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View Code? Open in Web Editor NEWA module for faster, easier, and more dynamic rolling in the D&D 5th Edition system for Foundry VTT.
License: GNU General Public License v3.0
A module for faster, easier, and more dynamic rolling in the D&D 5th Edition system for Foundry VTT.
License: GNU General Public License v3.0
At the moment if you have alternate rolls then it disables the bypass used to not roll a quick roll since both use the same button. is it possible to have the possibility to configure which button is used for which.
Description
When upcasting a spell that rolls additional dice when upcast, the additional dice are not rolled if the "Always Roll Damage Manually" setting is on; only the base damage dice for the spell are rolled.
Additionally, any references to @item.level in the damage formula of the spell will use the base level of the spell instead of the upcast level, so it appears to be an issue with the correct level being passed through when manually rolling damage instead of not applying the "Level Scaling" field correctly.
Incorrect Output with "Always Roll Damage Manually" on:
Correct Output with "Always Roll Damage Manually" off:
Steps to Reproduce
Versions
Other Modules
Issue still occurs with only Ready Set Roll and libWrapper on.
Also, thank you for all your hard work on replacing Better Rolls, it's been great so far :)
Is your feature request related to a problem? Please describe.
Somehow the apply dammage/healing buttons are a little bit confusing for the players. If the GM attacks the player, it makes totally sense, that the player can use them to apply the damage to his token, because the token is mostly in his fokus.
But if he attacks and enemy, the apply damage would also effect his token, because he cannot select the enemy token.
Describe the solution you'd like
If the Ticket with damage applying to target tokens is implemented, then this ticket can be closed!
Describe alternatives you've considered
Maybe its possibile to get a permission for the apply damage buttons? So i can use them only as a GM in my group?
In BR, there was a button in the top right which, if you clicked it, repeated the previous roll. This repeats the roll with only the dice included (hiding the description). In addition, repeating the roll this way will re-place a template and not consume additional resources.
This feature was especially useful for spells like Scorching Ray and Magic Missile, where you don't want to use more than one spell slot and don't want to repeat the dialogue, but want to use the same roll specifications.
Description
Certain damage formula will produce an Uncaught (in promise) Error: Roll.safeEval produced a non-numeric result from expression...
error.
Steps to Reproduce
The bug lies in the addFieldDamage
function, specifically at: const partTerms = roll.terms.splice(0, tmpRoll.terms.length);
Versions
Other Modules
None.
Description
Context gets applied incorrectly to rolls dependent on what rolls are checked or not checked for any given quick roll (normal or alt), resulting in incorrect context being displayed on the chat screen.
Steps to Reproduce
Versions
Is your feature request related to a problem? Please describe.
The little "+" "Click to roll critical damage" is incorrect when I have a weapon with non-standard damage
Describe the solution you'd like
I created a "Vicious Longsword" that does 2d8kh damage instead of merely 2d8. It works great, and is truly "vicious" >:-)
But when I click the "+" for a crit it rolls 2d8. That's nice and all, but couldn't there be a way to override with a custom crit damage? I'd really like something like "2d8kh + 2d8kh + @mod" <<< if you know what I mean. ;-)
Describe alternatives you've considered
The only alternate I can think of is having the player roll it manually. Computers can do so much more than that though!
Additional context
I've probably given too much context, so I'll quit while I'm ahead.
Admittedly I don't know if this has to happen on Automated Animations end or here, but it would be a very nice compatibility to have.
Thanks so much for creating this! It's wonderful to have a Better Rolls-like solution for modern versions of Foundry. The attack and damage chat card UI and the buttons to apply damage and healing are excellent.
I was wondering if there might be some way to allow players to apply situational bonuses to attack and damage rolls before getting to the fully-functional styled chat card? A user can hit ALT to get the normal roll dialog and add situational bonuses, but then they don't get the benefit of the enhanced chat card or the ability to apply damage. Even if the "Always Roll Damage Manually" brought up the pre-roll dialog where a user could specify situational bonuses, that would be great.
