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mccartysr
August 27th, 2024, 03:43
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?

Just fixed this in version 2.16.2

mccartysr
September 21st, 2024, 18:40
Visual update for staged rolls
Preliminary support for Shadowdark RPG. Instant dice and staged rolls work. So do basic dice rolls.

estrolof
October 9th, 2024, 19:03
System: D&D 5E
Extension: Requested Roll (all other Extensions disabled)
Symptom: Here's what I'm seeing...

1. When an actor has the ADVSKILL or ADVSKILL: all effect, the skill is rolled with Advantage as expected (good)
2. When an actor has the ADVSKILL: religion or ADVSKILL: persuasion that specific skill rolls with advantage, and all others normal (i.e. without Advantage) (good)
3. When an actor had the ADVSKILL: sleight of hand (or any other skill with a space if you added custom skills), the Advantage is (as expected) denied to other skills; however, the Advantage is not awarded to the defined skill.
4. Similarly, DISSKILL and DISSKILL: all award Disadvantage to all skill rolls; however, DISSKILL: nature (or whatever skill desired) fails to award Disadvantage to the roll.

Sorry to discover this. :(

mccartysr
October 10th, 2024, 00:14
System: D&D 5E
Extension: Requested Roll (all other Extensions disabled)
Symptom: Here's what I'm seeing...

1. When an actor has the ADVSKILL or ADVSKILL: all effect, the skill is rolled with Advantage as expected (good)
2. When an actor has the ADVSKILL: religion or ADVSKILL: persuasion that specific skill rolls with advantage, and all others normal (i.e. without Advantage) (good)
3. When an actor had the ADVSKILL: sleight of hand (or any other skill with a space if you added custom skills), the Advantage is (as expected) denied to other skills; however, the Advantage is not awarded to the defined skill.
4. Similarly, DISSKILL and DISSKILL: all award Disadvantage to all skill rolls; however, DISSKILL: nature (or whatever skill desired) fails to award Disadvantage to the roll.

Sorry to discover this. :(

This is not a RR bug; it is a 5E bug. Please report to SW in the appropriate forum.

Moon Wizard
October 10th, 2024, 04:07
Thanks for reporting. Definitely report issues not specific to extensions in the main House of Healing or in the 5E forum pinned support thread. I'll have that patched in next ruleset update. (Going to change multi-word skills to be defined as single tag for effects to avoid these sorts of issues. Ex: animalhandling, sleightofhand)

Regards,
JPG

GKEnialb
October 28th, 2024, 03:07
Got this a bunch of times today.


[ERROR] Handler error: [string "..erCombatEffectsGold:..on_save_dnd_bce.lua"]:879: attempt to index field 'sSaveDesc' (a nil value)

It occurs when only BCEG and Requested Rolls are loaded and a Save is rolled. I've cross-posted.

mccartysr
October 28th, 2024, 04:34
Got this a bunch of times today.



It occurs when only BCEG and Requested Rolls are loaded and a Save is rolled. I've cross-posted.

I answered with details in the other thread. This is an issue with BCEG's compatibility with 5E. Not an extension conflict.

GKEnialb
October 28th, 2024, 05:05
Thanks - couldn't think of another way to do a save other than RR and the character sheets which worked.

rocketvaultgames
October 31st, 2024, 15:37
It appears that with Requested Rolls and Combat Groups loaded, the PCs currently shown in the CT are shown in RR correctly, but the 'Select Random' buttons for PC and NPC select randomly from all CT actors, even those currently hidden from the CT by Combat Groups.

EDIT: This is also the case with "Target all characters proficient in selected skill".

Any chance of changing that to select randomly from what's shown in RR?

Thanks much!

rocketvaultgames
October 31st, 2024, 19:04
For D&D 5e: On the Campaign Options tab, you can add a custom skill and can also add custom skills on PC sheets. This works perfectly.

Do you know of any way to add custom saves (or abilities).

I'm ultimately interested in finding an automated solution for things like:

"Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage + 14 (3d6 + 4) slashing damage."

I was thinking maybe creating a new save that is the higher of 2 existing saves might be a path to this...

In a perfect world it could pick the higher/highest of any/all relevant saves so things like this would allow for more granularity:

Fortitude - (higher of STR/CON)
Reflex - (higher of DEX/INT)
Will - (higher of WIS/CHA)
Physical - (highest of STR/DEX/CON)
Mental - (highest of INT/WIS/CHA)
...and any other combination


This is probably beyond the scope of this extension, but that 'add' button in the Save section got me thinking.

mccartysr
October 31st, 2024, 19:05
It appears that with Requested Rolls and Combat Groups loaded, the PCs currently shown in the CT are shown in RR correctly, but the 'Select Random' buttons for PC and NPC select randomly from all CT actors, even those currently hidden from the CT by Combat Groups.

EDIT: This is also the case with "Target all characters proficient in selected skill".

Any chance of changing that to select randomly from what's shown in RR?

Thanks much!
That's an interesting error. I call CombatManager.getCombatantNodes() so that must be returning the entries that aren't currently in the combat tracker.

mccartysr
October 31st, 2024, 19:19
For D&D 5e: On the Campaign Options tab, you can add a custom skill and can also add custom skills on PC sheets. This works perfectly.

Do you know of any way to add custom saves (or abilities).

I'm ultimately interested in finding an automated solution for things like:

"Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage + 14 (3d6 + 4) slashing damage."

I was thinking maybe creating a new save that is the higher of 2 existing saves might be a path to this...

In a perfect world it could pick the higher/highest of any/all relevant saves so things like this would allow for more granularity:

Fortitude - (higher of STR/CON)
Reflex - (higher of DEX/INT)
Will - (higher of WIS/CHA)
Physical - (highest of STR/DEX/CON)
Mental - (highest of INT/WIS/CHA)
...and any other combination


This is probably beyond the scope of this extension, but that 'add' button in the Save section got me thinking.

If another extension made a save roll with a new name, RR would be able to call it. The extension would need to return the appropriate roll data from ActionSave.getRoll()

rocketvaultgames
October 31st, 2024, 21:01
That's an interesting error. I call CombatManager.getCombatantNodes() so that must be returning the entries that aren't currently in the combat tracker.

