks for reviving this - got used to the prior extensions as GM and now seeing even more benefit while playing - just such a core elements to make rolls quick/easy.

Now QotD: I went back a bit and didn't see this asked, but if I'm repeating, 1000 pardons: is there a way in the app as-is for the GM to send the roll with ADV / DISADV? Or is that on the 'future request' list for now?

Bonkon
January 18th, 2022, 05:55
Firstly, thanks for reviving this - got used to the prior extensions as GM and now seeing even more benefit while playing - just such a core elements to make rolls quick/easy.

Now QotD: I went back a bit and didn't see this asked, but if I'm repeating, 1000 pardons: is there a way in the app as-is for the GM to send the roll with ADV / DISADV? Or is that on the 'future request' list for now?

Good Day BronzeDodger :)
Just have the DM press the ADV or DIS in the lower left hand corner where the Modifier Box is before sending the request. :)

Minethulhu
January 21st, 2022, 05:53
I love this extension, and many in my gaming group look at it as a favorite but...

Since the V2.0-beta release this extension is now using the Manual Dice Entry window to request rolls. This change caused several things immediately:

(C)onfusion (also see below)
With lots of text, a manual entry box, and 3 things to click it's not intuitive that you should click the middle icon that looks (depending on resolution) like a die. Several clicked the more intuitive bottom right icon, prompting...

(A)mazement
"...you can't roll a zero." This lead to concerns that dice rolling was now broken. And then...

(C)oncern
"...hey, can we just input any number we want here? Has the GM been just assigning rolls based on favoritism...er...I mean you are a great GM, can I send you anything?"

(A)pprehension
I typically only focus on results or roll totals in the Chat Window, thus I could easily miss the [Manual Entry] indicator if one of my players (who probably never knew a thing about Manual Entry before) put in a value in the box either as a joke, by mistake or for nefarious reasons and clicked OK.

Apologies if this has already been covered in a post elsewhere, will this be a permanent change or...?

NOTE:
I should also note the confusion is exacerbated when using the Large Fonts extension (which I do):

https://forge.fantasygrounds.com/shop/items/376/view

It causes the Manual Dice Entry window to have overlapping text making things even more confusing.

mccartysr
January 21st, 2022, 06:06
I love this extension, and many in my gaming group look at it as a favorite but...

Since the V2.0-beta release this extension is now using the Manual Dice Entry window to request rolls. This change caused several things immediately:

(C)onfusion (also see below)
With lots of text, a manual entry box, and 3 things to click it's not intuitive that you should click the middle icon that looks (depending on resolution) like a die. Several clicked the more intuitive bottom right icon, prompting...

(A)mazement
"...you can't roll a zero." This lead to concerns that dice rolling was now broken. And then...

(C)oncern
"...hey, can we just input any number we want here? Has the GM been just assigning rolls based on favoritism...er...I mean you are a great GM, can I send you anything?"

(A)pprehension
I typically only focus on results or roll totals in the Chat Window, thus I could easily miss the [Manual Entry] indicator if one of my players (who probably never knew a thing about Manual Entry before) put in a value in the box either as a joke, by mistake or for nefarious reasons and clicked OK.

Apologies if this has already been covered in a post elsewhere, will this be a permanent change or...?

NOTE:
I should also note the confusion is exacerbated when using the Large Fonts extension (which I do):

https://forge.fantasygrounds.com/shop/items/376/view

It causes the Manual Dice Entry window to have overlapping text making things even more confusing.

I wonder how long it took you to come up with those headers. To solve the nefarious rolls problem, I suggest you get new players.

mccartysr
January 21st, 2022, 12:58
I will briefly discuss my plans for this extension.

I have been working on this because I find it enjoyable to code and give back to the community with this FREE extension.

Regarding using the manual rolls window, I have clearly heard from some people that they don't like it. This is a relatively small subset of the 850 people who have subscribed to this extension. They have generally included specific details they wish were different and supporting reasons. Reworking the player window may be something I get to, if it seems like a task I would enjoy. I don't have a timeline because this is an unpaid hobby and I have a job. I didn't expect so many people to have not seen the manual rolls window before, and I needed a working interface for the player, so I could rewrite the backend and the console. I appreciate the feedback from testers during the beta phase.

I had to change the overall interface because the code was incredibly entangled with its backend code. Version 1 worked by intercepting and cancelling rolls while they were being formed and then creating DB nodes of the partially formed rolls to display to the user. This tended to conflict with any extension that modified the onRoll or modRoll functions for a supported roll type. i.e a lot of extensions. There were also a lot of areas where code was duplicated, which made updates hard. I needed to change the backend code so that I could hook into the chain at a different place. Now, the host fully creates the roll and then sends it to the players. This has eliminated almost all compatibility errors. With the skills I have now, I could probably make the console interface look mostly like v1, but I don't plan on stripping out the functionality I have added.

Things I like

Positive feedback
Error reports with supporting details. Describing your issue with reproducible steps (if you can figure out what triggers it), what extension is causing the conflict. Pictures can be nice too, but aren't always needed.
Constructive criticism. I welcome suggested solutions to the problem you see. I have incorporated a couple improvements in v1 and v2 from user suggested issues.


Things I don't like.

People comparing my work to excrement
Reporting errors without any details
Non-specific complaining
Describing your subjective preferences as objective

mattekure
January 21st, 2022, 13:04
As another user of this extension and fellow extension author, I really like the new direction this extension took. The backend improvements may not be as visible, but they are a huge leap forward. I look forward to further advancements

wframe
January 21st, 2022, 18:01
Things I don't like.

People comparing my work to excrement
Reporting errors without any details
Non-specific complaining
Describing your subjective preferences as objective


I certainly hope my feedback didn't come across as insulting. I never really tested the module early on because there was a conflict with 5e-Indicators, which I could not give up at the time. I'm super stoked that it's working, but when I saw the manual roll window, I immediately saw the issues it would cause my players, similar to Minethulhu's feedback.

I really do appreciate all of your work on this. It's something Fantasy Grounds sorely needs (in my opinion) and I'd happily pay for it if you charged for it.

Either way, I appreciate the transparency and honestly. I know this is a lot of work and it's not something I can do.

charmov
January 21st, 2022, 18:05
Things I don't
People comparing my work to excrement
Reporting errors without any details
Non-specific complaining
Describing your subjective preferences as objective
[/LIST]
Hey man i appreciate that you've taken thisb over and in my opinion improved it. Thank you!

anathemort
January 21st, 2022, 18:13
I run five games a week, all of them have at least one novice player, and this extension is a life-saver AND a time-saver. When you introduced the manual rolls window, I was hesitant, but it seriously took everyone one session to figure it out. All I had to do was say, "don't click the checkmark, click the d20 above it," and we moved on. I have found that if the players don't want this prompt, they won't learn how to use it, so I just explain how much it helps me and they get on board. There's still one player that is savvy around his character sheet and doesn't mind hunting for the right thing to click, so I just ask him, "do you want a prompt?" Interestingly, he's trustworthy and sometimes rolls manually anyway, so the interface was not new to him.

This extension languished for more than a year before you volunteered to pick it up, mccartysr. Thank you!

Minethulhu
January 21st, 2022, 19:28
Things I don't like.

People comparing my work to excrement
Reporting errors without any details
Non-specific complaining
Describing your subjective preferences as objective


I'm sorry if my comment came across as if I dislike this extension or its direction. My sincere apologies.

Mavrik6666
January 22nd, 2022, 17:22
Just some feedback ... awesome Extension, and thanks for all the hard work !!! - much appreciated

Mav

webdove
January 22nd, 2022, 18:24
Hi, It used to work, but now I am having trouble getting the pc roll window to appear. I have that setting on, but when I click the die it rolls immediately rather than popping up a client request. Have I forgotten how to request rather than rolling myself?

Also if I want to make a hidden unanimated secret roll for a player, how can I stop the animation for my rolls. The setting for dice animation at the top of options does not seem to help.

Thanks
Web

I ❤️ the extension

Bonkon
January 22nd, 2022, 20:31
Hi, It used to work, but now I am having trouble getting the pc roll window to appear. I have that setting on, but when I click the die it rolls immediately rather than popping up a client request. Have I forgotten how to request rather than rolling myself?

Also if I want to make a hidden unanimated secret roll for a player, how can I stop the animation for my rolls. The setting for dice animation at the top of options does not seem to help.

Thanks
Web

I ❤️ the extension

Good Day webdove :)
I believe there is an option on the players side they need to turn on to get the window for them to roll.

FyreM
January 22nd, 2022, 21:59
just asking here, if I load the extention as DM, and dont tell my players to change ANYHTHING in settings, then absolutly nothing changes?
so i can have only a few players change, and the others that "couldn't be bothered to click a mouse any more than they already are" would not have to change a thing?

mccartysr
January 23rd, 2022, 01:48
Hi, It used to work, but now I am having trouble getting the pc roll window to appear. I have that setting on, but when I click the die it rolls immediately rather than popping up a client request. Have I forgotten how to request rather than rolling myself?

Also if I want to make a hidden unanimated secret roll for a player, how can I stop the animation for my rolls. The setting for dice animation at the top of options does not seem to help.

Thanks
Web

I ❤️ the extension
It rolling immediately is not me. The dice animation setting isn't vanilla FG, but I would love to know what extension is doing it because that might be the culprit. If you could test your extensions and narrow down the culprit, please let me know.

mccartysr
January 23rd, 2022, 02:01
just asking here, if I load the extention as DM, and dont tell my players to change ANYHTHING in settings, then absolutly nothing changes?
so i can have only a few players change, and the others that "couldn't be bothered to click a mouse any more than they already are" would not have to change a thing?

Mostly true. They will get the popups you send, but the system won't generate any of the automatic ones.

MrDDT
January 23rd, 2022, 02:19
It rolling immediately is not me. The dice animation setting isn't vanilla FG, but I would love to know what extension is doing it because that might be the culprit. If you could test your extensions and narrow down the culprit, please let me know.

Called Instant Dice
https://www.dmsguild.com/product/347009/Fantasy-Grounds-Instant-Dice

mccartysr
January 23rd, 2022, 02:51
Called Instant Dice
https://www.dmsguild.com/product/347009/Fantasy-Grounds-Instant-Dice

Thank you. I reached out to the author about the issue. I'm pretty sure it's that we both override actionsmanager.roll()

webdove
January 23rd, 2022, 05:11
I enabled the player side option and it still does not pop up for the client.
I disenabled loading of "instant dice" and the client popup now appears properly.

If I want to secretly roll dice for some players, how can I prevent the client popup from occurring ?

mccartysr
January 23rd, 2022, 05:20
I enabled the player side option and it still does not pop up for the client.

It rolling immediately is not me. I suspect this a conflict with instant dice. Try it without instant dice loaded and then testing. If the problem persists, it is another one of your extensions.

Bonkon
January 23rd, 2022, 19:02
just asking here, if I load the extention as DM, and dont tell my players to change ANYHTHING in settings, then absolutly nothing changes?
so i can have only a few players change, and the others that "couldn't be bothered to click a mouse any more than they already are" would not have to change a thing?

Good Day FyreM :)
From what our group has seen, if the player does not go in and change the setting it will do the rolls automatically for saves and such. If you send them a roll (like a perception check or something) then it will open the window to roll. :)

webdove
January 23rd, 2022, 22:01
It rolling immediately is not me. I suspect this a conflict with instant dice. Try it without instant dice loaded and then testing. If the problem persists, it is another one of your extensions.

You are correct. Instant Dice causes me to always roll. If instant Dice is not loaded then Requested Roll pops up the client request properly.

