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damned
April 28th, 2019, 04:05
MoreCore v1.51 has been uploaded.
Contains fixes for the Gumshoe systems, plus new rolls for Exalted (thanks SmileyMan), Dr Who and Legend of the Five Rings.
Contains other minor tweaks.
See first post for download link.
Ram Tyr
April 28th, 2019, 11:37
damned, just wanted to give you a shout for working on this. I'm incredibly impressed with your efforts and grateful for them. Thank you.
damned
April 28th, 2019, 12:53
damned, just wanted to give you a shout for working on this. I'm incredibly impressed with your efforts and grateful for them. Thank you.
Hola Ramza0Tyr!
rnadams2
May 13th, 2019, 20:12
Just a quick note that the Champions killing attack damage roll doesn't calculate properly. Currently, it's calculating the roll as if it was counting BODY damage from a normal attack. The dice results should be added for BODY damage, with the extra d6-1 used as a multiplier for STUN damage.
For example, /ckill 4d6 resulting in a 1, 3, 4, and 6, with a 4 on the multiplier die, should result in 14 BODY and 42 STUN; currently, it produces 4 BODY and 12 STUN.
damned
May 14th, 2019, 01:14
Just a quick note that the Champions killing attack damage roll doesn't calculate properly. Currently, it's calculating the roll as if it was counting BODY damage from a normal attack. The dice results should be added for BODY damage, with the extra d6-1 used as a multiplier for STUN damage.
For example, /ckill 4d6 resulting in a 1, 3, 4, and 6, with a 4 on the multiplier die, should result in 14 BODY and 42 STUN; currently, it produces 4 BODY and 12 STUN.
Very possible.
I received much conflicting advice on the correct rolls.
I stopped working on them as another community member was building a kickarse extension that included the improved rolls and combat tracker and more. Unfortunately real life has snafu'd him away and he's not been back.
If at least one other person corroborates the roll Ill adjust.
Arion
May 17th, 2019, 20:33
I am not sure what else is in the pipeline for MoreCore, but what i personally would find very useful is a way to put somewhat more complex equations into a roll.
So at the moment you can roll (p1)d6+(p3)
Ideally, you would be able to roll ((p1)-(p2))d6+(p3) or whatever.
damned
May 18th, 2019, 04:32
I am not sure what else is in the pipeline for MoreCore, but what i personally would find very useful is a way to put somewhat more complex equations into a roll.
So at the moment you can roll (p1)d6+(p3)
Ideally, you would be able to roll ((p1)-(p2))d6+(p3) or whatever.
Yes this is something that would increase its flexibility.
Coding the logic to handle that into all the rolls would be very time consuming however - multiple hours per roll and there are over a hundred roll scripts.
The approach Ive been mulling over is having another section or roll type that would allow you to build basic math strings using the variable value and then the results of these could be dragged into your rolls.
But I have not yet resolved how to do that yet.
It will likely break a bunch of extensions again.
Arion
May 18th, 2019, 20:18
Yes this is something that would increase its flexibility.
Coding the logic to handle that into all the rolls would be very time consuming however - multiple hours per roll and there are over a hundred roll scripts.
The approach Ive been mulling over is having another section or roll type that would allow you to build basic math strings using the variable value and then the results of these could be dragged into your rolls.
But I have not yet resolved how to do that yet.
It will likely break a bunch of extensions again.
I assumed that it might be problematic, but we can but hope!
Keep up the good work
Nylanfs
May 20th, 2019, 19:08
Is there a way to use another supported math library that could be plugged in?
damned
May 21st, 2019, 00:27
Is there a way to use another supported math library that could be plugged in?
Its not a match issue. Lua handles math fine.
The Dice Strings are Parsed and they must fit the expected format for that Roll.
If you start adding multiple values and math in then the Roll breaks or you have to significantly increase the Parse logic - for every single Roll.
I can probably build something like the Roll Parameters and have [#](operator)[#] [result] and the [#] accept links to other fields and the [result] being draggable into other Roll parameters.