Is it a different call to select which CT entries populate the PCs and NPCs sections of RR? As it stands now, if I move a CT actor to a hidden Combat Group, they instantly disappear from RR (as I think they should).

I'm very curious as there are some other extensions (Clock Adjuster comes to mind) that I would love to use, but don't interact favorably with Combat Groups in the same way.

mccartysr
October 31st, 2024, 21:27
Is it a different call to select which CT entries populate the PCs and NPCs sections of RR? As it stands now, if I move a CT actor to a hidden Combat Group, they instantly disappear from RR (as I think they should).

I'm very curious as there are some other extensions (Clock Adjuster comes to mind) that I would love to use, but don't interact favorably with Combat Groups in the same way.

The console is populated differently from how the other functions get the list of characters. The console is a filtered view of the underlying database node while my other functions use the CombatManager functions.

rocketvaultgames
October 31st, 2024, 21:30
The console is populated differently from how the other functions get the list of characters. The console is a filtered view of the underlying database node while my other functions use the CombatManager functions.

Thanks for the reply.

Unfortunately that probably means it's not an easy change on your end to make the Random Selector pick from only those in the filtered view and I won't be able to just replace CombatManager.getCombatantNodes() with a different call to solve other issues elsewhere...

rocketvaultgames
November 8th, 2024, 19:29
Is there any way to have the staged roll windows pop-up on the player's side instead of the GM's side if a connected player owns an NPC via the Assistant GM or Pets (formerly Friend Zone) extensions?

"NPC: Prompt Owner to Roll Saves" puts the pop-up on the GM's side.

mccartysr
November 9th, 2024, 02:39
Version 2.17

Add support for Pets, which replace Friend Zone
Adopt changes from ruleset updates
Visual changes accompany back end upgrades

rocketvaultgames
November 9th, 2024, 17:58
Thanks for the speedy action!

Pets works perfectly now.

Sharing NPCs with Assistant GM still gives the pop-up to the GM. I'm assuming this never worked in the past. I'd love to see it if you're up for it.

I think the optimal behavior would be:

If an NPC is shared with a single connected player, that player gets the pop-up. If the player isn't connected, the GM gets the pop-up.
If a connected player has access to all NPCs, both that player and the GM get the pop-up and whoever uses it first rolls/cancels and closes both pop-ups if it's the only one in the queue.

I'm much more interesting in the first case, as I really don't use the second case at this point, but some players swap who is controlling some NPCs long-term depending on who is in the session.


Thanks much!

mccartysr
November 9th, 2024, 19:22
Thanks for the speedy action!

Pets works perfectly now.

Sharing NPCs with Assistant GM still gives the pop-up to the GM. I'm assuming this never worked in the past. I'd love to see it if you're up for it.

I think the optimal behavior would be:

If an NPC is shared with a single connected player, that player gets the pop-up. If the player isn't connected, the GM gets the pop-up.
If a connected player has access to all NPCs, both that player and the GM get the pop-up and whoever uses it first rolls/cancels and closes both pop-ups if it's the only one in the queue.

I'm much more interesting in the first case, as I really don't use the second case at this point, but some players swap who is controlling some NPCs long-term depending on who is in the session.


Thanks much!
Assistant GM works on a very different setup. Integration with Assistant GM is not something I would expect to manage.

rocketvaultgames
November 10th, 2024, 16:15
Right on. Thanks for the reply.

MrDDT
November 12th, 2024, 18:16
I'm getting this error on RR from the client side when they load in.


[11/12/2024 12:13:31 PM] [ERROR] Script execution error: [string "RequestedRolls:scripts/rr.lua"]:18: setValue: Unable to create node

Using version RR v2.17

No other exts or themes loaded.

jkeller
November 12th, 2024, 21:52
This extension is amazing, thank you so much for it!

I have an idea/suggestion (hopefully not too hard). I'd like a text field added which would let me enter something that would show up in the console along with the roll. So, if I entered "avoid the pit trap", when the roll was displayed, it would show something like:

Character: [SKILL] Acrobatics to avoid the pit trap [vs DC 14] [SUCCESS]

Ludd_G
November 12th, 2024, 22:55
This extension is amazing, thank you so much for it!

I have an idea/suggestion (hopefully not too hard). I'd like a text field added which would let me enter something that would show up in the console along with the roll. So, if I entered "avoid the pit trap", when the roll was displayed, it would show something like:

Character: [SKILL] Acrobatics to avoid the pit trap [vs DC 14] [SUCCESS]

I think this would be a really great addition! Fingers crossed it easy to implement.

Cheers,

Simon

jkeller
November 13th, 2024, 20:14
I added a small (free) extension that works with Requested Rolls, providing a "fail forward" option - Fail Forward (https://www.fantasygrounds.com/forums/showthread.php?83285-Fail-Forward-extension)

rocketvaultgames
November 15th, 2024, 02:03
That's an interesting error. I call CombatManager.getCombatantNodes() so that must be returning the entries that aren't currently in the combat tracker.

Any chance of a toggle or additional button for "Target all character proficient in selected skill". Toggling All/PC/NPC or having separate buttons for each would be helpful in circumventing the Combat Groups issue a to an extent.

mccartysr
November 16th, 2024, 03:19
Version 2.18

Fix client side errors showing up during initial load.
Add experimental box to add extra descriptive text to the roll. (Also available with chat command)
Add handling for Assistant GM NPCs.

rocketvaultgames
November 16th, 2024, 04:15
Version 2.18

Fix client side errors showing up during initial load.
Add experimental box to add extra descriptive text to the roll. (Also available with chat command)
Add handling for Assistant GM NPCs.


Seems to work great with Assistant GM. Thanks!

jkeller
November 16th, 2024, 04:17
> Add experimental box to add extra descriptive text to the roll. (Also available with chat command)

Perfect, thank you very much!

rocketvaultgames
January 1st, 2025, 20:52
Is there by any chance a way to get a chat message when a roll gets staged?