I want to be able to roll clandestinely for players. I would like to hide the animation so they don't know that I rolled. I would like to use Requested Rolls because that makes it easy for me.

If Requested Rolls could suppress my animations that would be awesome.

Would you be able to add "Min", "Median", "Max" of the rolls to the result? That would help a lot for party and partial party checks

MrDDT
January 23rd, 2022, 22:20
You are correct. Instant Dice causes me to always roll. If instant Dice is not loaded then Requested Roll pops up the client request properly.

I want to be able to roll clandestinely for players. I would like to hide the animation so they don't know that I rolled. I would like to use Requested Rolls because that makes it easy for me.

If Requested Rolls could suppress my animations that would be awesome.

Would you be able to add "Min", "Median", "Max" of the rolls to the result? That would help a lot for party and partial party checks

Instant Dice is the cause for me for other exts also, I think the best option likely is to talk to Xelab and see if we can get them to update ID.

I love the min/median/max option you suggest too. That would be awesome for party rolls.

mccartysr
January 24th, 2022, 00:21
You are correct. Instant Dice causes me to always roll. If instant Dice is not loaded then Requested Roll pops up the client request properly.

I want to be able to roll clandestinely for players. I would like to hide the animation so they don't know that I rolled. I would like to use Requested Rolls because that makes it easy for me.

If Requested Rolls could suppress my animations that would be awesome.

Would you be able to add "Min", "Median", "Max" of the rolls to the result? That would help a lot for party and partial party checks
I doubt I'll add support for clandestine rolls, though I have reached out to xelab about compatibility. Not really what this extension is built for since all rolls for connected players are meant to be sent.

The min max thing is also probably a no since all the rolls are handled asynchronously by people clicking. The rolls don't contain data about which request made them pop up.

MrDDT
January 24th, 2022, 00:25
I doubt I'll add support for clandestine rolls, though I have reached out to xelab about compatibility. Not really what this extension is built for since all rolls for connected players are meant to be sent.

The min max thing is also probably a no since all the rolls are handled asynchronously by people clicking. The rolls don't contain data about which request made them pop up.

The main reason for instant dice is to make it faster. Instead of seeing a 3d animation of a roll, it will instantly put the results of the dice out in chat/effects/etc.
This helps a lot when you consider that rolls that about 2 to 3 second per roll. Taking up time when you end up doing a lot of rolls a night. Also with lag, it can make the rolls take even longer when ID doesn't slow up at all.

Couple with the fact that 3d dice are also set to a NON RNG, oddly enough. Its based on a physical die being rolled and not fully RNG. Which ID allows for numbers to be done 100% RNG.

webdove
January 25th, 2022, 03:44
If you think of your extension as not only covering the use-case "Players get to Roll" but also covering the use-case "DM gets a convenient way to make party rolls" then they can both be handled with this one extension and user interface.
You already know the mechanics of having DM make the rolls since that is what has been happening when "dice animation" is disabled.

kevininrussia
February 1st, 2022, 01:16
Usage question.
Ruleset 4e.
No other extension loaded.

Selecting ability Check and Skill check does not pop up dialog on client. Selecting the "Check" or "Skill" on what I assume is the group check does activate the pop up window on the client side but manual rolling of the dice does not work. Clicking on "Roll" icon does work.

Is this how Requested Rolls suppose to work?

https://i.imgur.com/wIvQDMY.png

mccartysr
February 1st, 2022, 01:49
Usage question.
Ruleset 4e.
No other extension loaded.

Selecting ability Check and Skill check does not pop up dialog on client. Selecting the "Check" or "Skill" on what I assume is the group check does activate the pop up window on the client side but manual rolling of the dice does not work. Clicking on "Roll" icon does work.

Is this how Requested Rolls suppose to work?

https://i.imgur.com/wIvQDMY.png
By default the buttons in the expandable trays only select the roll you want to do. If you select the button with a wire frame d20 on it, the roll will immediately send.
I'm not seeing an issue with processing rolls on the client. Make sure you are hitting the button that looks like a die.

Edit: the wireframe D20 im talking about is the one in the row of three buttons where you can set the rolls to hidden.

kevininrussia
February 1st, 2022, 02:07
Yes, with the wireframe die selected it works. Thanks for that!

Is it possible (on client) to hide the DC number from chat window example(vs. DC 20)? Only show success or failure?

https://i.imgur.com/kbtvt9E.png

mccartysr
February 1st, 2022, 02:40
Yes, with the wireframe die selected it works. Thanks for that!

Is it possible (on client) to hide the DC number from chat window example(vs. DC 20)? Only show success or failure?

https://i.imgur.com/kbtvt9E.png

Not that I am aware of.

bawsr
February 2nd, 2022, 21:53
I have over a 170 extensions. This one is my favorite. Hopefully you received the contribution through the forge. Keep up the great work.

BushViper
February 2nd, 2022, 22:22
I have over a 170 extensions.

Wow. You have both MrDDT and I beat by a huge margin. He and I both have had to pare back our extension libraries because some of them were adversely impacting performance.

Serious question - How have you managed to have that many extensions work without FGU grinding to a halt?

bawsr
February 3rd, 2022, 01:06
I just said.. I have that many extensions. I haven't tried loading all at once. I usually try to only load what I think I really want. I do have a lot of ram and a gen 4 PCI SSD that might help some.

MrDDT
February 3rd, 2022, 01:07
I just said.. I have that many extensions. I haven't tried loading all at once. I usually try to only load what I think I really want. I do have a lot of ram and a gen 4 PCI SSD that might help some.

Ok, I get you now, I was going to say, playing with 170 exts, I've never heard of people doing that.

mattekure
February 3rd, 2022, 01:16
I regularly play with around 70 exts. while not quite 170, performance has never been much of an issue. With well written and designed extensions it shouldn't cause much performance impact. Poorly programmed extensions however, can really impact performance with tons of extra unnecessary overhead.

BushViper
February 3rd, 2022, 01:20
I regularly play with around 70 exts. while not quite 170, performance has never been much of an issue. With well written and designed extensions it shouldn't cause much performance impact. Poorly programmed extensions however, can really impact performance with tons of extra unnecessary overhead.

Yep. I've been running through mine trying to find the extensions that aren't worth the squeeze.

Schneiderpants
February 10th, 2022, 05:11
If I'm GMing a pre-built PF1E module, does this extension allow me to target a PC with an NPC, click the spell saving throw automation button within the spell entry on the NPC character sheet, and then the PC is prompted to make the save? I'm trying and having difficulty getting this to work.

Edit: I think I got it working, I had originally had the setting turned on in Settings, but maybe I either had to restart FG after adjusting the setting.

mccartysr
February 10th, 2022, 05:36
If I'm GMing a pre-built PF1E module, does this extension allow me to target a PC with an NPC, click the spell saving throw automation button within the spell entry on the NPC character sheet, and then the PC is prompted to make the save? I'm trying and having difficulty getting this to work.

Each player that wants the popups needs to go into the settings on their client and enable the setting for show popup for saving throws. If you want it as GM, you must as well.

revanmaster
February 10th, 2022, 23:24
My only problem with this is the writing changing to this when on a darker theme. This is also on pf2e if needed, but I doubt it's the reason.

51425

mccartysr
February 10th, 2022, 23:28
My only problem with this is the writing changing to this when on a darker theme

51425

I'm not sure of that's an issue with that theme or if the manual rolls window is not setup with the same fonts as the rest of the ruleset.

revanmaster
February 11th, 2022, 23:14
here's dark theme on pf1e as well

51452

mccartysr
February 21st, 2022, 05:43
Version 2.3.2
Available on the test channel until the February updates go live
Bugfix:

Minor interface adjustments
Compatibility with other extensions that override ActionsManager.roll
Increased load order to 5 to partially deconflict with Instant Dice
Updates required for February ruleset updates (new sidebar button)

Add: Experimental JSON mode to transfer rolls (default on). May help with some extensions that add custom objects to the rRoll table.

Note: Regarding instant dice, this does not mean all dice rolls will be instant, but it does keep Instant Dice from squashing the rolls before they are sent to connected players.

Edit: you need to adjust Instant Dice to have a loadorder of 4 or lower for it to work.

anathemort
March 3rd, 2022, 18:04
Hey there,
With RR v2.3.1 and the latest update, there is a failure submitting a requested roll (as soon as you "send" it to the client). You mention in the notes above for 2.3.2 that there is a compatibility change coming for other extensions, but this is happening with no other extensions loaded:



[3/3/2022 10:01:14 AM] EXTENSION: Requested Rolls version 2.3.1 by mccartysr, 2022\rFor slash commands type /RR
[3/3/2022 10:01:22 AM] [ERROR] Script execution error: [string "scripts/rr_manager_action.lua"]:107: attempt to call field 'addRoll' (a nil value)


Happy to try again with 2.3.2 once it goes live!

mccartysr
March 3rd, 2022, 21:07
Version 2.3.3 has been moved from test to live. No known issues.

anathemort
March 3rd, 2022, 21:21
Fixes whatever my issue was! :)

Roach
March 4th, 2022, 13:20
After the last big update yesterday, I get this message in the chat when s.o. rolls a check using the extension:
51780
I just ran an update of FG, and still get this...

mccartysr
March 4th, 2022, 14:31
After the last big update yesterday, I get this message in the chat when s.o. rolls a check using the extension:
51780
I just ran an update of FG, and still get this...

Not sure what s.o. is, and I don't call the referenced function so that is someone else's extension causing that.

EllivasKram
March 4th, 2022, 22:10
I’ve reported this issue to the LDTE author.

rathen45
March 11th, 2022, 11:16
Hey, I like the ext. but is there a way to remove characters from it once you've added them?

mccartysr
March 11th, 2022, 11:27
It mirrors the combat tracker. All you have to do is remove them from that, and they will automatically be removed from RR.

rathen45
March 11th, 2022, 21:44
Oh cool! Thank you! I am just setting up and I forgot that guy was still loaded.

MostTornBrain
March 12th, 2022, 23:43
Hi,

This is a great extension. Thanks for making it.

Is there any chance you could add support for intercepting/prompting for the autogenerated "stabilization" rolls that happen in 3.5/PFRPG when a char is dying? I did a quick test and the following change on line 46 in rr_manager_action.lua appears to do it:

if rRoll.sType and (rRoll.sType == "death_auto" or rRoll.sType == "concentration" or rRoll.sType == "stabilization") then

I did a quick search of several rulesets and it looks like 3.5/PFRPG and PFRPG2 are the only rulesets that use this roll type, so I suspect it shouldn't cause any adverse effects on other rulesets.

Cheers,
Brian

mccartysr
March 13th, 2022, 03:18
Hi,

This is a great extension. Thanks for making it.

Is there any chance you could add support for intercepting/prompting for the autogenerated "stabilization" rolls that happen in 3.5/PFRPG when a char is dying? I did a quick test and the following change on line 46 in rr_manager_action.lua appears to do it:

if rRoll.sType and (rRoll.sType == "death_auto" or rRoll.sType == "concentration" or rRoll.sType == "stabilization") then

I did a quick search of several rulesets and it looks like 3.5/PFRPG and PFRPG2 are the only rulesets that use this roll type, so I suspect it shouldn't cause any adverse effects on other rulesets.