But I also need to put it on the Char sheet - thats fine - but adding another new section will mean that a lot of the more advanced MoreCore Ruleset extensions will break and will require updating which imposes time commitments on other people as well.
Ram Tyr
May 21st, 2019, 13:31
damned,
Is it possible to leave the current coding for the dice strings alone and add a new "thing" (maybe call it "dice operations") that you build in the more flexible way (?) you describe above? Then the old extensions could keep on going just fine with the old "dice strings". If people want to update to use the new "dice operations" they can do so while other users keep using the old extensions (with their "dice strings").
Perhaps it isn't possible or is much harder than just replacing the dice strings?
Anyway, just thinking out loud here... love what Morecore has become.
Thanks.
Meliath1742
June 1st, 2019, 17:38
WEG D6 Issues
Trying to setup a Star Wars d6 game. I'm assuming I'm doing something wrong with the WEG die roller. The Wild Die doesn't appear to be functioning as advertised. It doesn't explode or cancel other die as needed. And other die are exploding when they shouldn't. I've included some images to show what I'm seeing.
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27498
27499
damned
June 2nd, 2019, 00:42
WEG D6 Issues
Trying to setup a Star Wars d6 game. I'm assuming I'm doing something wrong with the WEG die roller. The Wild Die doesn't appear to be functioning as advertised. It doesn't explode or cancel other die as needed. And other die are exploding when they shouldn't. I've included some images to show what I'm seeing.
27497
27498
27499
I dont know what this cancel die is that you talk about.
based on your screenshots the black wild die is exploding and the red ones are not which is as far as I know how it should work....
Turn on Roll Parameters and setup your roll as
/weg 1d6+(p1)d1006+(p2)
Meliath1742
June 2nd, 2019, 01:07
I dont know what this cancel die is that you talk about.
based on your screenshots the black wild die is exploding and the red ones are not which is as far as I know how it should work....
Turn on Roll Parameters and setup your roll as
/weg 1d6+(p1)d1006+(p2)
The wild die function was added in the second edition of the d6 rules from what I've read. So, as I understand the d6 rules today, anytime the wild die (colored red) is a six, it's rolled again and added to the total...and so on as long as it comes up a six. Anytime the wild die comes up as a 1 (on the first roll of the dice), you subtract (cancel) it and the highest die rolled with the attempt. Also, only the wild die can explode (thus the term wild die).
FYI: You probably know that Valarian (https://www.fantasygrounds.com/forums/member.php?8831-Valarian)created a basic d6 ruleset for Star Wars a while back. It's die roller seems to work correctly but doesn't actually show a colored Wild Die during the roll. It just notifies you of either a critical success (explosion) or critical failure which I can only assume is a 1 on the WD. His ruleset provides a character sheet which works pretty well considering the unique way d6 tracks a characters health. I was trying to use MoreCore because of its flexibility. Valarian's d6 is pretty basic when it comes to bells and whistles. You may want to ping Valarian to verify I'm understanding the d6 rules correctly.
damned
June 2nd, 2019, 01:44
In this implementation the red dice are the normal dice and the black dice is the wild dice.
The 1d6 refers to a singular wild dice.
You can use /d2006, /d3006, /d4006 for the standard dice for other colours if you dont like the red dice.
I could ping Valarian... but I have no time to go learning rules for systems Ill never use. I reply on the people requesting dice rolls to give me the right info when I build them. If the info is wrong with an implementation I need at least two people to confirm and clarify the correct rules...
Meliath1742
June 2nd, 2019, 02:04
In this implementation the red dice are the normal dice and the black dice is the wild dice.
The 1d6 refers to a singular wild dice.
You can use /d2006, /d3006, /d4006 for the standard dice for other colours if you dont like the red dice.
I could ping Valarian... but I have no time to go learning rules for systems Ill never use. I reply on the people requesting dice rolls to give me the right info when I build them. If the info is wrong with an implementation I need at least two people to confirm and clarify the correct rules...
Understood. Wasn't aware the black dice were the WD. Thanks for the help!
damned
June 2nd, 2019, 03:52
If you do setup a character please export and share your character for others to use as a guide.
