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View Poll Results: Do you like the separate DC fields for each roll type

Voters
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  • No, I wish there was just one number (could be on the sheet multiple places)

    18 21.43%
  • Yes, I like setting it for a specific type and leaving it

    53 63.10%
  • Yes, but I would give it up to have DC fields on each of the expander trays

    13 15.48%
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  1. #181
    We use inspiration all the time for rolls. I think part of the reason is that our GM gives every player 1 point at the start of each session. use or lose. So the players will always find a way to use it during the session so they dont lose it. I suppose one workaround would be to create an "Inspiration" action with an effect for each type, ATK, SAV, INIT, CHECK, etc and have them apply before the roll.

    I'm pretty sure that there are some elements of how the base ruleset works that checks the clients modifiers before rolling. I dont know what method they are using though. I'll have to dig into it and see if I can find it
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  2. #182
    Just checked with PFRPG2 and hidden rolls work perfectly.

    Thanks!
    “He says gods like having an atheist around. Gives them something to aim at.”

    Terry Pratchett [RIP] - Small Gods

  3. #183
    So, just checked everything and it doesn't add the modifier for custom Lore in PFRPG2, it should be +11.

    RollRequest custom Lore problem.png

    Also, how do I add a manual dice entry? All that appears is a blank window.
    “He says gods like having an atheist around. Gives them something to aim at.”

    Terry Pratchett [RIP] - Small Gods

  4. #184
    Quote Originally Posted by Farnaby View Post
    So, just checked everything and it doesn't add the modifier for custom Lore in PFRPG2, it should be +11.

    RollRequest custom Lore problem.png

    Also, how do I add a manual dice entry? All that appears is a blank window.
    OK, I know why that is not happening correctly. I have to adjust the code that looks for subskills.
    Not sure what you mean by "add a manual dice entry". That window looks like what I would expect with the roll populated.

  5. #185
    @srmccarty your forge release for pf2e conflicts with kelgrums adv/dis ext. He has been notified and taking a look at the exten to see if there is anything he can do and asked me to notify you as well.
    Last edited by toastsniffer187; December 22nd, 2021 at 13:59.
    Steve Jobs "Good artists copy, great artists steal."

  6. #186
    Has the addon been fixed since the big update? I tried running a game and we kept getting errors when we tried using your ad on

  7. #187
    Quote Originally Posted by espanRebel View Post
    Has the addon been fixed since the big update? I tried running a game and we kept getting errors when we tried using your ad on
    I don't know what version you're running on. Or what errors you're getting. Or what other extensions you're using.

  8. #188
    Kelrugem's Avatar
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    Quote Originally Posted by toastsniffer187 View Post
    @srmccarty your forge release for pf2e conflicts with kelgrums adv/dis ext. He has been notified and taking a look at the exten to see if there is anything he can do and asked me to notify you as well.
    Yup, got notified

    Thanks

    But I am afraid of that I cannot fix it on my side. What my extension only does is to add (dis)advantage effects for CoreRPG rulesets It looks like that Requested Rolls ignores these effects coming from my extension

    In case it matter: I am editing some functions in manager_actions.lua

  9. #189
    Quote Originally Posted by Kelrugem View Post
    Yup, got notified

    Thanks

    But I am afraid of that I cannot fix it on my side. What my extension only does is to add (dis)advantage effects for CoreRPG rulesets It looks like that Requested Rolls ignores these effects coming from my extension

    In case it matter: I am editing some functions in manager_actions.lua
    Do you do something other than just assign to bAdv?

  10. #190
    Kelrugem's Avatar
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    Quote Originally Posted by mccartysr View Post
    Do you do something other than just assign to bAdv?
    Which bAdv are you speaking of? I am speaking of this extension: https://forge.fantasygrounds.com/shop/items/6/view

    I am not only assigning an adv number to all rolls (I think you meant this with bAdv? I am actually just calling it adv, like in rRoll.adv; if this number is positive, then advantage; zero = normal; negative = disadvantage), but also changing some functions in manager_actions where the adv number is checked and then the code for (dis)advantage is activated

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