grouproll's People
grouproll's Issues
V9, Group Roll buttons do not appear in the toolbar
Clone window functionality so DM can maintain multiple windows at once
An option to open multiple Group Roll or Group Save at once, each can be kept and configured with different roll. Useful for DM to keep Perception separate and always ready to be fired from any other roll such as Insight or Investigation.
Output to chat as Private GM roll
Allow the GM to change the behavior of the output to chat from Public Roll to Private GM Roll.
Module is now v10 compatible only
Since aa4372f, you've changed the module.json to use id
field instead of name
which makes it v10 compatible, but also means it's unusable in v9.
The module's minimum compatibility should be bumped from v0.7.2 to v10 for the 0.10.2+ releases of the module.
Also make sure to update the minimum in the Foundry admin interface (https://foundryvtt.com/packages/grouproll) otherwise any user on v9 trying to install it will have a module that fails to even appear in the module list.
Thanks.
Grouproll causes critical results not to color in green or red
When Grouproll is turned on, critical results do not color the final result in green or red, despite the individual dice are colored properly. The results will render properly and results will turn green and red when the page is reloaded.
While rolling:
After page is reloaded:
This may be conflict with other existing mods. These are installed:
- Actually Private Rolls
- Better Rolls for 5E
- Combat Utility Belt
- Deselection
- Dice Calcualtor
- Favourite Item Tab
- The Furnace
- Group Roll Check and Saves
- ImageDrop
- Gamemaster FOW
- Minor Quality of Life Improvements
- Modbox
- Pointer
- Grid Scale Menu
- Search Anywhere
- Skycons
- Tiles Browser
- Token Health
- Token Mold
- Torch
- Virtual Tabletop Asses - Iconizer
- Virtual Tabletop Asses - Party Overvirew
- Virtual Tabletop Asses - Tokenizer
pf2e rather than group check use victory points or follow the expert
pf2e does not have a group check rule, and unlike 5e can have critical success/failure on skill checks. However the gamemastery guide has victory point rules for biased accumulated scoring and is good to use for group checks. (critical success/failure is +/-10 over/under the DC while nat1/20 may not be a critical it just lowers/raises the success, but I would suspect you can just leverage the ruleset for that)
If result is for the group then use Accumulating Rolls
In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.
Critical Success The PCs gain 2 Victory Points.
Success The PCs gain 1 Victory Point.
Critical Failure The PCs lose 1 Victory Point. This means that the result of a PC’s check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.
if the result is for individual (such as avoiding notice) rather than for the group (there are no group stealth rolls in pf2e) then use Follow the Expert
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).
Hover description for Group Roll field
It is a bit unclear how Group Roll field value is chosen base don the rolled results. A hover over it that explains how the value is calculated/chosen would greatly improve the use of that value.
BUG: 'Shift + Click' on 'Roll' doesn't display individual token rolls to chat
Environment:
Group Rolls Checks and Saves v0.8.3
Foundry v0.8.9
Foundry VTT 5th Edition v1.4.3
Expected Behavior:
Output individual rolls into chat like shown in the README
Actual Behavior:
Individual rolls do not show in chat
https://user-images.githubusercontent.com/32396474/134780522-1e7e8cc2-1222-4052-bc7f-68c22fab50f3.mp4
Group Saving Throw/Check Not Working (v11)
Hello!
First of all, thank you for writing this module. It's been immensely helpful during my years of GMing!
Since updating to v11, however, I seem to be having trouble specifically with the Group Saving Throw/Check button. Clicking on the menu button no longer brings up the dialogue.
Find the Culprit seems to think that this is a conflict with DF Convenient Effects; disabling that mod allows the Group Saving Throw/Check button to work again.
These are the errors that come up when trying to use the button.
0.7.4: Breaks the "close" button on all windows
Not sure how it's breaking them, but I can't close any windows if this module is enabled on my 0.7.4 server.
Selected tokens no longer updated
With current versions of Foundry (0.8.9) and 5E (1.5.3), the selection of tokens is no longer updated after a roll when pressing the Pass or Fail buttons. Only the list of displayed PCs/NPCs changes.