If you can see obvious improvements to the roll please share them - such as chat message output, reporting on the wild die, etc
Meliath1742
June 2nd, 2019, 13:59
If you do setup a character please export and share your character for others to use as a guide.
If you can see obvious improvements to the roll please share them - such as chat message output, reporting on the wild die, etc
Thanks. The only change I would ask is that the Wild Die be made the red color. This makes the Wild Die very distinctive, sticks out. The remaining die can be any standard color (black).
As far as a character sheet, I'm beginning to think this may be a "bridge too far" and not worth the effort. Figuring out how to handle the damage a character takes is tricky since it's not a standard "hit points" type of stat. When a character gets hit it can cause various stages of damage (i.e. Stunned, Wounded, Wounded Twice, Incapacitated, Mortally Wounded, Killed). It's decided by an opposed roll. The difference between the Attackers Damage roll and the Target's Strength roll determines what severity of damage is incurred. These various stages apply negative modifiers. I'm thinking this can't be automated but like Valarian's character sheet I need to figure out a way of tracking the status. Sooo, I think I'll try use Valarian's cs and tweak it as I can.
Update: I took another look at Valarian's d6 Star Wars ruleset. It appears to have been written for an early version of FG and isn't very user friendly. I sent him a PM to see if it's possible to update it or possibly make it usable with MoreCore. I feel like I'm between a rock and hard place for the Weg d6 ruleset. No easy direction.
Diurnal Lee
June 12th, 2019, 14:38
Meliath1742 I feel ya. I have similar frustrations with Solar System's opposed rolls and its Harm track. Especially since it's possible for a character to have, for example, 3 Harm in Vigor and 5 Harm in Instinct, and not have 1, 2 or 4 Harm in anything.
As far as the opposed rolls, I think we just accept that automation can't take us all the way. Let FG post the attacker's and target's separate results, then compare them manually to calculate Harm.
For Harm, I'm using Effects as reminder-type flags on the Combat Tracker, an array of radio buttons for the Harm Track on the Character Sheet, and /mod Rolls on the Character Sheet that the player will manually click before rolling actions that are penalized. It's a bit clunky, but do-able.
I thought about linking the Harm penalties to be automatically applied by appropriate Ability Rolls, but it turns out that it won't work with SS because we have to separate the Roll that calculates how many extra dice should apply to the ability roll from the ability Roll itself. However, it's something that you might be able to do for SWd6, maybe?
(ps. damned, no, I don't have a CS to share, yet. I'm suuuuper slow, but I'll get there. :))
damned
June 12th, 2019, 14:49
Without really understanding everything that the two of you are writing I think that there are elements in the Fragged Empire (Im waiting on someone to verify that it is all working again with the current MoreCore build) extension that could be adapted to the things you are talking abut....
I would consider writing a WEG extension for MoreCore that has more features if you (being someone other than me) does a really good job of explaining how everything should work and giving me pics etc to work from and answers all my questions...
Meliath1742
June 13th, 2019, 15:40
Without really understanding everything that the two of you are writing I think that there are elements in the Fragged Empire (Im waiting on someone to verify that it is all working again with the current MoreCore build) extension that could be adapted to the things you are talking abut....
I would consider writing a WEG extension for MoreCore that has more features if you (being someone other than me) does a really good job of explaining how everything should work and giving me pics etc to work from and answers all my questions...
Hmm, not an expert but using the pdf I might be able to get you started on understanding how the WEG system handles damage (injury).
First off, anytime the rules refer to "D" it means a d6 (that's all the system really uses). The image below shows a typical Strength and some associated skills. The 3D (or 3d6) next to Strength is the base die roll for all the skills beneath it except for those skills that have been improved (Climbing/Jumping 4D).
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So, when a character takes damage they roll an opposed Strength roll vs the Damage. If the character’s Strength roll is higher than the damage roll, there’s no effect. If the damage roll is equal to or higher, the difference determines the severity of the injury.