Cheers,
Brian

Thanks for the doing the research. I made the changes, and this will be in the next release.

mccartysr
March 13th, 2022, 04:19
Version 2.4
Adds some quality of life options that been asked for


Implement auto roll option for GM - GM controlled characters do not get a popup
Implement deselect on roll option - Clears the selection when you send a roll
Implement match targeting to active CT - Press the button to clear targets and then select the same as the active character in the combat tracker
Implement auto-hide option for manual dice entry option - Hides manual dice fields if Manual Rolls is off unless the user has selected to always show the fields (default: off)
Implement option to broadcast roll cancellation - Pushes details of cancelled roll to GM and displays a basic summary for the user. Only pushes messages when a client cancels a roll
Add PFRPG stabilization to popup roll checks

Note: Per user settings (PC: show popup rolls and RR: Always show manual dice entry fields) have been moved to the "Per User" category on the settings window. The other options remain under the Requested Rolls header

MrDDT
March 13th, 2022, 04:21
Oh nice

nephranka
March 13th, 2022, 12:43
Version 2.4
Adds some quality of life options that been asked for


Implement auto roll option for GM - GM controlled characters do not get a popup
Implement deselect on roll option - Clears the selection when you send a roll
Implement match targeting to active CT - Press the button to clear targets and then select the same as the active character in the combat tracker
Implement auto-hide option for manual dice entry option - Hides manual dice fields if Manual Rolls is off unless the user has selected to always show the fields (default: off)
Implement option to broadcast roll cancellation - Pushes details of cancelled roll to GM and displays a basic summary for the user. Only pushes messages when a client cancels a roll
Add PFRPG stabilization to popup roll checks

Note: Per user settings (PC: show popup rolls and RR: Always show manual dice entry fields) have been moved to the "Per User" category on the settings window. The other options remain under the Requested Rolls header

Nice work there!

I do note I can't seem to get "Implement match targeting to active CT - Press the button to clear targets and then select the same as the active character in the combat tracker" to work. If a PC is currently selected and the CT points to someone else, when I click the button the PC is deselected but the new target from the CT is not picked up. If I have an NPC selected and try to use the current CT target it doesn't even do that. Maybe there is a setting I need?

mccartysr
March 13th, 2022, 14:29
Nice work there!

I do note I can't seem to get "Implement match targeting to active CT - Press the button to clear targets and then select the same as the active character in the combat tracker" to work. If a PC is currently selected and the CT points to someone else, when I click the button the PC is deselected but the new target from the CT is not picked up. If I have an NPC selected and try to use the current CT target it doesn't even do that. Maybe there is a setting I need?
No setting required. I can't replicate this issue. Are you using any extensions? When you hit the "Select same targets as active CT" button, it will take whoever's turn it is and copy their current targets into the selection.

nephranka
March 13th, 2022, 14:53
No setting required. I can't replicate this issue. Are you using any extensions? When you hit the "Select same targets as active CT" button, it will take whoever's turn it is and copy their current targets into the selection.

No other exts loaded. I will play around with it today during our game and post some screens later if I can not get it to work.

nephranka
March 14th, 2022, 22:59
I am an idiot! I thought it would target the current actor in the CT but it picks up the current actor's current target. So working as promised.

Any thoughts on an option to pick up the current actor in the CT?

Thanks!

Edit: this is not really a request since you can just select the current actor but sometimes the list can get long and with the same icons it can get difficult to find the right one so I don't know how useful this would be in general. Mainly just getting your thoughts on it.

mccartysr
March 16th, 2022, 04:36
I am an idiot! I thought it would target the current actor in the CT but it picks up the current actor's current target. So working as promised.

Any thoughts on an option to pick up the current actor in the CT?

Thanks!

Edit: this is not really a request since you can just select the current actor but sometimes the list can get long and with the same icons it can get difficult to find the right one so I don't know how useful this would be in general. Mainly just getting your thoughts on it.

It's something I will think about. It would be simple enough to create, but I wouldn't want to settle on adding it until I have worked through some related actions for ideas I have.

devilspork
March 21st, 2022, 16:11
Hey Mccartysr, I noticed in the latest CoreRPG+ updates that dice color should now be passing through the dice tower. Ran a game on Friday night using RequestedRolls and dice color did not pass through. I did zero testing, but curious if that was something you think RR should be supporting?
52112

mccartysr
March 22nd, 2022, 15:22
Hey Mccartysr, I noticed in the latest CoreRPG+ updates that dice color should now be passing through the dice tower. Ran a game on Friday night using RequestedRolls and dice color did not pass through. I did zero testing, but curious if that was something you think RR should be supporting?
52112

As far as I am aware, dice color for effects pass through correctly.
Edit: Please followup if you can reproduce the issue.

wframe
March 22nd, 2022, 15:36
Hey, mccartysr, just wanted to drop by to say thanks. I just started using this again in my 5e games. The removal of the manual entry field was a huge help and I like all of the other adjustments you have made. That "roll" icon in the manual entry popup is a tad atrocious (it doesn't even really look like a dice!), but that's not on you.

I did have one crash after enabling the extension, which was weird. My Fantasy Grounds sessions almost never crash. I did have quite a few other extensions running, though, so I'll do some more testing and report back if I see it again. Mainly, I just wanted to thank you for all of your hard work on this.

EllivasKram
March 25th, 2022, 08:08
Last night I was getting an error when having ‘Auto Roll for DM’ turned on. When I toggled the option the error went away. I’ll post the error later today that was thrown up into my console/log. I’m going to experiment with extensions loaded. But thought I would mention it. I’m using FGU 5e with most of the extns from Rob2E’s crew and LDTE. Before the update all was ok earlier this week.

mccartysr
April 3rd, 2022, 13:56
Version 2.4.1
Mostly minor changes

Fix desktop modifiers not being per user (I expect to deprecate this in the future, because needing this would be pretty uncommon)
Adopt ruleset changes and code cleanup
Deprecated non-JSON roll transfer. If you need this option, you need to report via the forums, so I can work out the issue before I remove the option
Initial support for player controlled NPCs via the FriendZone extension for 5E. Note: it will send requests made by the GM to the player, but it will not create popups for saving throws forced from the combat tracker. This still depends on the host settings for whether a popup is created.

MrDDT
April 3rd, 2022, 18:01
Thanks, great updates.

mccartysr
April 12th, 2022, 04:10
Version 2.4.2
Minor fixes for the NPC feature

Now displays rolls for NPCs owned by a NPC that a player owns. (That's a mouthful)
Added support for NPCs in non-5E rulesets when you are using Cohorts and Companions.
Note: it will send requests made by the GM to the player, but it will not create popups for saving throws forced from the combat tracker. This still depends on the host settings for whether a popup is created.

Thank you to MostTornBrain for the feedback and fixes.

MrDDT
April 12th, 2022, 04:13
Version 2.4.2
Minor fixes for the NPC feature

Now displays rolls for NPCs owned by a NPC that a player owns. (That's a mouthful)
Added support for NPCs in non-5E rulesets when you are using Cohorts and Companions.
Note: it will send requests made by the GM to the player, but it will not create popups for saving throws forced from the combat tracker. This still depends on the host settings for whether a popup is created.

Thank you to MostTornBrain for the feedback and fixes.

Nice work yall, this is awesome.

mccartysr
April 28th, 2022, 20:27
Version 2.4.3
NPC features now supports popup rolls for saving throws. For clients, the PC saving throws option controls the setting for both PCs and NPCs. The NPC saving throw option is only for the GM
Deprecated the option to not use modifiers after the popup roll is shown.

nephranka
May 6th, 2022, 18:22
I have a request but I am not sure if it is possible.

Recently, I have been thinking of implementing an ext called Bardic Inspiration Die Implementor and I noticed that saves sent from the CT are caught by his ext (as they should be) but request sent via this ext are not caught. Would it be possible to get this ext to work with that one or is it too much given they both play with the rolls? Thanks in advance for any help on this.

https://www.fantasygrounds.com/forums/showthread.php?62150-Bardic-Inspiration-Die-Implementor-Extension-(for-5E)

mccartysr
May 8th, 2022, 11:27
I have a request but I am not sure if it is possible.

Recently, I have been thinking of implementing an ext called Bardic Inspiration Die Implementor and I noticed that saves sent from the CT are caught by his ext (as they should be) but request sent via this ext are not caught. Would it be possible to get this ext to work with that one or is it too much given they both play with the rolls? Thanks in advance for any help on this.

https://www.fantasygrounds.com/forums/showthread.php?62150-Bardic-Inspiration-Die-Implementor-Extension-(for-5E)

I don't know. I can't find a copy of their code, and their extension installs to the vault, so I can't look for where things could be hashed out. Sorry, I couldn't be more help.

nephranka
May 8th, 2022, 16:49
I don't know. I can't find a copy of their code, and their extension installs to the vault, so I can't look for where things could be hashed out. Sorry, I couldn't be more help.

Thanks for looking into this. I see @EllivasKram has already posted to see if we can get you access to the code.

mccartysr
May 12th, 2022, 13:47
Version 2.5
Remove support for non-JSON rolls
Add support for Better Combat Effects ongoing saves

wframe
May 13th, 2022, 23:43
In the game I ran the other night, two of my players stated that they wanted to use Inspiration to roll with advantage for the saving throw I was sending them. I told them to click the "adv" button in the lower left and the click the "Roll" button from the requested rolls popup. Both did. Neither rolled with advantage.

I swear this used to work. Am I crazy? Or has anyone else had this issue?

mccartysr
May 14th, 2022, 00:51
In the game I ran the other night, two of my players stated that they wanted to use Inspiration to roll with advantage for the saving throw I was sending them. I told them to click the "adv" button in the lower left and the click the "Roll" button from the requested rolls popup. Both did. Neither rolled with advantage.

I swear this used to work. Am I crazy? Or has anyone else had this issue?

It's probably because they have an effect granting them bonus dice on the roll. I should have a patch out in a couple hours. Also, make sure they have the option to enable that on.

wframe
May 14th, 2022, 00:52
It's probably because they have an effect granting them bonus dice on the roll. I should have a patch out in a couple hours. Also, make sure they have the option to enable that on.

Ah, thank you. I'll check that.

mccartysr
May 14th, 2022, 05:49
Version 2.5.1
Fixed bug where (dis)advantage would not encode when the player had bonus die associated with the roll e.g. +1d4 from bless

JayceStorm
May 15th, 2022, 18:06
I finally did some extensive testing and can confirm the conflict exists between the following extensions:

Ongoing Save Effects v2.2 by Kent McCullough
Requested Rolls version 2.5.1 by mccartysr

I've attached a screen shot of the only 2 extensions loaded and the error message that is displaying in the chat window. This is different from the error log that pops up.

As previously mentioned, the error only occurs when the user that placed the effect on the NPC is logged in and they pass their turn to that NPC.

I have also posted this on Rob2e's Discord in #kent-mccullough-stuff channel as he is the other mod author. Any help troubleshooting what the conflict is between these 2 extensions would be greatly appreciated.\

mccartysr
May 15th, 2022, 23:23
I finally did some extensive testing and can confirm the conflict exists between the following extensions:

Ongoing Save Effects v2.2 by Kent McCullough
Requested Rolls version 2.5.1 by mccartysr

I've attached a screen shot of the only 2 extensions loaded and the error message that is displaying in the chat window. This is different from the error log that pops up.

As previously mentioned, the error only occurs when the user that placed the effect on the NPC is logged in and they pass their turn to that NPC.

I have also posted this on Rob2e's Discord in #kent-mccullough-stuff channel as he is the other mod author. Any help troubleshooting what the conflict is between these 2 extensions would be greatly appreciated.\

That error is not caused by me. I replaced the relevant calls back in November, and the other extension is using outdated code.
Also, I had to go into Rob Twohys's discord to figure out what the other issue, but I am not in that server normally. For Discord support, you can reach out to me in the FG Discord in #forge_item_support.
The other error "Script execution error: [string "scripts/rr manager action.lua"]:132: encodeJOSON: Invalid Argument" is because OSE does a couple non-standard things.
So I found the issue. ongoing saves does a couple things differently from the base ruleset, so my code is getting rolls that are not formatted as expected. In particular, this is caused by #3.

