PDA

View Full Version : MoreCore Ruleset



Pages : 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14

Brotherkelly
May 17th, 2020, 16:28
Hi, the latest ATOW extension is attached along with 2 characters.

The attack roll is manager_custom_atowatk.lua

The damage roll is manager_custom_atowdmg.lua

Add both characters to the combat tracker. Start the turn and set the target of Eduard Gripley as Sam Slade. Go to the MoreData tab of Eduard Gripley and select the Tranq Gun Attack Roll. The attack roll takes the dice result plus the P1 value (4) and compares it against a target value (7). The result is displayed in the chat window. A Margin of Success (MoS) is calculated as the attack total - the target number. This MoS value is then stored in the characters 'five' node in the combat tracker for use by the damage roll.

Once a hit has been achieved select the Tranq Gun Damage roll. This generates a hit location based on the 2d6 roll. The armour value of the target for this location is retrieved (the path is determined from the hit location and the weapon damage type (parameter P2). The targets armour value should be read from the database and compared against the damage roll penetration value (parameter P3). If the pen value lower than the armour value then weapon damage value (P1) it is reduced by the difference of the two. The MoS value (divided by 4, round down) stored earlier is added to the modified damage value. This value is further modified by the hit location multiplier. The final value is applied to the target.

Example:

Attacker rolls 5 (on 2d6) and has a modifier of 3, the result is 8 which is a hit (greater than the target of 7). The weapon has a Damage value of 4, damage type of 2 and penetration value of 2. The damage roll indicates the arm is hit and the targets armour value for weapon type 2 (ballistic) is 5.

The armour effectiveness is 2 (pen value) - 5 = -3. This means the damage value is reduced by 3 giving a new damage value of 1 (4-3). The MoS was 1.

The damage applied is 1 + 0 (MoS of 1 divided by 4, round down) * 0.5 (location multiplier) = 1 (0.5 is rounded up).

Now this works fine when tested as the host. When tested as a client, the resulting armour value used is 0 (despite the OOBmsg routine reading the correct value). This would give the damage applied as 2 ((4 +0) * 0,5 = 2).

Hope this helps in looking at my problem.

Okay, so I have been working on this for a few days now and suddenly I had a revelation. Why make things complicated when a simple solution was staring me in the face. The method of reading the Margin Of Success value works for GM & Client so why not use this method for the location armour value check. This too worked, simple. No need to create a complex OOB messaging routine. I have tested this on both GM and client sides on all looks good.

The modified manage_custom_atowdmg.lua file is attached (change the extension from .zip to .lua) if you want to have a look - lines 336 to 345 in the Damage Calculator function.

I have also posted the latest version of the ATOW extension on the following thread:

https://www.fantasygrounds.com/forums/showthread.php?21178-BATTLETECH-A-Time-of-War-(FASA-Mechwarrior-RPG-Redux)

Enjoy.

Raldanash
May 17th, 2020, 19:18
Hopefully quick question - Roll and Keep. Is there a way to use the existing rolls for (p1)d12 keep highest? From the documentation, rnk seems to be specific to d10? It's for Agents of Concordia.

Thanks!

rmilmine
May 17th, 2020, 22:25
I have a question. I've been looking at the shadowrun 5e extension for moreCore. While trying to figure out how some of it works I wanted to understand in particular how rolling works.
I tried doing something that requires multiple roles to finish a task, such as summoning a spirit. 3 rolls required the 3rd needs the results from the first two.
While trying to make this work I found that the order of the rolls was not always in order they were started in.

So my question is: Is there a way to force it to roll something in a particular order so that you can get the results and use those results to influence future automated rolls?

As a use case. The above example of summoning a spirit in shadowrun. You roll your summoning skill and the spirit rolls a resistance test. The summoner then needs to roll a drain test with the target being the number of successes the spirit got in it's resistance. If the character does not get the drain to zero then they take stun or damage. I'd like to automate this entire series of rolls.
I've got it working right now to make the rolls, but they don't know of each other as the order seems to not happen the same way every time.

damned
May 18th, 2020, 14:07
Each roll needs to finish - eg write output to chat - before you start the next roll.
You will need to store the previous rolls results somewhere for the last roll to retrieve.

damned
May 18th, 2020, 14:08
Hopefully quick question - Roll and Keep. Is there a way to use the existing rolls for (p1)d12 keep highest? From the documentation, rnk seems to be specific to d10? It's for Agents of Concordia.

Thanks!

Im not familiar with the system. Can you also refresh me on the rnk roll? Too many rolls...

rmilmine
May 18th, 2020, 15:56
Each roll needs to finish - eg write output to chat - before you start the next roll.
You will need to store the previous rolls results somewhere for the last roll to retrieve.

Is there a proscribed way to wait out the roll finishing?

LordRichtor
May 18th, 2020, 20:33
Hey all you MoreCore dice string experts I was hoping for a little more help, or just to deliver me the bad news I can't accomplish what I'm trying to achieve. I'm working with two 30+ year old systems both of which have been table driven challenges. Damned gave me a great bit of advice on adjusting the /rollon variable Column Field (-c) on a table with a parameter option to select which column to provide results from. This required the table's Column Field Names to be a numeric in order to work with the parameter formula. In a few of the table rolls I am needing it to shift up or down the columns as a game modifier(event) dictates. I had hopes I could label 1, 2, 4, or -1,-2, -4 depending on up or down from the base column (which would be the base level of the attribute or power). Unless I am missing something, positive numbers inserted into the formula works great. However Column Field names with a "-" -1, -2, ect. just reports an error message and doesn't roll. I'm betting its a mathematical issue within the lua, but was curious if there was any type of work around that might work?

Second question is with the /rollunder string. Is it possible somehow to (possibly with syntax) to have that roll take a 3d6 roll and total those together versus counting them individually against the target #. Again, this works absolutely perfectly as long as its 1d(whatever) 6, 20, 100 and gives the exact result I am needing. However, if I am to maintain and not deviate from the core rule procedure the skill checks are rolled with 3d6 as a total then factored against a set difficulty and potentially +/- skill modifier.

Any help or guidance would be greatly appreciated. It's merely my bad luck that I have chosen some challenging projects to undertake (and frankly learn on), and I think I am getting closer.
Thank you in advance!

damned
May 19th, 2020, 00:37
/rollunder does not do what you want but if you spelled out more detail (cos im lost with that explanation) we may be able to come up with another solution.

the - is interpreted as a switch like the -c

Naurthoron
May 19th, 2020, 13:37
Hello, I found a bug When selecting the Groups and creating a new group under FGU with the latest versions of MoreCore (1.55 and 1.56 tested):



[5/19/2020 2:34:19 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
[5/19/2020 2:34:20 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)

damned
May 19th, 2020, 14:05
Can you provide more info?
I just created new groups in Story and in World Builder and both worked for me without error?

Raldanash
May 19th, 2020, 15:42
Hiya - As I understand the rnk, you roll a indicated number of dice (d10) and then keep an indicated number of them, e.g. roll 4d10, keep the 2 highest.

What I am wondering whether that could be adjusted to become flexible on the "size" of die used. Agents allows you to roll 1/2/3 d12 and keep the highest, then add your attribute and other mods to it to hit a variable target number... Sigh. I think it might be easier to do it manually...

Oh - and sorry to be a pain, but the Vaesen roll stopped working in 1.56

LordRichtor
May 19th, 2020, 16:22
/rollunder does not do what you want but if you spelled out more detail (cos im lost with that explanation) we may be able to come up with another solution.

the - is interpreted as a switch like the -c

Thank you again Damned, I hope I'm not wearing you out. On the /rollunder question let me see if I can describe it better. The game system is the original Aliens RPG by Leading Edge which was also the core systems for Phoenix Command. The complexity of the system was a challenge, but also provided some unique aspects I haven't seen in any similar form. This particular roll by the game rules is for skill resolution, and involves 3d6 being rolled and totaled together. The GM provides a task difficulty between 16 down to 4 or (Very Easy) 16 to (Extremely Difficult) 4. The Player has a Skill Rating Modifier for each skill based on their competence with the skill. These range from -8 (Unskilled) -4 (Novice) up to +10 (Grand Master). To resolve the skill check the player takes the given task difficulty (+/-) Skill Rating Modifier, roll 3d6 and total. If the result is less than the task difficulty and SRM then the test was successful. (ex. Player has Novice (-4) rating in Portable Welder) and wants to seal an access hatch. The GM rates the task difficulty at Easy (13) that -4 for being a Novice is 9. The player rolls 3d6 and if the totaled result is 9 or less the Player was successful in the sealing the hatch closed.)

What I have seen so far experimenting with the /rollunder string is as long as its a single die roll (ex. 1d20) it works (including necessary modifiers) just as expected. However in the example above where I am needing the roll to be 3d6 the string reports 3 individual die results and does not total the 3 and then test against the target number from the required part of the string. I've included an image showing the difference in the rolls and the result report in the chat window. Even though the roll result in chat shows the total of the 3d6 it appears to be checking the results against the target number for each single die, so it always reports 3 successes but never fails. (I'm sure any target number above 6 {notwithstanding modifiers} rolled against a d6 is probably not compatible with the mathematical function within the roll)

Hopefully I have better explained this and what I am trying to achieve. Please let me know if I can clarify anything further, and again thank you for your time!
35730

Naurthoron
May 19th, 2020, 23:35
Can you provide more info?
I just created new groups in Story and in World Builder and both worked for me without error?

Thanks for looking into this.
Not sure what additional information I could provide:
Running under Windows 10 x64 FGU (4.0.0) CoreRPG 3.3.11 MoreCore 1.56 20200516
Just created a new campaign with Morecore (no extension added), going to Libary>Groups and the error message is triggered (only first time after loading the interface). You amay also notice that the window is inside the window and cannot be moved out of it.
35746

Same when clicking on Edit List button (only first time after loading the interface).
35747

Also after populating the fields and closing the window, the created entry does not persist.
35748
35749

damned
May 20th, 2020, 11:11
Thanks for looking into this.
Not sure what additional information I could provide:

My apologies I understand now.
Groups and Places have both been deprecated.
I know this is going to be a pain to some people.
The newer World Builder tool does what both Places and Groups do and does it better with the send to chat options, the ability to change the type, selected data share to players, and the ability for players to add their own notes to the records.
Groups and Places are both bugged as you point out and I am unlikely to fix them.
It would be best to copy the data out of these and into World Builder.
Sorry for the Inconvenience.
In 2 more versions I plan to remove the buttons completely.

Naurthoron
May 20th, 2020, 12:23
Ok, so we just leave it as it and ignoring it.
Thanks Damned!

damned
May 23rd, 2020, 04:11
Okay, so I have been working on this for a few days now and suddenly I had a revelation. Why make things complicated when a simple solution was staring me in the face. The method of reading the Margin Of Success value works for GM & Client so why not use this method for the location armour value check. This too worked, simple. No need to create a complex OOB messaging routine. I have tested this on both GM and client sides on all looks good.

The modified manage_custom_atowdmg.lua file is attached (change the extension from .zip to .lua) if you want to have a look - lines 336 to 345 in the Damage Calculator function.

I have also posted the latest version of the ATOW extension on the following thread:

https://www.fantasygrounds.com/forums/showthread.php?21178-BATTLETECH-A-Time-of-War-(FASA-Mechwarrior-RPG-Redux)

Enjoy.

Would you like to include this into MoreCore?

damned
May 23rd, 2020, 04:11
Is there a proscribed way to wait out the roll finishing?

onLanded

damned
May 23rd, 2020, 16:28
Hiya - As I understand the rnk, you roll a indicated number of dice (d10) and then keep an indicated number of them, e.g. roll 4d10, keep the 2 highest.

What I am wondering whether that could be adjusted to become flexible on the "size" of die used. Agents allows you to roll 1/2/3 d12 and keep the highest, then add your attribute and other mods to it to hit a variable target number... Sigh. I think it might be easier to do it manually...

Oh - and sorry to be a pain, but the Vaesen roll stopped working in 1.56

Hmmm... im so sorry.
I need a whole refresher on Vaesen...
How did we have it working?

I have made a new Roll and Keep roll:
/rk #d#x#
You can nominate the size of dice and the number to keep

Im hoping you will make and share something for Concordia next...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35964

Please PM me for a beta.

35964

damned
May 23rd, 2020, 16:30
To others waiting on stuff....
Its been really busy here... doing what I can...

LordRichtor
May 23rd, 2020, 19:14
Thank you again Damned, I hope I'm not wearing you out. On the /rollunder question let me see if I can describe it better. The game system is the original Aliens RPG by Leading Edge which was also the core systems for Phoenix Command. The complexity of the system was a challenge, but also provided some unique aspects I haven't seen in any similar form. This particular roll by the game rules is for skill resolution, and involves 3d6 being rolled and totaled together. The GM provides a task difficulty between 16 down to 4 or (Very Easy) 16 to (Extremely Difficult) 4. The Player has a Skill Rating Modifier for each skill based on their competence with the skill. These range from -8 (Unskilled) -4 (Novice) up to +10 (Grand Master). To resolve the skill check the player takes the given task difficulty (+/-) Skill Rating Modifier, roll 3d6 and total. If the result is less than the task difficulty and SRM then the test was successful. (ex. Player has Novice (-4) rating in Portable Welder) and wants to seal an access hatch. The GM rates the task difficulty at Easy (13) that -4 for being a Novice is 9. The player rolls 3d6 and if the totaled result is 9 or less the Player was successful in the sealing the hatch closed.)

What I have seen so far experimenting with the /rollunder string is as long as its a single die roll (ex. 1d20) it works (including necessary modifiers) just as expected. However in the example above where I am needing the roll to be 3d6 the string reports 3 individual die results and does not total the 3 and then test against the target number from the required part of the string. I've included an image showing the difference in the rolls and the result report in the chat window. Even though the roll result in chat shows the total of the 3d6 it appears to be checking the results against the target number for each single die, so it always reports 3 successes but never fails. (I'm sure any target number above 6 {notwithstanding modifiers} rolled against a d6 is probably not compatible with the mathematical function within the roll)

Hopefully I have better explained this and what I am trying to achieve. Please let me know if I can clarify anything further, and again thank you for your time!
35730


To others waiting on stuff....
Its been really busy here... doing what I can...

Damned it sounds like you are completely covered up, so let me scratch one item off your list. ;) I think I was able to find a good workable solution on this using the Saving Throw /sthrow roll script. I can set the modifier variable to 0, and just have the player total the difficulty level number +/- their skill rating modifier with the "<" switch, and we have our desired result.

Thank you again for all the assistance thus far and Stay Safe!

damned
May 24th, 2020, 03:40
Hi LordRichtor

Try this:

/sthrow 3d6+(p1)<(p2)

It would mean that the Skill Ranking would be input the opposite way, eg a Novice would have a skill of 4 and an Expert would have -10
Your Skill would look like below - you set your skill in p1 (changes as your character improves) and the difficulty in p2 (set it every roll as per GM guidance).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35988

35988

rmilmine
May 24th, 2020, 04:21
onLanded

Thanks figured out a way of doing it. And now I figure out a different way because of your answer.
I can roll and then in onlanded start another roll and post results of the first, thus cascading rolls from one to the next to get all of them done in proper order.
I might change to this as I'm not fully satisfied with how it currently works.

Thanks.

damned
May 24th, 2020, 06:10
So I found some really great stuff on the manual but I think the roll mechanic I'm looking for is missing.
Is there an easy way to make this, or am I missing a detail?

What I'm looking for is a d% roll where you roll a skill modified by Attribute+Skill and have to roll under that target.
35104
So in the example this is an archery attack roll. It should be Agility (30) + Archery (10) to give a DC of 40. Roll d% to be under 40.
Unfortunately when I use /rollunder 1d100x(p1)+(a)-1 it is adding reference number a (the agility score) as automatic successes, in this case adding 30 to the success roll.

For anyone else curious about this, the -1 just removes one success because moreCore rolls a d100+d10 to get a d% result and the system counts the d10 roll as it's own thing. Meaning if your DC is 50 and you roll d% 70+5 (result 75) it will count as 1 success because the 5 is under 50.

