When you want to include a custom state in an expression, you have to first select the page or element with which the custom state is associated. After you select the page/element, you will be able to select the custom state itself.
Oh my god, I’ve done this so many times already but as this was the first time I stored the custom state on the element itself I didn’t think to do it. It worked, thanks!!! I love how simple this all is once it clicks 
Hey again,
I 'm trying to combine Polyhedra rolls with the new parser, but I’m running into an issue with my workflow.
Step 6 gives me a random value between .8 and 1.2, and step 7 parses and rolls my player damage. Step 8 is supposed to grab those two rolls and combine them to give the player damage with variance applied, but I think when I pull up the last dice roll on step 8 it’s grabbing the dice roll from step 1 and not the parse from step 7. Anything I’m missing there?
Yes, the part you’re missing is that Polyhedra’s actions will complete asynchronously with respect to other workflow steps.
That is, within a workflow, a step like Parse Dice and Roll cannot be guaranteed to complete before Bubble runs the next workflow step.
This is why it fires the Dice Rolled event, which triggers after the roll has been published to Polyhedra’s outputs and you know that there are new values there. Use that event to trigger any subsequent steps you might need.
oh man, this just lead me to figure out how to create and trigger custom events… it’s all comin’ together, thanks!!!
Look out… @snarec is leveling up!
Except I’m still failing at getting it to work haha. really thought I had it…
Think I figured it out, I had some lingering conditions from the old workflow that were fussing up the works, need to readjust some things. 
alright… I’ve now found the Polyhedra A Dice Rolled event, but I’m not sure how to get it into my workflow when one button is going to be rolling both a 100 sided dice event (to see if the player hits) and then running damage calculations (1d2 - 1) if they do.
Step 1. Roll the 100 sided dice with modifiers to see if they hit. Also roll the random floats for later use.
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Depending on dice rolls from one, either trigger step 3 (miss) or step 4(hit).
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Player misses, this works fine.
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Player hits, Parce Dice and Roll Polyhedra A and trigger step 5
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I tried adding a pause to give time here but it didn’t work. Pauses for a second, then sets state of Player DMG to Polyhedra A’s Float * Polyhedra A’s last dice roll sum. Trigger step 6
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Hides any miss text, sets state of hit flavor text and shows it in case it’s hidden, then sets state of monster health to monster health state - player dmg state…
With this I should be getting a number from 0-2 ish, but I’m hitting in the 50 to 100s… any insight to what I would be missing? I figured setting it up this way would force the dice to fire off before they’d be needed, so I figure I’m either missing something or it doesn’t work that way and I’ll need to rethink my workflow.
lol overkill
Hey @snarec, I don’t have a lot of time to respond just now, but for example in step 4, you’re doing Parse and Roll and “then” triggering a custom event for calculating damage.
Bubble won’t wait for that to finish before triggering “5…”.
So you’d trigger custom event 5 on the “Dice Rolled” event. Now, you’re wondering “hey, Dice Rolled is generated any time I do any dice roll with Polyhedra A so… ummm.,.”
The solution at the moment is to have multiple polyhedra elements: one for player-to-hit, one for player damage, one for monster-to-hit, and one for monster damage so you can differentiate those events.
(A future enhancement to Polyhedra would be to have a string you can pass along with the dice rolls so that you could differentiate between different sorts of rolls. Also, some built in auxiliary states so you could save rolls to some built in states so you could save rolls w/o having to set a custom state. But it’s a free plugin I ginned up overnight, so that’s not implemented yet.)
And just like that you solved the problem. I didn’t even realize you could have multiple running polyhedra at the same time. Awesome!
Yessssssssssssssssssssssssss
All this time I was wondering why it was called Polyhedra “A” ![]()
I’m not sure that fractional hit points makes a lot of sense, but it’s good to see you’re exploring the possibilities, @snarec!
I wanted to make the weapon outputs variable, so it wasn’t the same every time. Since my monsters start with such a low health and my damage starts so low, there way no real way to do variance without the decimals. I may simplify it to a tenth instead of a hundreth but we’ll see. Either that or I’ll multiply everything by 10 eventually to make it easier to understand… I’ll figure that out eventually. On to the next problem! 
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