We are loving the opportunity to make decisions before the roll resolves, but sometimes we find that (due to mis-click or FG lagging) that a roll isn't actually staged and we are waiting for someone to process a roll that they have not received.

mccartysr
January 2nd, 2025, 06:07
Is there by any chance a way to get a chat message when a roll gets staged?

We are loving the opportunity to make decisions before the roll resolves, but sometimes we find that (due to mis-click or FG lagging) that a roll isn't actually staged and we are waiting for someone to process a roll that they have not received.

This already happens. The chat message says staging, and then the roll details.

HuseyinCinar
January 23rd, 2025, 08:04
In Pathfinder when I trigger a Saving throw from a monster targeting PCs, an effect gets added on Combat Tracker and when the PC rolls the save the Save results is displayed there.

Is there a way to bypass this? When I trigger the save from monster, targeting PCs, I want the PCs to immediately get the dice roll pop-up from this extension. And the results would be noted in the chat. Then the damage could be applied from those results? I feel like I had it working like that but it somehow changed? Maybe in the options I changed something

mccartysr
January 24th, 2025, 03:14
In Pathfinder when I trigger a Saving throw from a monster targeting PCs, an effect gets added on Combat Tracker and when the PC rolls the save the Save results is displayed there.

Is there a way to bypass this? When I trigger the save from monster, targeting PCs, I want the PCs to immediately get the dice roll pop-up from this extension. And the results would be noted in the chat. Then the damage could be applied from those results? I feel like I had it working like that but it somehow changed? Maybe in the options I changed something

I don't play PFRPG, so I cannot provide assistance with that. I'm not even sure this is an interaction with my extension.

Ludd_G
March 20th, 2025, 18:17
Hi,

as a long time, very happy user of RR, and a new user of 'NPC Random Treasure Drop' i was wondering if there was some way of utilising RR to push the 'Harvesting Skill Lock' and the 'Harvest' rolls from NPCRTD, as a request to the player whose turn it is on the CT? At present it presents me as the GM with a dice icon for both these rolls, but it rolls for the player, using their skills/abilities, so it would be nice if it pushed a roll request to that player rather me rolling for them, and i immediately wondered if there was someway for RR to facilitate this? I hope this males sense.

Cheers,

Simon

mccartysr
March 21st, 2025, 15:22
Hi,

as a long time, very happy user of RR, and a new user of 'NPC Random Treasure Drop' i was wondering if there was some way of utilising RR to push the 'Harvesting Skill Lock' and the 'Harvest' rolls from NPCRTD, as a request to the player whose turn it is on the CT? At present it presents me as the GM with a dice icon for both these rolls, but it rolls for the player, using their skills/abilities, so it would be nice if it pushed a roll request to that player rather me rolling for them, and i immediately wondered if there was someway for RR to facilitate this? I hope this males sense.

Cheers,

Simon

Maybe, but I would need more information as I don't have that extension. If there is a unique roll type (i.e. rRoll.sType) a long with a couple other requirements, either I or the other extension author can set those rolls to be automatically sent to the player. I've included a link to the necessary API calls.

https://github.com/seanmccarty/RequestedRolls/wiki/Developer-API-Guide

Ludd_G
March 21st, 2025, 15:37
Hi,

thanks for getting back to me. I'm not sure about roll types, API calls etc. that's a bit out of my wheel house.

I could gift you the extension if that would enable you to get it to work with RR (requesting the Skill Checks on the client side), but if it would still be up to the other extension's creator to adjust something on their end I should probably talk to them first?

Cheers for your help,

Simon

rocketvaultgames
March 21st, 2025, 17:38
The console is populated differently from how the other functions get the list of characters. The console is a filtered view of the underlying database node while my other functions use the CombatManager functions.

Is there any chance something like this might help RR play nice with Combat Groups?

function getVisCtEntries()
local winCT = Interface.findWindow('combattracker_host', 'combattracker');
if not winCT then
winCT = Interface.openWindow('combattracker_host', 'combattracker');
winCT.close();
end

local tNodes = {}
for _,win in ipairs(winCT.list.getWindows(true)) do
local nodeWin = win.getDatabaseNode();
table.insert(tNodes, nodeWin);
end
return tNodes;
end

rocketvaultgames
March 21st, 2025, 18:37
This already happens. The chat message says staging, and then the roll details.

Maybe I'm not understanding this correctly, but I'm not seeing any message in Chat...

With only RR loaded:

GM Side after requesting STR DC 15 from 1 PC (Westra):

63850

Player Side (Westra) after request:

63851


Nothing in Chat...

I'm hoping to see even something as basic as "Roll Request Sent" on the GM side... In a perfect world, it would show something like: "Check - Strength - DC 15 Requested - [names of requestees]"

mccartysr
March 24th, 2025, 13:34
Maybe I'm not understanding this correctly, but I'm not seeing any message in Chat...

With only RR loaded:

GM Side after requesting STR DC 15 from 1 PC (Westra):

63850

Player Side (Westra) after request:

63851


Nothing in Chat...

I'm hoping to see even something as basic as "Roll Request Sent" on the GM side... In a perfect world, it would show something like: "Check - Strength - DC 15 Requested - [names of requestees]"

Ahh. I see the disconnect. Staging is how I refer to rolls that get paused during the resolution process. In my vernacular those rolls have not been staged, only requested. either way, there is a demo of this v2.19.

rocketvaultgames
March 24th, 2025, 15:01
Ahh. I see the disconnect. Staging is how I refer to rolls that get paused during the resolution process. In my vernacular those rolls have not been staged, only requested. either way, there is a demo of this v2.19.

This seems great!

Any chance of getting that "Hidden Roll Eye" symbol to accompany it, as it is only showing on the GM side?

63894

Thanks much!

mccartysr
March 24th, 2025, 17:30
This seems great!

Any chance of getting that "Hidden Roll Eye" symbol to accompany it, as it is only showing on the GM side?