Here is a Top Secret roll for you.
PM me for a beta build.

Please consider creating and sharing the following:

a module containing -
2-4 pregen PCs
2-4 NPCs
a map
2-4 encounters (they dont have to all be combat)
a basic adventure story

Export it to help others get started with Top Secret

/topsecret 1d100<(p1)+(a)

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35993

35993

damned
May 24th, 2020, 13:13
I think just this will be necesary.

Of course, I can do that PCs/NPCs and encounters, but English is not my first language so sorry in advance for any mistakes ;)

And thank you very much!

Hi Mursha,

Here is version 1 of the first roll... please advise...

No points, rolling with disadvantage
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35999

Rolling with 1, 2, 4, 3 dice
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36000

3599936000

damned
May 24th, 2020, 14:15
Ive updated the Basic User Manual for MoreCore here: https://www.diehard-gaming.com/mchelp.html
It includes Races, Classes, World Builder and Investigator.
Ive updated some more Rolls information but am still missing info on quite a few rolls :(

I may have also missed some people in Credits. If you have supplied a Roll or other code into MoreCore and I havent listed you please let me know so I can get that fixed up.

If you have info on undocumented Rolls please let me know so I can fix them up too.

Raldanash
May 24th, 2020, 17:37
Hey Damned, thanks for getting back to me!

On Vaesen: Let me see ...
- at the core, it is the same as the Coriolis roll.
xd6=6 > output: count the successes.

36015

You had added
- Mods (as rolls) would change the number of dice
- the "origin" of the the dice pool, i.e. the attribute / skill that built the pool
- the count of non-successes (which you put as Push Pool, I think)
- flagging how the dice pool was modified (+ dice, - dice)

As for Concordia - happy to put something together, but the Character Sheet is going to be painful. 30 skills... so, in brief, it's "roll a number of d12, keep highest (I would keep number to keep as parameter to make it more useful for other system), add the "governing" attribute (which is situation dependent and can be positive or negative), compare to a situational target number."

As you can see, lots of moving parts on the roll, so I think the only sensible thing to do is to get the basic "roll xd and keep yd" and do the rest manually. Don't feel you have to get this in! Not sure how much use I am going to get out of that system.

NickT
May 25th, 2020, 00:18
Hi, I am attempting to write a Paranoia XP extension but, I'm having some problems with the reference roll mechanics. I am trying to do a roll of format "/sthrow 1d20<(a)" Ref Field A has ":(a) available", after I have dragged a field into it but when I attempt to roll, I get an error

[ERROR] Script execution error:[string "scripts/manager_custom_save.lua"]:188:attempt to concatenate field 'aSave' (a nil value)

I am assuming that this means that I haven't accessed the reference value correctly, but I cannot work out what I should be doing to make the field valid. Any help or hints would be gratefully accepted

damned
May 25th, 2020, 00:25
Are you writing this in Param Formula?
Have you Enabled Formula?
Have you got a value in the source (a)?

damned
May 25th, 2020, 03:11
Hi NickT tell me what else you might need for Paranoia

Brotherkelly
May 25th, 2020, 09:33
Would you like to include this into MoreCore?

I have no issue with this being included in MoreCore. It will need to go hand in hand with the attack roll I have modified. It should be noted that the damage calculator does not account for different types of damage yet (range, melee, burst fire, etc) as these will be added at a later date.

Both are attached.

NickT
May 25th, 2020, 11:34
written in Param formula with Enable Formula ticked.
I have entered a value into the Health field in the combat frame on the more tab of the standard character sheet, then dragged that value to the Ref Field A box where it displays as ": (a) available"

If I try using parameters instead then it works perfectly but as soon as I try using a ref field it either gives the aforementioned error, or decides the roll is purely informational.

for example
/die 1d(a) (with 'a' plugged in with a value of 20 from combat frame Health field)

a message in the chat window as follows:-
Usage: /die [dice] [description]

but doesn't produce an error message.

I am very new to working with xml and my first thought was that I had somehow lost the link to the appropriate file, but I would have expected all of the roll coding to give errors then.
I have tried the same code on a "virgin" copy of Morecore, (without extensions or alterations) and it gives me similar results.

any help/hints gratefully accepted NickT

damned
May 25th, 2020, 11:41
See this graphic of your roll...
Please post a screenshot if still not working...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36073

36073

damned
May 25th, 2020, 11:45
I have no issue with this being included in MoreCore. It will need to go hand in hand with the attack roll I have modified. It should be noted that the damage calculator does not account for different types of damage yet (range, melee, burst fire, etc) as these will be added at a later date.

Both are attached.

Hey Brotherkelly

Could you please provide a description of the rolls syntax?
I have changed /attack to /atkatow to fit with the other rolls.
I have added these two icons.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36075

36075

NickT
May 25th, 2020, 12:20
Paranoia uses a combat system that is VERY different to most, any help with that would be a godsend ;>)

A player has a series of health status options (O)kay, (S)nafued, (W)ounded, (M)aimed, (D)own, (K)illed, (V)apourised

Weapons have a rating as follows:-
Cone Rifle Damage Type= Impact Min-Boost-Max= W3K
Min-Boost-Max
Min =minimum damage done,
Boost= how much over the basic hit value you have to roll before you add a rank to the health status
Max = The maximum damage that weapon can do
so assuming a character fires a cone rifle at an unarmoured target and they have a "Projectile Weapons skill of 14, (this is the skill used for firing a cone rifle)
they roll a d20 against their skill.
If they get above 14 they have missed
If they get 12-14 they have hit but they did not get a boost,(did not make the roll by 3 points or greater) so Health status of target = W
If they get 9-11 they have hit and got a single boost (made roll by 3-5 but not by 6 or more) so Health status =W+1 boost = M
If they get 6-8 they have a hit and 2 boosts( made roll by 6 but not by 9 or more) so Health status = W+2= D
If they get 3-5 they have hit with 3 boosts which would be W+3=K,
If they get 1-2 they have hit with 4 boosts which would be W+4= V
but the maximum damage a cone rifle can do is K so the Health status is =K


If the target is wearing armour of the appropriate type then the damage is reduced by steps depending on the level of protection it offers

NickT
May 25th, 2020, 12:21
Damage types are"Impact", "Bio" and "Energy" there is an equivalent armour type for each.

AFAICT the health status is not cumulative, if you have suffered a (W)ound then a later (S)nafued result will have no effect, (this makes sense given the cinematic nature of the game)

NickT
May 25th, 2020, 12:59
HI I have the screen shot you wanted one thing I noticed is my ref fields say ": (a) available" rather than having an identifier, but none of the fields that I drag to the refs give me a value there, not sure if that is relevant,(but I suspect it is!)

zarlor
May 25th, 2020, 13:12
Hi damned,

On the Blades in the Dark example rolls those look awesome, except on the 3 dice rolls in the 2nd example, the roll that has 2 six results should be a "Critical" or "Critical Success" rather than just a "Full Success". It is correct in the 1st example with the unskilled rolls, however, where taking the lower of the 2 dice shows 2 six results but only provides a "Full Success" (since you cannot get a "Critical" on an unskilled roll).

damned
May 25th, 2020, 14:07
HI I have the screen shot you wanted one thing I noticed is my ref fields say ": (a) available" rather than having an identifier, but none of the fields that I drag to the refs give me a value there, not sure if that is relevant,(but I suspect it is!)

what are you dragging into a?

damned
May 25th, 2020, 14:13
Hi damned,

On the Blades in the Dark example rolls those look awesome, except on the 3 dice rolls in the 2nd example, the roll that has 2 six results should be a "Critical" or "Critical Success" rather than just a "Full Success". It is correct in the 1st example with the unskilled rolls, however, where taking the lower of the 2 dice shows 2 six results but only provides a "Full Success" (since you cannot get a "Critical" on an unskilled roll).

Hi zarlor, Mursha,

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36079

36079

damned
May 25th, 2020, 14:32
Damage types are"Impact", "Bio" and "Energy" there is an equivalent armour type for each.

AFAICT the health status is not cumulative, if you have suffered a (W)ound then a later (S)nafued result will have no effect, (this makes sense given the cinematic nature of the game)

Do you have 3 different types of armour/defense?
Do you have 3 different types of health?

Your Attack is based only on your skill?
Your Damage is based on the weapons stats and the same attack roll?

NickT
May 25th, 2020, 15:00
I am putting in the value 20 into the health field in the combat frame,(Top right) then dragging the box into Ref A, however it doesn't seem to register the location of the value, (in the example you showed, it obviously was referring to a specific character sheet, whereas whenever I try all I get is ': (a) available'
tried putting in 'merge="join"' clauses into xml but that has made the situation even worse:cry:

damned
May 25th, 2020, 15:12
ok, so you are doing this in FGU?
It looks like FGU isnt storing the same dragdata info in the source.
What you did there works fine in FGC.
Can you test dragging from other fields?

NickT
May 25th, 2020, 15:36
Do you have 3 different types of armour/defense?
Most armour protects against all 3 damage types with a generic value between 1 and 6. some only protect against a specific type of damage i.e. I3 or E2 etc. Armour reduction is calculated after boosts added.


Do you have 3 different types of health?

Only one type of health that is affected by all 3 types of damage.


Your Attack is based only on your skill?
Yes Skill is calculated by adding a basic VIOLENCE stat to your skill training in the type of weapon i.e skill firing a cone rifle is calculated by adding VIOLENCE stat to skill in projectile weapons. VIOLENCE=7, Projectile weapons skill =4, the total skill therefore 11 to hit, (plus any modifiers the GM wants to add)

Your Damage is based on the weapons stats and the same attack roll?
yes that's right.

NickT
May 25th, 2020, 15:41
ok, so you are doing this in FGU?
It looks like FGU isnt storing the same dragdata info in the source.
What you did there works fine in FGC.
Can you test dragging from other fields?

yes sorry should have mentioned FGU.
I have already tried several different fields, all give the same result.
BTW I haven't said this before, but I really appreciate your help and prompt responses.:)

NickT
May 25th, 2020, 16:55
OK now it is getting officially weird:D.
as I said I had started putting in merge commands for the screens in the character sheet, now I can no longer drag and drop 'rolls' to some of those sheets, BUT, if I click at the top of some of the frames, it will open a new roll screen, and if I do /sthrow 1d20<(a) in the new roll... it works perfectly, BUT, the new roll does not appear on the list of rolls (and yes I have set the group to (all), so it should list them. This is similar to a problem I had with new "groups", in that I could create them but they were not displayed, (however with the groups I could retrieve them using the search function, this does not work with the rolls).
I will zip up the extension so far and send it to you if you like. There is a lot of redundant stuff I need to delete, but I was going to get it working before I started stripping out the dead wood.

NickT
May 25th, 2020, 18:05
I have tried my extension in Classic, and it has the same problem, so it is a me problem as opposed to a Unity problem, whether that makes it better or worse, is up to you to decide:D I suppose rationally, from your point of view it is better since it is only one person affected as opposed to potentially all unity users.

NickT

damned
May 26th, 2020, 00:00
You are talking different issues.
the linking is due to a Unity difference in the information that is being stored when the data is dragged.

This other issue is due to your code.
Why are you making changes to the Rolls lists?

damned
May 26th, 2020, 01:30
I have misled you also.
The dragdata is working fine in my copy of MoreCore on FGU.
You said you saw the same thing without the extension loaded?
Have you edited CoreRPG or MoreCore in any way?

NickT
May 26th, 2020, 11:32
I as far as I am aware I have not modified the Core.ruleset or Morecore in any way. (sorry about the precise wording there, but at my current level of skill I could have in advertently changed something:) I have tried using the saving throw roll on an version of Morecore without any extensions loaded and that appeared to give the same error.

I think we may have a misunderstanding of terms. The tab at the side of the title screen marked "rolls" currently has no entries. I have to create an entry by using the 'edit' followed by '+' . If I do this it appears on the list, and I can drag and drop from there. This newly created 'roll' sometimes appears to work properly and other times has an issue with ref fields.(this is new information discovered last night) Alternatively sometimes if I left click in one of the frames on the character sheet it will spontaneously create a new 'roll', and if I code this roll to use ref fields, it always seems to work correctly. However this 'new' roll does not appear in the 'rolls list' (even when the (all) filter is selected) The exact behavior seems to depend on whether I have used 'merge="join"' in the appropriate windowclass.

In an attempt to determine exactly what is happening I am going to do some experiments with Morecore without any extensions, and will report back to you. One possible cause of misunderstanding is that I don't know what the expected behaviour of the program is, so I could be assuming that something that happens is normal behaviour, whereas it is in reality a symptom of the problem:confused:

zarlor
May 26th, 2020, 12:46
Hi zarlor, Mursha,

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36079

36079

Something must have happened to your attachment. All it show is "Invalid Attachment specified. If you followed a valid link, please notify the administrator"

damned
May 26th, 2020, 13:46
Something must have happened to your attachment. All it show is "Invalid Attachment specified. If you followed a valid link, please notify the administrator"

Funny - cos I can see it - even in your quote.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36112

36112

damned
May 26th, 2020, 13:55
I as far as I am aware I have not modified the Core.ruleset or Morecore in any way. (sorry about the precise wording there, but at my current level of skill I could have in advertently changed something:) I have tried using the saving throw roll on an version of Morecore without any extensions loaded and that appeared to give the same error.

I think we may have a misunderstanding of terms. The tab at the side of the title screen marked "rolls" currently has no entries. I have to create an entry by using the 'edit' followed by '+' . If I do this it appears on the list, and I can drag and drop from there. This newly created 'roll' sometimes appears to work properly and other times has an issue with ref fields.(this is new information discovered last night) Alternatively sometimes if I left click in one of the frames on the character sheet it will spontaneously create a new 'roll', and if I code this roll to use ref fields, it always seems to work correctly. However this 'new' roll does not appear in the 'rolls list' (even when the (all) filter is selected) The exact behavior seems to depend on whether I have used 'merge="join"' in the appropriate windowclass.

In an attempt to determine exactly what is happening I am going to do some experiments with Morecore without any extensions, and will report back to you. One possible cause of misunderstanding is that I don't know what the expected behaviour of the program is, so I could be assuming that something that happens is normal behaviour, whereas it is in reality a symptom of the problem:confused:

ok so here is the thing.
the thing? maybe not - but it is a pretty big thing.

MoreCore is always being improved and sometimes their is a big jump.
Rolls was a huge feature and having a Rolls library was fantastic for reusing and sharing rolls.
Then Roll Parameters happened. They really bumped up the utility of Rolls in that if you changed one stat it could update a bunch of other rolls for you - awesome.
But Roll parameters link to specific character sheets, not just to the specific entries on the character sheet but also to the actual sheet.
So Rolls with parameters dont really work in the library.
If your system uses parameters it is often better to create (one or more) pregens with all the rolls setup. You can import the pregen multiple times.
Or better yet - take a look at the Low Fantasy Gaming or Trail of Cthulhu extensions where they populate all the rolls for you.

However - back to your issue.
Im online for the next 90mins.
If you want to connect to my table and show me whats happening - insane hook puny idol (FGC) or I can connect to yours and you can show me.

NickT
May 26th, 2020, 14:56
OK that clarifies some things, and I must admit I was thinking along the line of Pregenned blanks for characters to fill in, so that's not a real issue for me.

Unfortunately I was doing my testing on Morecore during your 90 min window, so I missed you there, but I have I think worked out some of the parameters of the problems.

First of all I purged all my copies of Morecore and did a fresh install of version 1.55. so there should be no issues of me having inadvertently corrupting something.

next I created a new campaign so that I had no hangovers from previous attempts that might muddy the water. Then I did some testing with Rolls, (see attachment) hope this helps, I have described the sequence of events in the description field of the individual rolls. Will talk to you later, NickT

damned
May 26th, 2020, 15:08
Ok. I think the issue is you are creating rolls in a shared/common location - library - and trying to link character specific data to them.
If you are using roll parameters (as most rolls today do) create them in the character. Link them in the character. When done - drag the character, in the Character selection window, to a blank spot and release and then you have a second copy to play with.