Damage vs Strength Result Chart
0-3 Stunned
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed
Injury Affects
Stunned: Character suffers penalty of -1D to Skill and Attribute rolls for the rest of the current round and for the next round as well. Although the penalty is removed after the second round, the character is still "affected" by it for a full 30 minutes. If a character is being “affected” from a number of stuns equal to the number before the “D” for the character’s Strength (a 3 in the image), the character is knocked unconscious for 2D minutes.
Wounded: Wounded characters fall prone and can take no actions for the rest of the round. The character suffers a penalty of −1D to skill and attribute rolls until he is healed. A character who is wounded a second time is "Wounded Twice".
Wounded Twice: A character who’s wounded twice falls prone and can take no actions for the rest of the round. The character suffers a penalty of −2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is "Incapacitated".
Incapacitated: An incapacitated character falls prone and is knocked unconscious for 10D minutes. The character can’t do anything until healed. An incapacitated character who is wounded or incapacitated again becomes "Mortally Wounded".
Mortally Wounded: A mortally wounded character falls prone and is unconscious. The character can’t do anything until healed. The character may die — at the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. A mortally wounded character who is incapacitated or mortally wounded again is killed.
Killed: Roll up a new character...
Hope this is helpful. Question away!
LordEntrails
June 13th, 2019, 16:50
So, when a character takes damage they roll an opposed Strength roll vs the Damage. If the character’s Strength roll is higher than the damage roll, there’s no effect. If the damage roll is equal to or higher, the difference determines the severity of the injury.
Damage vs Strength Result Chart
1-3 Stunned
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed
You say equal, but if equal the difference is 0 and that's not on your table? So is it equal or is it higher than? (or should the table be 0-3 Stunned?)
Meliath1742
June 13th, 2019, 17:26
You say equal, but if equal the difference is 0 and that's not on your table? So is it equal or is it higher than? (or should the table be 0-3 Stunned?)
So, I figured that might raise a question. The table for the difference actually shows the "greater than or equals to" sign in the title but the table starts with "1-3". The rules say "if the Strength roll is greater than the damage there is no effect". I suspect the table doesn't show "0-3" because it might confuse people (how can there be a difference of zero?). So, the table shows 1-3 but the table's title shows shows greater than or equal to. In closing, if the Strength equals the Damage the character is Stunned.
damned
June 14th, 2019, 03:55
I would tend to rule it the other way.
Numbers are precise while words may or may not be...
Meliath1742
June 14th, 2019, 09:42
I would tend to rule it the other way.
Numbers are precise while words may or may not be...
I can't see why the table couldn't start with 0-3, the mechanics behind the scenes are the same unless I'm missing something. I searched for errata to see if the chart was in error. Couldn't find anything...yet.
UPDATE: Found this link (https://d6holocron.com/wiki/index.php?title=Damage) which confirms the 0-3 chart!
damned
June 14th, 2019, 15:06
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27580
Name/height/weight/sex/age/description are all text only and have no mechnical value?
What does the D+# mean in the attributes?
3D is 3d6
What is 3D+1?
So if I have Dexterity 3D
and Dodge 2D
does that mean when Im using a Blaster I roll 3d6
but when Im Dodging I roll 5d6?
What does the result of my roll mean?
If I roll 2/1/2 what do I report?
If I roll 1/1/1 or 6/6/6 does it report something different?
What are Force Points?
What are Dark Side Points?
How do you use them?
How should the game report their usage?
How do you gain them?
Same with Skill Points...
What are they? How do you use them? How should it be reported?
How does Combat Work?
Is it different for NPCs attacking vs Players attacking?
Do you only roll for damage/strength after getting hit?
How do you know if the attack is a hit?
Do you track ammo?
Meliath1742
June 14th, 2019, 19:34
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27580
Name/height/weight/sex/age/description are all text only and have no mechnical value? Correct. Any species modifiers will be spelled out under that species description.
What does the D+# mean in the attributes?
3D is 3d6
What is 3D+1?
The +# represents a modifier that a particular species or template (archetype) comes with or perhaps an advancement after spending Character Points. So 3D+1 is 3d6+1 where the 1 is added to the final roll.
So if I have Dexterity 3D
and Dodge 2D
does that mean when Im using a Blaster I roll 3d6
but when Im Dodging I roll 5d6?
