It does, as you can see from the graphic. The first roll in chat is the damage roll untargeted. The second and third are the result of dragging that damage from the chat and dropping it first on the CT and secondly on the token.
Printable View
So we're playing 5E. Ring of Fire is the spell that was cast, but since we haven't set up the spell stuff we're having to do the damage and rolls manually. I guess what I read was that after rolling the damage die the caster should be able to drag that roll onto the target and it would apply the damage. Am I reading this wrong?
So we're playing 5E. Ring of Fire is the spell that was cast, but since we haven't set up the spell stuff we're having to do the damage and rolls manually. I guess what I read was that after rolling the damage die the caster should be able to drag that roll onto the target and it would apply the damage. Am I reading this wrong?
OK, just looked at your jpg and we haven't been rolling anything that says "Damage roll", it was just a bunch of dice. I'll have to play with that.
Aha. It works. Tried it with a random attack against a zombie when it wasn't my turn, not targeted, then immediately healed it using the CTRL option. Queried our spell-caster and he doesn't have the spell in his character sheet in FG so is just doing it all manually.
Thanks for all the cool tips and quick responses.
Hi :)
I may have some tip/trick for people who want to have a bit more complex /die or /mod etc. macros. Therefore the following is maybe not really useful for everyone but I still wanted to mention it :) (I didn't find that advice yet, sorry when already mentioned)
In FG many codes are triggered by specific strings in the variables of the chat messages like [HEAL] (definition for being a heal), [TYPE: slashing] (for damage types) and so on, you surely have seen these (these are now examples of 3.5e/PF1; you may have to adjust these strings depending on your ruleset.)
Macros allow descriptions, you can use these specific strings to trigger something in the code like resistances (but try it out first, may depend on the ruleset and how it is coded as mentioned), e.g. (Deekin is immune to criticals in that example, I used /die d11 [TYPE: fire,critical] to simulate a d11 with fire and critical as damage types. Then pressed enter and Drag&dropped the number onto Deekin's wound field)
This also works in weapon names in 3.5e such that they suddenly heal with [HEAL] in their name :D
You may have to play a bit around, depending on your ruleset :) Maybe someone finds that useful, only a very little and funny gimmick; sorry when you think that it doesn't completely fit to that thread :)
Have fun :)
Anyone know a trick for making the text larger in the Story feature? In particular Body Text, Links. This is probably most helpful to older players and GM's.
/scaleui is a chat command, but it scales everything.
There are some "big font" extensions that increase font sizes, whether they do those in just certain elements I'm not sure, will depend upon the individual extension. Either use Site Search or check the stickies in the various sub-forums for the ruleset you are using to find some of these.
In the NPC window, holding ctrl while left clicking multiple NPCs will open each in their own window.
This actually works for a lot of the side menu buttons like Spells, Classes, Story, Tables, etc (I think Items and Images already opens multiple windows). I was only working on NPCs at the time and getting frustrated at having to always reopen windows.