Maybe this isn't possible for some reason, but it would be great helpful for my group and my lazy players! Thanks again.
One Feature that would be nice to have is the automatic application of advantage or disadvantage on saving throws,ability checks and skill checks with quick roll. For example my players and I have a hard remembering to apply disadvantage on Stealth if someone is wearing heavy armor.
A good solution in my opinion would be some kind of Flag you can add to an effect which automatically set the specific skill to roll with advantage without the need to manually trigger it on the roll.
I'm not sure if this is a niche problem but I surely would be happy to no longer worry about that.
Thanks for your hard work
Description
Modules such as Argon use Synthetic items for some of it's features. RSR throws an error when such item is rolled
Steps to Reproduce
The easiest test is by using Argon combat hud, so install the module
Open the HUD on a linked actor
Try to roll any of the special actions (Disengage\dash etc...)
See the console error
Versions
all latest but it should not matter
Other Modules
The error can be reproduced by using Argon, but any other module that makes use of synthetic items will generate the same issue. This problem was also present in Better Rolls and was fixed at some point.
Description
After I rolled an attack with either a spell or an item and clicked the (+) or (-) in chat to roll for advantage or disadvantage the image of the item or spell is lost and replaced with the foundry default image. If Advantage and Disadvantage is triggered via Shift or CRTL the image is displayed as expected
Steps to Reproduce
Versions
Other Modules
None. Deactivated everything but "Ready Set Roll" and "libWrapper".
EDIT:
The problem is persistent through different Browsers (Chrome, Chromium, Firefox) and does not care for where the image is save or the file format (only tried .png and .jpg). The Console does not show any errors!
Something I love about midi-qol is that you can specify sounds to play on specific types of rolls, such as specific result on attack rolls, or skill checks, and so on.
While BetterRolls5e didn't have this feature either, I'd really love a similar sound-hook for rolls. For example, I want to play a random sound from a playlist on a critical hit for players only, and a different playlist for critical hits from Hostile creatures. A la Darkest Dungeon. Campy, but fun!
Would it be possible in the future for damage rolls to not be automatically rolled when using a quick roll? Would be nice if this became an option in the settings.
Description
The module doen't appear to be triggering Dice So Nice when rolling Skill Checks, Saving Throws and Attack Rolls, Damages and other rolls work fine.
I also tried using just RSR with no other modules, and dice rolls don't reproduce any sound.
Steps to Reproduce
Versions
Other Modules
Dice So Nice, but I also tried with nothing and there is no dice roll sound.
Description
Versatile option is ignored when rolling damage. Not sure if this is a bug or not implemented yet.
Steps to Reproduce
I couldn't find any reference to the quickVersatile
flag being passed into the params for the item.rollDamage
method to pick up in the addFieldDamage
function.
Versions
Other Modules
None.
Description
Spells granted from Magic Items are being triggered twice; regular spells are unaffected. On the first triggering, neither the flavor text, damage type label, nor saving throw are being displayed correctly, nor is the damage being automatically rolled.
The second triggering of the spell displays normally, although it is often delayed by a few seconds.
Steps to Reproduce
Deselecting the options listed on the Quick Roll tab for the spell hides the specified fields for the second triggering of the spell, but the first triggering of the spell is unaffected.
Disabling the "Ready Set Roll for 5e" module stops the spells from being triggered twice, and they work normally. Spells activated from a character's regular spellbook function as normal, and are not triggered twice.
Disabling the "Magic Items" module removes the added spellbook field for Magic Items, negating testing. Spells activated from a character's regular spellbook function as normal, and are not triggered twice.
Versions
Other Modules
Is your feature request related to a problem? Please describe.
Yes, retroactively rolling lack of support for Elven Accuracy.
Describe the solution you'd like
When retroactively rolling advantage take into consideration if character has the Elven Accuracy feat.
Additional context
Elven Accuracy feat sets flags.dnd5e.elvenAccuracy = true
and then uses 3d20kh
as the attack roll whenever the attack roll has Advantage.