Correct. Your Dodge would be written as 5D
What does the result of my roll mean? Success or Failure depending if it equals or exceeds the Difficulty Number assigned by the GM.
If I roll 2/1/2 what do I report? Total of 5
If I roll 1/1/1 or 6/6/6 does it report something different? They are a straight up addition, so in your example it would be a 3 or 18 unless the Wild Die is a 1 or 6!
THE WILD DIE
One of the dice you roll should be of a different color than the others. This is called your “Wild Die.” Anytime you roll skill or attribute dice, pay special attention to what you roll on the Wild Die. If the Wild Die comes up as a 2, 3, 4 or 5, just add it to the total normally. If the Wild Die comes up as a 6, you add the six to your score, but also tell the gamemaster. He will have you roll that die
again — add the new roll to your score, too. If it comes up as a 6 again, add the six and roll the die again — and keep on doing so
as long as you get sixes. If the Wild Die comes up as a 1, tell the gamemaster. He will have you do one of three things:
• Just add it to the total normally
• Subtract that die and your other highest die from the total
• Add it to the total normally, but the gamemaster will warn you that a complication happened — something unusual (and probably bad) has happened that livens things up for your character.
What are Force Points? Beginning characters start with 1 (non force sensitive) or 2 (force sensitive) Force points. Force Points are awarded for being heroic. When you spend a Force Point, that means your character is using all of his concentration to succeed — and whether he knows it or not, he is drawing upon the Force! When you spend a Force Point, you get to roll double the number of dice you would normally roll in a round. You can only spend one Force Point per round and you have to say so before you roll any dice. You can’t spend any Character Points in the same round when you spend a Force Point.
What are Dark Side Points? Characters get Dark Side Points for doing evil. If a character gets enough Dark Side Points, he or she turns to the dark side of the Force and will likely become a gamemaster character; the player must create a new character.
How do you use them? By simply declaring their use before you take an action.
How should the game report their usage? <Character Name> is using a Force Point!
How do you gain them? Awarded by the GM
Same with Skill Points...
What are they? How do you use them? How should it be reported?
Ok, I don't actually find "Skill Points" in the latest d6 rules. Instead there are "Character Points" and I believe this what the CS image you uploaded should reflect. Skill Points may have been from an earlier edition (I'll keep checking to be sure). Character Points can be used to add an additional die to a very important roll or they can be used to advance skills later on. These are awarded by the GM and need to be tracked. If used for adding a die to a roll it would simply state "<character name> is using a Character Point!"
Example: The stormtroopers have taken cover. Now Rojo needs to roll a 20 to hit them. She rolls her blaster skill of 4D+1 and gets 17 — a miss. Rojo decides to spend one Character Point (she only has four left). Now, she rolls the extra die and gets a 4. She adds this to her blaster roll of 17, raising the total to 21. Rojo hits another stormtrooper.
How does Combat Work?
For every task (including shooting a Stormtrooper) the GM and will decide what the difficulty numbers are. The chart below lists the six levels of difficulty and the numbers associated with them. Roll the appropriate skill or attribute dice. If your roll is equal to or greater than the difficulty number, your character succeeds. If it’s lower, your character fails.
Difficulty Difficulty Number
Very Easy 1-5
Easy 6-10
Moderate 11-15
Difficult 16-20
Very Difficult 21-30
Heroic 31+
Is it different for NPCs attacking vs Players attacking? No
Do you only roll for damage/strength after getting hit? Yes
How do you know if the attack is a hit? See Difficulty Numbers above (assigned by GM)
Do you track ammo? The rules state that ammo is not generally tracked
Please understand I haven't played this system since the late 80's and I'm relying on my ability to verify this info in the rules pdf. I'll try to limit the mistakes!
Using Character Points for Advancement
IMPROVING SKILLS
Skills. It costs as many Character Points as the number before the “D” to improve a skill’s die code by one pip. (Increasing a skill from a “+2” to the next higher die — from 3D+2 to 4D for example — counts as a one pip improvement.) A character can only improve a skill one pip between each adventure, although the character may improve more than one skill between adventures.