LordRichtor
May 26th, 2020, 16:24
Hi LordRichtor

Try this:

/sthrow 3d6+(p1)<(p2)

It would mean that the Skill Ranking would be input the opposite way, eg a Novice would have a skill of 4 and an Expert would have -10
Your Skill would look like below - you set your skill in p1 (changes as your character improves) and the difficulty in p2 (set it every roll as per GM guidance).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=35988

35988

I was always told Algebra would pay off some day, and I just refused to listen. As long as I stared at the math in that formula, and I never saw that (or would have). This solution is perfect and most certainly maintains the complete spirit of the rules. Thank you for your ingenuity, and more importantly your time on this! I will send you some examples of the finished product.

zarlor
May 26th, 2020, 18:23
Funny - cos I can see it - even in your quote.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36112

36112

Odd, worked that time and looks great!

damned
May 27th, 2020, 00:05
I was always told Algebra would pay off some day, and I just refused to listen.

I read somewhere recently -

"All through school I would ask my match teachers when I would ever need this stuff - not one of them ever told me I would need to know it to teach it to my children during the plague."

damned
May 27th, 2020, 00:05
Odd, worked that time and looks great!

Now how does this other Blades roll need to work?

rmilmine
May 27th, 2020, 00:59
Got a question. I'm working on the Shadowrun 5e extension.
I have rolls working for it, but when I examine the rTarget it is always nil.
Is there something I need to do other than onLanded to get the rTarget to be populated?
I have a character in the combat tracker with two NPCs targeted.

Also when I do get rTarget working, will it roll once for each target or can I get it to do one roll for all targets?

damned
May 27th, 2020, 01:54
Got a question. I'm working on the Shadowrun 5e extension.
I have rolls working for it, but when I examine the rTarget it is always nil.
Is there something I need to do other than onLanded to get the rTarget to be populated?
I have a character in the combat tracker with two NPCs targeted.

Also when I do get rTarget working, will it roll once for each target or can I get it to do one roll for all targets?

Start at the start.
Start with performAction do you have rTarget info there?

Try something like:
aTargeting = ActionsManager.getTargeting(rActor, nil, rRoll.sType, { rRoll })
Debug.chat("aTargeting: ", aTargeting);

Unless you do something new with the roll it will roll once only.

rmilmine
May 27th, 2020, 04:21
Start at the start.
Start with performAction do you have rTarget info there?

Try something like:
aTargeting = ActionsManager.getTargeting(rActor, nil, rRoll.sType, { rRoll })
Debug.chat("aTargeting: ", aTargeting);

Unless you do something new with the roll it will roll once only.
aTargeting ends up equaling { #1 = { } } no roll took place on when the code is run.
I checked the rRoll and it looks fine. It rolls using performAction.

I'm using the MoreCore ct with a slight change, I added some fields to be displayed on ct_entry.


function performRoll(draginfo, rActor, nSkillDicePool, nDicePoolModifier, nForce, nLimit, nEdgeDice, sSpellName, sSpellPath, bSecretRoll)
local rRoll = { };
rRoll.sType = "sr5spell";
rRoll.aDice = { };
rRoll.nMod = 0;
rRoll.nSkillDicePool = nSkillDicePool;
rRoll.nDicePoolModifier = nDicePoolModifier;
rRoll.nEdgeDice = nEdgeDice;
rRoll.nForce = nForce;
rRoll.nLimit = nLimit;
rRoll.sSpellPath = sSpellPath;
rRoll.nDicePool = nSkillDicePool + nDicePoolModifier + nEdgeDice;
rRoll.sDesc = "[CASTING SPELL] " .. StringManager.capitalize(sSpellName) .. " roll";
local count = rRoll.nDicePool;
while count > 0 do
table.insert(rRoll.aDice, "d6");
count = count - 1;
end
rRoll.bSecret = bSecretRoll;
-- ActionsManager.performAction(draginfo, rActor, rRoll);
Debug.chat(rRoll);
aTargeting = ActionsManager.getTargeting(rActor, nil, rRoll.sType, { rRoll })
Debug.chat("aTargeting: ", aTargeting);
end

damned
May 27th, 2020, 13:33
Ive given you bad directions.
MoreCore has targeting support built into the rolls.
Have a look at any of the rolls that already use it - any of the damage rolls or attackac or thac0

rmilmine
May 27th, 2020, 14:32
Ive given you bad directions.
MoreCore has targeting support built into the rolls.
Have a look at any of the rolls that already use it - any of the damage rolls or attackac or thac0

Looking at attackac and thac0 I see the following related to target, both have it in createRoll.


if sTarget then
rRoll.nTarget = tonumber(sTarget);
Debug.console("nTarget: ", rRoll.nTarget);
rRoll.sDesc = sDescriptionParam;
else
rRoll.sDesc = sParams;
end

What I don't see is where sTarget is defined.

damned
May 27th, 2020, 15:04
MoreCore and CoreRPG are collecting and presenting that data to the roll.

rmilmine
May 27th, 2020, 17:42
Still not sure how sTarget is getting set. I'm guessing it's a global variable.

performRoll calls createRoll.
createRoll uses the above code to look at sTarget.
It never initializes it. So I'm guessing it's a global variable.
I try doing Debug.chat(sTarget) and I get nil.

zarlor
May 27th, 2020, 17:47
Now how does this other Blades roll need to work?

I'm assuming you mean Resistance Rolls, which instead of a text result would be a Value. That Value would be the equivalent to the same roll you've already done except the output would be the equation [6 - highest-roll]. Or more specifically if the person creates a sheet with a variable called "Stress" (I have no idea where they may be tracking that, but call it C4 for now), it would be [C4 + (6 - highest-roll)] (it increases your Stress level, if you will). Except in the case of where you have "Critical Success" where the value would then become [C4 - 1] (where it decreases your stress level, you lucky dog). All of the other rules for the roll you already made otherwise apply (so if the modifiers reduced the number of dice to 0 or less it is the "unskilled" 2d6 roll taking the lowest of the two dice with no need to check for a Critical Success since it is not allowed in that instance.) If the person working on the sheet for this doesn't want to track Stress that way for some reason then the output would simply need to be either the [6 - highest-roll] result as "Gain x Stress", or for a Critical Success as "Reduce Stress by 1".

Brotherkelly
May 27th, 2020, 18:13
Hey Brotherkelly

Could you please provide a description of the rolls syntax?
I have changed /attack to /atkatow to fit with the other rolls.
I have added these two icons.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36075

36075

Attack Roll:

/attack 1d2006+1d6+(p1)+(a)+(b)>TN

The two different D6's are used so one will explode only if both roll a 6.

Parameter (p1) is manually entered and is the level of the skill used for the type of attack - Small Arms, Support Weapons, Melee Weapons, etc.

Ref Field (a) is linked to the primary attribute modifier for the skill being used. This is taken from the Stats block on the front MoreCore tab.

Ref Field (b) is linked to the secondary attribute modifier (if required) for the skill being used. This is taken from the Stats block on the front MoreCore tab.

The Target Number (TN) is dependent on the complexity skill being used. Simple Basic is 7 (such as Small Arms), Simple Advanced is 8 (such as Martial Arts).

36162

Damage Roll

/btdamage 2d6

The 2d6 determines the hit location on the target.

Parameter (p1) is manually filled in with the weapons Damage Value.

Parameter (p2) is manually filled in with the weapons Damage Type. For this, 1 = Melee, 2 = Ballistic, 3 = Energy, 4 = Explosive

Parameter (p2) is manually filled in with the weapons Penetration (AP) Value.

36163

Hopefully this helps explain the rolls for you.

rmilmine
May 28th, 2020, 00:35
ok, I was able to get the ActionManager.getTargeting is now working.
I had to delete the character from the combat tracker and re-add the character, making sure it had a token and name. if it didn't have those it still didn't work.
No rolling of dice happens, but I'm getting the targeting information before the roll happens.
It looks like the targeting is now working. There must have been a disconnect between the combat tracker and the character that was causing the issue.
I must have done something to break it at some point and didn't notice.
Thanks, and sorry.

damned
May 28th, 2020, 01:03
I'm assuming you mean Resistance Rolls, which instead of a text result would be a Value. That Value would be the equivalent to the same roll you've already done except the output would be the equation [6 - highest-roll]. Or more specifically if the person creates a sheet with a variable called "Stress" (I have no idea where they may be tracking that, but call it C4 for now), it would be [C4 + (6 - highest-roll)] (it increases your Stress level, if you will). Except in the case of where you have "Critical Success" where the value would then become [C4 - 1] (where it decreases your stress level, you lucky dog). All of the other rules for the roll you already made otherwise apply (so if the modifiers reduced the number of dice to 0 or less it is the "unskilled" 2d6 roll taking the lowest of the two dice with no need to check for a Critical Success since it is not allowed in that instance.) If the person working on the sheet for this doesn't want to track Stress that way for some reason then the output would simply need to be either the [6 - highest-roll] result as "Gain x Stress", or for a Critical Success as "Reduce Stress by 1".

So confirming (ill use c5 for various reasons) the resistance roll will output the same graphical dice and will output
Your Stress is increased by (6-highest result with exception for unskilled)
- or -
Your stress is reduced by 1.

and it will adjust c5 by the same value?

Thanks for the descriptions.

damned
May 28th, 2020, 01:06
Attack Roll:

/attack 1d2006+1d6+(p1)+(a)+(b)>TN

The two different D6's are used so one will explode only if both roll a 6.

Parameter (p1) is manually entered and is the level of the skill used for the type of attack - Small Arms, Support Weapons, Melee Weapons, etc.

Ref Field (a) is linked to the primary attribute modifier for the skill being used. This is taken from the Stats block on the front MoreCore tab.

Ref Field (b) is linked to the secondary attribute modifier (if required) for the skill being used. This is taken from the Stats block on the front MoreCore tab.

The Target Number (TN) is dependent on the complexity skill being used. Simple Basic is 7 (such as Small Arms), Simple Advanced is 8 (such as Martial Arts).


Damage Roll

/btdamage 2d6

The 2d6 determines the hit location on the target.

Parameter (p1) is manually filled in with the weapons Damage Value.

Parameter (p2) is manually filled in with the weapons Damage Type. For this, 1 = Melee, 2 = Ballistic, 3 = Energy, 4 = Explosive

Parameter (p2) is manually filled in with the weapons Penetration (AP) Value.



Many thanks. Ill add this with caveat I have renamed the attack to /atkatow

damned
May 28th, 2020, 01:07
ok, I was able to get the ActionManager.getTargeting is now working.
I had to delete the character from the combat tracker and re-add the character, making sure it had a token and name. if it didn't have those it still didn't work.
No rolling of dice happens, but I'm getting the targeting information before the roll happens.
It looks like the targeting is now working. There must have been a disconnect between the combat tracker and the character that was causing the issue.
I must have done something to break it at some point and didn't notice.
Thanks, and sorry.

I have had stuff like that happen to me - very frustrating.

rmilmine
May 28th, 2020, 01:25
Is there a way to ignore targets? There are actions, like spell drain that do not care about targets, and so should only show once.
I can think of a couple of ways to do it, but thought I would ask if there was a way that already exists.

damned
May 28th, 2020, 01:52
Im not sure what you mean?
Dont include targeting actions in your roll.
Or are you wanting to drop a target based on some condition?

rmilmine
May 28th, 2020, 02:03
I want to exclude all targeting in some rolls. I'm guessing there is something somewhere that excludes targeting that I'm not aware of.

damned
May 28th, 2020, 02:04
Its still unclear what you mean.
Most rolls ignore targeting.

rmilmine
May 28th, 2020, 02:12
Its still unclear what you mean.
Most rolls ignore targeting.

Ah, then there is most definitely something I am missing because it seems all of the rolls I've seen so far seem to use targeting.
The code I have is using ActionManager.performAction(draginfo, rActor, rRoll) and they seem to give me multiple results when I have 2 or more targets selected.

damned
May 28th, 2020, 02:15
I still dont understand what you are trying to do?
If the player has multiple targets selected there is a reason for that.
If they shouldnt be targeted then the player should fix that?

have a look at manager_custom_ubiquity.lua as an example.

function onLanded(rSource, rTarget, rRoll)
is present but the rTarget data is not used.

rmilmine
May 28th, 2020, 02:19
Well, in this case, or at least with shadowrun a player may target multiple targets to do an attack with an area affect spell, say fireball.
They cast that spell and roll 1 set of dice for all targets. Each target then resists the damage from the spell.
The character then has to resist drain from the casting of the spell. I was thinking I could have them do this without having to clear targets.

damned
May 28th, 2020, 02:30
There are no current examples of this behavior in MoreCore at this time sorry.
There are lots of ways you could approach this but nothing that exists in MoreCore to work from.

rmilmine
May 28th, 2020, 02:35
No worries, thanks for your help.

zarlor
May 28th, 2020, 03:09
So confirming (ill use c5 for various reasons) the resistance roll will output the same graphical dice and will output
Your Stress is increased by (6-highest result with exception for unskilled)
- or -
Your stress is reduced by 1.

and it will adjust c5 by the same value?

Displaying the graphic dice isn't as relevant in this case, but it's certainly fine to use that since you already have that happening with the other roll and it provides a sanity check for someone looking at the result.

Otherwise, that looks good except I'm confused by your adding in the "exception for unskilled" statement? If you mean the exception for how to determine the result is from using lowest, rather than highest, result for any situation where you would have 0 or fewer dice due to modifiers, then yes, that would all be correct. In other words it's not necessarily because you "unskilled" in the Resistance value, it just means the modifiers reduced the number of dice to roll to 0 or fewer so just roll 2 dice, take the lowers, and you can't get a critical. So I'll assume that's all you mean and you've totally got it. :)

Old Scouser Roleplaying
May 28th, 2020, 21:17
Some old school games have damage rolls like 1d6-2 with a minimum damage of one, but that doesn't work with /dbdamage... i.e. with 1d6-2 if a 1 is rolled then it heals a target by 1 point!

I've modded /dbdamage to produce /dbdamagemin1 so that a minimum of 1 point of damage is always done to the target - it's the tiniest tweak. Anyway, here it is...

damned
May 29th, 2020, 02:27
Some old school games have damage rolls like 1d6-2 with a minimum damage of one, but that doesn't work with /dbdamage... i.e. with 1d6-2 if a 1 is rolled then it heals a target by 1 point!

I've modded /dbdamage to produce /dbdamagemin1 so that a minimum of 1 point of damage is always done to the target - it's the tiniest tweak. Anyway, here it is...

Many thanks. Can I include this in the base MoreCore?

Old Scouser Roleplaying
May 29th, 2020, 18:10
Many thanks. Can I include this in the base MoreCore?

Yeah, absolutely! Be great to see it in base MoreCore

damned
June 1st, 2020, 01:09
v1.57 uploaded. some new rolls as per the recent threads, and a bunch of bugfixes.
This will get a bigger update in coming days with more info.
And a thankyou to DC Onions.

Alchemister
June 1st, 2020, 09:01
Hi Chaps,

I was wondering if it might be possible for someone to take a look at the Chronicles of Darkness dice thread. Currently atrying to use /cod #d10, but keep recieving the following script error:

script error [strings "scripts/manager_custom_cod.lua"]: attempt to perform arithmetic on a nil value

Any help on how to fix this would be appreciated.

damned
June 1st, 2020, 13:17
My apologies the roll description is incorrect. It should be
/cod #d#x#
where the final value is the number to explode on or above.

Alchemister
June 1st, 2020, 13:19
My apologies the roll description is incorrect. It should be
/cod #d#x#
where the final value is the number to explode on or above.

Many thanks Damned. Greatly appreciated.

Ars Master
June 1st, 2020, 17:13
Hi, I´m getting this error running Morecore. Can someone help me? thanks


36355

damned
June 2nd, 2020, 00:35
[QUOTE=Ars Master;515355]Hi, I´m getting this error running Morecore. Can someone help me? thanks

Welcome Ars Master

Delete CoreRPG.pak from the rulesets directory and rerun the updater.

