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  1. #71
    Hello Damned.
    Well, now I feel stupid.

    If I use /explode 5d10+5d10 - both groups explode on 10. (which is SUPERB )
    If I use /explode 5d10-5d10 - negative group (second) do NOT explode on -10.

    Is it expected behaviour of /explode logic or a bug?


    Also, neither /explode /edie does work for my custom dices at all (if they are without my laggy script)
    Last edited by Kilitar; October 30th, 2018 at 14:17.

  2. #72

  3. #73
    WOW, great.
    Exactly what I need.
    That is wonderfull how fast you did resolve this

    (In base roll green ones should go first but its only cosmetic change) (5D20010 + 5d50010), bonuses, maluses

    Thank you very much for this one
    Last edited by Kilitar; October 30th, 2018 at 15:13.

  4. #74
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    hah - you say fast - i say it still took four hours to code!
    ill send you a PM as this is a beta build still...

  5. #75
    Hi, sorry if this isn't the right place for this, but did you ever finish the openlegend implementation? I'm looking into buying a subscription and was wondering if it was complete (and, if not, if I could help).

  6. #76
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    Hi sauyon no I have not finished it - however thwright#2068 on discord has been continuing the work.
    I can share the extension in its current state - you can test it with a demo license - and possibly you might want to collaborate with thwright to push it that last bit...?

  7. #77
    Sauyon and I have been in touch.

  8. #78
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    Quote Originally Posted by thwright View Post
    Sauyon and I have been in touch.
    Ive just sent you (via Discord) a revised version.
    Ive incorporated most of your changes (just a little cleaner in regards to 1.48).

    moved to Cas3/3a
    changed order to init
    fixed vehicles
    updated fonts
    cur max to lethal
    readded CustomDiceOLAdvInitiative

    plus some other small changes

  9. #79
    Hi damned, I have a question. I am working on a character sheet for Blue Rose which is based on the Fantasy Age system, 3d6+attribute where any doubles constitutes a stunt, and one die is a different color that gives you stunt points. I came across posts about turning the die red and have done so. My question - is there a way to make it blue? It's just for cosmetic, red works great, but Blue Rose needs a blue die lol

    I am currently using the /die 2d6+1d1006+(p1) under the Param Formula for each Attribute's die roll and it turns the last die red. I thought I saw a way to turn it blue once upon a time but now I can't find it.

  10. #80
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    You wont believe how easy this is...

    I created alternate colours for all the dice already
    100 = red
    200 = blue
    300 = green
    400 - yellow

    So you would use d2006!

    Please do make sure you share your results when you are done!

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