Example: Thannik has a search skill of 4D. It costs 4 Character Points to improve search to 4D+1. At the end of an adventure, Thannik can improve his search skill from 4D to 4D+1 for four Character Points and his space transports skill from 4D+2 to 5D
for four Character Points. However, Thannik can’t improve his search skill from 4D to 4D+2 in one jump because that would
mean improving the skill more than one pip
damned
June 16th, 2019, 09:59
What do NPC sheets look like?
What stats do they have?
What stats do they roll?
How exactly does combat work?
What info would you include in the CT?
damned
June 16th, 2019, 13:54
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27602
Meliath1742
June 16th, 2019, 19:53
What do NPC sheets look like?
Not sure there's an official NPC sheet. They are generally an abbreviated version of the player's CS. I've attached a sheet I found on the web (The Rancor Pit) as an example.
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What stats do they have? If an intelligent NPC they use the same type of stats a PC has (see the image above). Non-intelligent creatures have only Dexterity, Perception and Strength attributes. Some creatures have skills, such as brawling, climbing/jumping or swimming. Creatures use their Strength or brawling skill to hit in combat, as well as their Strength to determine damage. (Some crea*tures have claws or teeth which can do extra damage; they’re listed under “Special Abilities.”)
What stats do they roll? Depends on the situation but generally the same types that PC's roll (Dexterity or Blaster id improved, etc). Non-intelligent creatures use Dexterity, Perception and Strength.
How exactly does combat work?
Each round has two phases:
1. Initiative
2. Roll Actions
When both phases are finished, the next round begins. Rounds continue as long as you think they’re necessary — often until the end of a battle.
1. Initiative
The character with the highest Perception on each side rolls that attribute (Wild Die counts, but Character Points and Force Points can't be used for initiative). The character who gets the highest roll gets to decide whether his side acts first or last in that round. (Reroll in the event of a tie.) (Sometimes it makes sense to act last — by letting the other side go first, you can react to their actions.).
2. Roll Actions
The first side acts now. The character with the highest Perception goes first. The player tells you how many actions he’s making this round and you assign the multi*ple actions penalty. Then, the player rolls his character’s first action. Acting in Perception order (highest to lowest), every player tells you how many actions his character is making and rolls his first action. For each action taken beyond the first, the player must subtract 1D from all skill or attribute rolls (but not damage, damage resistance, or initiative rolls). Thus, trying to
do four actions in one round gives the character a −3D modifier to each roll.
What info would you include in the CT?
Hmm. The obvious would be the correct Initiative order. Secondly, something that helps indicate the individuals (pc/npc) Injury status (Stunned, Wounded (x1 or x2), Incapacitated, Mortally Wounded, Killed). After that I'm not sure. The difficulty will be determined by the GM for each attack, which will change between the individuals and their actions...so I see no way to track that. The usual link to the NPC sheet.
Meliath1742
June 16th, 2019, 20:00
Wow, that looks great! You've captured the Attributes and Skills perfectly :)
The only thing that doesn't fit is the Combat tile which was my original issue with using MoreCore for the d6 CS. It would need to show any Injured status, not a straight up health number. You could alter the titles to Stunned, Wounded, Wounded 2, Incapacitated, Mortally Wounded (doubt you need Killed). Then each block could be "Checked" to keep track of Injury status. I have no idea how difficult that alteration would be on your programming end.
damned
June 16th, 2019, 23:14
Initiative: When you order each side by Perception - is that by 3d1 vs 3d vs 2d2 or is that 8 (3d1) vs 12 (3d) vs 9 (2d2)?
Roll Actions: That is a major change on the programming...
What are all the possible inputs to making a roll please?
Meliath1742
June 17th, 2019, 00:51
Initiative: When you order each side by Perception - is that by 3d1 vs 3d vs 2d2 or is that 8 (3d1) vs 12 (3d) vs 9 (2d2)? It would be 3d1 vs 3d vs 2d2
Roll Actions: That is a major change on the programming...
thought so...
What are all the possible inputs to making a roll please?