Ars Master
June 2nd, 2020, 09:20
It works! Thanks a lot.

rmilmine
June 5th, 2020, 15:39
What font was used to create the buttons for CT, calendar etc? I want to create a new one for the shadowrun extension and want to use the same font.

Thanks.

damned
June 6th, 2020, 15:47
They may get updated soon(ish) to reflect other theme changes and if that happens the new font will be Astrud but the font used on those campaign tools is: Transformers Movie

rmilmine
June 6th, 2020, 16:55
Cool thanks. I stole a C from CT and then took an O from Options and turned it into a D to get my DC. lol
I'll watch for the update to be sure to update it again. Or I might just find something Shadowrunish and create new ones for all of them.

swrzy
June 7th, 2020, 17:55
This might be a stupid question with an obvious answer but I dont really get the results. I'm trying to set up a Mythras Character sheet and automate some stuff. Standard check is a 1d100, equal to or less than the skill used indicates a success. Looking through the user guide and the currently supported strings the first solution seemed /rollunder. However, 1d100x5 produces something like d100+d10 (29,3 =32), 1 Success. Is it a bug, is d100 not supported or am I doing something wrong? /chall works fine but sadly expects a higher instead of a lower result.
Is there a simple solution or should I fiddle with the dice scripts?

bmckella
June 8th, 2020, 03:55
I cannot see any link to download the MoreCore Ruleset

damned
June 8th, 2020, 05:12
This might be a stupid question with an obvious answer but I dont really get the results. I'm trying to set up a Mythras Character sheet and automate some stuff. Standard check is a 1d100, equal to or less than the skill used indicates a success. Looking through the user guide and the currently supported strings the first solution seemed /rollunder. However, 1d100x5 produces something like d100+d10 (29,3 =32), 1 Success. Is it a bug, is d100 not supported or am I doing something wrong? /chall works fine but sadly expects a higher instead of a lower result.
Is there a simple solution or should I fiddle with the dice scripts?

FGC uses a different d100 method than FGU.
In FGC you had dice like:
d100: 00 10 20 30 40 50 60 70 80 90
d10: 1 2 3 4 5 6 7 8 9 10
The coding for a d100 in FGC is a d100+d10

In FGU a d100 rolls:
00 10 20 30 40 50 60 70 80 90
0 1 2 3 4 5 6 7 8 9
Small difference but is different.
In FGU in MoreCore it doesnt (yet) know about the FGU dice and it is challenging because all the code for d100s need to now support two different d100 methods.

It will at some point support both properly.
I havent spent a lot of time on FGU as yet.

This is coming but is not yet ready

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34769

damned
June 8th, 2020, 05:13
I cannot see any link to download the MoreCore Ruleset

Change your theme to FG Responsive or from Mobile to Full Site.

swrzy
June 8th, 2020, 09:49
FGC uses a different d100 method than FGU.
In FGC you had dice like:
d100: 00 10 20 30 40 50 60 70 80 90
d10: 1 2 3 4 5 6 7 8 9 10
The coding for a d100 in FGC is a d100+d10

In FGU a d100 rolls:
00 10 20 30 40 50 60 70 80 90
0 1 2 3 4 5 6 7 8 9
Small difference but is different.
In FGU in MoreCore it doesnt (yet) know about the FGU dice and it is challenging because all the code for d100s need to now support two different d100 methods.


Cool preview. Looking forward to that.

About the d100: Do you mean to say /rollunder should produce 00,10,20...,90+10? Because that would be fine - I'm getting 01,02,03...+10. Which leads to results starting with 2. And counting successes is a problem ofc.
For now I'm just changing the description of the /chall roll which works fine, allthough I wonder wether success and failure have any other implications beside the message output. (I don't really know what I'm doing but it seems to work :D)

bmckella
June 8th, 2020, 12:28
I cannot see any link to download the MoreCore Ruleset

Looks like I had to logout to see the attachment and then log back in to download it

AWD2
June 8th, 2020, 22:18
Newb question here, and apologies if this has already been answered somewhere. I'm going to be running a Deus Vult game pretty soon and I've been messing with Fantasy Grounds and Morecore to get it set up. I'm not a coder at all, so apologies for that limitation, but I'm starting to build out a character sheet.

36685

The game uses the Legend rules (an evolution of Runequest II or 6 or who knows). The Skills are a combination of a base number, Athletics would be STR+DEX, and a second number based on how much you have spent to improve the skill at creation and with experience. Is it possible to get p1 from adding STR and DEX somehow in the first red box, having p2 manually entered into the second red box and having that total becoming p3. I have the percentile dice check working to roll under the p3 value, I was just curious if it was possible to automate a little more. Not essential, I'm okay with just having the boxes manually track the numbers.

Second question is about the Strike (initiative) boxes. Initiative works by adding your strike value to a d10 but I wasn't quite sure if that was possible with those two boxes next to strike or if I needed to set it up as a roll somewhere else on the sheet. Thanks, appreciate all the work on this.

damned
June 9th, 2020, 01:35
Firstly there is no generic MATH options available.
How to implement this has eluded me unfortunately.

You might try this roll but it will only be of use if the DEUS VULT roll is similar to the MYTHRAS roll.

/mythras 1d100w(a)x(b)y(p1)z(p3)

This roll does add (a) and (b) and (p1) and displays that value in (p2).

I cannot recall what z/p3 does though!
This is something that is being worked on specifically for Mythras at the moment (going slowly).

swrzy
June 9th, 2020, 10:22
"z" seems to be the difficulty. It modifies the difficulty, i.e. target number by +-z%. Which is exactly what you need in Mythras. What I don't get: Can "z" be based on a modifier (a FG/morecore modifier) - I got the impression modifiers always affect the roll itself.
I guess I could add an entry on the character sheet called difficulty and change it accordingly for every roll. Should work quite nicely actually.

AWD2
June 11th, 2020, 03:38
Apologies for another newb question, but I'm having some trouble understanding how Order works on the character sheet and what the Initiative dice size does. I see that the first number of the two for order goes to the combat tracker, not sure what the second does. Clicking the reroll initiative seems to just give straight rolls, not adding them to the first value of Order from the sheet. Is the second value actually the bonus? So if I wanted to add a d10 to the Order value, is that possible to automate? Thanks again.

damned
June 11th, 2020, 09:25
Hey AWD2

It looks like auto init rolling on new turn is... broken.

There are two Init boxes on the Char sheet. The first hosts your current Init and the second any permanent Init bonus you have.

What can you do until I work out the Init issue and fix it?

In the CT is a pair of dice that will reroll all Init based on the Init dice in options. This will also add the Init Bonus field.
If the players want to roll their own Init - in Options set Init to NPCs only and have teh players create a Roll like this:
/myinit 1d10
It will accept mofiers etc and other dice combinations too.
When the players click this it should Roll dice and add modifiers and set the Init.

Hopefully that gets you through.

AWD2
June 11th, 2020, 16:02
Appreciate the response. Thanks, I'm sure that will do the trick.

damned
June 14th, 2020, 04:55
Ive added


/damageme (p1)d(p2)+(p3)
/healme (p1)d(p2)+(p3)

and via Brotherkelly

/atowatk
/atowdmg

and via Old Scouser I fixed DBDamage to apply a min of 1 point of damage.

New version in post #1.

Myrdin Potter
June 14th, 2020, 20:01
For classes, is there good documentation that shows what to do with Options 1 to 6? Confused what I am supposed to do with it. Does not seem to tie to Abilities, for examplle.

AWD2
June 14th, 2020, 21:51
One other question... I need to have a damage modifier of -1d2. Rolling 1d2 works perfectly but if I make it negative, I get a 0 result when I roll a 1 or 2. 3,4, and 5 give -1, and 6 gives a -2. Is there a different way to subtract a 1d2 roll using it as a positive die roll to get the right range? Thanks again.

edit: realized I did the myinit wrong so I edited out that portion of my question.

damned
June 15th, 2020, 01:05
For classes, is there good documentation that shows what to do with Options 1 to 6? Confused what I am supposed to do with it. Does not seem to tie to Abilities, for examplle.

Working on it.

damned
June 15th, 2020, 01:06
One other question... I need to have a damage modifier of -1d2. Rolling 1d2 works perfectly but if I make it negative, I get a 0 result when I roll a 1 or 2. 3,4, and 5 give -1, and 6 gives a -2. Is there a different way to subtract a 1d2 roll using it as a positive die roll to get the right range? Thanks again.

edit: realized I did the myinit wrong so I edited out that portion of my question.

I dont think its supported.

AWD2
June 15th, 2020, 03:35
I dont think its supported.

Appreciate it, thanks again.

damned
June 15th, 2020, 14:42
New video with a brief overview of Races and Classes.
https://youtu.be/oikIGLbje0g

Old Scouser Roleplaying
June 16th, 2020, 04:22
and via Old Scouser I fixed DBDamage to apply a min of 1 point of damage.

New version in post #1.

Fantastic, putting it into dbdamage is a much better solution, thanks

AWD2
June 16th, 2020, 23:06
I dont think its supported.

Actually I just discovered the Boon and Bane dice going through some of your videos. Do you know if 1d2 is supported in that roll? It works perfectly for the modifier I need to damage otherwise. Thanks again.

Nembrot
June 17th, 2020, 00:10
When trying to create a Groups or Places, i got those errors.

Script Error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
Script Error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)

I think I saw somewhere that those are being depracated in favor of World Builder, right?

damned
June 17th, 2020, 07:48
When trying to create a Groups or Places, i got those errors.

Script Error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
Script Error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)

I think I saw somewhere that those are being depracated in favor of World Builder, right?

Yes. They are only still there so that people can copy their data to World Builder.
Sorry for the change - however World Builder has all of the same functionality + more so its worth the move.

damned
June 17th, 2020, 07:49
Actually I just discovered the Boon and Bane dice going through some of your videos. Do you know if 1d2 is supported in that roll? It works perfectly for the modifier I need to damage otherwise. Thanks again.

Most of the rolls only support the physical dice - including the new dice that have been configured in MoreCore.

What are you trying to achieve - I might be able to guide you to an existing option.

AWD2
June 17th, 2020, 14:42
Most of the rolls only support the physical dice - including the new dice that have been configured in MoreCore.

What are you trying to achieve - I might be able to guide you to an existing option.

Appreciate that. The basic idea is that based on the character's Size and Strength, they get a modifier to certain attacks. On either side of "average" (which has 0 modifier) is 1d2. All the rest are normal dice, so those are set. What I was planning on doing for the time being was just having those do a 1d2 roll and asking the player to do the math but if there's a way to get that to somehow pop up as a modifier, that would be great but definitely not necessary. Thanks again.

36916

AWD2
June 24th, 2020, 05:20
Sorry, one other dumb question... messing with the campaign I've been working on in Classic in Unity and all the /rollunder rolls I have are adding an extra d10 to the roll. My formula is /rollunder 1d100x(p3) where p3 is the target value. It ends up rolling a d100 and adding a d10. Thanks.

edit 2: for what it's worth, /harn 1d100(p3) works ok in unity... curious if there is a way to make the red boxes that house the values bigger on character sheets.

Ahoggya
June 24th, 2020, 09:28
Hi damned, I was wanting to know if you would create a dice mod for Mother Ship? It's very similar to Harn, 1d100 with a success based like Harn. The only difference is the critical and fumble method. It's fairly simple. If doubles are rolled on the % roll, such as 11, 22, 33, etc. and it's a success then that is a critical success. If it's a failure it's a critical failure or fumble. Example, if the skill parameter is 36, then 11, 22 and 33 would be a critical success, 44, 55, 66, 77, 88 and 99 would be a failure. So it would be good for the roll to tell us that. That's it, nothing fancy.

damned
June 24th, 2020, 14:25
Sorry, one other dumb question... messing with the campaign I've been working on in Classic in Unity and all the /rollunder rolls I have are adding an extra d10 to the roll. My formula is /rollunder 1d100x(p3) where p3 is the target value. It ends up rolling a d100 and adding a d10. Thanks.

edit 2: for what it's worth, /harn 1d100(p3) works ok in unity... curious if there is a way to make the red boxes that house the values bigger on character sheets.

percentile dice are handled quite differently in FGU vs FGC and most of the rolls will need to be updated for d100...
i will try and get some more of those done soon.

Im not going to make teh boxes bigger as a default because... there just isnt enough room for everything.
You can make an easy extension that includes the following:

<windowclass name="cli_rolls" merge="join">
<sheetdata>
<basicnumberred name="p3" merge="join">
<anchored to="paramanchor" position="left" width="13">
<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
</anchored>
</basicnumberred>
<basicnumberred name="p2" merge="join">
<anchored to="paramanchor" position="left" width="13">
<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
</anchored>
</basicnumberred>
<basicnumberred name="p1" merge="join">
<anchored to="paramanchor" position="left" width="13">
<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
</anchored>
</basicnumberred>
</sheetdata>
</windowclass>

try 13 to start but you will likely want to try a few sizes and see what is the minimum that works for you

damned
June 24th, 2020, 14:26
Hi damned, I was wanting to know if you would create a dice mod for Mother Ship? It's very similar to Harn, 1d100 with a success based like Harn. The only difference is the critical and fumble method. It's fairly simple. If doubles are rolled on the % roll, such as 11, 22, 33, etc. and it's a success then that is a critical success. If it's a failure it's a critical failure or fumble. Example, if the skill parameter is 36, then 11, 22 and 33 would be a critical success, 44, 55, 66, 77, 88 and 99 would be a failure. So it would be good for the roll to tell us that. That's it, nothing fancy.

There are two mothership rolls already there...
someone was supposed to share some charsheets etc but I dont think that happened...
scroll back for at last a dozen pages and you should find some info on it...

AWD2
June 24th, 2020, 15:19
Really appreciate the response, thanks again.

Ahoggya
June 25th, 2020, 19:07
There are two mothership rolls already there...
someone was supposed to share some charsheets etc but I dont think that happened...
scroll back for at last a dozen pages and you should find some info on it...

I can't see the rolls on the list in the front post and can't access this sight you mention with the latest rolls...https://www.diehard-gaming.com/mchelp.html#dicestrings
I really just need the syntax for the roll. I can configure my own character sheets.

damned
June 27th, 2020, 01:40
I honestly cant recall the syntax for these rolls just now. If someone can find the original posts discussing mothership and link them here that would help me...

wndrngdru
June 27th, 2020, 03:54
I honestly cant recall the syntax for these rolls just now. If someone can find the original posts discussing mothership and link them here that would help me...

Got yer back, mate.

https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=498703&viewfull=1#post498703

damned
June 27th, 2020, 04:39
Hi benightedfae

It would be awesome if you would create it in FG.
Ive made the two rolls for you - let me know if they are ok and if they work as expected:

/mother1 1d100+(p2)+(p3)x(p1)
p1 will contain the skill value and then you can link any number of other things into it in the string
you can also use
/mod (p1) on all the other things that might get used - eg (wag) Blaster /mod 15, Expert /mod 15, Advantage /mod 10
These will in effect add to your skill giving you a higher chance of rolling under

/mother2 2d10+(p2)+(p3)x(p1)
p1 will contain the skill value and then you can link any number of other things into it in the string
you can also use
/mod (p1) on all the other things that might get used - eg (wag) Blaster /mod 15, Expert /mod 15, Advantage /mod 10
These will in effect add to your skill giving you a higher chance of rolling under

So create a character sheet - if you are stuck on how to implement something bounce it off me.
Clone the character and then make it unique (change its name and some of its stats/gear) so you have two PCs

Create a couple of NPCs.

Create a basic map of 2-4 rooms/locations and a basic adventure to go with it.

Export it as a module (/export) and then create a new thread here and upload it.

Huzzah - thanks wndrngdru!

damned
June 27th, 2020, 04:40
It would be awesome if someone can test these and once we know they are right - create and share a character sheet and/or a small prepackaged adventure...