1. Versus Saves are expected to first process through without dice attached and then get sent to the client by 5E. This means my code intercepts the roll while it is still on host.
2. Versus Saves are expected to have a rSource of the rolling player when on client side in base ruleset code. This is because rSource determines who is doing the rolling
3. If there is no rSource, I expect it to be nil, not a blank string. Also, rSource is supposed to be a table, not a string, so my code doesn't know how to handle it.

JayceStorm
May 16th, 2022, 01:40
Thank you for the detailed explanation. Should I just copy/paste your response to the discord channel and see if Kent can fix?

mccartysr
May 16th, 2022, 03:55
Thank you for the detailed explanation. Should I just copy/paste your response to the discord channel and see if Kent can fix?

You are welcome to

JayceStorm
May 16th, 2022, 16:10
I did and thank you again for your detailed explanation. Kent saw the post and hopefully will find some time to fix the issue.

Regards,
Jack

Atracious
June 7th, 2022, 04:37
Is there a way to move the rolls button at the top of the chat window? I have another extension that puts buttons there, and this covers them...

mccartysr
June 7th, 2022, 05:00
Is there a way to move the rolls button at the top of the chat window? I have another extension that puts buttons there, and this covers them...

No. That button is part of CoreRPG, and I don't modify it. You should talk to the maker of your other extension.

mccartysr
June 7th, 2022, 05:12
Version 2.6
A couple nice features for the GM and a way for other extension authors to make rolls compatible with Requested Rolls.

Remove ability to not apply modifiers after roll is shown. This now happens all the time.
Implement ability for other extensions to register roll types that should be popups. This can use either rRoll.sType or rRoll.sSaveDesc
Add yellow indicator dot to character with current initiative
Add right click option to character portraits for them to make all rolls. (Right click the portrait on the console to make all of their rolls happen)

anstett
June 7th, 2022, 22:52
Just downloaded today. It is not working in Core/2e ruleset. I know not advertised to be working with that, just mentioning.
Keeping this in my folder for updates so that hopefully one day it will work.

mccartysr
June 12th, 2022, 08:24
Version 2.7
Add support for DnD 2E. If problems are found with this, I need a thorough explanation of what is wrong and what it should be like because I don't play 2E.
Thank you to Anstett for providing the initial testing for this update.

mccartysr
June 25th, 2022, 11:32
Version 2.8
Add ability for GM to right click a player and delete their current rolls
Add ability for GM to create and send arbitrary dice rolls to players. This includes support for rolls like 4d6d1. This now functions like the other roll types.

Snakebitten
July 27th, 2022, 18:24
Hello,

me and another DM has been running into an issue of something NPCs stays on in the requested roll window after the tokens has been removed from the Combat tracker and the map the NPC was placed.

is there a known fix to this or maybe there could be a bottom made to clear the NPC row in the window?

mccartysr
July 27th, 2022, 18:53
Hello,

me and another DM has been running into an issue of something NPCs stays on in the requested roll window after the tokens has been removed from the Combat tracker and the map the NPC was placed.

is there a known fix to this or maybe there could be a bottom made to clear the NPC row in the window?

Are you using any extensions that mess with the combat tracker? If it is truly removed it should not be showing up in mine because I am just making a different view of the data that backs the combat tracker. If you have any steps that can reproduce the error, please let me know. Also, a clear all button is not possible because the data is the same as the combat tracker.

AmishCyborg
July 31st, 2022, 01:25
Found a strange conflict between (I believe) Better Combat Effects Gold and this. The effect "SAVEADD: [condition]" triggers and *says* it works, with the correct rolls and conditions being listed in chat and no errors being produced, but the condition is not added to the PC. The strange part is this only happens if that PC is connected and using the character. Works as intended on all npcs and PCs that aren't connected.

rhagelstrom
July 31st, 2022, 01:33
Found a strange conflict between (I believe) Better Combat Effects Gold and this. The effect "SAVEADD: [condition]" triggers and *says* it works, with the correct rolls and conditions being listed in chat and no errors being produced, but the condition is not added to the PC. The strange part is this only happens if that PC is connected and using the character. Works as intended on all npcs and PCs that aren't connected.

I can look but I think this should be in the bceg thread

mccartysr
August 13th, 2022, 07:03
Version 2.9

Add right click to portraits for:

Select the same targets as the character you clicked.
Open the character sheet of the character you clicked

Add drag and drop support to the character portraits for:

Add support for portraits to accept the same drops as combat tracker. e.g. you can drag a save from the combat tracker onto the RR portrait
Add support to drag and drop the buttons by the selectors (the ones that look like dice) to target a specific character without changing selection.

Various changes

Add ability to target all characters proficient or higher in the currently selected skill.
Add chat command to turn on popup rolls for all connected clients and the GM.
Change minor GUI components.

BaneTBC
August 23rd, 2022, 23:00
Question: Is there a reason that the D12 and D100(%) was left out of the dice rolls you can request? Noticed last night that they appears to be missing from the list. Would be great if they can be added back in, thanks!

mccartysr
August 23rd, 2022, 23:11
Question: Is there a reason that the D12 and D100(%) was left out of the dice rolls you can request? Noticed last night that they appears to be missing from the list. Would be great if they can be added back in, thanks!

You can add those dice rolls by going to the Other page and adding them to the dice options menu. I added it about two months ago.

BaneTBC
August 24th, 2022, 00:21
Thanks! Don't know how I missed that, but appreciate it! I'd hate to have to run games without this extension, honestly.

Cormellion
August 29th, 2022, 10:17
When you add a skill like thieve's tools for example how do you get it to link to dex mod and prof? Mine currently autoselects STR and PROF. Am I missing an option somewhere on the UI?

mccartysr
August 29th, 2022, 12:34
When you add a skill like thieve's tools for example how do you get it to link to dex mod and prof? Mine currently autoselects STR and PROF. Am I missing an option somewhere on the UI?

You need to add the skill to the character's sheet and set it to use dexterity on the character sheet.

anthrojim
September 22nd, 2022, 15:23
Thanks for making this extension. It is, by far the best extension I use.

dmbrown
September 22nd, 2022, 19:00
I know the old version of this had a way to set rolls to advantage or disadvantage, but I can’t find it in the newer one. Maybe that option isn’t available?

mccartysr
September 22nd, 2022, 19:20
I know the old version of this had a way to set rolls to advantage or disadvantage, but I can’t find it in the newer one. Maybe that option isn’t available?

Use the buttons on your desktop like you would for any normal roll you were going to drag and drop. The clients can also use this to handle advantage after it has popped up for them.

mccartysr
October 14th, 2022, 03:28
Version 2.10-beta

Added the ability to drag the die icon from the manual roll window onto the chat or the tower. -thank you Teniralc for the suggestion and examples of what you wanted
Added the Staged Roll beta. Please see the wiki for instructions. https://github.com/seanmccarty/RequestedRolls/wiki -thank you Lo Zeno for the suggestion and helping me squash multiple critical bugs before this release


A quick summary of staged rolls. This is an experimental feature, and it can be turned completely off in the options menu.
You can now configure rolls to interrupt the normal resolution chain based on effects, feats, features, or traits (for 5E anyway) and show the dice rolled to the players without letting them know whether it succeeded. They can then add additional dice to the roll, click to reroll dice, or just manually enter values. Once they click ok, the rolls continues as normal and you get all of FG's nice automation. The dialog for who can edit the rolls, depends on what computer actually made the rolls. Tower and secret rolls are only shown to the GM.

Aventhar
November 4th, 2022, 02:42
Thank you for making this extension! I just found it on the Forge, and don’t know how I GM’d without it. I was wondering if it would be possible to make a modification for Pathfinder 2e Initiative where you could choose the skill used to modify the initiative total… Anyway, awesome work! And thanks again!

mccartysr
November 4th, 2022, 12:31
Thank you for making this extension! I just found it on the Forge, and don’t know how I GM’d without it. I was wondering if it would be possible to make a modification for Pathfinder 2e Initiative where you could choose the skill used to modify the initiative total… Anyway, awesome work! And thanks again!

Not at this time. PFRPG2 does not use a global script to make those updates in way that is compatible with how I interface with other rulesets. Also, I am not sure where I would put the button, though I could just make it a shift click of the roll button.

mccartysr
November 5th, 2022, 21:33
Version 2.10-beta.1

Show dice when you drag the die button from the manual rolls window.
Remove dice roll when adding dice on staged roll window
Via the options menu, each user can now select whether they want their rolls to be done with the dice models or if they wish for them to resolve instantly using a random number. This does not work for dice strings such as 4d6d1.

MrDDT
November 5th, 2022, 21:57
I will have to check out this beta and see how it goes, looks like some cool upgrades.

anstett
November 7th, 2022, 12:28
Quirk I found. With the new Percentage dice as part of the dice packs, I had not noticed that there was not a percentage die to request until a player pointed it out.
Everything updated, RR 2.10 beta, 2E ruleset

Thanks,

BOB

mccartysr
November 7th, 2022, 12:50
Quirk I found. With the new Percentage dice as part of the dice packs, I had not noticed that there was not a percentage die to request until a player pointed it out.
Everything updated, RR 2.10 beta, 2E ruleset

Thanks,

BOB

You can add dice rolls by going to the first Other page and adding them to the dice options menu. I added this feature back in June.

anstett
November 7th, 2022, 15:19
Thank you for fixing problems before I even know I have them! :)

BOB

nephranka
November 8th, 2022, 10:41
I must commend you on a job well done! The staged rolls are fantastic!

nephranka
November 8th, 2022, 11:22
Quick question about staged rolls: rerolls. I want to make sure I am doing it correctly.

If I understand it correctly, I have lucky as a feat set to catch everything. It intercepts the roll, I click the reroll button, it indicates it is replacing the roll in chat. I then click ok but it does not use the reroll in the calculation.

I think I should replace the number in the box above the reroll button? I would use the new number rolled. That does seem to work but I am unsure if this is the way it should be handled.

Thanks!

mccartysr
November 8th, 2022, 12:44
Quick question about staged rolls: rerolls. I want to make sure I am doing it correctly.

If I understand it correctly, I have lucky as a feat set to catch everything. It intercepts the roll, I click the reroll button, it indicates it is replacing the roll in chat. I then click ok but it does not use the reroll in the calculation.

I think I should replace the number in the box above the reroll button? I would use the new number rolled. That does seem to work but I am unsure if this is the way it should be handled.

Thanks!

You are correct. The text for rolling to replace a X is just to help keep track of what you are doing.

Because sometimes you get to choose if you want the number (similar to rolling for advantage and taking the higher), I do not automatically populate the new number. You will want to drag the result from chat onto the number box for the die you just rolled (or just type the number in manually) and then click OK.

nephranka
November 8th, 2022, 13:44
You are correct. The text for rolling to replace a X is just to help keep track of what you are doing.

Because sometimes you get to choose if you want the number (similar to rolling for advantage and taking the higher), I do not automatically populate the new number. You will want to drag the result from chat onto the number box for the die you just rolled (or just type the number in manually) and then click OK.

Sounds good. Thanks for the background. This is going to be very helpful.

