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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. #211
    System: PFRPG2

    So adding the additional Lore skill works by adding the Lore subject in brackets. E.g. Lore (Legal)

    RollRequest custom Lore problem - GM.png

    On the player side when rolling the check the expertise (trained, master, etc) is correctly displayed but the bonus is not added.
    I tried putting the bonus in the manual box in the bottom left but it doesn't get added.

    RollRequest custom Lore problem - Player.png
    “He says gods like having an atheist around. Gives them something to aim at.”

    Terry Pratchett [RIP] - Small Gods

  2. #212
    Quote Originally Posted by Farnaby View Post
    Sorry, I was away but here is the manual dice entry.
    I click on the Other tab and then on the top left Rolls button.

    Attachment 50711
    Ah. That button is for displaying what rolls the GM has, in case they closed the window. If you have none to roll, it will be an empty window.

  3. #213
    Quote Originally Posted by Farnaby View Post
    System: PFRPG2

    So adding the additional Lore skill works by adding the Lore subject in brackets. E.g. Lore (Legal)

    RollRequest custom Lore problem - GM.png

    On the player side when rolling the check the expertise (trained, master, etc) is correctly displayed but the bonus is not added.
    I tried putting the bonus in the manual box in the bottom left but it doesn't get added.

    RollRequest custom Lore problem - Player.png
    Oops. I forgot to publish a build after I fixed the issue with not respecting training level bonuses. Should be out in a day or two.
    And the manual rolls don't pay attention to modifiers once they have been displayed to the user. This is a FG behavior, and I don't currently have any ideas to override it, but it is on the idea list.

  4. #214
    :thumbsup:
    “He says gods like having an atheist around. Gives them something to aim at.”

    Terry Pratchett [RIP] - Small Gods

  5. #215

    V2.1

    Version 2.1 has been released via the Forge.
    • Fixes the issue with parsing subskills other than knowledge. They will now correctly pick up modifiers and training level.
    • Adds the ability for the client to apply modifiers to the roll after it is shown. Controlled by the Options menu.


    The ability to apply modifiers is controlled by the new item in the Options menu, and it defaults to off. This setting is applied on a per user basis, so any player or GM who wants to use this feature needs to turn it on. The modifiers will be added when you hit either the Roll button or fill out the box and hit OK for the manual rolls.
    For the 5E ruleset only (since the others don't have advantage), you can apply (dis)advantage before hitting roll, and it will appropriately modify the roll. This uses RAW for determining results of whether adv/dis cancel each other out. Adv/dis have no effect on manually entered rolls for obvious reasons.

  6. #216
    Quote Originally Posted by mccartysr View Post
    Version 2.1 has been released via the Forge.
    • Fixes the issue with parsing subskills other than knowledge. They will now correctly pick up modifiers and training level.
    • Adds the ability for the client to apply modifiers to the roll after it is shown. Controlled by the Options menu.


    The ability to apply modifiers is controlled by the new item in the Options menu, and it defaults to off. This setting is applied on a per user basis, so any player or GM who wants to use this feature needs to turn it on. The modifiers will be added when you hit either the Roll button or fill out the box and hit OK for the manual rolls.
    For the 5E ruleset only (since the others don't have advantage), you can apply (dis)advantage before hitting roll, and it will appropriately modify the roll. This uses RAW for determining results of whether adv/dis cancel each other out. Adv/dis have no effect on manually entered rolls for obvious reasons.
    I tested the new version using Starfinder to see if a play could apply modifiers. I did not see any place to add of click to apply misfires on the players window for requested rolls. I was able to use the built in modifier box to apply modifiers as a player then click the dice button. This added the modifier to the roll in the chat window.
    FGU Ultimate License
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    Starfinder, D&D, Savage Worlds, Call of Cthulhu, Hero System aka Champions, Traveller, and more!
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  7. #217
    Quote Originally Posted by Ulric View Post
    I tested the new version using Starfinder to see if a play could apply modifiers. I did not see any place to add of click to apply misfires on the players window for requested rolls. I was able to use the built in modifier box to apply modifiers as a player then click the dice button. This added the modifier to the roll in the chat window.
    I don't know what you mean by any place to apply misfire.

    I'm glad the modifiers are working as intended.

  8. #218

    Join Date
    Dec 2016
    Location
    Las Vegas NV
    Posts
    662
    Good Day mccartysr
    We were playing tonight and when I was requesting rolls from the players the extension was not adding the proficiency bonus to skills players are proficient in. After the game I loaded up my Test campaign and only this extension and had the same result.
    We love this extension! You have made a great help here for us all.

    Thanks

  9. #219
    Quote Originally Posted by Bonkon View Post
    Good Day mccartysr
    We were playing tonight and when I was requesting rolls from the players the extension was not adding the proficiency bonus to skills players are proficient in. After the game I loaded up my Test campaign and only this extension and had the same result.
    We love this extension! You have made a great help here for us all.

    Thanks
    Did you update? I just fixed that and version should be 2.1.

  10. #220
    Quote Originally Posted by mccartysr View Post
    Version 2.1 has been released via the Forge.
    • Fixes the issue with parsing subskills other than knowledge. They will now correctly pick up modifiers and training level.
    • Adds the ability for the client to apply modifiers to the roll after it is shown. Controlled by the Options menu.
    Both work for me on PFRPG2.

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

    Terry Pratchett [RIP] - Small Gods

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