If you use a consumable like a potion of healing, but you use the last of a stack then the chat button to roll for damage/healing doesnt work. works if you still have at least 1 more in your inventory but if its the last then nope. saving throws still work
With quick roll enabled for items, when using an item with charges, the charges are not being consumed on the item.
Description
Adding damage types to rolls that call variables such as class levels when creating damage rolls on items/weapons causes the quickroll system to break and prevent rolling.
Steps to Reproduce
Versions
Description
Items that are destroyed on use, such as Alchemist's Fire, throw a 'The requested item XXXXX no longer exists on Actor Player' error when the Save button on the card is clicked and the save is not rolled.
Steps to Reproduce
I believe Better Rolls 5e stored the item in the card data itself to avoid this problem.
Versions
Other Modules
libWrapper
I would like this module to function with Dice so Nice, so that clicking an item, skill, etc, will cause the 3D dice to roll. Right now, some dice roll, but D20s do not. I am unsure if it is a bug that some dice roll, or a bug that some dice do not roll - but it is not consistent.
I love the direction of this module so far! Thank you for taking up such a big project.
Die Hard is a dice fudging/cheating* module and a Karma Dice system for DMs developed by UranusBytes on commission from me. Link at: https://github.com/UranusBytes/foundry-die-hard This mod allows sensible mindful DM to provide newbies with a great time, to save their campaigns from extremely bad series of bad dice or one critical roll that the whole plot hangs on. What it does is capture dice rolls, reroll them secretly until the value is within set reusable rules (one time or persistent) and then only show the dice roll message if the value fits expected ranges.
Die Hard works great on other systems like PF2 but never worked with complete dice message overhauls like Better Roll for 5E, and getting its developer to allow API that let Die Hard pass the acceptable fudged value to Better Rolls so it displays the message was never realized. We were even thinking about forking Better Roll to allow compatibility, but suddenly this mod filled the void of the now abandoned Better Rolls.
If you would be interested, and it could be a feature commission if this is on the fringe of the mod's scope, a compatibility API for Die Hard to work with the dice values before Ready Set Roll fires up would allow for both mods to coexist on 5E.
Really glad to see the revival of BR! Thanks for all this hard work!
So here's my question: will the 'Apply Active Effect' button be added in the future? It was a feature we used a lot with spells like Bless or the barbarian Rage.
Oh, is it possible to add this module on the Foundry Hub Weblate (https://weblate.foundryvtt-hub.com/)? I'll definitely translate this module if no one gets to it first but it's always nice to do with the community :)
Thanks!
Description
Concentrator function of Combat Utility Belt is not removing the concentration status automatically when that option is selected. (This works as intended when RSR is NOT enabled but ceases to function when RSR IS enabled.)
Steps to Reproduce
So this issue was addressed partly a few weeks back. To preface, I know nothing about coding so I could be completely off base here but yeah.
So the concentrator functionality in CUB is as follows (if you know how it works already, skip this portion):
The issue before was occurring in step 4 (the roll was prompted to the player but selecting yes essentially did nothing (no roll was actually made). However, that issue was fixed but now an issue exists in step 5 b. On a failed concentration check, the concentrator function should auto-remove the concentrating status, as I do have that option enabled but it does nothing. The roll goes through, but nothing occurs afterward.
I have a screenshot of the log regarding this issue (although again, I have no coding experience and am unsure how much of this log info is relevant but here goes.
Versions
Other Modules
Combat Utility Belt (Concentrator function specifically)
Any dependencies for either RSR or CUB.
Description
NPC manual roll damage button does not work. It does nothing. As far as I can tell, it works for player characters. Also the saving throws do not work. Press the button and nothing.
Steps to Reproduce
Versions
Other Modules
A list of any other installed modules that might be related to the issue.
Description
With "Enable Quick Roll for Items" on items do not use up limited uses when rolled. Consumables however still work as intended.
