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February 28th, 2026, 03:03 #31Crusader
- Join Date
- Apr 2018
- Posts
- 15
How in depth is your cast button mod? I've used Spellcaster Helper for a bit now and some functions of the Mad Nomad mods are starting to break with the successive updates?
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February 28th, 2026, 16:21 #32Wrandalljr4
IT System Specialist
GMing Since 1982
CUmming, Ga, EST
Discord - https://discord.gg/MaV42Rf
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February 28th, 2026, 17:19 #33
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February 28th, 2026, 18:33 #34Wrandalljr4
IT System Specialist
GMing Since 1982
CUmming, Ga, EST
Discord - https://discord.gg/MaV42Rf
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February 28th, 2026, 20:26 #35
How do we code it, right now if you have two sets of damage amounts it rolls both.
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March 1st, 2026, 21:42 #36Crusader
- Join Date
- Sep 2017
- Location
- PNW
- Posts
- 10
Hey Wrandalljr4,
Just picked up your Cast Button extension and I can see a ton of potential with this. As others have mentioned, having a clean way to upcast spells would be wonderful (ideally, without needing the DM or player to pre-code multiple damage actions for each spell). Additionally, have you given any thought to incorporating the Smite spells into this work, despite them not having a Cast button?
Here's my scenario:
One of my players always plays Paladin, but has a hard time remembering to click the damage effects prior to rolling his weapon dice. I'd like to make this easier for him by, somehow, causing a pop-up window to appear if he hits a target with a weapon attack where he can select a Smite damage action, then confirm to roll all his damage dice at once. Does this seem possible?
Thanks!
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March 1st, 2026, 23:15 #37
Hello, and thank you for using the product — we’re glad you like it. We do too, although it still needs a few tweaks.
Right now, I’m working through an issue where certain save-based AOE spells (like Fireball) are rolling damage separately for each target. That’s not how it should work. It should roll damage once, then apply that same damage result to all targets. The only thing that should differ per target is the save outcome—full damage on a failed save, and half damage (or whatever the spell specifies) on a successful save.
Because I’ve been focused on that AOE damage behavior, I haven’t had much time to continue the upcast feature work. In hindsight, I probably should have left the “damage per target” issue alone for the moment and stayed focused on finishing the upcast feature first. The Cast button and upcasting are the bigger priorities, and I can circle back to the AOE shared-damage fix afterward. I do have a few options for how to solve it, but it isn’t the easiest thing to implement cleanly.
I’m also not very comfortable modifying the character sheet itself, especially if it requires adding buttons or UI changes. That’s not my strongest area, so I’m avoiding that approach.
As for the Paladin “smite” idea, that should be fairly straightforward. We could use an effect tag or detect that the character has Smite available and then trigger a prompt—either in chat or a small popup—when they land a successful melee hit asking if they want to apply Smite. We already have a similar concept with reaction prompts (like Shield or Dodge), so this should be doable.
I’ll keep working through these items and will keep you posted.Wrandalljr4
IT System Specialist
GMing Since 1982
CUmming, Ga, EST
Discord - https://discord.gg/MaV42Rf
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March 2nd, 2026, 00:36 #38Devotee
- Join Date
- Feb 2018
- Posts
- 5
Hello,
I recently picked up your Savage Attacker Extension.
It works great. Both I and my player were enjoying not having to remember/modify damage rolls by hand.
When the character got to the point of having two attacks per turn we noticed that it always rerolls the first hit (on anything less than a max roll).
Is there a way to "decline" the reroll so if you get "near max" and you want to save it for the next hit (that might end up being sub par) you can?
Thanks
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March 2nd, 2026, 01:11 #39Wrandalljr4
IT System Specialist
GMing Since 1982
CUmming, Ga, EST
Discord - https://discord.gg/MaV42Rf
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March 3rd, 2026, 16:03 #40Devotee
- Join Date
- Feb 2018
- Posts
- 5
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