Shift-click does not remove conditions
@cs96and, you recently added to the Grouṗ Ability Check the option to apply a condition to a group of tokens. Previously, shift-click would remove the condition. With the latest release of FVTT 11, shift-click no longer removes the condition. I will look into this when I find some time, unless you manage to fix it first.
Feature Request: Dice So Nice integration
It would be nice to add an option to allow Dice So Nice integration
Group passsive checks round up
Full disclosure, I might be being an idiot!
Groups passive perceptions are: 11, 11, 13, 13, 14 = (62/5) = 12.4
Module shows Passive perception as 13, but 5e should always round down.
Feature Request: Add configuration option to always display group rolls to chat
It would be nice to be able to configure the mod to output group roll results to chat by default. This way, a GM does not need to hold shift everytime they click on the 'Roll' button.
Skill Check Dialogs broken in dnd5e 0.96
Support for PF2
Please add support for PF2 or release a PF2 version that does the following
- support the PF2 skills + Perception (ability) + Class check/DC. In PF2, skills don't get to use any ability but you may want to keep this functionality because it is nice addition to PF2.
- reames Passive skill values "Skill DC"
- renames Advantage Disadvantage into Fortune Misfortune
- similar to Fortune Misfortune, two cycled buttons to add +1, +2 or +4, or -1, -2, -4 to the roll.
Button to populate GroupRoll with all players
Sometimes players are spread across a large map or are hard to see or among enemies, and selection will catch enemies as well.
Just a button to populate the GroupRoll with all PC actors would be an amazingly simple solution to this problem.
Support for remembering the last chosen skill selection
One issue I am facing when using GroupRoll a lot is closing the window but then coming back to it and having to set the same skill combination (usually Perception).
It would be nice if there was an option that allowed to remember the last chosen skill and attribute between window instances.
Feature Request: Make the window resizable
If you have more than 5 actors in the group check, then you have to scroll the window. It would be nice if the window was resizable.
Saving Throw check box gets cleared when changing the Ability
Steps to reproduce...
- Do a group ability check
- Check the "Saving Throw" checkbox.
- Change the ability to a different one
- The saving throw check box gets cleared
Lots of warnings about CONFIG.DND5E.abilities in dnd5e 2.2
When using this module with dnd5e 2.2, I am receiving lots of warning about CONFIG.DND5E.abilities becoming an object...
E.g....
Error: The value of CONFIG.DND5E.abilities has been changed to an object. The former value can be acccessed from .label.
Deprecated since Version 2.2
Backwards-compatible support will be removed in Version 2.4
at Object.logCompatibilityWarning (commons.js:1993:19)
at Object.toString (config.mjs:1775:19)
at Object.f [as escapeExpression] (handlebars.min.js:27:3781)
at eval (eval at createFunctionContext (handlebars.min.js:29:1808), <anonymous>:6:17)
at h (handlebars.min.js:27:17870)
at c (handlebars.min.js:27:6899)
at handlebars.min.js:27:7585
at Object.<anonymous> (handlebars.min.js:27:7597)
at Object.c (handlebars.min.js:27:19853)
at eval (eval at createFunctionContext (handlebars.min.js:29:1808), <anonymous>:10:52)
at Object.h [as fn] (handlebars.min.js:27:17870)
at Object.select (foundry.js:8074:26)
at Object.c (handlebars.min.js:27:19853)
at Object.eval [as main] (eval at createFunctionContext (handlebars.min.js:29:1808), <anonymous>:11:129)
at c (handlebars.min.js:27:15429)
at d (handlebars.min.js:27:15744)
at e (handlebars.min.js:28:22748)
at renderTemplate (foundry.js:7712:10)
at async GroupAbilityCheck._renderInner (foundry.js:5946:16)
at async GroupAbilityCheck._render (foundry.js:5791:19)
I think there might be several places in the code where this warning is getting triggered.
Allowing selection of both passed/failed tokens?
Currently, pressing the Pass/Fail buttons also changes the Group Roll window contents. Thus, after pressing Pass, it appears to be no longer possible to press Fail to get the tokens that failed the prior check.