Steps to Reproduce
Set a weapon or a piece of equipment to have Limited Uses, recharge does not matter. Setting Resource Consumption to using item charges of self does not effect the outcome. Enabling Alternate Roll or using Alternate Roll for items does to effect the outcome.
Versions
Other Modules
Only libWrapper
Hello,
I actually cannot install the module for now, here's the error in the console :
[ready-set-roll-5e] Metadata validation failed for module "ready-set-roll-5e": The file "lib/libwrapper/shim.js" included by module ready-set-roll-5e does not exist
Hey! Thank you for adding DAE compatibility, but there's a very small bug which I'm encountering. It looks like when 2 different DAE effects modify the damage field, then it seems to bug out and do neither.
For example, for a hexblade, I set up a toggle-able effect which adds 1d6 necrotic, which works with Ready Set Roll now! Similarly I set up hexblade's curse, which adds @prof damage, which also works with Ready Set Roll! But when both are active at the same time, the damage seems to bug out and add neither- doing a 0[necrotic] instead.
Description
Other Formula is not rolled nor selectable in the Quick Roll tab.
Steps to Reproduce
Strangely, the card did actually include the Other roll the first time, but it rolled a 0 for a Level 1 Wizard which should have rolled a 1 based on the formula: ceil(@classes.wizard.levels/2)
. I disabled rsr5e to double-check that the result should be 1 (it should) then re-enabled rsr5e and since then Arcane Recovery has not included the Other roll. See screenshots:
Arcane Recovery with the Other roll
Arcane Recovery with rsr5e disabled:
Arcane Recovery with rsr5e re-enabled:
Versions
Other Modules
libWrapper
Is your feature request related to a problem? Please describe.
I come from the DSA/TDE System where i can apply the damage to target tokens. Since i use the Module "Attack Roll Check DnD5e" in DnD5e it would be really cool to have an option, where i can switch the apply damage from selected to target tokens.
Description
While this module is active, any and all items that are used, instantly appear to disappear, regardless of charges and recharge type, a copy of it is then placed in the item tab. The charge is depleted, so the item in the item tab will have 0/1, if it had 1/1 charges, or 2/3 if it had 3/3, etc.
Basically, upon using any item with charges, it is instantly put into the item tab. If copied out of a folder within the item tab, and used in a character sheet, it is returned into this folder. If used out of the compendium, it is put into the item tab outside of any folders.
Apparently it's only on consumables and it works fine, until the last charge is depleted, no matter if it has "destroy on empty or not". Once it reaches 0 charges, the item will display this behaviour from then on, infinitely returning and duplicating itself.
Steps to Reproduce
Versions
Other Modules
Tested with no other modules active, problem persists.
Description
When using the option to always Dual Roll, a Critical Hit on the first roll will correctly trigger a Critical Damage roll (double dice), but a Crit on the second roll will not. See screenshots:
The expected behavior would be, that Crit Damage is rolled whenever any one of the two rolls is a Critical Hit.
Versions
Other Modules
No other modules active, that modify rolls in any way.
Description
Once using the character sheet to activate an attack, the damage roller instead rolls using the old visual style, however automatically rolls the dice regardless. A Chat message matching the message displayed in the readme, is not present at any point.
Steps to Reproduce
Versions
Great module, thank you so much for your work.
something i noticed, when you dual roll and one of them is a nat 20 the critical damage will be roled too, but what if that roll is rolled at disavantage? BR used to have a dialog show up asking if you wanted to apply the critical damage, is it possible to have something similar? or another way to choose not to apply the critical damage?
Hello,
Not sure that is a feature request or a bug to fix. I use Midi QoL to have a "apply active effects" on selected tokens button using DAE. Unfortunately the compatibility with Midi QoL doesn't allow that today. When Midi QoL is working alone it works partially (not displaying damage in the same card), but when i use both Midi and Ready Set Roll i lose this feature. This interaction between the 2 modules worked well with an old version of Better Rolls on V9.