63894

Thanks much!
I weil consider, but that change would be inconsistent with my other notifications. I'll have to look at the other messages if need to change.

rocketvaultgames
March 24th, 2025, 19:17
Sounds good. I'd love to always know which messages are GM-Only at a glance.

MrDDT
March 24th, 2025, 19:24
I have to agree, I think any msg in chat that is visible only to the GM should be denoted as such with the hidden symbol personally. Just helps make it smoother in play than trying to remember "oh yeah that type of msg is only for the GM" when a symbol would make it clear.

mccartysr
March 25th, 2025, 02:15
Version 2.19

Compatibility with NPC Random Treasure Drops
Adds a message to the GM when sending rolls

MrDDT
March 25th, 2025, 23:31
Version 2.19

Compatibility with NPC Random Treasure Drops
Adds a message to the GM when sending rolls


Adds a message to the GM when sending rolls

Can you add the hidden icon eye in front of this. It's not shown to players but it looks like on the GM side it is.

rocketvaultgames
March 25th, 2025, 23:39
Version 2.19

Compatibility with NPC Random Treasure Drops
Adds a message to the GM when sending rolls


This message is great for rolls from the RR window for sure... any chance of the same message when say... dropping a save on (a) target(s) from a CT actor or PC/NPC sheet?

Thanks much!

mccartysr
March 27th, 2025, 03:40
Adds a message to the GM when sending rolls

Can you add the hidden icon eye in front of this. It's not shown to players but it looks like on the GM side it is.

Yes. I'll get around to this soon.

mccartysr
March 27th, 2025, 03:43
This message is great for rolls from the RR window for sure... any chance of the same message when say... dropping a save on (a) target(s) from a CT actor or PC/NPC sheet?

Thanks much!

Possible, yes, but it would not be as clean as how it is currently presented since the notifications would be coming in individually from each client. This also requires some networking management that I'm not currently motivated to deal with. This may be something I am interested in the future but not for now.

mccartysr
April 1st, 2025, 12:56
Version 2.19.1

Unify presentation of chat messages
Implement new console button for Adaptive Pizza Request Interactive Logic v1

MrDDT
April 3rd, 2025, 08:08
Version 2.19.1

Unify presentation of chat messages
Implement new console button for Adaptive Pizza Request Interactive Logic v1


Not sure if this is an April Fools day joke or not, but I'm not seeing this version on the FORGE.

mccartysr
April 3rd, 2025, 12:36
Not sure if this is an April Fools day joke or not, but I'm not seeing this version on the FORGE.

The update is a joke, but it is real. I'm seeing v2.19.1 after I check for updates, so I suspect it's a temporary glitch on your end.

MrDDT
April 3rd, 2025, 20:53
I deleted the ext and updated, and still only v2.19. I also checked on test, and same thing.

Bonkon
April 3rd, 2025, 23:57
Good Day MrDDT :)
I am seeing v2.19.1 when I load FG. :)

fharlang
April 30th, 2025, 03:43
With no other extensions loaded this one no longer works on skills and it removes all entries as soon as the session is closed.

64205

64206

mccartysr
April 30th, 2025, 19:43
Version 2.19.2

Fix error with resetting available rolls in DND 2E
Remove pizza button


Note: When reporting issues or making requests, please share your ruleset. I don't routinely look at rulesets other than 5E.

MrDDT
April 30th, 2025, 22:18
Good Day MrDDT :)
I am seeing v2.19.1 when I load FG. :)


Version 2.19.2

Fix error with resetting available rolls in DND 2E
Remove pizza button


Note: When reporting issues or making requests, please share your ruleset. I don't routinely look at rulesets other than 5E.

I'm seeing that the announcement is saying 2.19.2 but the version # in the EXT is reporting only 2.19. Not a major issue just letting you know.

BobM
May 14th, 2025, 00:48
Do I misunderstand how Staged rolls are supposed to work? I tested on a halfling rogue, with Lucky trait. Rule description says can reroll a 1 on any attack, ability, or save. The Manual Dice Entry window/form is popping up on every roll of those three types. Is that what's supposed to happen? Does the halfling need to click Cancel if the first roll is not a 1? Or do I have something set up wrong? FGU 2025-04-29 V4.7.1, updated just now 4:36 pm PST, RR v2.18, 5e with 2014/legacy rules. Staged setup has ID Lucky, Type Trait, with Attack, Check, and Save options on. FGU options are: per user dice manual entry = off, rr options staged = on, bcast on cancel = on, NPC save prompt off, PC save prompt on, show manual dice entry fields off, sidebar button show, suppress animations off.

charmov
May 14th, 2025, 02:06
Do I misunderstand how Staged rolls are supposed to work? I tested on a halfling rogue, with Lucky trait. Rule description says can reroll a 1 on any attack, ability, or save. The Manual Dice Entry window/form is popping up on every roll of those three types. Is that what's supposed to happen? Does the halfling need to click Cancel if the first roll is not a 1? Or do I have something set up wrong? FGU 2025-04-29 V4.7.1, updated just now 4:36 pm PST, RR v2.18, 5e with 2014/legacy rules. Staged setup has ID Lucky, Type Trait, with Attack, Check, and Save options on. FGU options are: per user dice manual entry = off, rr options staged = on, bcast on cancel = on, NPC save prompt off, PC save prompt on, show manual dice entry fields off, sidebar button show, suppress animations off.

Hey the halfling luck trait should be automated already. I'm not sure if this extension was ever able to automate it? I don't think it checks the result of a roll just the roll type, hence why the window pops up.

BobM
May 14th, 2025, 02:16
You are correct. I removed the staging option from RR, and the halfling rogue gets Lucky when a 1 is rolled. Thank you!

charmov
May 14th, 2025, 02:29
You are correct. I removed the staging option from RR, and the halfling rogue gets Lucky when a 1 is rolled. Thank you!

No problem! They automated a bunch of racial features some time ago but I'm not sure they were added to the wiki or other documentation.

This extension is mainly useful for effects like bardic inspo or guidance, when those rolls are made and a creature has the right effect it'll pop up a window to add a die to the roll. Super fun!

