Awesome, thank you so much...
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Awesome, thank you so much...
No, I don't want to have so many clicks for game system that has per-determined way to build a dice pool. One skill is always linked to particular attribute and every item gives bonus dice to a per-determined skill. If I wanted this, I could use /mod die that adds to modifier box extra dice and roll only the relevant attribute, but everyone on the table want more convenience and less clicking. ;)
Fair enuff, then my original suggestion. One can write an extension to override that code. The data structure of a calculator is fairly easy (or at least copy paste-able).
The first part would be to bring in the values and remove the p1/2/3. Then one can use my splitMod() code to parse the data, I think the parameter (%w) will do each character and remove white space. Then recursion to stack and pop, so it will have order of operations.
Going this route will allow the math to work for any function.
Just out of morbid curiosity, what cha playing?
I am using Unity, in your videos you are using classic.. that may be all my problems, however...
Tried out the new sr6w ext and having problems. The /sr6w help command doesn't work for me, and once you get an error the ext seems to lock up. I did have 'pool' active and that seems to interfere, got rid of it, but still not seeing any dice rolls. I am pretty sure I have it set up like you have in your video.
It is a lot easier to code in classic as /reload isn’t (or wasn’t) working in FGU.
I will try it in FGU when I actually wake up. Forgot to take my own advice and throw it over there after getting it working in FGC.
neat. Apparently rRoll.aDice stores a little something extra in FGU than in FGC. It handles it better. Also the "/sr6w help" doesn't bug out the code forever now. :) I have also updated my templates to make sure this doesn't happen again in the future.
Thank you, tho. I didn't know /reload was working again in FGU. I gave up developing in FGU because of that.
Side Rant: In FGC there was a request that the character sheet could detach. It isn't possible with how it is built, but people really wanted it to detach like the console window. FGU comes around and they were like "So you like windows detaching, we will not allow that with the console window." :( I also wish they would allow copy from console in FGU as well. The whole opening up a folder is annoying. But I can learn to live with it.
All this said. I am updating the file in my comment above. My git has been revised as well.
That seems to be working well now. Exploding works, exploding on exploding works. The Glitch Alert effect seems to be locked on once it posts, I couldn't manually remove it? ... err actually you can't ever remove it?
Is there a way on putting the roll (/sr6w) on a hotbar slot, I couldnt drag it down? Would be handy to have to quickly set to a function key.
You couldn’t remove the “glitch alert!”? I didn’t have that problem, and I was sure to test that this morning in FGU.
You just click the effect, the minus, then double click the minus on the alert.
And yes you can add it, you need the parameters tho. So you want to type “/sr6w 0h0” and drag