I like very much the Ready Set Roll aesthetics and interface and i'd prefer to get rid of Midi than RSR.
With Midi Qol : displaying a "Apply Active Effects" button but doesn't display damage
With RSR : displaying damages as i like but not "Apply Active Effect" button.
Thank you for reading and sorry for my bad english.
Description
On the second to last update I noticed that the module was in English. the /lang/pt-BR.json was there so I looked in the module.json and yep, the language option was gone. Another update and it the same. Maybe it's something with weblate? Just wanted to let you know. Thanks โ๏ธ
Versions
This is the last thing I am greatly missing from Better Rolls for 5E my players and myself are very used to, is adding advantage or disafvantage after the roll, especially if I as a DM remind them, or they figure it out they missed to use the right keybinding.
What Better Rolls for 5E does is show [+] and [-] buttons on each side of the check/save/attack roll on hover only, andif pressed, the roll gets added advantage or disadvantage.
Similarly, a {+] button is available for damage rolls on hover, to turn a normal damage roll into a critical damage roll by adding another die rolls and add to the existing normal damage.
Would it be possible to have the roll multiple dice, which rolls 2 d20 when doing a skill check or attack roll if turned on, to be on a per person basis? I myself like to have it always on, but I have players that really like to manually roll the second dice, by clicking again and keep some suspense.
Also great work so far.
Is your feature request related to a problem? Please describe.
No
Describe the solution you'd like
Better Rolls, with proper MIDI QOL settings, could show a message about whether the attack hit or missed, whether the saving throw was successful or not.
I would like to have either the same ability to work together, or to have my own function for displaying the result.
Describe alternatives you've considered
Do not participate in automation, but change the design of the chat window to your own.
Just as the title states. if you click on + or - for adv or disadv on an existing roll , it will not activate a dice roll from Dice so Nice
Versions
Other Modules
Dice so Nice
I am testing V10 now and Ready Set Roll looks great. The dual rolls and format are super.
Not a rush item, I never noticed that Better Rolls is what added the 'roll' button on the character sheet. I always figured that was a default thing. (see below pic)
It is helpful now and then to be able to roll off the character sheet like that.
Is that something you might want to add in the future?
Thank you
Description
Clicking on the header of an ability save chat message generates a 'Cannot read properties of null (reading 'style')' error due to the card missing the content element.
Steps to Reproduce
Versions
Other Modules
libWrapper
When the "Always Roll Multiple Dice" configuration is turned on, if I roll:
20 and 18, it will show critical damage properly (for example, 6 + 3 crit)
But if I roll:
18 and 20, it will not show critical damage (for example it will only show 6)
When "Always Roll Multiple Dice" is on, it should show critical damage regardless of which attack roll scores the natural 20.
Just wanted to say this is looking great already so thanks for this.
One of the key features of better Rolls is dual D20 Rolling is this Planed for ready set roll?
Regards
Axium
One feature from Better Rolls that I miss is the ability for the GM to hide monster's save DC from the players. A quick peek at the code shows me that at least part of the feature has been implemented but commented out. Will this feature be implemented at some point in the future or has it been cut?
Thank you!
Very happy to see a promising successor of Better Rolls! When trying to install your module via the "Install Module" menu in the Foundry settings, I encountered the following error:
ready-set-roll-5e] Metadata validation failed for module "ready-set-roll-5e": The file "lib/libwrapper/shim.js" included by module ready-set-roll-5e does not exist
Description
If the setting "Critical Damage Maximize Dice" in the DnD settings is turned on, the damage dice appear twice,
once maximized and once rolled. For example attacking with a mace would yield:
Turning the setting on should yield 1d6+STR+max(1d6), however this does not happen, instead 1d6+STR+max(1d6)+1d6(crit) is used.
Versions
Other Modules
midi-qol but roll automation is disabled
Better rolls had an option to auto-roll the "Attack" for a weapon/spell/whatever, but had the option to have the "Damage" button be manually clickable and rollable, as players prefer that "half automation".
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