Bonkon
June 14th, 2025, 03:48
Good Day mccartysr :)
I am trying to stage a Bardic Inspiration. Everything seems to work fine except it does not remove the effect after the roll. This was tested in a clean 5E campaign with no other extensions. I tried just typing the effect on the combat tracker as well as setting an effect on the actions tab of a PC and targeting a character.

Thanks for this awesome extension! :)

mccartysr
June 14th, 2025, 19:36
Good Day mccartysr :)
I am trying to stage a Bardic Inspiration. Everything seems to work fine except it does not remove the effect after the roll. This was tested in a clean 5E campaign with no other extensions. I tried just typing the effect on the combat tracker as well as setting an effect on the actions tab of a PC and targeting a character.

Thanks for this awesome extension! :)

Are you clicking on the entry under reasons to make it expire?

Bonkon
June 15th, 2025, 16:43
Good Day mccartysr :)
If you are talking about Targeting/Expenditure on the built effect we have tried all three options, ACTION, ROLL, and SINGLE. It does not clear the Bardic Inspiration. I am only setting the name to match the one in Requested Rolls, i.e. Bardic Inspiration, with nothing else in the description box, am I supposed to add anything there?

Ok, Update. After adding the :1d6 after the name it always expires regardless of which expend I have set, even if I do not want to use the roll and do not drag and drop the die into the window and click the check mark.

Also I noted that if I use Bardic Inspiration (2 words) it works to open the roll, but does not clear it. If I put Bardic Inspiration:1d6 it does not open the window to add the die. I found that BardicInspiration: 1d6 (1 word) works but clears the roll every time unless the expenditure is set to Never.

So next question is does the Bard need to keep reapplying the effect if it is not used for the next roll?

mccartysr
June 15th, 2025, 16:56
Good Day mccartysr :)
If you are talking about Targeting/Expenditure on the built effect we have tried all three options, ACTION, ROLL, and SINGLE. It does not clear the Bardic Inspiration. I am only setting the name to match the one in Requested Rolls, i.e. Bardic Inspiration, with nothing else in the description box, am I supposed to add anything there?

Targeting is not what I am talking about. The expiry is not automated. The user has to click on the reason for it to expire. For example it must be of the format "BardicInspiration:XdY" e.g. "BardicInspiration:1d6". (Note there are no spaces in the effect) The user will then have an option to click on the reason in the staged roll, which will automatically roll the dice and expire the effect. Instructions for staged rolls are https://github.com/seanmccarty/RequestedRolls/wiki/GM-Quick-Start#staged-rolls and https://github.com/seanmccarty/RequestedRolls/wiki/Player-Quick-Start#staged-rolls

jkeller
June 15th, 2025, 20:08
Thanks for this amazing extension!

Here's a suggestion for possible enhancement:

I'd love to be able to request a roll on a selected (or entered) table.

mccartysr
June 17th, 2025, 06:03
Version 2.20

Add table rolls. Enter the full name of a table to have players roll on said table

Mavrik6666
June 18th, 2025, 08:57
Hi quick one I hope.... have latest version of .ext and running on new 5e
Started a new campaign, and all of the my pending rolls - main tab section are empty, no skills, nothing in the drop downs for check, skills , saves etc... where as my old campaign has all of the boxes full of the skills and saves ??
Am I not selecting something, or not clicking a box somewhere to make sure it reads them in ?

thanks
Mav

mccartysr
June 18th, 2025, 16:38
Hi quick one I hope.... have latest version of .ext and running on new 5e
Started a new campaign, and all of the my pending rolls - main tab section are empty, no skills, nothing in the drop downs for check, skills , saves etc... where as my old campaign has all of the boxes full of the skills and saves ??
Am I not selecting something, or not clicking a box somewhere to make sure it reads them in ?

thanks
Mav

Sorry about that; I've released a fix for the rolls not showing up. When you make new campaigns, the list will be prepopulated. You can manually add them to the existing campaign or make a new one. If you have done a lot of work in the campaign where this was an issue, you can DM me the db.xml file, and I can reset that portion of the DB so they will auto-populate.

Mavrik6666
June 19th, 2025, 09:34
thanks for the fix... will check it out, no, not a massive amout of work done, so will reset !

Mav

Edit : Worked fine, thanks again

Ludd_G
June 20th, 2025, 19:34
Hi,

just a heads up that I'm finding a conflict with Step Counter and your new table rolling functionality. Basically with just RR and SC active RR can't find the named table to roll on:

[TABLE] = [Unable to find matching table]

but works fine without SC active.

Cheers,

Simon

mccartysr
June 20th, 2025, 20:07
Hi,

just a heads up that I'm finding a conflict with Step Counter and your new table rolling functionality. Basically with just RR and SC active RR can't find the named table to roll on:

[TABLE] = [Unable to find matching table]

but works fine without SC active.

Cheers,

Simon

I checked with Farratto, and they don't mess with tables. I don't have that extension to test, so please collect logs for when the error does and does not happen. Before collecting logs in each session, please run the chat command /RRdebug and share the chat output.

Farratto
June 21st, 2025, 20:30
Hi,

just a heads up that I'm finding a conflict with Step Counter and your new table rolling functionality. Basically with just RR and SC active RR can't find the named table to roll on:

[TABLE] = [Unable to find matching table]

but works fine without SC active.

Cheers,

Simon

It was a mistake I made. mccartysr figured out the problem and created a solution. I'll have the fix in the next version of Step Counter, which should come early next week.

Ludd_G
June 21st, 2025, 21:39
Thanks :)

jkeller
June 22nd, 2025, 20:39
Awesome! I updated, and I see the Table drop-down, but it's empty, and I'm not sure how to populate it. I do have some shared/public tables.

EDIT: Nevermind, I figured it out - there's a new Table section on the Options tab. Working great, thanks!