Agamon
November 9th, 2022, 01:40
I'm not sure I quite understand how to set up staged rolls. I set up the effect, set up the identifier with die string, but there's no modifier die on for Bardic Inspiration. Am I missing something>55058

nephranka
November 9th, 2022, 02:08
I'm not sure I quite understand how to set up staged rolls. I set up the effect, set up the identifier with die string, but there's no modifier die on for Bardic Inspiration. Am I missing something>55058

As I understand it, the player would drag a d6 to the window to add it to the roll before clicking the check.

Lo Zeno
November 9th, 2022, 09:19
I'm not sure I quite understand how to set up staged rolls. I set up the effect, set up the identifier with die string, but there's no modifier die on for Bardic Inspiration. Am I missing something>55058

You need to grab the D6 from the bottom left of the screen, and drop it onto the Staged Rolls window, you'll see then an extra box with the added die result appear in the window. Then you click the check mark to approve it.

Agamon
November 13th, 2022, 03:43
You need to grab the D6 from the bottom left of the screen, and drop it onto the Staged Rolls window, you'll see then an extra box with the added die result appear in the window. Then you click the check mark to approve it.

Ah, okay. Thanks!

bobbyp31
November 15th, 2022, 08:55
Help! I can't get the ext to work. For some reason I'm getting 5E - Roll for Initiative Addon (Beta)! showing up in my extension list and it throws up errors everywhere and it's apparent I've gone wrong somewhere. Any help would be appreciated

**EDIT** I have figured it out, please ignore post

bobbyp31
November 16th, 2022, 06:31
With the ext can you set a roll to have Advantage/Disadvantage?

EllivasKram
November 16th, 2022, 07:08
With the ext can you set a roll to have Advantage/Disadvantage?

My understanding is that at the pop ups stage you can select [ADV] [DIS] [+2] [+5] buttons and the will be processed with the roll.

It also in my experience honours entries in effects that grant advantage.

anthrojim
November 16th, 2022, 14:13
Use the buttons on your desktop like you would for any normal roll you were going to drag and drop. The clients can also use this to handle advantage after it has popped up for them.

I believe you have to select the DIS, ADV, etc after you request the roll. If you select the buttons before you request the roll, they are not applied.

Or it could be the other way around...

mccartysr
November 16th, 2022, 15:35
I believe you have to select the DIS, ADV, etc after you request the roll. If you select the buttons before you request the roll, they are not applied.

Or it could be the other way around...

You can do it before or after. If that behavior is not working, it is very likely because of a conflict with another extension.

bobbyp31
November 17th, 2022, 07:31
Thanks team

BlazingAzureCrow
November 23rd, 2022, 02:34
I'm not sure if this has been addressed or is known, but I got this today (and love it!), and one thing we tried was adding "Concentration" as a save, for times when we want to prompt a Concentration check without damage being involved. When I rolled it, the save knew it was for concentration since it caused War Caster to register and give advantage, but it does a strange thing: instead of adding their Con save mod to the roll, it adds their entire Constitution score. Is there a fix, or is this something that could be addressed? The ability to freely roll concentration checks for things like loud noises, falls, effects that trigger them without damage, etc would be very useful for automatic parsing.

mccartysr
November 23rd, 2022, 04:26
I'm not sure if this has been addressed or is known, but I got this today (and love it!), and one thing we tried was adding "Concentration" as a save, for times when we want to prompt a Concentration check without damage being involved. When I rolled it, the save knew it was for concentration since it caused War Caster to register and give advantage, but it does a strange thing: instead of adding their Con save mod to the roll, it adds their entire Constitution score. Is there a fix, or is this something that could be addressed? The ability to freely roll concentration checks for things like loud noises, falls, effects that trigger them without damage, etc would be very useful for automatic parsing.

I don't quite follow what you mean by adding concentration as a save. In general, I use the default handlers for 5E so those rolls should be working like normal. If you're using other extensions, an incompatibility could be causing the issue.

BlazingAzureCrow
November 23rd, 2022, 04:51
I don't quite follow what you mean by adding concentration as a save. In general, I use the default handlers for 5E so those rolls should be working like normal. If you're using other extensions, an incompatibility could be causing the issue.

I mean, adding it to the list of saves you can prompt through the extension. Though it's called a Concentration Check, those checks are saving throws and are recognized by the 5E ruleset as such. An image is included below as an example. This happens in a campaign with no other extensions loaded as well. Though it might not be the intended purpose of the extension, being able to add "concentration" to the list of saves to prompt non-damage concentration checks is a very useful concept, and it feels like it intuitively goes with this extension. It's the first thing I experimented on, after all.

The issue here is that when you add it to the list of saves as per your extension, it does work as far as interacting with how the 5E ruleset parses Concentration checks (accounting automatically for War Caster and such). However, rather than add the Constitution save modifier, it adds the entire Constitution score. This behavior doesn't repeat with other custom saves if you add them in. I don't know if this is something you'd care to look into, but it would be a neat use of this extension to be able to prompt Concentration Checks that aren't damage-triggered.

55215

mccartysr
November 23rd, 2022, 22:03
I mean, adding it to the list of saves you can prompt through the extension. Though it's called a Concentration Check, those checks are saving throws and are recognized by the 5E ruleset as such. An image is included below as an example. This happens in a campaign with no other extensions loaded as well. Though it might not be the intended purpose of the extension, being able to add "concentration" to the list of saves to prompt non-damage concentration checks is a very useful concept, and it feels like it intuitively goes with this extension. It's the first thing I experimented on, after all.

The issue here is that when you add it to the list of saves as per your extension, it does work as far as interacting with how the 5E ruleset parses Concentration checks (accounting automatically for War Caster and such). However, rather than add the Constitution save modifier, it adds the entire Constitution score. This behavior doesn't repeat with other custom saves if you add them in. I don't know if this is something you'd care to look into, but it would be a neat use of this extension to be able to prompt Concentration Checks that aren't damage-triggered.

55215

Ah. I understand now. That is not how that is meant to be used. The ability to add more saves is mostly if you are running an extension that adds something. It is throwing weird results because of the way 5E actually processes the roll and does not see concentration as a stat, though there are parts of the system that understand what saves that have the word "concentration" in them mean. I have an idea that might make doing concentration checks possible, but it will likely be a long time before I have time for it.

BlazingAzureCrow
November 23rd, 2022, 22:04
Ah. I understand now. That is not how that is meant to be used. The ability to add more saves is mostly if you are running an extension that adds something. It is throwing weird results because of the way 5E actually processes the roll and does not see concentration as a stat, though there are parts of the system that understand what saves that have the word "concentration" in them mean. I have an idea that might make doing concentration checks possible, but it will likely be a long time before I have time for it.

No worries. I just thought I'd bring it to your attention since it seemed like a good use of the extension's existing functions. I understand if it's not urgent. Thanks for responding~

mccartysr
November 27th, 2022, 19:11
Version 2.10-beta.3

When "ring bell on turn" is on, the player now gets a ding when a roll is added
When an identifier has a colon after it with a dice string e.g. BardicInspiration:3d6, the player can now double click it to automatically roll the dice and add them to the staged roll and it expires the effect from their character.

MrDDT
November 27th, 2022, 21:23
Epic nice.

Lo Zeno
November 29th, 2022, 11:32
When an identifier has a colon after it with a dice string e.g. BardicInspiration:3d6, the player can now double click it to automatically roll the dice and add them to the staged roll and it expires the effect from their character.

Simply AMAZING! Thank you mccartysr

mccartysr
January 2nd, 2023, 02:09
Version 2.10
Full support for the instant dice features and staged rolls features developed within the 2.10-beta
Staged rolls now appear in the same window as the other requested rolls, but now with a green border.
Slight renaming of my entries in the FG options menu.

MyrddinEmyrs
January 11th, 2023, 18:35
I love this extension very well done.
I'm curious is there a reason why their isn't a d100 option for dice?

mccartysr
January 11th, 2023, 18:44
I love this extension very well done.
I'm curious is there a reason why their isn't a d100 option for dice?

Because I wanted to limit the defaults, but you can add it on the first options page, if you so desire.

mccartysr
February 24th, 2023, 00:16
Version 2.11

Adding dice with staged rolls now rolls actual dice (used to be random number)
Dragging staged roll reason to chat now trigger the throws
Ctrl+click when re rolling individual staged dice now automatically replaces the value rather than just displaying to chat

MrDDT
February 24th, 2023, 00:17
Very nice work thanks

nephranka
February 24th, 2023, 01:27
Version 2.11

Adding dice with staged rolls now rolls actual dice (used to be random number)
Dragging staged roll reason to chat now trigger the throws
Ctrl+click when re rolling individual staged dice now automatically replaces the value rather than just displaying to chat


Very nice upgrade. Thanks for keeping this not only alive but advancing!

wframe
March 1st, 2023, 22:13
Hey, guys. I've been playing around with staged rolls and I have a question. I got it working for Bardic Inspiration and it works great. I was trying to get something similar for Emboldening Bond (1d4 on a skill, attack, save, check once/turn) and I ran into a little issue: Emboldening Bond lasts 10 minutes. But as soon as a player uses the staged roll, it removes the effect. Is there any way to keep it on there for the duration and just have it come up once/turn? I have the Ongoing Save Effects extension and I set the effect to ONTURN, which normally works, but it still gets removed. I even messed with the duration of the effect, but no matter what I do, it gets removed after one roll. This may be intended behavior. I'm just wondering if there's anything I'm missing.

Thanks!

Lo Zeno
March 1st, 2023, 23:07
I think it's the intended behaviour, because in most cases once the added die is used the character "loses" that perk (like in Bardic Inspiration). So unless mccartysr adds an option to not remove the effect once the staged roll is triggered by an effect, I'm afraid you'll have to manually add it back to your players.
Or you could, as a workaround, set the staged roll with a type of "Feature" and instead of adding an effect on the CT manually add and remove the Feature from the character sheets of the affected characters - this way once the staged roll is used it won't be removed. You'll have to manually delete the feature, though, once the 10 minutes have expired.

wframe
March 1st, 2023, 23:17
I think it's the intended behaviour, because in most cases once the added die is used the character "loses" that perk (like in Bardic Inspiration). So unless mccartysr adds an option to not remove the effect once the staged roll is triggered by an effect, I'm afraid you'll have to manually add it back to your players.
Or you could, as a workaround, set the staged roll with a type of "Feature" and instead of adding an effect on the CT manually add and remove the Feature from the character sheets of the affected characters - this way once the staged roll is used it won't be removed. You'll have to manually delete the feature, though, once the 10 minutes have expired.

A feature isn't the worst idea. The problem is that, unlike Bless, the players can only use the effect once/round. If I set it up as a feature, it will basically pop up for them every single time they have to make an attack, saving throw, skill check, etc, no matter how many times that happens in a around. I had resolved this by using code that gave them the bonus once/turn (ONTURN), but using staged rolls is something else entirely.

I've been trying to solve this whole Emboldening Bond thing forever. It's a huge pain. In Foundry, there's automation from a module that pops up for the player each time asking them if they want to use it and once they do, it doesn't ask again until their next turn. It's pretty slick, but I'm having other issues with Foundry that are driving me back to FGU and this was the last thing I was trying to figure out.

mccartysr
March 2nd, 2023, 06:03
Lo Zeno is correct. This is intended behavior.
If they don't click on entry in the reasons line, it won't expire. The user can drag a d4 into the staged roll window and it will be added to the roll without expiring the effect.
While I like the idea of supporting once per turn effects without expiring them, I likely won't get to it for awhile because of time constraints.