Nembrot
June 28th, 2020, 18:23
I need to change the distance calculation for Cyberpunk, so I did change the
<script name="GameSystem" file="scripts/manager_gamesystem.lua" />
<includefile source="gameelements.xml" />
right now I'm just replacing entire files.
Can you tell me if there's just a way to replace
function getDistanceUnitsPerGrid()
return 1.5;
end
in lua

and
<distance>
<base>1.5</base>
<diagmult>1.5</diagmult>
<suffix>m</suffix>
</distance>

in xml?
so in the future it won't break any of your changes in MoreCore?
I can't seem to find that in documentation, or I'm blind.

damned
June 29th, 2020, 07:26
Use the MUSE extension by Celestian

Brotherkelly
June 29th, 2020, 08:33
Use the MUSE extension by Celestian

I use this for Battletech:ATOW. Works well.

damned
June 30th, 2020, 15:19
Minor updates, Fixes for /topsecret and /tsprimary
Player Agency updates
Please update to 1.59 20200630

Brotherkelly
July 3rd, 2020, 19:29
HiDamned, is there an easy way to call a dice roll from within another dice roll?

I am looking to do an automated knockdown check after the target has taken damage from a damage roll (lua dice string) by calling up an attribute check dice roll.

damned
July 4th, 2020, 02:20
Firstly no. There is no way to chain dice rolls but there is a /followon roll that will chain a table to a roll. You might be able to look at that and see if you can code one to have a roll follow on to another roll but I suspect it will need to be completed custom coded because you only want to roll based on a result.
Additionally I suspect that the target will need to make the roll not the atacker?

Brotherkelly
July 4th, 2020, 08:59
Firstly no. There is no way to chain dice rolls but there is a /followon roll that will chain a table to a roll. You might be able to look at that and see if you can code one to have a roll follow on to another roll but I suspect it will need to be completed custom coded because you only want to roll based on a result.
Additionally I suspect that the target will need to make the roll not the atacker?

Thanks for the response.

I will take a look at the /folllowon roll and what is possible.

Varsuuk
July 7th, 2020, 05:44
Hey Damned, I started going through your tutorials to get to know MoreCore a bit.

I went through the first 3 "Damned Basic" ones ;) and tried loading the extension you linked.
When I did, it looks like the font is either too large for the button or some other issue. I guessed "too large" only because I mucked with the font definition, going from 22 to 20 and that made "World Building" look like it fits.

37485

damned
July 7th, 2020, 08:23
You might also note the button is different. World Builder was added to MoreCore after that extension was done so I didnt have to contend with such a long name.
Playing with and tweaking the stuff is good - that was the point of the DbD tutorial series :)

Varsuuk
July 7th, 2020, 09:27
Awesome. Yeah, I didn’t notice it wasn’t on the video actually :)

Definitely enjoying thus far - thank you Damned

absimiliard777
July 7th, 2020, 17:54
Hi guys,

I was googling rulesets for Kult Divinity Lost. I'm new at FG, and I wanted to run the game with my friends. Can I use MoreCore for Kult?

Thanks in advance.

damned
July 8th, 2020, 00:53
Welcome absimiliard777

I am not at all familiar with the game but I have added at least one Kult roll in MoreCore.
If you tell me exactly what you need t have happen Ill try and explain how you would do it in MoreCore.

bloodylemming
July 14th, 2020, 04:26
I'm having some issues building a custom character template. I've defined a rather long list of Abilities and put them into categories, but I can't add them to the Abilities Tab on the MoreCORE character sheet, and when I connect as a player, the Abilities list is empty.
Items work just fine...

damned
July 14th, 2020, 05:17
I'm having some issues building a custom character template. I've defined a rather long list of Abilities and put them into categories, but I can't add them to the Abilities Tab on the MoreCORE character sheet, and when I connect as a player, the Abilities list is empty.
Items work just fine...

Hi bloodylemming

What version of MoreCore are you using?
MoreCore must be updated manually from the first post in this thread.

I personally recommend that you use Rolls rather than Abilities as Abilities can have no mechanical effect - they are descriptive only.

bloodylemming
July 14th, 2020, 14:00
Hi bloodylemming

What version of MoreCore are you using?
MoreCore must be updated manually from the first post in this thread.

I personally recommend that you use Rolls rather than Abilities as Abilities can have no mechanical effect - they are descriptive only.

I only installed it yesterday, so I assume it's the latest... 1.59 2020630 Oh, and I'm using Unity, not Classic.

These items are purely title plus long description. I'm trying to build this for Scum and Villainy.
I'd like to figure out how to get the since rolling system working, but since S&V is based on number of d6 dice and all modifiers adjusting the number of dice, with the result being the single highest die, or pair of dice (if there are multiple 6's), I can't think of how to do that where it would be easier than just telling them, roll x number of dice...

Thank you for your help.

damned
July 14th, 2020, 14:25
can you upload your db.xml and ill have a look at it?
let me think on your roll.
so you might (axample) have 3d6 in strength and 2d6 in athletics and the GM gives you an additional 1d6 because (something)
you roll 6d6 and keep the single highest die?

zarlor
July 14th, 2020, 15:40
can you upload your db.xml and ill have a look at it?
let me think on your roll.
so you might (axample) have 3d6 in strength and 2d6 in athletics and the GM gives you an additional 1d6 because (something)
you roll 6d6 and keep the single highest die?

Damend, S&V uses the same dice mechanic as Blades in the Dark which you were working on earlier.

bloodylemming
July 14th, 2020, 16:31
can you upload your db.xml and ill have a look at it?
let me think on your roll.
so you might (axample) have 3d6 in strength and 2d6 in athletics and the GM gives you an additional 1d6 because (something)
you roll 6d6 and keep the single highest die?

That's essentially right.

You have a level in a skill (0-3) and that would essentially be a base roll, but circumstances can add or remove dice. So Modifier would equal number of dice rolled, not a value applied to the result.
You roll and the result of the highest die determines the outcome. A second 6 results in a critical. (exceptions are a pain)
Not clear on how 0 level rolls work yet. It's either 2 dice, take the lowest result, or a regular roll with 'mods' take the lowest result... Still figuring things out.

I hope that's the correct file...

damned
July 14th, 2020, 17:09
so /blades (p1)+(p2) will roll (p1)+(p2) dice, will keep the highest dice and report it. if its a double 6 it reports critical success. if you have 0 dice it rolls 2 dice and keeps the lowest.

what I would do is..
set up your attributes (or whatever the thing is that is part of all rolls) as /blades (p1)+(p2) and hide (p3).
set the attribute score in (p1)
set the sum of all the other modifiers in (p2) at the time of roll
activate the roll
either manually clear the (p2) field after the roll or just make sure you set it correctly before each roll.

bloodylemming
July 14th, 2020, 19:36
so /blades (p1)+(p2) will roll (p1)+(p2) dice, will keep the highest dice and report it. if its a double 6 it reports critical success. if you have 0 dice it rolls 2 dice and keeps the lowest.

what I would do is..
set up your attributes (or whatever the thing is that is part of all rolls) as /blades (p1)+(p2) and hide (p3).
set the attribute score in (p1)
set the sum of all the other modifiers in (p2) at the time of roll
activate the roll
either manually clear the (p2) field after the roll or just make sure you set it correctly before each roll.


I'll look into that, thank you.

Is there somewhere I have to enable, say like the Items list as usable by the players, because I can see it on my end and add to the character, but it's not populating on the players end...

damned
July 15th, 2020, 00:43
I'm not sure what you mean. Do they not have the items campaign tool? Or they have the button but it's empty? Or they have items but cannot drag and drop them?

I could replicate the abilities issue you reported for FGU but I have not looked any further just yet.

bloodylemming
July 15th, 2020, 00:47
I'm not sure what you mean. Do they not have the items campaign tool? Or they have the button but it's empty? Or they have items but cannot drag and drop them?

I could replicate the abilities issue you reported for FGU but I have not looked any further just yet.

Cool. Glad it wasn't just me. !)


On the GM screen, the Items and Abilities window is populated. On the players side, they're entirely blank. Not even categories.

damned
July 15th, 2020, 02:53
GM data is not shared to players by default.
Create your Items and either share them individually or export them to a module and set the module (in library) to Player Allowed.
Only the second way will show categories.

damned
July 15th, 2020, 04:38
Ive reported Abilities as a CoreRPG bug in FGU.
https://www.fantasygrounds.com/forums/showthread.php?59992-FGU-CoreRPG-record_char_abilities-xml-does-not-accept-drag-and-drop

bloodylemming
July 15th, 2020, 18:52
GM data is not shared to players by default.
Create your Items and either share them individually or export them to a module and set the module (in library) to Player Allowed.
Only the second way will show categories.

I tried this, but it's still not showing up... In the Library, under Data Module Activation, it's loaded and Player Load Allowed is green...
I did make sure the Items and Abilities were checked when I exported. I even with and without the Player Module entry checked, though I'm not sure what that is really for...

The only options I see in there that might be affecting things is Read Only and Player Module... I can't find any information on what these do. It doesn't appear to be in the general FG wiki...

damned
July 16th, 2020, 00:42
Hi bloodylemming

Close FG and reopen FG. As GM can you go into your Library and Data Activation and Load the module there. Set it as Allow Player Load.
When you go into Items on your GM screen the ones in the module should have a little book icon.
If there is no little book icon then the data you are expecting isnt in the module.

bloodylemming
July 16th, 2020, 15:21
Hi bloodylemming

Close FG and reopen FG. As GM can you go into your Library and Data Activation and Load the module there. Set it as Allow Player Load.
When you go into Items on your GM screen the ones in the module should have a little book icon.
If there is no little book icon then the data you are expecting isnt in the module.

It is loaded on my end, I do see the books next to each entry, though I so a duplicate list, which I assume is the list I exprorted and the original list. I don;t know why it wouldn't just replace them, but oh well. !)
Can I manually delete the non-book entries and still export a complete list, if I add to it, or do I have to keep the duplicates, as in the export won't export the book-marked items?

I finally got it to load for the players. They have to go in an manually install the module... This seems very silly to me. The modules required for the game should automatically load for the clients, or they can't play the game...
Anyway, probably an FG thing, not a MC thing.

I still don't know what the Read Only and Player Module selection options do under the export dialogue. Those don't appear to be in any of the FG documentation, and I can't find it in the morecore documentation...

I've alos just noticed that /reload isn't doing anything...

damned
July 16th, 2020, 15:41
Generally you should make content that you want to export, in a campaign dedicated to that content - not the one you are playing in.
Export the content from there always. No need to load the module in that campaign.

You should not need to send the players the mod file. They should be able to load it in their Library while connected to you and you have it set to Allow.

/reload is not available in FGU at this time. If you are doing dev work you might consider using FGC for now.
Also /reload doesnt refresh mod content - for that you need to unload/load the mod.

Varsuuk
July 16th, 2020, 16:35
Also /reload doesnt refresh mod content - for that you need to unload/load the mod.

TRUTH - this one gets me so often, I keep forgetting this.

bloodylemming
July 16th, 2020, 22:39
What a pain. !)

Hopefully they'll put /reload back in.

I'd like to build a custom character sheet for this game, but it functions so differently, that modifying the existing one to get the layout I want is very cumbersome. There's just so much in an existing sheet that I spend all my time just trying to identify elements, rather than learning to build the form. Where can I look for resources on how to build a sheet from a blank container? I know this would be done in XML.

damned
July 17th, 2020, 00:14
Im sure /reload will be enabled once they are happy with FGU performance and stability.

I have a bunch of videos on youtube that have a bunch of intro to different parts of FG programming.
https://www.youtube.com/playlist?list=PLsgd1zJLdiKVbJg6KJv668LyJXmfk25Yv
Quite a few include editing XML.
Now they probably dont do exactly what you want but they should help.

If you post a pic of the charsheet you are looking at and what you want to do I can give you some pointers.

bloodylemming
July 17th, 2020, 01:08
Can you delete posts?

bloodylemming
July 18th, 2020, 19:57
Here's the Mechanics character sheet. Each class has it's own, though the layout will be the same.
Also included is the basic layout I'd like and a mockup of what I hope to build... The main page anyway. There will be a second tab for some of the stuff I don't think is all that necessary on the front of the sheet...
I'd like to make it as compact and still have all the meaty stuff at the players fingertips.

I'm an artist by trade, but I have some limited programming knowledge.

damned
July 18th, 2020, 23:58
Hi bloodylemming.

How is Insight used? Prowess and Resolve look like they are used similarly?
What do Special Abilities do and how are they used mechanically?
Are Items just role playing devices or are they also used Mechanically?
How is Stress Used and what impact does it have as it changes?
What is Harm and how is it used Mechanically?
Actually - 2 lots of Harm?

bloodylemming
July 19th, 2020, 03:56
Hi bloodylemming.

How is Insight used? Prowess and Resolve look like they are used similarly?
What do Special Abilities do and how are they used mechanically?
Are Items just role playing devices or are they also used Mechanically?
How is Stress Used and what impact does it have as it changes?
What is Harm and how is it used Mechanically?
Actually - 2 lots of Harm?


Stats: There are three Stats (Insight Prowess and Resolve). The six boxes are for experience.
Skills: Each stat has 4 skills 0-3. The little triangles show the level in the skill.
The stat has an equal value to the number of skills that are level 1 or better under that stat, so if you have Doctor, Hack, Rig and Study at level 1 or greater, you have an Insight of 4.

Whether a stat or skill roll, the number you have in it equals the number of d6's you roll. Whatever the highest value is, 1-3 is a failure, 4/5 is success with consequences, 6 is a complete success and multiple 6's is a critical success. More or less.

Special Abilities: These are wide and varied, so they don't follow any particular pattern for mechanics, and most don't really have a combat mechanic component to it. Handling the special abilities in scripting would be an exercise in exceptions for just about every ability, and some have an 'either do this or that', so as I see it, special abilities should be handled as just fluff the player has to keep in mind when making decisions.

Stress: When the player faces a result they don't like, they can resist using Stress. Say, you just got shot in the chest, take a level 3 wound "Internal Bleeding". The player doesn't want to take a level 3 wound, so they can say,"I'm rolling with the action and my armor takes the brunt." That would be a Prowess roll. They roll the appropriate number of dice, subtract that (single highest result) from 6, and that's how much stress they take, instead of the wound. "You get lucky and the plate takes the damage, leaving you with bruises, instead of holes."

You get stress removed during Downtime when you Indulge your Vice.

Trauma: The HARM in the blue bar, next to Stress, should be TRAUMA. [fixed] When you mark your last box of Stress, you get one point of Trauma and take one Trauma Condition, like Cold, Unstable, etc., and you're out of action for the rest of the job. You're essentially incapacitated. Although you can get Stress back between jobs, the trauma condition persists. When you have taken your fourth trauma condition, your character is forced into retirement. (you can get conditions removed under certain circumstances, but it's not the general rule)

I just realized, I need to make space to actually show what Trauma Conditions are in affect. [fixed]


Harm: This is where you record damage taken. You can take up to two level 1 wounds, two level 2, and 1 level 3 wound. If you take a third level 1 wound, it becomes a level 2 wound instead... A Level 4 wound is fatal.
Level 1 Harm means everything you do results in -1 level of effectiveness. Complete Success becomes Success with Consequences. Success with Consequences becomes Partial Success, etc.
Level 2 means you get -1d to all rolls.
Level 3 means you can't do anything without assistance. Essentially you're disabled, but conscious.
Level 4 means dead.

Heavy, Armor: and Special (should be Armor, Heavy, Special) refer to levels of armor a character might be wearing. Stress is only one way of resisting the effects of a bad result. You can also expend armor, but the armor is destroyed, or at least one point of it. Regular armor has 1 point (Storm trooper Armor), Heavy Armor has 2 (Assault Armor) and Special Armor has 3 (Mandalorean Armor).

Healing Clock: This is a 'downtime' activity and isn't rollplayed. You get a limited number of Downtime Activities you can do between jobs. Healing (resting, seeking medical attention, etc.) is one. When you do, you clear all Level 1 Harm, and you get to mark off a number of the wedges on the clock. If you have any lingering Harm, and you've healed enough to fill the clock, you clear the clock and remove all Harm. If you are injured before your clock is filled, reset the clock.