Idea: Change the behavior, so that the Pass/Fail sets will only be updated/overwritten once the Roll button has been pressed to perform a new roll. That would allow having access to both the failed/passed token sets for different actions.
Clicking "reset" kills the grouproll window
When clicking the "reset" button, the following error occurs:
main.js:161 Uncaught (in promise) TypeError: Cannot read property '0' of undefined at main.js:161 at Array.map (<anonymous>) at GroupSkillCheck.getTokenList (main.js:148) at GroupSkillCheck.getData (main.js:136) at GroupSkillCheck._render (foundry.js:3521) at GroupSkillCheck.render (foundry.js:3495) at Object.onclick (main.js:69) at HTMLAnchorElement.<anonymous> (foundry.js:3627) at HTMLAnchorElement.dispatch (jquery.min.js:2) at HTMLAnchorElement.v.handle (jquery.min.js:2)
Afterwards, the window is unable to be closed or interacted with. Only refreshing the browser window clears the issue.
Icons for new damage/effect buttons not supported before version 10
@cs96and, the Font Awesome icons used for the new damage/healing/effects buttons in the ability check template do not show up when the module is used in FVTT version 9. It appears that these icons may have been added to FVTT in version 10.
Changes to DC and Bonus don't stick if you click on Roll after editing them
Steps to reproduce
- Start a group ability or skill check
- Enter a DC, but do not press enter, or click anywhere else
- Click the "Roll" button
- The DC reverts back to its previous value
The same issue also happens with the "Bonus" boxes.
PF2 1.13+ onward changed strings, need to be updated
Strings under PF2 system are broken as of 1.13. This is because the system changed how they name their strings and they now appear with their technical names instead. Otherwise functionality is intact.
Cannot select PCs in PF2 2.5.3, FVTT 0.8.8
Allow for Group Advantage/Disadvantage on Saves
Running Rime of the Frostmaiden right now, encountering just way too many Monsters that have Magical Resistance (Advantage on Saves against magic). It would be incredibly helpful if I could group roll their saves with Advantage/Disadvantage for just such occasions.
Group rolls not working?
I'm trying to play around with this group rolls module, and when I select a group of PCs it usually only drops one into the group rolls check and it doesn't let me close the window of the group rolls
I get this in the console not sure what it means:
main.js:143 Uncaught (in promise) TypeError: Cannot read property 'halflingLucky' of undefined
at main.js:143
at Array.map ()
at GroupSkillCheck.getTokenList (main.js:134)
at GroupSkillCheck.getData (main.js:122)
at GroupSkillCheck._render (foundry.js:3342)
at GroupSkillCheck.render (foundry.js:3316)
at Object.onClick (main.js:242)
at SceneControls._onClickTool (foundry.js:18778)
at HTMLLIElement.dispatch (jquery.min.js:2)
at HTMLLIElement.v.handle (jquery.min.js:2)
Button to remove each actor from the GroupRoll list
This is useful when DM adds all PCs or draws selection, and during the discussion one PC or extra NPC needs to be removed, and the Group Roll value is actually important so an extra added actor cannot be excluded without redoing the roll.
This can be done with a small X next to each player's name.
Feature request: Add "Select Failed/Passed" buttons
In the chat output, I would love it if there were two buttons:
- One that would automatically select all members of the group who passed
- One that would automatically select all members of the group who failed
This would be super helpful for me for when I need to manually do something based on the roll results, for instance, giving health back to members of the group who passed a saving throw if MQoL accidentally did too much damage, etc.
Thanks!!
Feature Request: Ability to apply damage / healing to selected tokens
Once you have done a group saving throw, it's usual that you want to apply damage to the ones that failed (and sometimes half damage to those that passed). It would be nice if there was a damage box where you could deduct HP from the currently selected tokens.
I'm happy for the "half damage on a save" to be a manual process. I.e. the workflow could be something like...
- Do group saving throw with a DC
- Select the tokens that failed (click the Fail button)
- Enter the hp change in the box (e.g. -10) and click apply
- Select the tokens that passed (click the Pass button)
- Enter the hp change in the box (e.g. -5) and click apply
PS Sorry for bug report / feature request spam! I just started using the module, and it's really great. I just noticed a few things that could be improved.
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