Lo Zeno
March 2nd, 2023, 14:43
I think the last FGU update caused a bug to the Staged Roll window:

when clicking the "Edit List" button in the Staged Roll window, FGU shows a console error:

[ERROR] Script execution error: [string "C:rr_staged_contents:list_iedit"]:17: attempt to call field 'update' (a nil value)

Steps to reproduce are in this video:
Staged rolls - error when trying to delete a roll configuration (https://1drv.ms/v/s!AhU4e1ugaj2Rgt92UPMziatn38ZYPw?e=RBeIkF)

I attached the compiled logs as well, if needed.

wframe
March 2nd, 2023, 15:27
Lo Zeno is correct. This is intended behavior.
If they don't click on entry in the reasons line, it won't expire. The user can drag a d4 into the staged roll window and it will be added to the roll without expiring the effect.
While I like the idea of supporting once per turn effects without expiring them, I likely won't get to it for awhile because of time constraints.

Thanks, mccartysr. I actually didn't even realize that you could drag a die into that window. I can work with that. Emboldening Bond is just a pain from a mechanics perspective and has had me scratching my head in multiple VTTs.

mccartysr
March 2nd, 2023, 20:21
I think the last FGU update caused a bug to the Staged Roll window:

when clicking the "Edit List" button in the Staged Roll window, FGU shows a console error:


Steps to reproduce are in this video:
Staged rolls - error when trying to delete a roll configuration (https://1drv.ms/v/s!AhU4e1ugaj2Rgt92UPMziatn38ZYPw?e=RBeIkF)

I attached the compiled logs as well, if needed.

Thank you. V2.11.1 has been released on the Forge to fix this issue.

Lo Zeno
March 3rd, 2023, 09:00
Thank you. V2.11.1 has been released on the Forge to fix this issue.

Brilliant!

BlazingAzureCrow
March 20th, 2023, 03:19
I'm currently doing tests to see if this is an extension conflict, but in our last show game I noticed that all rolls that went through Request Rolls had no custom die colors and were all blank white dice. I'll follow up soon to see if this is the case in an empty campaign, but I wanted to throw that out there.

EDIT: Something either got fixed, or I'm failing to reproduce the issue. Disregard!

nephranka
March 23rd, 2023, 15:12
I have been using this with the staged rolls options and it works great. I had one question that you might be able to help with. We noticed that with Silent Ruin's Generic Actions ext the rolls made though that ext do not get caught by the stage rolls of this ext. It would be nice if they did. Anyway that could happen? Thanks!

mccartysr
March 27th, 2023, 04:34
I have been using this with the staged rolls options and it works great. I had one question that you might be able to help with. We noticed that with Silent Ruin's Generic Actions ext the rolls made though that ext do not get caught by the stage rolls of this ext. It would be nice if they did. Anyway that could happen? Thanks!

This already works. You have to add the roll types to a staged roll entry. You can determine the types by dragging the result bubbles from the chat onto the entry for staged roll you are trying to configure. They are "genactroll" and "genactresult". You then just have to add the identifier you want it to look for on the character and the type of identifier (effect, trait, etc...).

VayneBK201
March 27th, 2023, 05:33
Hi. I'm having an issue where when I try to make a player do a requested roll, it's rolling for them automatically.

Flow: NPC casts spell that requires Saving Throw (I double click the spell save cast option for the NPC in the Combat Tracker) -> The roll flies out right after without a prompt for the player.

mccartysr
March 27th, 2023, 05:51
Hi. I'm having an issue where when I try to make a player do a requested roll, it's rolling for them automatically.

Flow: NPC casts spell that requires Saving Throw (I double click the spell save cast option for the NPC in the Combat Tracker) -> The roll flies out right after without a prompt for the player.

Has the player turned on the option to prompt other to till saves? (They need to) Are you using other extensions?

VayneBK201
March 27th, 2023, 06:04
Oh okay thanks. I'll look into that. I didn't ask them to check any other options so that's probably it. I do know that if I use the Requested Rolls section and select the details of the save, it works, but I didn't realize there was another option to click. Must have missed seeing that when I looked through things before. Will check back in if it doesn't work.

nephranka
March 27th, 2023, 12:23
This already works. You have to add the roll types to a staged roll entry. You can determine the types by dragging the result bubbles from the chat onto the entry for staged roll you are trying to configure. They are "genactroll" and "genactresult". You then just have to add the identifier you want it to look for on the character and the type of identifier (effect, trait, etc...).

Thank you. I will give it a try.

mccartysr
April 2nd, 2023, 00:38
Version 2.12.1

Support for CoreRPG added. See the wiki for instructions. https://github.com/seanmccarty/RequestedRolls/wiki/CoreRPG-specific

Feedback is welcome.

GKEnialb
May 3rd, 2023, 03:28
I didn't realize until my last session, but the DC of a requested skill check roll is displayed to the players, though the DC of a requested save is not. The option "Chat: show results to client" is Off, so I'd expect the DC for neither to be displayed. Is displaying the DC intentional and if so, is there a way to turn it off? This is 5E with no other extensions loaded.

57250

I know I can hide the roll completely - ideally they could see what they rolled (don't mind a success/failure indication or not) but not the DC.

mccartysr
May 3rd, 2023, 05:34
I didn't realize until my last session, but the DC of a requested skill check roll is displayed to the players, though the DC of a requested save is not. The option "Chat: show results to client" is Off, so I'd expect the DC for neither to be displayed. Is displaying the DC intentional and if so, is there a way to turn it off? This is 5E with no other extensions loaded.

57250

I know I can hide the roll completely - ideally they could see what they rolled (don't mind a success/failure indication or not) but not the DC.

I believe that is base 5E behavior, and I do not modify it. Skills and saves differ in the way 5E handles them for display.

sirkerry
May 3rd, 2023, 16:41
Does this extension work with damned's XCore universal ruleset?

mccartysr
May 3rd, 2023, 17:47
Does this extension work with damned's XCore universal ruleset?

I do not have it currently enabled for XCore. Cursory review indicates that most functionality similar to CoreRPG is possible such as rolling specific dice and the other features such as dice rolling suppression and staged rolls work. It is not currently possible to do the lookups for stats like in CoreRPG or use abilities as triggers for staged rolls. Full support generally requires I have access to the ruleset code and XCore is installed in the vault.

GKEnialb
May 4th, 2023, 04:27
I believe that is base 5E behavior, and I do not modify it. Skills and saves differ in the way 5E handles them for display.

Okay, makes sense. Thanks, anyway.

Maldev
June 4th, 2023, 13:43
G'day there,
Firstly- Amazing extension!
Second- I run d&d 4E and it works aok :)
I was wondering IF would be possible to get the "PC: Prompt owner to roll saves" to work in 4E?
Cheers

mccartysr
June 4th, 2023, 17:34
G'day there,
Firstly- Amazing extension!
Second- I run d&d 4E and it works aok :)
I was wondering IF would be possible to get the "PC: Prompt owner to roll saves" to work in 4E?
Cheers

I was unaware that death saving throws were not working. I uploaded v2.12.2 to address this. This will only trigger ones that happen automatically. Otherwise, they would trigger a popup every time the player clicks on it on their sheet, which is undesirable.

Maldev
June 5th, 2023, 00:03
I was unaware that death saving throws were not working. I uploaded v2.12.2 to address this. This will only trigger ones that happen automatically. Otherwise, they would trigger a popup every time the player clicks on it on their sheet, which is undesirable.

Sorry, I don't quite follow what you are saying.
In d&d 4E, saves are only made at the end of the actor's turn, not as part of attacks or anything. I just assumed that at the end of the actor's turn, any save effects on them would trigger the requested roll(s)= saving throw(s)
Cheers

mccartysr
June 5th, 2023, 00:29
Sorry, I don't quite follow what you are saying.
In d&d 4E, saves are only made at the end of the actor's turn, not as part of attacks or anything. I just assumed that at the end of the actor's turn, any save effects on them would trigger the requested roll(s)= saving throw(s)
Cheers

Give it a try. I think it does what you want. The dialog will not be triggered when you click buttons on the character sheet.
As a note, the chat notification on load still shows 2.12.1 because I forgot to update the version text.

Maldev
June 5th, 2023, 01:35
Give it a try. I think it does what you want. The dialog will not be triggered when you click buttons on the character sheet.
As a note, the chat notification on load still shows 2.12.1 because I forgot to update the version text.

I have had a play trying to get it to work. Hopefully I am just missing something obvious..
So I set in options (GM and PC instances) for roll saves prompt.
When I end the PCs turn nothing happens (see image)
57585
Any idea what I am doing wrong?

mccartysr
June 5th, 2023, 04:02
I have had a play trying to get it to work. Hopefully I am just missing something obvious..
So I set in options (GM and PC instances) for roll saves prompt.
When I end the PCs turn nothing happens (see image)
57585
Any idea what I am doing wrong?

It appears you need to turn on the ruleset option for combat:auto-roll saving throws. If that is not on, there are no rolls for RR to catch.

Maldev
June 5th, 2023, 04:16
That worked!
Thanks for your prompt help!
:)

Lo Zeno
June 14th, 2023, 10:18
After the last FGU update, the extension throws a list of errors each time the Staged Rolls window needs to appear, and the Staged Rolls window itself is missing all its controls - I suspect there were big changes in the manual dice entry window structure, but that's me wild guessing.

I have tried it with a new fresh campaign, newly created character, only one extension enabled (Requested Rolls) and only a single trigger for staged rolls (the Lucky feat).
This is the content of the console window as soon as the character attacks:


[6/14/2023 10:12:11 AM] s'windowtitlebar_char template - DEPRECATED - 2023-04-04 - Use windowtitlebar_charsheethelper instead'
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [WARNING] template: Could not find template (label_manualroll) in class (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] Script execution error: [string "RequestedRolls:..ripts/stagedroll_entry.lua"]:136: attempt to index global 'targets_label' (a nil value)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rolltype) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (rollexpr) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (desc) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (source) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (targets) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)
[6/14/2023 10:12:57 AM] [ERROR] window: Control (reasons) anchoring to an undefined control (contentanchor) in windowclass (stagedroll_entry)


I have attached the FGU compiled logs file.

mccartysr
June 16th, 2023, 14:44
Fortunately, I planned ahead and uploaded a test build before I went away for the week. I was able to make my temporary build available on Wednesday. I will verify I corrected the issues this weekend.

mdrichey
July 28th, 2023, 16:43
Fortunately, I planned ahead and uploaded a test build before I went away for the week. I was able to make my temporary build available on Wednesday. I will verify I corrected the issues this weekend.

Any update?

mccartysr
July 28th, 2023, 17:01
Any update?

I haven't gotten any complaints in the last month, so I presume it is working.

Ludd_G
August 3rd, 2023, 15:48
Hi Mccartysr,

still loving this extension and use it all the time. But I have a little (hopefully) request...

I'm presently checking out PF2e Release 19 in the test channel. Trenloe has done an amazing job at building a box/widget for automatically calculating various DCs for activities in PF2e. What I was wondering is if, once the DC Widget has done its magic and formulated the correct DC for a complex activity, it would be possible for Requested Rolls to have a button that grabs that DC and use it to populate the DCs in RR, to which you could then apply all the RR options with character selection etc.?

I asked Trenloe and he says the DC is "currently a single number field in the database: combattracker.actiondata.dc - but that could change if PC filters are added..." if that helps?

Thanks again for all your work.

Cheers,

Simon

mccartysr
August 4th, 2023, 02:24
Hi Mccartysr,

still loving this extension and use it all the time. But I have a little (hopefully) request...

I'm presently checking out PF2e Release 19 in the test channel. Trenloe has done an amazing job at building a box/widget for automatically calculating various DCs for activities in PF2e. What I was wondering is if, once the DC Widget has done its magic and formulated the correct DC for a complex activity, it would be possible for Requested Rolls to have a button that grabs that DC and use it to populate the DCs in RR, to which you could then apply all the RR options with character selection etc.?