Are you referring to the Attribute/Skill roll vs the Difficulty? That's the basis for all d6 task rolls. There are situations where a "#D6" (+/-) modifier might be needed for the roll based on what the GM decides is applicable for the situation.
Sorry, I'm not familiar enough with the system to come up with all the inputs for a task roll that may come up in game play. But having the ability to add a #D6 should get the job done.
damned
June 17th, 2019, 01:11
So far you have introduced the following that can change the roll on the fly -
Character Points (extra dice)
Force Points (extra dice)
and now I can choose to make more actions (lose dice)
I can have a combination of these things.
The fact some add and some subtract also makes it harder.
This has a significant effect on programming stuff out.
I cant just use modifiers to adjust the dice pool because the rolls can already have modifiers eg 3D2
I have spent many hours on this already.
I cant continue until I know what I need to program otherwise I end up writing code and then having to rewrite it and sometimes in a completely different way.
damned
June 17th, 2019, 01:16
So far you have introduced the following that can change the roll on the fly -
Character Points (extra dice)
Force Points (extra dice)
and now I can choose to make more actions (lose dice)
I can have a combination of these things.
The fact some add and some subtract also makes it harder.
This has a significant effect on programming stuff out.
I cant just use modifiers to adjust the dice pool because the rolls can already have modifiers eg 3D2
I have spent many hours on this already.
I cant continue until I know what I need to program otherwise I end up writing code and then having to rewrite it and sometimes in a completely different way.
Im wrong - there is also Wounds that impact the number of Dice rolled.
Meliath1742
June 17th, 2019, 10:19
I appreciate the effort you've put into this. I admit it's far more than I expected. Would it be easier if the dice we're put into the dice pool box instead of trying to automate every combination? The d6 system is a dice pool anyways. Or is this something you've already considered? Negative dice can be done manually after the initial roll if needed. To be honest I was more concerned with being able to track injury status than anything else. It's one of those things that can easily get confused during game play. If you need to move on from d6 I really appreciate the effort and time you've put into it.
damned
June 17th, 2019, 13:22
I appreciate the effort you've put into this. I admit it's far more than I expected. Would it be easier if the dice we're put into the dice pool box instead of trying to automate every combination? The d6 system is a dice pool anyways. Or is this something you've already considered? Negative dice can be done manually after the initial roll if needed. To be honest I was more concerned with being able to track injury status than anything else. It's one of those things that can easily get confused during game play. If you need to move on from d6 I really appreciate the effort and time you've put into it.
It would and wouldnt be easier using the dice pool...
Adding dice from multiple sources is perfectly handled by the dice pool - you can even tell the dicepool to roll the dice with the weg roll type so long as you add 1 and only 1d6 and the rest of the dice are 1d1006
/pooltype weg
/pool 1d6
/pool 1d1006
but the pool does not allow you to reduce the number of dice in the pool...
Meliath1742
June 18th, 2019, 00:20
Well, I think the dice pool will get it done just fine. Any negative die (if needed) can be rolled manually and subtracted from the first roll. Not a big deal. I'll take another look at the CS and see if I can figure out a way to manually track Injury status, perhaps typing it into the Description area. Are you making the CS you created available?
damned
June 18th, 2019, 05:57
Well, I think the dice pool will get it done just fine. Any negative die (if needed) can be rolled manually and subtracted from the first roll. Not a big deal. I'll take another look at the CS and see if I can figure out a way to manually track Injury status, perhaps typing it into the Description area. Are you making the CS you created available?
I havent given up on it - Im just trying to understand the system better so that I dont have to re-do work.
If using the dicepool in the meantime I suggest you determine the size of the pool before adding dice rather than taking away a separate dice roll.
damned
June 18th, 2019, 15:13
Ok I really need to know how combat works.
I have some ideas for INIT but have not implemented them yet.
I think I have damage working but I really need to know how you determine if an attack is successful.
Is there armour?
Does it reduce damage or make you harder to hit?
Once you hit a target (or they hit you) I believe the target rolls Strength and the Attacker rolls Damage (based on weapon etc) and then the difference is compared to a matrix and applied from nothing right thru to Killed.