Load: There are three levels of load, the player chooses before a job. The level of Load tells how much stuff the player can carry on themselves during the job. Light is 3, Normal is 5 and Heavy is 6. The amount you carry effects some of the actions you perform on a job.
Anyway, Once you chose the Load level, you can select your load (check the items you're carrying). It's actually more odd than this, but this is the basics.
With Load there is a standard set of equipment the player has access to and a short list of Class derived equipment. The first 6 items are Class items, and will be different for each class. The Standard list is available to any class, and special items can be added to the list. I was thinking of item management would happen on another tab, where you would populate the list. The front page would show what you have access to and you can check the ones you are actively carrying on the job.

Cred and Stash: This is an abstraction for finances. Cred is what you have available to you. Stash is what you've, well hidden away really.



I think that basically covers everything on the front sheet...

Theros
July 20th, 2020, 20:46
How I can create a table that can roll d66, also how I can determine a range of results?

Theros
July 20th, 2020, 20:59
Another question is about calendar. Is it possible to get it as player edited (field that can be seen by players)? I still don't get why it is not allowed?

damned
July 20th, 2020, 23:06
How I can create a table that can roll d66, also how I can determine a range of results?

You should be able to drag a d60 and a d6 into the Table giving you results from 11-16, 21-26, ..., 61-66

damned
July 20th, 2020, 23:06
Another question is about calendar. Is it possible to get it as player edited (field that can be seen by players)? I still don't get why it is not allowed?

In MoreCore players can add notes to the Calendar once the GM activates that date.
When you say you still dont get why its not allowed what have you heard?

Jackimus
July 22nd, 2020, 16:41
Hey folks, sorry to repeat a question that's probably been asked a billion times. I've looked the sticky post up and down several times and it seems like there's no link to actually download the "pak file"? If that's not the case, can someone please point me in the right direction? Cheers!

Myrdin Potter
July 22nd, 2020, 17:00
First post and if you are in mobile it may not show up. If in a PC, you have to change your forums settings to see attachments.

damned
July 23rd, 2020, 00:39
Scroll right to the bottom of the screen and on the left set the theme to FGResponsive

zarlor
July 23rd, 2020, 15:06
You might want to put that highlighted and in bold on that first post, Damned. Seems to be a common issue

AWD2
July 25th, 2020, 20:56
Possibly dumb question... just started our Legend System Deus Vult game and when we were doing equipment, one player mentioned he didn't see the categories I had grouped items into. Is there a way to allow the player to see that? He said he only had ALL when I had about ten subcategories. Thanks again, much appreciated.

wndrngdru
July 26th, 2020, 02:11
Possibly dumb question... just started our Legend System Deus Vult game and when we were doing equipment, one player mentioned he didn't see the categories I had grouped items into. Is there a way to allow the player to see that? He said he only had ALL when I had about ten subcategories. Thanks again, much appreciated.

I believe categories are contained within modules, meaning you would need to create a player module of the items. The players then load that module on their own client within the library.
When creating modules, the general consensus is that it's best to do it in a campaign separate from the one you use for play. Then you can create a module of everything for yourself/GM and one for the players of only the stuff they should have access to.

AWD2
July 26th, 2020, 02:17
Thanks, appreciate that info.

damned
July 26th, 2020, 04:21
Yep that is how Fantasy Grounds presents the data - its not specific to MoreCore.
Exporting to a Player module and allowing Players to load is your bets bet.

Ranzarok
July 26th, 2020, 06:13
Hi benightedfae,

This is what the % dice roll output would look like. It calls Success or Fail and if its a double and under the target it calls Critical Success and 99 is a critical failure.
It also modifies the Target number by any Modifier stack input.

https://fantasygrounds.com/forums/attachment.php?attachmentid=33585

33585

Heya damned, are these Mothership rolls currently in the MC ruleset?

EDIT: Seems I posted prematurely, I found them in the ruleset. mothership1 and mothership2?

damned
July 26th, 2020, 06:19
Yes that is correct.

Ranzarok
July 27th, 2020, 04:26
Yes that is correct.

Heya damned, what are the formulas for those. No matter what I do, I can't get them to trigger.


local sDice, sTarget, sDesc = string.match(sParams, "([^%s]+)x(%d+)%s*(.*)");


I'm just lost on the sCmd string, I know it's mother1 and mother 2 but after that...nothing. :) Any help would be appreciated.

damned
July 27th, 2020, 06:16
Ok I think its like this:

/mother1 2d10x(p1)
roll 2d10 for a number between 2 and 20
compare to (p1)

/mother2 2d10+(p2)+(p3)x(p1)
roll 2d10 for a number between 2 and 200
compare to sum of (p1)+(p2)+(p3)
yes the syntax looks wonky...

/mother1 1d100+(p2)+(p3)x(p1)
roll 1d100 for a number between 1 and 100
compare to sum of (p1)+(p2)+(p3)
yes the syntax looks wonky...

I could be wrong....

Arrix
July 27th, 2020, 13:09
Hello and thank you for developing and maintaining this ruleset.

Here:

I found that MoreCore should be supporting FGU, is that correct?

We play Exalted 3rd edition and I tried to use the /exalted roll in FGU but the console gave the following error:
[7/27/2020 2:07:49 PM] s'performAction: ' | nil | nil | s'2d10'
[7/27/2020 2:07:49 PM] s'nFailure final: ' | #0
[7/27/2020 2:07:49 PM] s'nSuccess final: ' | #0
[7/27/2020 2:07:49 PM] s'performAction: ' | { s'aDice' = { }, s'nMod' = #0, s'sType' = s'exalted', s'nSuccess' = #0, s'nFailure' = #0, s'sDesc' = s'Parameters not in correct format. Should be in the format of "#d# <desc>"' }
[7/27/2020 2:07:49 PM] { s'aDice' = { }, s'nMod' = #0, s'sType' = s'exalted', s'nSuccess' = #0, s'nFailure' = #0, s'sDesc' = s'Parameters not in correct format. Should be in the format of "#d# <desc>"' }
[7/27/2020 2:07:49 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_custom_exalted.lua"]:107: attempt to concatenate field 'sSize' (a nil value)

So I guess it isn't ready yet for FGU?

damned
July 27th, 2020, 13:23
Hi Arrix - Exalted works ok for me in FGU.

Arrix
July 27th, 2020, 13:29
Huh... That is good to know. Then I did something wrong.

I'll look into it a bit more and check back in if I get it to work. Thank you for your reply.

damned
July 27th, 2020, 13:36
Rolls are meant to be used from the Character sheet (or NPC/CT) as a Roll. They are not meant to be used as command line. That errr message looks like you typed the command in. If you do that you also need to type a Description. eg /exalted 2d10 Psionics

AWD2
July 27th, 2020, 15:56
Yep that is how Fantasy Grounds presents the data - its not specific to MoreCore.
Exporting to a Player module and allowing Players to load is your bets bet.

Appreciate it. Do people happen to know if items I entered but didn't want them to see would be visible or only if I shared it/made it public? Thanks again.

bloodylemming
July 27th, 2020, 18:49
Does FG support SVG graphics?

Valyar
July 27th, 2020, 21:54
Does FG support SVG graphics?

Not that I am aware of. JPG and PNG formats are used.

Jackimus
July 28th, 2020, 15:59
Scroll right to the bottom of the screen and on the left set the theme to FGResponsive

I'm afraid I can't see that rn. I'm on chrome- happy to change forum settings but can't see an easy way to do that either? Thanks for the help folks!

NickT
July 28th, 2020, 16:41
Hi Damned, Still working on the Paranoia Extension, but I have hit a bit of a problem in that I cannot find out how to change ownership of a record.
Basicly as GM I want to send out a form for all the players to fill in and then after they have been completed read through them and act accordingly. Notes have an ownership property, but I cannot find out how a GM would alter them on the fly. The best option I have come up with so far is sending the form via chat and getting the player to copy it, and name it something that I recognise and then read the new document. Is this really the only way, to do this or am I missing something blindingly obvious?
If you remember we discussed the combat dice requirements of Paranoia, (there being no hit points as such, just conditions of, OK,SNAFU, Wounded etc), is it possible to set up a die roller for combat, or is that too much out on a limb? Next Question... What should I put as copyright info, obviously I should make a reference to Mongoose Publishing, but should I also include my name, as the person who adapted it for Morecore?

LordEntrails
July 28th, 2020, 18:12
I'm afraid I can't see that rn. I'm on chrome- happy to change forum settings but can't see an easy way to do that either? Thanks for the help folks!
Its available on Chrome, just make sure you are viewing the Full Site and not the mobile or Archive sites.

Jackimus
July 29th, 2020, 16:31
Its available on Chrome, just make sure you are viewing the Full Site and not the mobile or Archive sites.

Is there specific directions you can give to do that? Sorry again for the inconvenience.

Draeus
July 29th, 2020, 16:46
Hi there,
Been a while since I have been on Fantasy Grounds Forums...

But I have come across somethign using MORE CORE. Not sure if it has been reported so here goes.

I have set up the following Dice code on a Skill.

/rk d(a1)+d(b1)+d(p1)x1 Works really well...
Until...
One of the above Dice Values in the associated box is a 0

Then it rolls for eternity... Just one contintuous loop.

wndrngdru
July 29th, 2020, 18:41
Is there specific directions you can give to do that? Sorry again for the inconvenience.

Scroll aaaaaall the way to the bottom of this page. In the lower left corner is a drop-down menu you can use to change the theme. Select FGResponsive.

damned
July 29th, 2020, 22:51
Hi there,
Been a while since I have been on Fantasy Grounds Forums...

But I have come across somethign using MORE CORE. Not sure if it has been reported so here goes.

I have set up the following Dice code on a Skill.

/rk d(a1)+d(b1)+d(p1)x1 Works really well...
Until...
One of the above Dice Values in the associated box is a 0

Then it rolls for eternity... Just one contintuous loop.

Hi Draeus

Im not sure exactly how to replicate what you are rolling above but the syntax is completely wrong. The syntax is:

/rk #d#x#

where we have # how many dice, # what size dice, # how many dice to keep

I apologise the help file says /rk #d#k# instead of /rk #d#x# - Ill get that fixed up.

damned
July 29th, 2020, 23:06
Hi Draeus

I think I understand now what you are doing.
The syntax you are using is not how it was written but interestingly it works.
I will have a look and see if I can add some error checking for your use case.

damned
July 29th, 2020, 23:21
Ive written a variant that does some checking and dropped it to you. Please let me know if you encounter any issues - Ill need to test it some more myself to make sure it doesnt break the primary use syntax too.

Draeus
July 30th, 2020, 09:38
Ive written a variant that does some checking and dropped it to you. Please let me know if you encounter any issues - Ill need to test it some more myself to make sure it doesnt break the primary use syntax too.

I will have a test today and see if I can get this to work. It is for use with our GMD CORE RPG we released a few months back, I am attempting to have a more automated version of the game in Fantasy Grounds now so we can play more smoothly without resorting to TTS.

Thank you for sending me the file, I appreciate it, love the rule set!

AWD2
July 31st, 2020, 09:51
Firstly there is no generic MATH options available.
How to implement this has eluded me unfortunately.

You might try this roll but it will only be of use if the DEUS VULT roll is similar to the MYTHRAS roll.

/mythras 1d100w(a)x(b)y(p1)z(p3)

This roll does add (a) and (b) and (p1) and displays that value in (p2).

I cannot recall what z/p3 does though!
This is something that is being worked on specifically for Mythras at the moment (going slowly).

Going back a bit to this post... thanks for this info. It does take the two stats as a base and add a skill as needed in Deus Vult. The Deus Vult (also Deus Vult =Mongoose Legend if you know that system at all) roll isn't quite the same from seeing the Mythras in action.

Deus Vult Skill Checks:
Roll <= Target: Success
Roll > Target: Failure
Roll <= 10% of Target: Critical Success
Roll <=5: Auto Success
Roll=1: Auto Critical Success
Roll>=96: Auto Failure
Roll>=99: Fumble if Base Score+Skill<=100
Roll=100: Fumble if Base Score+Skill>100

I see this part of the script:

if nTotal > 98 then
Debug.console("Fumbled: ", nTotal);
sSaveResult = "Fumble";
elseif nTotal > 95 then
Debug.console("Automatic Failure: ", nTotal);
sSaveResult = "Automatic Failure";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Herculean: ", nTotal);
sSaveResult = "Herculean Success [+FHSEV]";
elseif nTotal < 6 then
Debug.console("Automatic Success: ", nTotal);
sSaveResult = "Automatic Success";
elseif nTotal <= (tonumber(nTargetNumber)*.5) then
Debug.console("Formidable: ", nTotal);
sSaveResult = "Formidable Success [+HSEV]";
elseif nTotal <= (tonumber(nTargetNumber)*.67) then
Debug.console("Hard: ", nTotal);
sSaveResult = "Hard Success [+SEV]";
elseif nTotal <= (tonumber(nTargetNumber)) then
Debug.console("Standard: ", nTotal);
sSaveResult = "Standard Success [+EV]";
elseif nTotal <= (tonumber(nTargetNumber)*1.5) then
Debug.console("Easy: ", nTotal);
sSaveResult = "Only Successful vs Easy [+V]";
elseif nTotal <= (tonumber(nTargetNumber)*2) then
Debug.console("Very Easy: ", nTotal);
sSaveResult = "Only Successful vs Very Easy";
elseif nTotal >= nTargetNumber then
Debug.console("Failed: ", nTotal);
sSaveResult = "Failure";
end

I might be asking something dumb, but would it screw things up if I changed it to

if nTotal > 98 then
Debug.console("Fumbled: ", nTotal);
sSaveResult = "Fumble";
elseif nTotal > 95 then
Debug.console("Automatic Failure: ", nTotal);
sSaveResult = "Automatic Failure";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Herculean: ", nTotal);
sSaveResult = "Herculean Success [+FHSEV]";
elseif nTotal < 6 then
Debug.console("Automatic Success: ", nTotal);
sSaveResult = "Automatic Success";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Formidable: ", nTotal);
sSaveResult = "Formidable Success [+HSEV]";
elseif nTotal <= (tonumber(nTargetNumber)) then
Debug.console("Standard: ", nTotal);
sSaveResult = "Standard Success [+EV]";
elseif nTotal >= nTargetNumber then
Debug.console("Failed: ", nTotal);
sSaveResult = "Failure";
end

The typical Deus Vult 99 or 100 fumble seems covered by the first line. Less than 10% of the target number rounded up is a critical success covered by "elseif nTotal <= (tonumber(nTargetNumber)*.1) then" labeled the Formidable Success? Standard Success is less than or equal to target, failure is greater than target, auto success is 1-5... those all seem covered already. Is it possible to add

elseif nTotal = 1 then
Debug.console("Automatic Critical: ", nTotal);
sSaveResult = "Automatic Critical";

and have it work? Apologies, as mentioned I'm really new to scripting. I'm not sure what the [+EV] or [+HSEV] stuff refers to specifically... can it just be deleted? Another dumb question... looking through Mythras and manager_custom_rolllow.lua side by side, I can't tell what makes modifiers in mythras change the die roll and modifiers in the latter (I'm guessing the latter is the /rollunder roll) change the target number.

I ran my first Deus Vult Session with Morecore in Classic and it worked well. Unfortunately one of my players let me know five minutes before we started that he has the latest version of OS X and can't run classic. BRP now works in Unity and gets close in a lot of ways but I don't think I could make the changes needed to get it to really work. Morecore's flexibility lets me basically do what I need with my almost non-existent coding abilities but the d100 thing in Unity seemed like it might trip us up. Real coders could probably make a pretty well-oiled character sheet, but I definitely got it to cover what I need it to do. Here's how I ended up doing the character sheet, shown in FGU...