I asked Trenloe and he says the DC is "currently a single number field in the database: combattracker.actiondata.dc - but that could change if PC filters are added..." if that helps?

Thanks again for all your work.

Cheers,

Simon

Simple enough from a code point. I would have to add the button. I'll take a look when I am checking other interface issues.

Ludd_G
August 4th, 2023, 12:38
Thank you!

Would it be possible maybe to add an option to automatically update to RR's DCs when the DC widget is used, which if need be can just be altered/superseded by typing in a different DC within RR? I'm thinking that the vast majority of time, for me, I'll be wanting to use the widget's DC, so always use would be quicker for me, but if it's a togglable option that would also suit those who intend to use the widget less or not at all?

Again, thanks for all you help.

Cheers,

Simon

estrolof
August 5th, 2023, 01:46
Maybe it's supposed to do this already, maybe not. But, can the Requested Roll capture attacks from the monster's Action Tab or from the Combat Tracker to prompt saving throw rolls? Clearly, the RR window can prompt a "make a roll" window and the Staged Roll window (which are AWESOME). But, the RR Save will not apply (H) when applying damage as it's not linked to a specific attack. But, the CT and NPC Action Tab don't seem to prompt a roll - instead pushing a roll on the player's behalf - and my players HATE when FGU rolls for them. (Yeah, I know, it's the same dice roller either way.) But, having to prompt a save through RR and then roll damage and manually halve it is a time sink when a direct attack knows who gets half and who gets full dmg, right?

mccartysr
August 5th, 2023, 02:32
Maybe it's supposed to do this already, maybe not. But, can the Requested Roll capture attacks from the monster's Action Tab or from the Combat Tracker to prompt saving throw rolls? Clearly, the RR window can prompt a "make a roll" window and the Staged Roll window (which are AWESOME). But, the RR Save will not apply (H) when applying damage as it's not linked to a specific attack. But, the CT and NPC Action Tab don't seem to prompt a roll - instead pushing a roll on the player's behalf - and my players HATE when FGU rolls for them. (Yeah, I know, it's the same dice roller either way.) But, having to prompt a save through RR and then roll damage and manually halve it is a time sink when a direct attack knows who gets half and who gets full dmg, right?

Have them turn on the setting. Read the instructions for details. https://github.com/seanmccarty/RequestedRolls/wiki/Options-Menu

estrolof
August 5th, 2023, 05:37
*Facepalm* Thanks!!

mccartysr
August 29th, 2023, 21:38
Version 2.13

Added option (in options menu) to automatically copy DC from PFRPG2 difficulty panel when it updates.
Compatibility updates

charmov
November 3rd, 2023, 08:38
Hi there! I've noticed that when rolling initiative with the BardicInspiration:1d6 effect it doesn't pop up the roll adjuster. It works for all other roll types. I've tested it with no other extensions loaded.

Thank you for this extension, it's great!

MrDDT
November 3rd, 2023, 10:54
Hi there! I've noticed that when rolling initiative with the BardicInspiration:1d6 effect it doesn't pop up the roll adjuster. It works for all other roll types. I've tested it with no other extensions loaded.

Thank you for this extension, it's great!

Why would it?

mccartysr
November 3rd, 2023, 18:39
Hi there! I've noticed that when rolling initiative with the BardicInspiration:1d6 effect it doesn't pop up the roll adjuster. It works for all other roll types. I've tested it with no other extensions loaded.

Thank you for this extension, it's great!

This is likely an issue with your particular setup. I'm not seeing an issue with staging initiative rolls.

charmov
November 3rd, 2023, 20:49
I tested with a fresh campaign and no other extensions loaded and no options changed. What is your setup like? Staged rolls is set to "on"... i have the roll set to check for attacks, saves, checks, and skills. Am i doing it wrong?

MrDDT
November 3rd, 2023, 22:09
Hi there! I've noticed that when rolling initiative with the BardicInspiration:1d6 effect it doesn't pop up the roll adjuster. It works for all other roll types. I've tested it with no other extensions loaded.

Thank you for this extension, it's great!


Why would it?

So after reading the features, I didn't know this was added, thank you for pointing it out, this is awesome.

Thanks McCartysr for working hard on keeping this well updated.

mccartysr
November 3rd, 2023, 22:21
I tested with a fresh campaign and no other extensions loaded and no options changed. What is your setup like? Staged rolls is set to "on"... i have the roll set to check for attacks, saves, checks, and skills. Am i doing it wrong?

Ah, I see. Initiative is its own roll type. You can add the option by adding "init" to the list of rolls it looks for. If you don't know the string for a roll you want to add, you can drag the roll into the configuration window that pops up and it will add it automatically.

mccartysr
November 3rd, 2023, 23:50
I tested with a fresh campaign and no other extensions loaded and no options changed. What is your setup like? Staged rolls is set to "on"... i have the roll set to check for attacks, saves, checks, and skills. Am i doing it wrong?

Ah, I see. Initiative is its own roll type. You can add the option by adding "init" to the list of rolls it looks for. If you don't know the string for a roll you want to add, you can drag the roll into the configuration window that pops up and it will add it automatically.

charmov
November 3rd, 2023, 23:54
Thank you very much! It is a minor thing but helps certain of my players. Cheers!

jasonthelamb
December 3rd, 2023, 02:24
Hey there! I know it takes the ADV/DIS of the GM during the requested roll. Is there a way to add ADV/DIS/Modifier to the actual request rolls popup? Would just make it a bit easier instead of navigating between the popup & bottom of the application.

mccartysr
December 3rd, 2023, 04:39
Hey there! I know it takes the ADV/DIS of the GM during the requested roll. Is there a way to add ADV/DIS/Modifier to the actual request rolls popup? Would just make it a bit easier instead of navigating between the popup & bottom of the application.

While this is technically feasible, I don't plan to add it. I am not looking at modifying the console layout at this time.

lholden
December 4th, 2023, 19:33
First off, great extension!

I'm running into a little problem with Guidance. The caster has two effects they can place. "Guidance; (C); [SELF]" and "Guidance: 1d4". The first is to mark that the caster is maintaining concentration on their guidance spell. The later is to provide the Guidance effect itself.

In Staged Rolls I have the effect listed as "Guidance: 1d4" and it correctly only requests a staged role if "Guidance: 1d4" is present and not the concentration effect. However, Requested Rolls will consume whichever effect is listed first. If the "Guidance: 1d4" is listed first it will consume that, but if the concentration effect is listed first that's the one that gets consumed instead.

There are some workarounds for this situation. For example:
1. When using Guidance on one self, just apply the dice effect first before the concentration effect
2. Rename one or the other. For example: "GuidanceDice: 1d4"

Instead of using one of these workarounds, It would be really cool if just the effect with the dice could be consumed in this case!

Thanks :)

MrDDT
December 4th, 2023, 20:20
First off, great extension!

I'm running into a little problem with Guidance. The caster has two effects they can place. "Guidance; (C); [SELF]" and "Guidance: 1d4". The first is to mark that the caster is maintaining concentration on their guidance spell. The later is to provide the Guidance effect itself.

In Staged Rolls I have the effect listed as "Guidance: 1d4" and it correctly only requests a staged role if "Guidance: 1d4" is present and not the concentration effect. However, Requested Rolls will consume whichever effect is listed first. If the "Guidance: 1d4" is listed first it will consume that, but if the concentration effect is listed first that's the one that gets consumed instead.

There are some workarounds for this situation. For example:
1. When using Guidance on one self, just apply the dice effect first before the concentration effect
2. Rename one or the other. For example: "GuidanceDice: 1d4"

Instead of using one of these workarounds, It would be really cool if just the effect with the dice could be consumed in this case!

Thanks :)

Not sure this matters to you or not, but you not longer need to "track" the effect on the caster for (C) effects. You should redo the coding on the effect that is placed on others to
Guidance; (C); CHECK: 1d4

lholden
December 4th, 2023, 20:45
Not sure this matters to you or not, but you not longer need to "track" the effect on the caster for (C) effects. You should redo the coding on the effect that is placed on others to
Guidance; (C); CHECK: 1d4

I'm still pretty new to Fantasy Grounds effects, but as described Guidance would then apply to all rolls.

With that said, your answer lead me to a version of what you described that seems to be working great for Requested Rolls!!!

Changing the effect to "Guidance: 1d4; (C)" handles both the concentration of the original caster *and* triggers the requested roll for the consumer.

With that said, it's still useful to have the "self" effect on the original caster as a reminder they are maintaining concentration on something. So I can see using both, but this is going to help a lot.

Thank you.

nephranka
December 31st, 2023, 17:04
I noticed that the ": 1dx" part of the name is no longer triggering the extra die? Maybe I have something coded incorrect? Screen attached: 5e, only ext, v2,14.

It catches the roll just not adding the extra dice.

mccartysr
December 31st, 2023, 17:19
I noticed that the ": 1dx" part of the name is no longer triggering the extra die? Maybe I have something coded incorrect? Screen attached: 5e, only ext, v2,14.

It catches the roll just not adding the extra dice.

You have to click on the entry under reasons to add the dice, which I think is working normally. There are a lot of situations where you don't want to automatically use the buff.

nephranka
December 31st, 2023, 17:25
You have to click on the entry under reasons to add the dice, which I think is working normally. There are a lot of situations where you don't want to automatically use the buff.

I knew that! Dang! I should thought about it more before deciding it was broken. Thanks for the reminder. It is indeed working as expected.

MrDDT
February 11th, 2024, 06:50
I'm getting an error with Rolling Mirror EXT when using RR and suppressing rolls.

RR and Rolling Mirror plays fine when RR isn't suppressing rolls. So my guess is this might on the RR side. Can you check it out and let me know?

mccartysr
February 11th, 2024, 13:27
I'm getting an error with Rolling Mirror EXT when using RR and suppressing rolls.

RR and Rolling Mirror plays fine when RR isn't suppressing rolls. So my guess is this might on the RR side. Can you check it out and let me know?

Please post the error so I know what I'm looking for.
Also, steps to reproduce the error. I don't use Rolling Mirror.

MrDDT
February 11th, 2024, 17:31
Please post the error so I know what I'm looking for.
Also, steps to reproduce the error. I don't use Rolling Mirror.

The error is in Rolling Mirror, but it's being caused by RR.

Steps.

1)Load Fresh Campaign, Only RR and Rolling Mirror.
2)Set Suppress Dice Animations "on" in RR
3)Put
Mirror Image: 3, on a creature.
4)Attack Creature with effect.


[ERROR] Script execution error: [string "RollingMirror:.._action_attack_override.lua"]:37: attempt to index local 'originalRoll' (a nil value)

mccartysr
February 11th, 2024, 18:50
The error is in Rolling Mirror, but it's being caused by RR.

Steps.

1)Load Fresh Campaign, Only RR and Rolling Mirror.
2)Set Suppress Dice Animations "on" in RR
3)Put
Mirror Image: 3, on a creature.
4)Attack Creature with effect.

I don't know what the root cause is, but these lines need to convert originalRollId to a string. i.e. tostring(rRoll.originalRollId)
local originalRoll = originalRolls[rRoll.originalRollId];
originalRolls[rRoll.originalRollId] = nil;

Baron Toth
February 23rd, 2024, 15:57
In my game, I use Requested Rolls to send a Roll Initiative request to the PCs at the beginning of new combat. My Fantasy Grounds 5e options are set to roll initiative each round, and in the past, that worked without any more clicking. Lately, the PCs get a pop-up request generated by RR to roll initiative at the beginning of each round. When I disable RR, it works as expected- auto roll initiative in subsequent rounds of combat.