Paladins Pride
July 10th, 2025, 01:26
I don't know if this has been asked -- I cannot figure out how to search this thread effectively. Is there anyway to bring up a popup based on an enemy who is attacked? I would like to make requested rolls work for things like the shield spell or a monks deflect attack. I can sorta make this work by putting an IFT: effect on all the attackers but this requires me drop an effect on every single enemy.

mccartysr
July 13th, 2025, 00:28
I don't know if this has been asked -- I cannot figure out how to search this thread effectively. Is there anyway to bring up a popup based on an enemy who is attacked? I would like to make requested rolls work for things like the shield spell or a monks deflect attack. I can sorta make this work by putting an IFT: effect on all the attackers but this requires me drop an effect on every single enemy.

See the wiki for instructions (https://github.com/seanmccarty/RequestedRolls/wiki).
I don't recommend using this for the shield spell. The need would be known before the attack roll, so applying a +5 AC should solve the need.
For the deflect attack, I recommend using the staged roll feature of RR.

Paladins Pride
August 7th, 2025, 03:25
This may be a known issue, but it looks like the last update to fantasy grounds created a bug in requested rolls. Now with the ability to roll dice outside the chat windows, dice dropped in the chat window roll twice when requested rolls is active.

Mirtul
August 7th, 2025, 12:56
This may be a known issue, but it looks like the last update to fantasy grounds created a bug in requested rolls. Now with the ability to roll dice outside the chat windows, dice dropped in the chat window roll twice when requested rolls is active.

I have this bug too and can confirm it. It doesn't happen every single time though. There is an element of perceived randomness to it. Maybe it depends to some degree exactly where on the chat window it is dropped.

mccartysr
August 9th, 2025, 17:05
I was able to briefly try this, but I was unable to replicate the double dice problem. I'm currently traveling, so I don't have bandwidth to go hunting, but I could probably fix it if someone could provide steps that reproduce the problem.

charmov
August 9th, 2025, 17:47
Basically when rolling in the chat window from a character sheet or NPC, it rolls twice. Dropping the roll anywhere else, it rolls normally. Super weird bug!

Dropping saves onto a target in the chat seems to work fine but other rolls such as damage, attacks, and saves all double roll when dropped into the chat. Hope this helps.

Thank you!

Edit: Dropping dice from the tray into the chat double rolls as well.

MrDDT
August 9th, 2025, 20:22
I can confirm. With a new campaign, no other exts loaded, grab a roll from an NPC card and drop it outside of the chatbox and it rolls normally. Drop it in the chatbox and it will roll with 2 line items.

Tested with just RR and it happens. Tested with no exts at all and it works normally.

charmov
August 10th, 2025, 23:09
Tested this in a live game and players roll normally in the chat but GM rolls are doubled.

mccartysr
August 11th, 2025, 02:31
Version 2.20.2

Double rolling should now be fixed

Mirtul
August 11th, 2025, 19:07
Version 2.20.2

Double rolling should now be fixed

Thank you for the quick fix. Have nice travels!

Paladins Pride
August 12th, 2025, 23:46
I'm having a problem where for one campaign the "NPC: Prompt owner to roll saves" isn't working. No matter whether the option is on or off the saves always roll automatically. I can create a fresh campaign and this option works fine. I can turn off all other extensions and the problem does not go away with my current campaign. Can anyone suggest any troubleshooting strategies I might use to try and correct this. Obviously I could just try creating a new campaign but that'd be a real pain.

Baron Toth
August 13th, 2025, 11:26
Try typing:

/RRclientsaves

into the chat box at the start of your game. I don't remember where I saw that hint, but I think it overrides any other settings by you or your players and stops the auto-roll.

Paladins Pride
August 14th, 2025, 03:07
So this one ended up just being user error on my part. I had "roll automatically for the GM" turned on, and that overrides the "NPC: Prompt owner to roll saves" option.

MasterReport
November 14th, 2025, 18:59
I'm having an issue where monster skill checks are only adding the modifiers explicitly labeled in the stat block, but not adding modifiers that should exist based on the ability modifiers and proficiencies. Is this normal? Do I have to manually add the skill modifiers to the stat block?

mccartysr
November 15th, 2025, 21:12
I'm having an issue where monster skill checks are only adding the modifiers explicitly labeled in the stat block, but not adding modifiers that should exist based on the ability modifiers and proficiencies. Is this normal? Do I have to manually add the skill modifiers to the stat block?

Assuming 5E in the vanilla Fantasy Grounds implementation, skill rolls for NPCs do not apply ability modifiers unless they are in the stat block.

jkeller
November 26th, 2025, 02:43
Using 5E.

Recently, when a PC rolls a natural 1 on a skill check (with a DC set via the Request Rolls extension), it is incorrectly reported as a success.

Even with double nat 1s on a skill check with disadvantage:

65870

I don't think it's related to the extension (unless it was a recently introduced issue), but wanted to report it just in case. Has anyone else seen this?

It's consistent (but takes a while to duplicate). It happens for different PCs and different skills.

Is there some option or setting that could affect this behavior?

Moon Wizard
November 26th, 2025, 04:09
As noted in the other thread you posted in, a natural 1 is not an automatic failure for skill rolls (at least in 5E rules).

Regards,
JPG

jkeller
December 11th, 2025, 17:57
When I click on a PC's Character Sheet Action tab Cast button (for Vicious Mockery), and I have RR's "PC: Prompt" option on, it pops up a window for the caster to roll the save (which makes no sense; the save is auto-rolled by the target). Is this a bug? Or is there some way I can avoid it? Thanks!

mccartysr
December 11th, 2025, 18:11
When I click on a PC's Character Sheet Action tab Cast button (for Vicious Mockery), and I have RR's "PC: Prompt" option on, it pops up a window for the caster to roll the save (which makes no sense; the save is auto-rolled by the target). Is this a bug? Or is there some way I can avoid it? Thanks!

I can only replicate this when I have the caster targeting themselves. Please check your target in the combat tracker and try dragging the cast button onto a target.

jkeller
December 11th, 2025, 19:42
That was it, thanks! My PC had itself as a target (in addition to the NPC target).

mccartysr
December 13th, 2025, 20:25
Version 2.21

Introducing contested rolls. After the GM has defined a contest, e.g., grappling which is a skill check of Athletics vs Athletics or Acrobatics, players and NPCs can initiate the contest from their character sheet. The contest will automatically select the skill with the best numeric modifier and roll it for the initiator. It will then create a popup roll for the opposing party based on their best available stat.
The UI for players and characters to initiate the contest rolls is currently on enabled in DnD 5E because I don't know whether it is a thing for other rulesets or know where I would put it.
Instructions (https://github.com/seanmccarty/RequestedRolls/wiki) are in the usual place.

