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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)

    16 23.88%
  • Yes, I like setting it for a specific type and leaving it

    40 59.70%
  • Yes, but I would give it up to have DC fields on each of the expander trays

    11 16.42%
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  1. #511
    Quote Originally Posted by rocketvaultgames View Post
    It appears that with Requested Rolls and Combat Groups loaded, the PCs currently shown in the CT are shown in RR correctly, but the 'Select Random' buttons for PC and NPC select randomly from all CT actors, even those currently hidden from the CT by Combat Groups.

    EDIT: This is also the case with "Target all characters proficient in selected skill".

    Any chance of changing that to select randomly from what's shown in RR?

    Thanks much!
    That's an interesting error. I call CombatManager.getCombatantNodes() so that must be returning the entries that aren't currently in the combat tracker.

  2. #512
    Quote Originally Posted by rocketvaultgames View Post
    For D&D 5e: On the Campaign Options tab, you can add a custom skill and can also add custom skills on PC sheets. This works perfectly.

    Do you know of any way to add custom saves (or abilities).

    I'm ultimately interested in finding an automated solution for things like:

    "Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage + 14 (3d6 + 4) slashing damage."

    I was thinking maybe creating a new save that is the higher of 2 existing saves might be a path to this...

    In a perfect world it could pick the higher/highest of any/all relevant saves so things like this would allow for more granularity:

    Fortitude - (higher of STR/CON)
    Reflex - (higher of DEX/INT)
    Will - (higher of WIS/CHA)
    Physical - (highest of STR/DEX/CON)
    Mental - (highest of INT/WIS/CHA)
    ...and any other combination


    This is probably beyond the scope of this extension, but that 'add' button in the Save section got me thinking.
    If another extension made a save roll with a new name, RR would be able to call it. The extension would need to return the appropriate roll data from ActionSave.getRoll()

  3. #513
    Quote Originally Posted by mccartysr View Post
    That's an interesting error. I call CombatManager.getCombatantNodes() so that must be returning the entries that aren't currently in the combat tracker.
    Is it a different call to select which CT entries populate the PCs and NPCs sections of RR? As it stands now, if I move a CT actor to a hidden Combat Group, they instantly disappear from RR (as I think they should).

    I'm very curious as there are some other extensions (Clock Adjuster comes to mind) that I would love to use, but don't interact favorably with Combat Groups in the same way.

  4. #514
    Quote Originally Posted by rocketvaultgames View Post
    Is it a different call to select which CT entries populate the PCs and NPCs sections of RR? As it stands now, if I move a CT actor to a hidden Combat Group, they instantly disappear from RR (as I think they should).

    I'm very curious as there are some other extensions (Clock Adjuster comes to mind) that I would love to use, but don't interact favorably with Combat Groups in the same way.
    The console is populated differently from how the other functions get the list of characters. The console is a filtered view of the underlying database node while my other functions use the CombatManager functions.

  5. #515
    Quote Originally Posted by mccartysr View Post
    The console is populated differently from how the other functions get the list of characters. The console is a filtered view of the underlying database node while my other functions use the CombatManager functions.
    Thanks for the reply.

    Unfortunately that probably means it's not an easy change on your end to make the Random Selector pick from only those in the filtered view and I won't be able to just replace CombatManager.getCombatantNodes() with a different call to solve other issues elsewhere...

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