Is there a setting I can't find to stop RR from intercepting the FG auto-initiative in subsequent combat rounds?

rhagelstrom
February 23rd, 2024, 16:18
If you are using Effective Initiative, there is an option in that extension to enable RR to pop up that window for the players each round. It is default off, so I suspect it got turned on at some point.

Baron Toth
February 23rd, 2024, 16:55
Brilliant! Many thanks.

fharlang
March 22nd, 2024, 09:49
Players are no longer getting the pop up request for a dice roll, all rolls are done automatically.

mccartysr
March 22nd, 2024, 12:13
Players are no longer getting the pop up request for a dice roll, all rolls are done automatically.

Without additional info, I can't troubleshoot issues I'm not getting. Please check your options and other extensions for issues on your end.

fharlang
March 23rd, 2024, 03:26
I have gone through every option with a player connected and not once did he get a pop up to roll a dice.

BlazingAzureCrow
March 23rd, 2024, 03:32
It’s working fine for me. Have you tried sorting through your extensions and turning them off/on to see if they’re causing conflicts?

fharlang
March 23rd, 2024, 05:28
As I run only a couple it is indeed one of them: AD&D Options and House Rules v1.77

mccartysr
April 15th, 2024, 00:55
Version 2.15

Added chat command /RRcmd that can save rolls to hot key bar. See the wiki (https://github.com/seanmccarty/RequestedRolls/wiki/GM-Quick-Start#chat-command-for-rolls) for instructions
Background code changes

Vass_Dts
April 19th, 2024, 12:16
Hello, I noticed a couple days ago that requested skill checks do not apply any modifiers for ability score modifier or proficiency.
60598
In the attached screenshot, the first roll is an arcana check made from the character sheet, and the second roll is a requested roll. I also tested on a clean campaign to make sure there are no conflicts with other extensions.
It used to work, I'm not sure when it broke down, but probably within the last one or two weeks.

EDIT: tested on 5e.

nephranka
April 19th, 2024, 12:30
Hello, I noticed a couple days ago that requested skill checks do not apply any modifiers for ability score modifier or proficiency.
60598
In the attached screenshot, the first roll is an arcana check made from the character sheet, and the second roll is a requested roll. I also tested on a clean campaign to make sure there are no conflicts with other extensions.
It used to work, I'm not sure when it broke down, but probably within the last one or two weeks.

EDIT: tested on 5e.

I can confim as well on 5e.

SteveStewart332
April 19th, 2024, 18:09
I am also seeing this, running 5e

mccartysr
April 20th, 2024, 01:10
Version 2.15.1 is available now and fixes the skill proficiency error. Thank you Vass_Dts for enough info to quickly pinpoint this.

fharlang
May 19th, 2024, 19:52
The forge extension currently only has d20 skill roles, for the past 2 years or so it worked with d100 skills such as a thief climb walls 89%, now it rolls a d20 and does not show a result of success or failure. The players can still manually drag the skill to the dice tower or into the chat window.

60882

mccartysr
May 19th, 2024, 20:59
The forge extension currently only has d20 skill roles, for the past 2 years or so it worked with d100 skills such as a thief climb walls 89%, now it rolls a d20 and does not show a result of success or failure. The players can still manually drag the skill to the dice tower or into the chat window.

60882

With the picture, I noticed the issue with case-sensitivity. I have pushed the fix for this is in v2.15.2

fharlang
May 19th, 2024, 22:35
With the picture, I noticed the issue with case-sensitivity. I have pushed the fix for this is in v2.15.2

I had to manually remove the extension and then update for the new version which does work.

bawsr
May 20th, 2024, 01:16
This is one of my favorite MODS.

estrolof
May 25th, 2024, 04:37
I apologize if I've missed it elsewhere in the thread. Are there plans to add an Advantage or Disadvantage toggle when pushing a roll to a player or NPC with this? As opposed to "Hey, I'm sending an XYZ roll, remember to click Advantage before rolling!" Similar to Shown/Hidden (to create tower rolls).

mccartysr
May 25th, 2024, 05:29
I apologize if I've missed it elsewhere in the thread. Are there plans to add an Advantage or Disadvantage toggle when pushing a roll to a player or NPC with this? As opposed to "Hey, I'm sending an XYZ roll, remember to click Advantage before rolling!" Similar to Shown/Hidden (to create tower rolls).

Assuming we are talking about 5E, you can use the button for advantage on your desktop. Just do it before you send the roll.

Vass_Dts
May 26th, 2024, 16:37
Assuming we are talking about 5E, you can use the button for advantage on your desktop. Just do it before you send the roll.

I've actually noticed that unlike other numerical bonuses/penalties, ADV/DIS work even after the roll is sent if used from the button next to modifier stack. For that matter, numerical bonuses entered in the mod stack, will also be added to the roll even after the request is sent. So, if say you get sent a roll and the cleric then decided to give you Guidance, roll a d4 in the chatbox, and then drag n drop the result in the mod stack. Then do the roll. ;)

EDIT for clarification: I'm assuming when you say "roll is sent" you mean the request to roll, not the actual roll itself.

estrolof
May 28th, 2024, 02:48
I am in the middle of a move and my PC isn't set up yet,so I can't try this out. Thanks to both of the replies. :)

So, when the DM pushes a request to roll and it pops up on the PC's end, I know the PC can press ADV/DIS (on their end) and use the modifier box (or presets) before clicking roll. I am also familiar with the STAGING ROLL window that allows the target (PC or NPC who'd been prompted to roll) to apply secondary dice, or to reroll, or to reroll & replace (CTRL+click). This is handy for Guidance, Resistance, and other features/feats/spells that add optional dice (e.g., Bardic Inspiration).

I was unaware that the DM can press ADV/DIS before pushing the request to roll forcing that state upon the PC's roll. That is excellent news. It'll save time - even after nearly 3 years of weekly play, my players can't remember where the ADV/DIS button is (or the custom modifier box). So, if I can announce and just apply it up front, that is a major win!

Bonkon
May 28th, 2024, 06:03
Good Day estrolof :)


It'll save time - even after nearly 3 years of weekly play, my players can't remember where the ADV/DIS button is (or the custom modifier box). So, if I can announce and just apply it up front, that is a major win!

I had to LOL at this, as we have been playing on FG since Dec 2016 and I still have people that I need to tell where it is and when to use it!! :)

estrolof
July 14th, 2024, 08:40
Have another question I'll try to test when I can. But, thought to put out into the ether.

Concentration is tested with a Constitution saving throw. But, if I send a request to a PC for a Constitution saving throw and they're Concentrating - a Cleric with Bless for example - the saving throw roll doesn't pay attention and affect Concentration. If I damage them, they are prompted to make a Constitution (Concentration) saving throw that can and will (on fail) remove the (C) effect from the concentrating characterand any other characters on whom they applied a (C) tagged effect.

But, unless I'm wrong that only happens from damage. Sending a non-damage triggered Con save is just another save.

But, in 5E, a DM can call for a Concentration save due to environmental reasons. How hard would it be to add Concentration as a save type to the "Request Save" type drop down? Where it *will* ask for a Con save, and *will* impact (C) effects on fail, and the DM can use the existing set DC box like any other save?

Or am I overthinking again and there's an easy existing solve (other than applying damage and then healing it after the (C) save has been adjudicated. :)

mccartysr
July 14th, 2024, 21:25
Have another question I'll try to test when I can. But, thought to put out into the ether.

Concentration is tested with a Constitution saving throw. But, if I send a request to a PC for a Constitution saving throw and they're Concentrating - a Cleric with Bless for example - the saving throw roll doesn't pay attention and affect Concentration. If I damage them, they are prompted to make a Constitution (Concentration) saving throw that can and will (on fail) remove the (C) effect from the concentrating characterand any other characters on whom they applied a (C) tagged effect.

But, unless I'm wrong that only happens from damage. Sending a non-damage triggered Con save is just another save.

But, in 5E, a DM can call for a Concentration save due to environmental reasons. How hard would it be to add Concentration as a save type to the "Request Save" type drop down? Where it *will* ask for a Con save, and *will* impact (C) effects on fail, and the DM can use the existing set DC box like any other save?

Or am I overthinking again and there's an easy existing solve (other than applying damage and then healing it after the (C) save has been adjudicated. :)

RR does not specifically support asking for rolls to remove concentration automatically.
You can't just add it to save drop down because the ruleset uses slightly different code for the concentration rolls.

estrolof
July 14th, 2024, 22:26
No, I gathered that. I was more wondering if that muscle could be added under the hood, so it could be though.

mccartysr
July 15th, 2024, 01:02
No, I gathered that. I was more wondering if that muscle could be added under the hood, so it could be though.

It is possible. I don't think I'll have it in that drop down, but I can probably take a look at this sometime in the next 2 weeks to 6 months. I'm pretty busy at the moment.

mccartysr
August 15th, 2024, 20:55
Version 2.16
See the chat commands (https://github.com/seanmccarty/RequestedRolls/wiki/GM-Quick-Start#chat-command-for-rolls) on the RR wiki for how to use the new commands.

Add support for SFRPG2
Add targetType parameter for /RRcmd
Add stealth option for initiative in PFRPG2
Add concentration roll for 5E

Gawain the Great
August 17th, 2024, 23:43
I have gone through every option with a player connected and not once did he get a pop up to roll a dice.

I finally found out what was going on in my game/system. For some reason, the "options" on the Players' side of FGU had the Option turned off for "PC: Prompt owner to roll saves." My GM side had that option turned on, but it wasn't causing that "option" to be on for the PCs. I didn't realize the Players could adjust that option. Now I know.

Easy fix. I just have my PCs turn that option on.

I am using the most updated version, updated today. (Sorry if this is old news. I just figured it out.) Thanks for the great Extension. It makes the whole game work better.

mccartysr
August 18th, 2024, 00:12
I finally found out what was going on in my game/system. For some reason, the "options" on the Players' side of FGU had the Option turned off for "PC: Prompt owner to roll saves." My GM side had that option turned on, but it wasn't causing that "option" to be on for the PCs. I didn't realize the Players could adjust that option. Now I know.

Easy fix. I just have my PCs turn that option on.

I am using the most updated version, updated today. (Sorry if this is old news. I just figured it out.) Thanks for the great Extension. It makes the whole game work better.

You can turn this on for your players with the chat command /RRclientsaves

estrolof
August 18th, 2024, 09:17
Not sure if this has been reported elsewhere (or noticed) since last Tuesday's update (FGU 4.5.10).

If the new Core Theme - Dark is active, when the Staging Rolls window (not the prompt to roll, but the prompt to accept the result) opens the window is white and the text is also white - making it illegible. You can see the value rolled in the little box, but you can't see the modifiers or other text.

mccartysr
August 18th, 2024, 16:22
Not sure if this has been reported elsewhere (or noticed) since last Tuesday's update (FGU 4.5.10).

If the new Core Theme - Dark is active, when the Staging Rolls window (not the prompt to roll, but the prompt to accept the result) opens the window is white and the text is also white - making it illegible. You can see the value rolled in the little box, but you can't see the modifiers or other text.

This is fixed in version 2.16.1

BlazingAzureCrow
August 27th, 2024, 01:59
This might just be my version (I'm currently multitasking and haven't done any tests yet), but for a few weeks, the PC rolls being requested haven't factored in advantage/disadvantage or modifiers in the modifier window. Is anyone else getting this, or is it working as intended?