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December 17th, 2020, 21:37 #141
Is this still doing it? Because I can't make it happen.
I goto RFIA++ and request a save roll with the player clicking "cover" and putting +2 in the mods, it comes out +9 (+5 for prof +2 cover + 2 mod).
I do a manual roll with the player clicking before I roll it, cover, +2 mods, it comes out +9.
I found out the issue is only with manual override turned on, where the PCs/NPCs roll their on requested rolls.
Turning this off fixed the problem but, at least now I can see the issue.Last edited by MrDDT; December 17th, 2020 at 22:34.
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December 17th, 2020, 22:41 #142
Do you think you can change it so the DC is not shown when rolled at all? Just success or failure if we have it so "show DC to players" is off?
The chat output displayed to players is still
XYZ : [SAVE] Ability [Effects #] Total#
Save [#][vs. DC#] -> [for XYZ] [Success/Failure]
What I'm looking for is the same for the DM as above but the players would see
XYZ : [SAVE] Ability [Effects #] Total#
Save [#] -> [for XYZ] [Success/Failure]
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December 17th, 2020, 22:59 #143
Yes. Sorry I was not clear. This is when you override the auto saves in FGU. It seems to take be taking the information from the CT and adding the modifiers twice.
Everything works when you send a request for a roll just not the auto override from combat and the CT.
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December 22nd, 2020, 14:36 #144
- Join Date
- Mar 2007
- Posts
- 82
Is there a way to game the system and give a player, say, +1 for cover? Not ideal, but if it always does it, that should work.
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December 22nd, 2020, 15:10 #145
That is just one example of the duplication that is occurring. Basically, any bonus in the CT (like cover, Auras ext, Adv effects ext, etc..) will come through doubled. So this quick fix will not really work.
On a related note, I noticed in the thread that this addon was changed to pick up npcs from the CT and that was not the original function of the base ext it was built from. So maybe that change in coding is looping through the pcs adjustment as well as the npcs and picking the pcs adjustment up from the CT twice. Just a thought.
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December 27th, 2020, 01:20 #146
Anyone know how to edit this so I can make the default setting for "Hide Sidebar Button" to on? instead of off?
When it is set to off, it doesn't give people the pop ups like it used to.
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December 27th, 2020, 15:26 #147
Change the .ext to be .zip and extract everything. In the scripts folder open the rfia_options_manager.lua and look for the following line:
Code:OptionsManager.registerOption2(rfiaHideSidebarButtonKey, true, "RFIA_option_header", "RFIA_hide_sidebar_button", "option_entry_cycler", { labels = "RFIA_hide_sidebar_button_on", values = "on", baselabel = "RFIA_hide_sidebar_button_off", baseval = "off", default = "off"
Having "Hide Sidebar Button" set to "ON" should also take care of RFIA not working with Better Menus from Celestian.Last edited by grimmlock; December 27th, 2020 at 15:34.
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December 27th, 2020, 19:17 #148
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January 6th, 2021, 21:09 #149
- Join Date
- Mar 2019
- Posts
- 23
okay first off I am not a coder. I have tried to fix the issue with Cos to read CON. I can unzip the file, change it. But believe it or not I am unable rezip it. Could someone please be kind enough to posts the fix here.
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January 6th, 2021, 21:26 #150
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