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June 3rd, 2026, 01:14 #11High Patriarch
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- Dec 2016
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Thanks for getting back with that info.
Is there a way to make an ability roll result be the value of an ability; or set up opposed roll mechanics?
Basically, I'm looking to see if there is a way to automate opposed roll checks.
Example:
PC1 attacks Defender
PC1 rolls for attack and Defender rolls for defense (replacing the static AC typically used).
It can also be used for opposed Ability/Skill checks and basically replacing 5E style saving throws.
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Yesterday, 09:42 #12High Patriarch
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- Dec 2016
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I'm really liking the Dotted Attributes.
Couple of requests, allow the removal of marked dots when holding SHIFT, ALT or CTRL instead of just being able to cycle through them in one direction.
I tested with an item and if that item has an effect that names the Dotted Attribute and +# it does mark the Dots for that Attribute, as expected. (I've not tried with negative modifiers yet).
If the number of Dots is less than the effect it ignores the "extra" even after you add more Dots. Not sure if you can code it so that it will update correctly when adding new Dots.
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Yesterday, 15:23 #13
Good insights!
Dotted attributes will receive some improvements, such as value adjustment using CTRL + mouse wheel, support for dynamic values, and new buttons to add/remove 5 dots at once instead of just one.
For modifiers that exceed the dot limits, I'll probably use the same mechanic already used in ability rolls, where you have checkboxes for “Bypass max limit”.
I'm finishing the implementation phase of the new build right now, but I still need to run some extensive tests to make sure everything is working properly and that the new mechanics did not interfere with the existing ones.
Lots of exciting new features are coming soon!"A saint does what is right. A leader does what is necessary."
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Yesterday, 21:07 #14High Patriarch
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- Dec 2016
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Today, 04:39 #15
This is what is ready and being tested at the moment for the next release.
Core Expanded 1.1.0 Preview
New Effect Tools
-Added ROLLVALUE, storing the final total of the latest roll.
-Added DICEVALUE, storing the natural value of the latest die rolled.
-Added TARGET(Attribute), allowing effects and dynamic values to reference the current target’s attributes.
-Added FORCESUCCESS and FORCEFAIL.
-Added AGAINST for resisted checks, such as CHECK: Attack AGAINST: Armor.
-Added DC for difficulty checks, such as CHECK: Attack DC: TARGET(Armor).
-DC supports optional criteria: lt, le, gt, and ge.
Expanded Attribute Rolls
-ROLL can now use attribute names directly.
-Attribute rolls can combine attribute values and assigned dice.
-Dotted attributes can now support dice-based rolling, including dice pool style behavior.
Custom Attribute Effects
-Attributes can now have their own custom effect line.
-Custom attribute effects can run automatically when the attribute is rolled.
-Custom effects can be toggled on or off per attribute.
-Supported on numeric and dotted attributes.
Targeted Automation
-Effects can now read and modify target attributes using TARGET(Attribute).
-Target-aware formulas can be used in dynamic values and roll effects.
-Multiple targets are resolved independently, while dynamic previews use the first target for display.
Dotted Attribute Improvements
-Added dice and roll controls for dotted attributes.
-Added context menu options to add or remove 5 dots at once.
-Added CTRL + mouse wheel support to increase or decrease dotted values.
-Added “Bypass maximum value” support so effects can temporarily expand a dotted attribute’s maximum.
UI Improvements
-Improved attribute theme coloring across labels, numeric fields, dice fields, roll controls, and checkboxes.
-Added tintable checkbox assets for better visibility on dark attribute themes.
-Improved dotted attribute layout when dice are assigned.
-Documentation
-Updated /ce effects helper text.
-Added helper entries for the new 1.1.0 effect tools.
-Revised helper descriptions to better explain where effects should be placed and how placement affects behavior.
Technical
-Reorganized effect handling into smaller modules to avoid Fantasy Grounds script buffer/local variable limits.Last edited by Alanrockid; Today at 04:42.
"A saint does what is right. A leader does what is necessary."
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