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allow +dice in initiative #86

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algnc opened this issue Oct 23, 2020 · 3 comments · Fixed by #100
Closed

allow +dice in initiative #86

algnc opened this issue Oct 23, 2020 · 3 comments · Fixed by #100
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enhancement New feature or request fix-pending A fix exists outside of master and will be applied soon

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@algnc
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algnc commented Oct 23, 2020

The Mutant in MCC has +dice to initiative, +1d3 for example. It would be nice if their initiative could be +1+1d3 for example.

@mooped
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mooped commented Oct 23, 2020

image

How do you feel about this solution @algnc ?

It also allows handling the 1 handed/2 handed situation also while keeping the validation on the modifier section.

@mooped
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mooped commented Oct 23, 2020

I've not applied it to NPCs or zeroes yet. NPCs usually always roll a d20 and zeroes have enough problems, though other judges may disagree.

@mooped mooped self-assigned this Oct 23, 2020
@mooped mooped added the enhancement New feature or request label Oct 23, 2020
@algnc
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algnc commented Oct 23, 2020

That looks great

mooped added a commit to mooped/foundryvtt-dcc that referenced this issue Oct 24, 2020
Separate die and modifier for initiative rolls.
Closes foundryvtt-dcc#65
Closes foundryvtt-dcc#86
@mooped mooped added the fix-pending A fix exists outside of master and will be applied soon label Oct 24, 2020
cyface pushed a commit that referenced this issue Nov 1, 2020
* Update compatibleCoreVersion to 0.7.5.

* Separate die and modifier for Cast Spell From Scroll.
Separate die and modifier for initiative rolls.
Closes #65
Closes #86

* Initial implementation of rollable treasure and currency conversion (for
coins).

* Tidy value rolls and currency conversion.
Closes #80
Closes #87

* Use action die for relevant rolls.
Closes #55

* Saves are always rolled on a d20.

* Formatting pass and fix up tests to handle action die changes.

* Handle multiple action dice.
Action dice are set in the config dialog and selected from a dropdown
where the actionDice text field was.
Zeroes always use the first action dice defined in the config.
Closes #90

* Action Dice can be dragged to the macro bar to create a macro that
selects the current die.

* Add maximum fields for abilities and support showing them on the sheet.
Closes #88

* Populate ability score maximums with the initial ability score.

* Implement basic upper level character parsing.
Put some zero level fields in the right places.

* Cleric upper level import passing tests.

* Fix import of treasure items.
Avoid potential nasty infinite recursion when combining As Coins items.

* Handle upper level thieves.

* Parse upper level halfling stats.
Formatting pass.

* Upper level warrior parsing.

* Upper level wizard and dwarf parsing.

* Parse upper level Elf stats.
Closes #90

* Put back template for the 'results' field of spells.

* Validate and format speed field as a distance in feet.
Closes #97

* Remove ability label if a class doesn't have a spellCheckAbility
defined.
Closes #92

* Run formatter.

* Use roll.roll() over roll.evaluate() for compatibility with 0.6.6.

* Rename Show Max Attributes to the more correct Show Max Abilities

* Bump minimal compatible version to 0.6.6 as I'm currently testing on that and latest.

* Bump to 0.16
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