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October 14th, 2020, 07:07 #111
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- Apr 2019
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- 291
Are you going to mention this to celestian
Last edited by EllivasKram; October 14th, 2020 at 07:09.
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October 14th, 2020, 11:06 #112
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- Sep 2020
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Sorry I don’t know who that is. Is there a protocol I should be following?
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October 14th, 2020, 11:36 #113
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- Apr 2019
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Posted on the ‘Better Menu’ forum page for you.
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October 23rd, 2020, 00:16 #114
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- May 2020
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- Queensland, Australia
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Not sure if it's been mentioned previously in this thread, but the use of "COS" instead of "CON" bugged me, so I fixed it for myself
If you want to do the same change, here's the steps:
1. Extract "scripts/rfia_roll_manager.lua" from the ext file (it's a zip file)
2. Edit the file and change "COS" to "CON"
3. Put the file back in the ext zip.
A rough cmdline guideline using Linux:
mkdir tmp
cd tmp
unzip 5e_Roll_For_Initiative_Addon_V0.19.ext
mv 5e_Roll_For_Initiative_Addon_V0.19.ext ..
...edit the scripts/rfia_roll_manager.lua file
zip -fr ../5e_Roll_For_Initiative_Addon_V0.19.ext .
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November 1st, 2020, 01:17 #115
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- Aug 2015
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- 64
I don't know if this would be a feature request to this extension or a new extension, but the UI would at least look nearly identical...
I often find myself needing to apply damage ad-hoc for various reasons:
* falling
* players messing with magic they shouldn't
* traps
* etc.
If these are unexpected elements within a game, I don't usually have something already setup to inflict the damage. The UI and functionality of this extension would be perfect for this:
allow me to select PCs / NPCs from the combat tracker
allow me to specify a saving throw (if any) and save for half/none
allow me to select number and type of damage die
allow me to select a damage type
Then just click roll and have it done auto-magically. It's a not a huge problem to do this manually, but there's always:
* the player that is not paying attention meaning the DM may need to apply the damage
* the fumble fingered player that mistypes their wounds (again) and can't recall what they had taken previously (again)
* the player that is slow, meaning the DM and the slow player may both apply the damage
* if it involves a lot of NPCs, it becomes a pain
All of this requires more work for the DM than it should and can result in some dumb arguments.
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December 1st, 2020, 18:34 #116
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- Jul 2018
- Posts
- 220
I am in the process of testing this extension for possible use in my game. I notice (in testing) that when I drop a save from a character sheet into the box, a message appears WARNING (rollOverrideRequestId not found). It then moves the roll into the extension. Is this normal?
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December 2nd, 2020, 16:52 #117
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December 2nd, 2020, 17:07 #118
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December 2nd, 2020, 18:04 #119
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December 2nd, 2020, 18:15 #120
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- Oct 2020
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I do get the same warning, but as far as I can tell the functionality is working correctly.
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