38211

I never got the ext to increase the red box size to work but I was going to take another look at that (it's more legibile in classic). Not sure if there's a better way to track the info, but the formula boxes seemed like the easiest way. With a skill, the first box is the base from some combo of two Attribute values. Middle box is the added skill points, third box is the total the roll checks against. The Mythras roll would simplify that. With Hit points and Damage, I use the boxes to track Armor/Hit points for the location or the object. That's just data that can be adjusted on the fly, no rolls against that info. Bane and Boon work for damage modifiers except for -1d2, so I just did a regular 1d2 roll and make sure I remember that has to be subtracted (hasn't come up yet). I made the +0 roll an /ability just to have a place holder. Same with Fatigue... put a 1 in the level you're at with winded and below throwing a skill check modifier.

The BRP with Glornatha extensions is cleaner in some ways but I don't know how to change Initiative (I found it in the scripts but I don't know how to change it yet), I would need to add AP to items, and I would need modifiers to change target numbers, not the dice roll. I'd also have to ignore ciritcal success type feedback but that's okay. Feels like Morecore is a lot closer for me and my capabilities. Anyway, not sure if any of that is useful. Appreciate all your work on Morecore, thanks again.

frostbyte000jm
July 31st, 2020, 16:48
next time you're in your code (if it is not too much trouble), mind removing the height property from pcclasslink in record_char.xml

I am working on my next game and my console gets flooded with those errors. I can work around it and it hurts nothing, but it is easier to find my errors with it cleaned up.

(switching to Unity question): is function onSizeChanged() not supported in Unity or maybe just has a bug? my character sheet is working in classic, but when I move it over it is not re-framing when I change the size of the sheet.

Thank you a million times for MoreCore my group is loving that we can play so much more than just DnD.

damned
August 1st, 2020, 01:26
Thanks - varsuuk highlighted this one and another to me too.
I have had that resize issue reported to me this week also but havent yet investigated - hopefully this weekend.

Me too - thats what MoreCore is for!

ctcharger
August 4th, 2020, 02:15
I have had good success with Morecore and OSE. However, I can't get the attack rolls to link to the strength or dexterity bonuses automatically. The damage rolls work great so I feel like it should work the same way but it doesn't. I have been able to click the modifier next to the attribute so not a big deal but I wanted to ask to see if I was missing anything obvious.

I did, just figured it out! Good stuff.

NickT
August 7th, 2020, 18:18
Hi Damned, Still working on the Paranoia Extension, but I have hit a bit of a problem in that I cannot find out how to change ownership of a record.
Basicly as GM I want to send out a form for all the players to fill in and then after they have been completed read through them and act accordingly. Notes have an ownership property, but I cannot find out how a GM would alter them on the fly. The best option I have come up with so far is sending the form via chat and getting the player to copy it, and name it something that I recognise and then read the new document. Is this really the only way, to do this or am I missing something blindingly obvious?
If you remember we discussed the combat dice requirements of Paranoia, (there being no hit points as such, just conditions of, OK,SNAFU, Wounded etc), is it possible to set up a die roller for combat, or is that too much out on a limb? Next Question... What should I put as copyright info, obviously I should make a reference to Mongoose Publishing, but should I also include my name, as the person who adapted it for Morecore?. Apart from that I am progressing nicely, and I have been told that if I have something I am prepared to use, I can give a demo at UK Games Expo in a weeks time. Thanks for you help and input it is much appreciated

damned
August 8th, 2020, 02:32
Hi NickT would you please send me in some detail (copy and paste if you have already done so) the requirements for your roll - include as much detail as possible - and ill try and get something done for you for the roll.

For the first question you are SooL.
Players only own their Character Sheets and any Notes they create.
The quick and dirty approach here will be for the players to create a note - not make it Public - and you copy and past the Questions into the Note for them.

Anything more will require an extension like Player Agency - note PA doesnt cover your use case at this time but the concepts are all there.

Astaroshe
August 9th, 2020, 18:55
Hi Damned, hi Everyone,

I've been searching quite a for a solution to somewhat "special" issue, but while I do have a bit of knowledge reading xml and lua, I fail at figuring out where to connect some dots.
Basically, my playgroup plays a highly customised World of Darkness Campaign based on the 20th Anniversary Books of Vampire, Werewolf, Mage etc. On my search for solutions I did stumble on several posts with
a) old VTM-Systems, that are no longer working (at least in FGU),
b) are only limited to Vampires and not "customisable" in FG itself, or
c) people stating that they consider working on new projects, but with nothing substantial to use right now.
The best that I was able to find is in fact MoreCore and the VTM-Extension (Actually it's for Dark Ages, but close enough) which in itself had some bugs (dice-rolls at least for me just give out error-messages), but is too "static" to allow any customisation.

Which is why I'm coming here now. My Playgroup doesn't need much in Terms of automation (currently we mostly use PDF's for Character-Sheets. it's nice to have but just to get started we really don't need it. What we do need/want is a Character-Sheet/NPC that can be modified in a lot of aspects and this way also can vary between the players. Which means a fully static sheet like in the VTM-Extension for MoreCore does not help, although it sets a decent start. Some reordering and other tweaks to this Extension might be the right direction.
Additionally, we'd need something similar to a "Powers/Spellbook"-Library. While MoreCore's "Abilities" Tab is a good Starting-Point for that library, I really miss a Filter-Option. To give you an example: The Spells-Library for 5e can be filtered by Spell-Level, User-Class, and if it's a ritual. Something like that would be a massive help for us, since we'd have combine so many rulebooks with different "Powers/Disciples/Gifts" that it would be very hard to find the right thing, when you need to search for it.

All I need is mostly the framework, from which I can build my modules with data for my group. I do have a somewhat good idea on how a few things could be done, but I am uncertain of some limitations and/or options. The issue is that while I might be able to adjust some smaller things in the MoreCore VTM-Extension, it would still extremely limited. I know that there are many tutorials and guides that modify things like char-sheets/spells, but I haven't found any guide that replaces an entry-type completely (in my case that would be Chars/NPCS/Abilities). The tutorial on the 3.5-Spell library also was a good starting point to figuring out how spells are built, but I'm still missing too much pieces (implementing the filter in the menu, adding more filter "rows"). So, I've concluded that if I'd try to figure all that out by myself it'll take me most likely a year at best. I certainly like MoreCore as the basis for my vision of this extension, but with more-core being even more complex than CoreRPG I certainly need some serious help.

That is why I'm looking for someone who is well versed (and proven) in building extensions and feels confident to take this challenge. I also know that time and effort is something no one likes to spend for free, which is why I'm willing to negotiate this as a commission. If you thing that you might be the person to talk to please leave me a Message and we could get started from there.

JubiladosdeArkham
August 9th, 2020, 23:19
Hi damned,

I'm trying to do a dice string but I'm having some issues. The first time it worked but after that it always shows the Script Error: (string "common/scripts/morecore_rolls.luea"):104: attempt to concatenate local 'sParams' (a nil value) message.
Here is the Dice String and the Param Formula. Don't know where the error is.
38455

Thanks

damned
August 9th, 2020, 23:24
you need /weg
but also (and this is slated for a fix) the roll would be /weg 1d6+3d1006
you only want the only exploding dice (d6)

JubiladosdeArkham
August 9th, 2020, 23:28
Holy crap, I didn't miss the / untill you said it.
Thanks dude!

damned
August 10th, 2020, 03:03
Hi Damned, hi Everyone,

I've been searching quite a for a solution to somewhat "special" issue, but while I do have a bit of knowledge reading xml and lua, I fail at figuring out where to connect some dots.
Basically, my playgroup plays a highly customised World of Darkness Campaign based on the 20th Anniversary Books of Vampire, Werewolf, Mage etc. On my search for solutions I did stumble on several posts with
a) old VTM-Systems, that are no longer working (at least in FGU),
b) are only limited to Vampires and not "customisable" in FG itself, or
c) people stating that they consider working on new projects, but with nothing substantial to use right now.
The best that I was able to find is in fact MoreCore and the VTM-Extension (Actually it's for Dark Ages, but close enough) which in itself had some bugs (dice-rolls at least for me just give out error-messages), but is too "static" to allow any customisation.

Which is why I'm coming here now. My Playgroup doesn't need much in Terms of automation (currently we mostly use PDF's for Character-Sheets. it's nice to have but just to get started we really don't need it. What we do need/want is a Character-Sheet/NPC that can be modified in a lot of aspects and this way also can vary between the players. Which means a fully static sheet like in the VTM-Extension for MoreCore does not help, although it sets a decent start. Some reordering and other tweaks to this Extension might be the right direction.
Additionally, we'd need something similar to a "Powers/Spellbook"-Library. While MoreCore's "Abilities" Tab is a good Starting-Point for that library, I really miss a Filter-Option. To give you an example: The Spells-Library for 5e can be filtered by Spell-Level, User-Class, and if it's a ritual. Something like that would be a massive help for us, since we'd have combine so many rulebooks with different "Powers/Disciples/Gifts" that it would be very hard to find the right thing, when you need to search for it.

All I need is mostly the framework, from which I can build my modules with data for my group. I do have a somewhat good idea on how a few things could be done, but I am uncertain of some limitations and/or options. The issue is that while I might be able to adjust some smaller things in the MoreCore VTM-Extension, it would still extremely limited. I know that there are many tutorials and guides that modify things like char-sheets/spells, but I haven't found any guide that replaces an entry-type completely (in my case that would be Chars/NPCS/Abilities). The tutorial on the 3.5-Spell library also was a good starting point to figuring out how spells are built, but I'm still missing too much pieces (implementing the filter in the menu, adding more filter "rows"). So, I've concluded that if I'd try to figure all that out by myself it'll take me most likely a year at best. I certainly like MoreCore as the basis for my vision of this extension, but with more-core being even more complex than CoreRPG I certainly need some serious help.

That is why I'm looking for someone who is well versed (and proven) in building extensions and feels confident to take this challenge. I also know that time and effort is something no one likes to spend for free, which is why I'm willing to negotiate this as a commission. If you thing that you might be the person to talk to please leave me a Message and we could get started from there.

Sorry I missed this post.

What is this VtM extension for MoreCore? I am not aware of that one.
You would not copy the whole library of spells to the Character Sheet just like you do not in 5E. You only copy teh spells that you know/use.

You could use Abilities but I think Rolls are better on every level. Both can be added to Libraries that can be grouped by class and level or school or whatever you need.
Im not sure how much of an extension you might need - possibly none - maybe just data input.

Astaroshe
August 10th, 2020, 11:07
Sorry I missed this post.

What is this VtM extension for MoreCore? I am not aware of that one.

I'm Talking about this Vampire Dark Ages One, that could also be used for VTM(and partly is based on a Core-RPG-VTM-Sheet/Extension)
On this one I my dice-rolls currently go bad" with an error message, but I'll yet have to test if the additional linked exalted roll.zip fixes that one.

EDIT: added the Link
https://www.fantasygrounds.com/forums/showthread.php?44632-MoreCore-Character-Sheets&p=495815&viewfull=1#post495815


You would not copy the whole library of spells to the Character Sheet just like you do not in 5E. You only copy teh spells that you know/use.

You could use Abilities but I think Rolls are better on every level. Both can be added to Libraries that can be grouped by class and level or school or whatever you need.
I'm not sure if we're talking about the same "feature" here. What I'm missing from the Rolls and Abilities is this interface:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38462&stc=1&d=1597050296 https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38463&stc=1&d=1597050309

Basically a built in Search-Filter (1st Row By Name - All/Shared - Editbutton; 2nd By Level/Rank, 3rd By "Origin", 4th By "Source")
In my case origin is a list, that can apply to multiple Types (like in 5e with Classes in the Source Field, eg. a Spell could be Tagged for Cleric, Wizard and Druid)
Source itself is more which "Creature" normally has those Powers, eg. which Rulebook it's attatched to...Could be Vampires, Werewolf, Mage etc.
Preferably all of this Information comes from the actual Spell Content itself. Currently 5e uses Level, Ritual and Source fort those tags, but for example adding a new Source in a game does not update, the filter-options. (no clue where that is triggerd currently). Neither Rolls, nor Abilities feature such a Filter currently. Rolls for my case are way too complex.
The "Powers" of WoD follow a simple Scematic of



Power-Name


Availabe to (Origin)


Some Fluff Text


Some Rulestext


Which Rolebook it came from



Since we don't need automation we basically just use it to check what that power does and do the maths/rolling by hand, due to many factors that can change the circumstances anyway.
For a FGU Implementation, I'd be happy with a few "top-level"-Tag Fileds for my Filters, 2 seperate Textfields for Fluff+System and a lower Tagfield (not used for filtering) just stateing the rulebook/homebrew. The big issue is getting that tag/filtering system to work, otherwise the Abilities would alredy offer a decent Start. The reason I dislike Grouping in FGU is that players can't use those normally. They just get a very long list. Seen Here:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38464&stc=1&d=1597052360

And since I'd need a full replacement of the Character-Sheet with said custom-version, said-spell "library"-template (the actual Data I know how to build in modules afterwards) I'm not sure if this already requires a extension. Since I'd like to keep the Abilites for a tiny adjustment that I might do by myself, this Spells-Part also requires a new Icon to the Sidebar, which I still have not figured out in any System how to get things added to it anyway :P
(I'm planing to change Abilities into "Entries" where our DM can just story any Data (Descriptions or other Things that can then be used in Links) but keep seperate from actual Notes (Descriptions or other Things that can then be used in Links) no funtionality exept a place to store explanations and plain Text without any "frills" attatched^^)

I'm currently building up a mockup for the char-sheet as reference (currently in excel, later visualised if needed), but even there I'm still unsure about few "features" that might or might not be possible. Basically I'm trying my best to for one build a universal WoD-Sheet, while keeping it simple but using possibilites that might not be there with a real paper-sheet. Especially for the last part I'm just to unexperiened on what would work and what not.

damned
August 10th, 2020, 13:14
I'm Talking about this Vampire Dark Ages One, that could also be used for VTM(and partly is based on a Core-RPG-VTM-Sheet/Extension)
On this one I my dice-rolls currently go bad" with an error message, but I'll yet have to test if the additional linked exalted roll.zip fixes that one.



That is not a MoreCore ruleset. It wont work as expected with MoreCore.

damned
August 10th, 2020, 13:18
The big issue is getting that tag/filtering system to work, otherwise the Abilities would alredy offer a decent Start. The reason I dislike Grouping in FGU is that players can't use those normally. They just get a very long list. Seen Here:

If you set it up on the GM computer and export it as a module.
You can load that module and make it player accessible in the library.
Players should then be able to see the grouped entries.

The filtered view is coded specifically for a specific ruleset.
You could totally create an extension that provides that functionality but it isnt something that is likely to be in MoreCore at any time in the near future.
The fields etc are very specific and thus make no sense in a generic base.

damned
August 10th, 2020, 13:19
You can create a new Data Type and sidebar type fairly easily in an extension.
You then also need to tell the Character Sheet how to use or accept that new data type but certainly those aims should be fairly achievable.

Astaroshe
August 10th, 2020, 13:27
Derp me researched the link for the vtm/vda char sheets and then failed to add it...fixed now, the one I'm talking about should? be for MoreCore

damned
August 10th, 2020, 13:47
Ahhh thank you for the link.
I am not familiar with either game system (I have both Exalted and VtM books in my bookshelf but have not read them...) so Im anot really sure how to use but when I added values to teh stats and skills they all rolled (and some exploded) and reported ok for me.
For questions about those sheets/extensions you might want to post in that thread so rpotor might see also.

Astaroshe
August 10th, 2020, 13:49
If you set it up on the GM computer and export it as a module.
You can load that module and make it player accessible in the library.
Players should then be able to see the grouped entries.

The filtered view is coded specifically for a specific ruleset.
You could totally create an extension that provides that functionality but it isnt something that is likely to be in MoreCore at any time in the near future.
The fields etc are very specific and thus make no sense in a generic base.

