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https://forge.fantasygrounds.com/shop/items/2845/view
Hello
Upcast is working:
https://forge.fantasygrounds.com/shop/items/2861/view :-)
Hello
Smite Alert is part of this Extension: https://forge.fantasygrounds.com/shop/items/2845/view
Thanks for adding the upcast option (and the Paladin Smite feature to the other .ext). :D
I'm really liking how this does reduce clicks, I think my tables will appreciate this.
One thing that I'm seeing in testing the Cast Button is that now, spells like chromatic orb will roll all associated damage dice and no longer prompts the user to select a damage type. I noticed something similar for toll the dead - on a failed save, the system would roll both damage dice associated with the cantrip.
Is this a known issue/on your radar?
Thanks!
Remove the d12 option on Toll the Dead, the extension knows what dice to roll based on wounds.
Some spells they will have to do manually (i.e. Chromatic Orb)
If you have an ability with check boxes and they check one off it rolls everything as well, no way to do those manually and check one off which is a big issue for some abilities.
Need to find a work around, I hope.
Hello
Yes — at the moment I had to sacrifice support for spells like Prismatic Orb and Prismatic Spray, which use multiple damage types, in order to get upcasting working properly and to make the Use Power button function the way I wanted. The goal was to let people choose between casting normally or using the automated system through the Use Power button.
Right now, any spell that has multiple damage types, or spells that do different kinds of actions — like one button for heal and another for damage — cannot use the Use Power button. For those, you’ll need to use the Cast button instead.
As for Toll the Dead, I may be able to go back in later and tell it to ignore the extra dice. I actually stumbled into that behavior by accident the first time I built it. I didn’t specifically tell the code to handle it that way, but somehow it worked on its own and didn’t seem to care that both dice were present. For now, I would just remove the d12 from that setup.
So at the moment, for spells that have two different features — like heal and damage, or multiple damage types — the Cast button is the one you need to use. Trying to make all of that work with pop-ups and automation became a real pain, so I chose to sacrifice support for those more limited spell cases in order to get the bigger features working correctly.
I may come back and revisit it later, but I spent a lot of time on this already and I’m pretty burned out from working on that extension right now. I’ll look into it again down the road.
I'm trying to get the Paladin smite function to work. I'm using a 'clean' campaign with just this extension and the Savage Attacker extension and nothing seems to pop up when there is a hit (there are spell slots available for the Paladin). Is there something else that needs to be done other than having a paladin with the Divine Smite ability? I'm sure I'm probably just missing something. Thanks!!
Hi - thanks for the reply. I had just purchased the Savage Attacker and the Cast Button extensions and am playing around with them. The Savage Attacker works fine and I'm just trying to figure out what this does for Smite (and swap initiative also) and how to use it. The documentation states:
"Paladin Smite Flow: This update adds automatic Paladin Smite tracking to the Combat Tracker. When a character with the Paladin’s Smite feature is added to the tracker, the extension automatically adds a Paladin smite effect and sets it to ON. On a melee hit, the extension sends a smite reminder in chat. When Divine Smite is applied through the normal effect workflow, Paladin smite automatically changes from ON to SKIP, then resets back to ON at the start of that character’s next turn."
I'm not seeing any tag nor chat reminder. I'm wondering if I'm doing anything incorrectly or how to get this to work. Thanks!