Also, I previously stated that skill rolls not checking for abilities for skills in DnD 5E was default behavior; well, I fixed a bug in the way I was passing the skill name to a different function, so now those look up will work. For example, if you request an NPC to roll Athletics, but it does not have a defined Athletics skill, the NPC will use its Strength stat.

jkeller
December 16th, 2025, 20:41
Hi - one more question for you (I'm using 5E).

If a client rolls on a table, everything works as expected (results are broadcast).

But when I use the dice icon button on the RR panel to prompt a client to roll on the selected table, the result of the roll is only shown on the host (rMessage.secret is true).

The table is shared and Vis is set to "Show Roll Results". Is there some option that controls/affects this?

I see the "[TABLE]" message on the prompted client chat window, but not the roll or the table entry.

I have the "Allow rolls to be be staged" option set to On. Here are my option settings if they matter:

65998

fharlang
December 23rd, 2025, 02:57
It is not working for the 2e rule set, all d100 skills only roll a d20. On a new campaign the skills section no longer shows up.

mccartysr
December 23rd, 2025, 04:43
It is not working for the 2e rule set, all d100 skills only roll a d20. On a new campaign the skills section no longer shows up.

Version 2.21.1
For skills (i.e. non-weapon proficiencies) in DnD 2E, fixed case-sensitivity error.
The skills configuration will now show up when you open new campaigns. This update will not fix existing campaigns. fharlang, if you will lose work on your new campaign, please DM me the db.xml and I will fix it.

Also, regarding a previous report of issues with table rolls, I was unable to replicate and rolls appear to work correctly.

Gilafron
December 27th, 2025, 17:33
Hi mccartysr, love this extension! We use it a lot. In 5E, we use custom skills, similar to 13th Age skills and Daggerheart experiences. The players add their custom skills to the skills tab. I haven't figured out how to request those rolls and subsequently hide them. My goal is to hide their custom skill roll when the player rolls it.

mccartysr
December 28th, 2025, 03:17
Hi mccartysr, love this extension! We use it a lot. In 5E, we use custom skills, similar to 13th Age skills and Daggerheart experiences. The players add their custom skills to the skills tab. I haven't figured out how to request those rolls and subsequently hide them. My goal is to hide their custom skill roll when the player rolls it.

Please review the instructions (https://github.com/seanmccarty/RequestedRolls/wiki), specifically the GM quick start, for instructions on how to add custom rolls to the console. You will add them on the options tab.

Gilafron
December 28th, 2025, 14:25
Thanks! That works perfect.

One thing I noticed is that d12 is missing from dice rolls. I added it just like the custom skills. :) But I thought you might want to include it as a default.

charmov
December 28th, 2025, 16:26
Version 2.21

Introducing contested rolls.

Been playing with this. It's amazing! Thank you!

Seleh
January 8th, 2026, 15:29
Is it possible to have an on/off in the options menu to set Death Saves to send to tower?

On:
When RR sends Roll Type: Death_auto to PC, PC clicks die and it rolls it hidden as if in Dice Tower?

Off:
Rolls take default action and visibile to table


Something like this, maybe?

In xml/rr_strings.xml

<string name="RR_option_label_DeathSavetoTower">View: Send Death Saves to Tower</string>


if RR_option_label_DeathSavetoTower = 1 or True, then tag dicetower_tag (in scripts/rr_manager_action.lua) is prepended for death_auto, and the PC still gets the popup for the roll, and the click of the die icon rolls the die in the tower where results are only shown to the DM

mccartysr
January 8th, 2026, 16:35
Is it possible to have an on/off in the options menu to set Death Saves to send to tower?

On:
When RR sends Roll Type: Death_auto to PC, PC clicks die and it rolls it hidden as if in Dice Tower?

Off:
Rolls take default action and visibile to table


Something like this, maybe?

In xml/rr_strings.xml

<string name="RR_option_label_DeathSavetoTower">View: Send Death Saves to Tower</string>


if RR_option_label_DeathSavetoTower = 1 or True, then tag dicetower_tag (in scripts/rr_manager_action.lua) is prepended for death_auto, and the PC still gets the popup for the roll, and the click of the die icon rolls the die in the tower where results are only shown to the DM

The extension Character Sheet Dice Tower (https://forge.fantasygrounds.com/shop/items/1754/view), also by me, should meet your needs.

Seleh
January 8th, 2026, 16:58
The extension Character Sheet Dice Tower (https://forge.fantasygrounds.com/shop/items/1754/view), also by me, should meet your needs.

I tested that out in congruence with RR. Here are the options toggled and results:

1.) Dice Tower NOT visible on table/UI
Game > Table: Dice Tower for death saving throws [ON]
Game > Desktop: Show dice tower [OFF]

Result:
RR sends the response, and when you click the Die it still rolls visible to the table.

2.) Dice Tower visible on table/UI
Game > Table: Dice Tower for death saving throws [ON]
Game > Desktop: Show dice tower [ON]

Result:
No RR popup sent to PC, and death save is auto-rolled.


My hope was that with scenario 1, the PC would still get the popup to roll their death save, the results would be hidden except to the DM. More than to happy work with you outside of this, if you'd like. Thank you for your help

mccartysr
January 8th, 2026, 21:27
I tested that out in congruence with RR. Here are the options toggled and results:

1.) Dice Tower NOT visible on table/UI
Game > Table: Dice Tower for death saving throws [ON]
Game > Desktop: Show dice tower [OFF]

Result:
RR sends the response, and when you click the Die it still rolls visible to the table.