Still would create more issues than help, sadly. I intent to split modules by "general System" eg. one for vampires, another for Werewolfes etc...
What makes things hard is that sometimes you need "all Gifts of Rank 1 for this <class>"
Which already has two different filters, to be searched on. But those Rank1 gifts also might be Rank2 for another class, so a static group would either not work or have dozens of duplicates.
I certainly know (and agree) that this is somewhat specific, which is why I'm failing and I would not ask for it to be a standard for MoreCore. Still need to find someone who is capable to buil that as a extension though^^ There is a lot of "simple" Stuff in there, but there are a few nicks that are more complex. This is why I'm setting this up as a commission, insted of asking to have this be supplied in MoreCore as a default feature^^

frostbyte000jm
August 10th, 2020, 17:56
@Astaroshe I am currently running a Mage the Ascension 5e campain in MoreCore.

This took some to-doing. Especially since it is all HomeBrew (obviously since M5 is not even a thought yet), but it is possible to build with MoreCore.

Do you have XML and LUA skills? It wasn't too hard copying the items needed from Damned's amazing creation into what you need specifically.

38474

There is a bit it looks like you're looking for, but with a little know how and a few hours of yelling at your computer screen until the code does exactly what you want it to do. it is possible to get WoD and CoD to work well with MoreCore.

My suggestion is start small. There are a few rolls already that should be close to what you need. There are WoD and CoD roll commands. Depending on your ruleset you may need to slightly alter them with an extension. Ask and people on here (and I) can show you how.

I hope to start a video series this week that will slowly start covering development topics for simple things in MoreCore. I will be posting them on here.

Astaroshe
August 10th, 2020, 19:49
Sadly my coding times in University mostly covered java with a hint of xml. I tired lua once, i can mostly read basic functions, but anything higher than that would take me a serious amount of time to figure out, while simultaneously running and playing in currently 3 Campaings. (One of them being said WoD mashup).

Could I manage to build most of it myself? Yes...but not in a reasonable time to catch everyone to move from roll20 to FGU. Finding a snipet here and there might get me to something that works, but it would be neither efficient nor "crashsave" most likely. The main "plus" I have is that I don't need any rolls programmed into all components. Just the "display" suffices for me, but that I'd rather have it in 2-3 months and a bit of cash spent than in a year.
I'm already spending some money on art commissions, so why not find a decent coder to do some work as well?

NickT
August 12th, 2020, 11:45
This is the basic combat roll for Paranoia.

Paranoia uses a combat system that is VERY different to most, any help with that would be a godsend ;>)

A player has a series of health status options (O)kay, (S)nafued, (W)ounded, (M)aimed, (D)own, (K)illed, (V)apourised

Weapons have a rating as follows:-
Cone Rifle Damage Type= Impact Min-Boost-Max= W3K
Min-Boost-Max
Min =minimum damage done,
Boost= how much over the basic hit value you have to roll before you add a rank to the health status
Max = The maximum damage that weapon can do
so assuming a character fires a cone rifle at an unarmoured target and they have a "Projectile Weapons skill of 14, (this is the skill used for firing a cone rifle)
they roll a d20 against their skill.
If they get above 14 they have missed
If they get 12-14 they have hit but they did not get a boost,(did not make the roll by 3 points or greater) so Health status of target = W
If they get 9-11 they have hit and got a single boost (made roll by 3-5 but not by 6 or more) so Health status =W+1 boost = M
If they get 6-8 they have a hit and 2 boosts( made roll by 6 but not by 9 or more) so Health status = W+2= D
If they get 3-5 they have hit with 3 boosts which would be W+3=K,
If they get 1-2 they have hit with 4 boosts which would be W+4= V
but the maximum damage a cone rifle can do is K so the Health status is =K


If the target is wearing armour of the appropriate type then the damage is reduced by steps depending on the level of protection it offers.

Also if a character is Wounded and is hit a second time, all results of Wounded or below are ignored. i'e' if you are wounded you cannot be wounded a second time.
Also what did you mean by SooL, ("being urged to attack something" doesn't sound as if it is what you meant, but it is Australian slang.....) BTW thanks for offering to help ;>)

Yogel
August 13th, 2020, 09:48
@Astaroshe I am currently running a Mage the Ascension 5e campain in MoreCore.

This took some to-doing. Especially since it is all HomeBrew (obviously since M5 is not even a thought yet), but it is possible to build with MoreCore.

Do you have XML and LUA skills? It wasn't too hard copying the items needed from Damned's amazing creation into what you need specifically.

38474

There is a bit it looks like you're looking for, but with a little know how and a few hours of yelling at your computer screen until the code does exactly what you want it to do. it is possible to get WoD and CoD to work well with MoreCore.

My suggestion is start small. There are a few rolls already that should be close to what you need. There are WoD and CoD roll commands. Depending on your ruleset you may need to slightly alter them with an extension. Ask and people on here (and I) can show you how.

I hope to start a video series this week that will slowly start covering development topics for simple things in MoreCore. I will be posting them on here.

Would you be willing to provide this sheet? I've been looking for something similar as well.

frostbyte000jm
August 14th, 2020, 02:54
I mentioned before that I was going to start working on a video series.

Tho I knew making videos was not easy, I didn't realize just how NOT easy it is.

My plan for this series is to build some modifications for the current games I am playing.
I hope someone can get something out of this.
https://www.youtube.com/playlist?list=PLdNTLeOzaWPs_S6g7JHBUxMhCdF8iXxOr

frostbyte000jm
August 14th, 2020, 02:56
Would you be willing to provide this sheet? I've been looking for something similar as well.

as long as you do not judge my coding. I know a lot more now than I did when I made this. :P

damned
August 14th, 2020, 03:34
I mentioned before that I was going to start working on a video series.

Tho I knew making videos was not easy, I didn't realize just how NOT easy it is.

My plan for this series is to build some modifications for the current games I am playing.
I hope someone can get something out of this.
https://www.youtube.com/playlist?list=PLdNTLeOzaWPs_S6g7JHBUxMhCdF8iXxOr


Good stuff frostbyte!

Yogel
August 14th, 2020, 06:17
as long as you do not judge my coding. I know a lot more now than I did when I made this. :P

Thank you!

Honken
August 14th, 2020, 09:06
I was fiddling around with making making rolls for a new RPG that i got, and this happened.


https://6zyfmq.am.files.1drv.com/y4m3BOGGJxyyY4ch-oyCEiXry3bc353VlonQ1RABf_4uo_XUKS0mbarkIXvqOPJ0m3t wAkSQsh2uTD7FDliwCAweBSofVvEfaZKLvjqBU42Z1XNilgJ0U zCyPoYxklV9KqHyh-vJ8D3oApnNEHpJrAJ-pwdSZaJe025Wjmu3nwO1jDANMNh9-SNpgzRwS3Obtvl_P75sfFpgTK87MpgwrcRSA?width=714&height=92&cropmode=none

When trying to roll under value x with a d100 it also rolls a d10. This is in FGU. When this happened, i opened FGC, and did the same thing. It worked fine.

I also made rollunder with a d10, and there was no problem.

/H

osarusan
August 15th, 2020, 01:44
A while back there was a screenshot and someone saying that they were working on/nearly finished with a Mythras ruleset for MoreCore. Can anyone elaborate on that? It's an extremely exciting prospect!

damned
August 15th, 2020, 02:24
I was fiddling around with making making rolls for a new RPG that i got, and this happened.


https://6zyfmq.am.files.1drv.com/y4m3BOGGJxyyY4ch-oyCEiXry3bc353VlonQ1RABf_4uo_XUKS0mbarkIXvqOPJ0m3t wAkSQsh2uTD7FDliwCAweBSofVvEfaZKLvjqBU42Z1XNilgJ0U zCyPoYxklV9KqHyh-vJ8D3oApnNEHpJrAJ-pwdSZaJe025Wjmu3nwO1jDANMNh9-SNpgzRwS3Obtvl_P75sfFpgTK87MpgwrcRSA?width=714&height=92&cropmode=none

When trying to roll under value x with a d100 it also rolls a d10. This is in FGU. When this happened, i opened FGC, and did the same thing. It worked fine.

I also made rollunder with a d10, and there was no problem.

/H

d100s roll differently in FGC and FGU and I need to update all 100+ rolls to support the new d100 rolls for FGU still...

TheYak
August 16th, 2020, 03:12
Hi all,
Hopefully a quick one, is there a dice string for multiply in morecore?
I did some searching but no luck so far, I want to do something like /afmbe 1d8 x3 or /die 1d8*3.
A basic multiplier to the dice roll

Brotherkelly
August 16th, 2020, 19:34
Hi all, is there a variable within MoreCore or CoreRPG that allows you to determine the range between attacker and target on a map, which can then be used in a script to select the correct range category for applying range modifiers within an attack roll?

Myrdin Potter
August 17th, 2020, 03:18
This is the basic combat roll for Paranoia.
)

https://twitter.com/madbeardman/status/1295147050200375297?s=21

flynnkd
August 17th, 2020, 06:07
/sfdice ((p1)+(a1))d6s5f1

This throws an error... bad argument #2 to min...

What do I need to do pls.

PhilAdams
August 17th, 2020, 06:12
If you're trying to come up with a totaling of # of dice [d6], I've never found a solution for that. It's a capability I'd love to see.

flynnkd
August 17th, 2020, 06:14
If you're trying to com up with a totaling of # of dice [d6], I've never found a solution for that. It's a capability I'd love to see.

Yes I am, have you found another way around it?

PhilAdams
August 17th, 2020, 06:28
Unfortunately, it's not graceful. I use the dice pool. OR I have people manually type the values in. It's not elegant, and this is the mechanism behind things like the MYZ engine and a lot of other systems (which add Attribute + Skill [+ Situational + Gear].

Another solution you can use is the modifier window. So, if you have Attribute dice/rating, and you have a Skill rating, you can roll for plain Attribute (unskilled) or you can roll Skill + (type in the Attribute rating in the modifier window). It's clunky, but maybe there's a limitation with Lua or something that limits the timing of dice string parsing?

When I ran Alien, I simply hard coded the final # of dice into p1. So Agility might be 4(d6), and Piloting might be 3. If so, I'd have the skill on the character sheet as Piloting 3 (the actual skill name), then the p1 box was 7 (Agility + Piloting 3), and the dice string used only p1.

flynnkd
August 17th, 2020, 06:32
I thought about using Pools, but you cant apply the /sfdice condition to pool rolls can you? THey are just plain rolls?

PhilAdams
August 17th, 2020, 06:42
Right. I think if you're using the pool, you end up having to do the dice resolution manually. For some systems (like MYZ), that's pretty easy.

damned
August 17th, 2020, 14:35
Hi all,
Hopefully a quick one, is there a dice string for multiply in morecore?
I did some searching but no luck so far, I want to do something like /afmbe 1d8 x3 or /die 1d8*3.
A basic multiplier to the dice roll

use the afmbedmg roll
AFMBE Damage Roll: /afmbedmg (p1)d6x(p2) (roll #d6 * #)

damned
August 17th, 2020, 14:36
Hi all, is there a variable within MoreCore or CoreRPG that allows you to determine the range between attacker and target on a map, which can then be used in a script to select the correct range category for applying range modifiers within an attack roll?

There is not.
2E and SR4 rulesets both include code to do this.
An upcoming Star Wars d6 Extension may do this but it is not quite yet ready.
Its not on my radar....

damned
August 17th, 2020, 14:38
/sfdice ((p1)+(a1))d6s5f1

This throws an error... bad argument #2 to min...

What do I need to do pls.

The valid syntax is:

Success/Fail: /sfdice #d#s#f# (roll #dice, count #s[Success] and #f[Fail])

damned
August 17th, 2020, 14:44
I thought about using Pools, but you cant apply the /sfdice condition to pool rolls can you? THey are just plain rolls?

You can change the pool to use some rolls - eg /pooltype explode but sfdice also requires arguments that are not supported by /pooltype

frostbyte000jm
August 17th, 2020, 17:25
/sfdice ((p1)+(a1))d6s5f1

This throws an error... bad argument #2 to min...

What do I need to do pls.

What system are you playing?

I had to make a dice system that did this. It was very custom to a homebrew game so I didn't think to share it with Damned. If you want to steal the code it is back on page 251 Mage5.ext. But I should have corrected SuccessFail dice to do what I revised.

So what i started doing was using the modStack. I would click attribute, and it would add that number to Mod, then click Skill it would also add, then run my dice mod which would take the mod stack as number of dice, then go from there. I plan on doing an upcoming video on how to make dice systems for MoreCore. But I just started school and work roughly 50+ hours, so expect that within a couple+ weeks. :)

TheYak
August 18th, 2020, 07:30
use the afmbedmg roll
AFMBE Damage Roll: /afmbedmg (p1)d6x(p2) (roll #d6 * #)

Thanks Damned,
Just a note as I was interested, the first (p1) is not 100% needed, you can replace this with a number, i.e 1d6x(p2)

Brotherkelly
August 18th, 2020, 07:57
There is not.
2E and SR4 rulesets both include code to do this.
An upcoming Star Wars d6 Extension may do this but it is not quite yet ready.
Its not on my radar....

Thanks Damned, I will take a look at these rulesets and see how they calculate the range. There may be something in them for me to take guidance from.

damned
August 18th, 2020, 15:28
Thanks Damned,
Just a note as I was interested, the first (p1) is not 100% needed, you can replace this with a number, i.e 1d6x(p2)

Hi The Yak
Yes you can use a number or a Parameter in all those fields.

Quorlox
August 18th, 2020, 21:56
I am working on an Earthdawn character sheet for MoreCore and setting a formula to /earthdawn (p1) works well, but setting it to /earthdawn (p1) + (p2) (or /earthdawn ((p1) + (p2))) doesn't roll anything so I am wondering what I am doing incorrectly.

I tried to include a screen shot, but the dialog box that opened wouldn't let me add an image. :(

damned
August 18th, 2020, 23:39
As described to me the roll is
Earthdawn: /earthdawn # (roll step # on the earthdawn 4th step/action dice table)
so that is how I programmed it.
It accepts only one number...

Quorlox
August 19th, 2020, 00:08
That is how it works, but similar to other systems, things are sometimes added/subtracted to get the final step. For example, abilities are typically Attribute + Ability to get the final step, and certain types of injuries decrease the step, so I was hoping to be able to use the built-in features of your character sheets to do the necessary calculations. Is that not possible?

damned
August 19th, 2020, 01:16
Sure - its possible but computers dont now how to do anything without programming them to know what to do.

6 is not the same as 3+3 unless your program knows to handle 3+3.
This roll only looks for a single number.

But it also goes deeper than that - are there situational modifiers?
Do you ever add more than 2 numbers together?
Are modifiers ever negative?

You need to spell out EXACTLY how a roll is built so I can program it.

flynnkd
August 19th, 2020, 01:44
What system are you playing?

I had to make a dice system that did this. It was very custom to a homebrew game so I didn't think to share it with Damned. If you want to steal the code it is back on page 251 Mage5.ext. But I should have corrected SuccessFail dice to do what I revised.

So what i started doing was using the modStack. I would click attribute, and it would add that number to Mod, then click Skill it would also add, then run my dice mod which would take the mod stack as number of dice, then go from there. I plan on doing an upcoming video on how to make dice systems for MoreCore. But I just started school and work roughly 50+ hours, so expect that within a couple+ weeks. :)

Shadowrun 6e. It uses a Trait+Skill level to generate a pool, then has a success target and fail target (5-6 and 1). If the pool could be modified to do this that would solve my problems, but I don't have the inclination to re-progam sorry... perhaps someone could do an extension? It's easy to manually handle, just would be nice if it could be automated. Thanks.

damned
August 19th, 2020, 01:59
As a quick and dirty try editing the current sfdice roll and hard code the s and f values in and remove the part where its looking for that in the string and then you can use the pool commands...

TheYak
August 19th, 2020, 09:45
Hi The Yak
Yes you can use a number or a Parameter in all those fields.

Cheers much appreciated, I have another question,

In All Flesh there are success levels when you get a high roll.
Is there a dice string that allows for these?

Example would be that I need to add 1 to the damage roll BEFORE multiplying.
So is there a dice string that does /afmbedmg (1d6+1)x(p2), basic is 1d6+1 first, then multiply.