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[GroupInit] how to remove dex tiebreaker

Added groupInit in my second campaign and selected ogl sheet config - and it added automatically dex tiebreaker to rolls (even its not checked anywhere or being used at all) - my question is how to remove it or "setup" group in groupinit so it wont be adding it automatically - as workaround I am currently using "max decimals" set to 0 
I think you're doing the right thing.  I have a few commands I run for GroupInit whenever I create a new game: !group-init --help !group-init-config --apply-standard-config|dnd5eogl !group-init-config --set-announcer|Partial !group-init-config --set-max-decimal|0  #4 is what will remove the decimal tie breakers from rolls. I have a private forum post that I have a checklist of things to do when setting up a new game. So I can make a copy of my current campaign and have all the scripts set up exactly the same in just a minute or two. (I have about 30 active scripts and about 10 of them have some kind of configuration that needs to be set upon first usage.)
Yeah workaround works - but thing is in my other game groupinit does not have that dex tiebreaker added - its just bugging me so much :-D   vs 
Hmm.. I'm guessing that you probably set the max decimal settings to 0 in your first game but don't remember doing it!  I'm pretty sure that the default is 2 when the script is first run.  You can run the '!group-init --help' command to see what the settings are in your first game, and just make sure they are the same in any other games you install the script.
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Edited 1608406576
no no :(  In my first/original game I somehow have this and in the second one this not sure how did i remove that after + sign :-/ or I am not even sure If I was ever removing it - it just worked as I wanted out of box :-D  It was also in post above but image did not attach somehow :-/
Hmm... double check all the other settings.  Make sure you have the same configurations, such as the same character sheet etc.  Also make sure that you don't have an earlier version of the script on your original game that may have had different defaults.  If none of that figures it out then maybe we'll have to page The Aaron to see if he knows what else might be causing it or if you need to do something else entirely.
1608429032
The Aaron
Roll20 Production Team
API Scripter
Sounds like you just need to remove that bonus stat group and add another one with only the initiative roll.  !group-init --del-group 1 !group-init --add-group --bare initiative_bonus
The Aaron said: Sounds like you just need to remove that bonus stat group and add another one with only the initiative roll.  !group-init --del-group 1 !group-init --add-group --bare initiative_bonus Yep this works! Aaron to the rescue! thanks a lot
1608484615
The Aaron
Roll20 Production Team
API Scripter
No problem.  Jarren was on the right track, so that helped me solve it faster. I really need to rewrite the interface to that script, it's a bit arcane.
Weird thing is - that I am pretty sure that I did no setup with group-init on both games and it produced different results (not to mention that second game is copy of first game (so i had to setup all scripts again which produced this)) weird.. Thanks again tho :)
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Edited 1608486018
The Aaron
Roll20 Production Team
API Scripter
Depending on when you set up the first game, it might not have had the auto config stuff for the 5eOGL sheet, so you might have just copied a command manually which didn't have the tie breaker in it.  I only added that auto config stuff earlier this year.