2.) Dice Tower visible on table/UI
Game > Table: Dice Tower for death saving throws [ON]
Game > Desktop: Show dice tower [ON]

Result:
No RR popup sent to PC, and death save is auto-rolled.


My hope was that with scenario 1, the PC would still get the popup to roll their death save, the results would be hidden except to the DM. More than to happy work with you outside of this, if you'd like. Thank you for your help

Regarding scenario 1, when you turn off the dice tower, Character Sheet Dice Tower is effectively disabled, so rolls happen like the extension is not there.
Regarding scenario 2, it sounds like your desires won't be met by CSDT. Instead, you should have the player drag the d20 button from the popup down to the dice tower.

I do not plan to add your request as an option; options cause headaches for me during support. However, it is possible for you to make a little extension that adds your desired behavior.
With a loadorder of 6 or higher (after RR loads), you would save the existing ActionsManager.roll and replace it with your own function, similar to below. Note, I have not tested this, and there may be edge cases to check for.


local fRollOriginal = nil;

function onInit()
fRollOriginal = ActionsManager.roll;
ActionsManager.roll = rollOverride;
end

function rollOverride(rSource, vTargets, rRoll, bMultiTarget)
if rRoll.sType = "death_auto" then
rRoll.bSecret = true;
rRoll.bTower = true;
end
fRollOriginal(rSource, vTargets, rRoll, bMultiTarget);
end

nephranka
January 31st, 2026, 14:44
Looks like the toaster pop ups and this ext are conflicting. It pops at first then no more after the first one. Not sure if others are seeing this. The pop ups work until the first time I send a request. Sometimes the even freeze on the client screen.

nephranka
February 4th, 2026, 18:08
Looks like all I have to do is send a request to the client and it stops all the toaster pop ups. It did not happen when I ran a 2nd instance of the client on my machine, only when I connected to a player.

galaxybomb
February 7th, 2026, 22:53
As of Update 5.1, something seems to have changed where players are no longer able to see the DC of rolls from enemies that they perform. This would be fine as a toggle, but having no option is a little annoying.

GKEnialb
February 10th, 2026, 01:33
Oooh, I didn't realize that. I actually prefer the players not to know (but agree an option would be nice).

mccartysr
February 10th, 2026, 02:28
As of Update 5.1, something seems to have changed where players are no longer able to see the DC of rolls from enemies that they perform. This would be fine as a toggle, but having no option is a little annoying.

Assuming you are playing 5E, everything seems normal to me, so I would need more details. My forge version is from December, and I haven't seen a code change in the ruleset that would drive this behavior.

Side note: I will wait for toast messages to stabilize before I look into them because I don't think my processes should interact with those directly.

nephranka
February 10th, 2026, 10:14
Assuming you are playing 5E, everything seems normal to me, so I would need more details. My forge version is from December, and I haven't seen a code change in the ruleset that would drive this behavior.

Side note: I will wait for toast messages to stabilize before I look into them because I don't think my processes should interact with those directly.

I would agree. It might very well be a false flag.

mccartysr
March 2nd, 2026, 02:48
Version 2.21.2

Add import and export buttons for console configuration
Fix 5E getConcentrationRoll
Fix staged rolls checking for features, feats, and traits on NPCs for 5E.

nephranka
March 18th, 2026, 12:26
On TEST:
[3/18/2026 7:24:26 AM] s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'
[3/18/2026 7:24:26 AM] [ERROR] Script execution error: [string "5E:scripts/manager_action_save.lua"]:288: attempt to index field 'sSaveDesc' (a nil value)
[3/18/2026 7:24:29 AM] [ERROR] Script execution error: [string "RequestedRolls:..ts/rr_manualroll_entry.lua"]:96: attempt to call field 'encodeAdvantage' (a nil value)

When sending anything save, check, init, etc...

Just passing it along

mccartysr
March 18th, 2026, 16:39
Thanks for the heads-up. I've taken an initial look, and the updates should be doable before release.

mccartysr
March 25th, 2026, 03:45
Version 2.21.3
Fixes various issues for the big April update and is now available on the test channel

I don't call ActorManager.getTypeAndNode/getTypeAndNodeName, so I am not sure what's going on there, but I am not seeing it on my end.
The sSaveDesc error is a ruleset error and it has been reported.

nephranka
March 25th, 2026, 10:06
Looks like things are working except for the sSaveDesc error. I am sure the other thing was maybe a conflict with another extension but it is gone now. Thanks!

graphil
May 3rd, 2026, 13:46
Request for a new option please. I run FG over 2 screens and the pop up screens for saving throws turns up in the middle between the 2 screens. Could you provide an option similar to the new notifications so that the position can be changed. I would prefer to have them middle left which is where my CT is located.

mccartysr
May 3rd, 2026, 17:36
Request for a new option please. I run FG over 2 screens and the pop up screens for saving throws turns up in the middle between the 2 screens. Could you provide an option similar to the new notifications so that the position can be changed. I would prefer to have them middle left which is where my CT is located.
Move the manual roll window to wherever you want future popups to show before closing it. The window will open in that location in the future.

Seleh
June 4th, 2026, 21:46
Feature request:

In partnering with Life Ledger, with the setting set for "PC: HP on Level Up [Roll]", is there a way to capture that to allow RR to give the player the ability to "roll" it?

mccartysr
June 13th, 2026, 23:18
Feature request:

In partnering with Life Ledger, with the setting set for "PC: HP on Level Up [Roll]", is there a way to capture that to allow RR to give the player the ability to "roll" it?

Version 2.22

Now supports roll types that originate on clients for showing as popup


This adjusts how RR handles the existing integration that was already in place in Life Ledger, so it should be working.

KnightMark
June 14th, 2026, 00:02
Hey, I'm having an extremely campaign specific bug. In this one campaign I've had for a long time - and only this one campaign - RR is not sending prompts for saves, both for PCs and NPCs. Even when it is the only extension loaded, saves are rolled automatically. In every other campaign I have, even with many extensions, RR prompts save rolls. I am fully open to user error, but I did turn on the options. It appears to be behaving as if those options are not selected. I have logs and screenshots I will attach. I am very confused. Thanks.