Different levels of existing injury affect what the next attack does...
https://fantasygrounds.com/forums/attachment.php?attachmentid=27616
Meliath1742
June 18th, 2019, 21:11
Looks great!
Ok I really need to know how combat works.
I have some ideas for INIT but have not implemented them yet.
I think I have damage working but I really need to know how you determine if an attack is successful. An attack succeeds if it equals or exceeds the Difficulty set by the gm. Just that simple. Here's the Difficulty Chart that the gm uses to decide on the number...it's purely a gm call based on the situation.
Difficulty Difficulty Number
Very Easy 1-5
Easy 6-10
Moderate 11-15
Difficult 16-20
Very Difficult 21-30
Heroic 31+
Is there armour? Yes
Does it reduce damage or make you harder to hit?
Armor
Armor protects the wearer from damage. In game terms, armor simply adds to a character’s Strength roll when resisting damage. (It doesn’t add to any other Strength rolls, except in the case of armored powersuits which may assist in lifting skill checks, see the specific armor’s stat block)
Example: Thannik’s Strength is 3D+2. He’s wearing blast armor that adds +1D. He rolls 4D+2 to resist damage. However, when he makes a Strength roll to try to lift a heavy object, he rolls only his Strength of 3D+2.
Once you hit a target (or they hit you) I believe the target rolls Strength and the Attacker rolls Damage (based on weapon etc) and then the difference is compared to a matrix and applied from nothing right thru to Killed. That's correct.
Different levels of existing injury affect what the next attack does... (Yes, please see the earlier post on Injury Status)
https://fantasygrounds.com/forums/attachment.php?attachmentid=27616
wndrngdru
June 21st, 2019, 03:23
Bug/Quirk:
MoreCore Ruleset (Version 1.51 20190428)
Turning off the Dice Pool in the Options hides but does not disable the pool functionality, i.e., I can still drop dice on it.
27636
damned
June 21st, 2019, 08:05
Hi wndrngdru you are correct - this is a long running bug.... :(
wndrngdru
June 21st, 2019, 21:12
Hi wndrngdru you are correct - this is a long running bug.... :(
Gotta love those marathon beetles, amiright? ;)
Grey Hunter
June 30th, 2019, 18:51
Hi, I'm planning on using Reign to run a game in more core, but I'm having trouble with this command that would make life easier.
Order Results: /orderresult #d# (roll #d# and order results)
Any idea how I'm supposed to get it to work?
Thanks!
wndrngdru
June 30th, 2019, 21:09
Apparently the description isn't optional the way it's currently coded.
When you make your roll, just make sure you have some text after the dice parameter, such as: /orderresult 4d6 BOOM!
damned
June 30th, 2019, 23:18
No rolls are intended to be used from the command line.
It does state this in the instructions.
This is on of many ways to build the roll.
Create a Roll.
Add the string.
Enable Params.
Hide P3.
Change the Param Formula to
/orderresult (p1)d(p2)
add the values on the char sheet.
Roll when needed.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27715
Watch the Params videos.
27715
Grey Hunter
July 1st, 2019, 06:04
Apparently the description isn't optional the way it's currently coded.
When you make your roll, just make sure you have some text after the dice parameter, such as: /orderresult 4d6 BOOM!
This works! Thanks!
Valyar
July 1st, 2019, 13:10
I am looking if I can use MoreCore to host one-shots of Corporation. The system is fairly basic - roll 2d10 and roll under target number. Modifiers are applied to the target number, not to the roll. The whole system is explained on the official webpage :)
https://www.corpgame.com/the-game-system.html#
Now, I checked the "documented" rolls for MoreCore, but I don't think there is anything that works for Corporation. Are there rolls that I can use without development of custom rolls and modification handling routines?
viresanimi
July 1st, 2019, 16:08
The Chronicles of Darkness roll doesn't seem to work anymore. When I use the /cod function, I get the following error:
Script Error: [string "scripts/manager_custom_cod.lua"]:23: attempt to perform arithmetic on a nil value
Vires Animi
EDIT: I am running the latest version. Just checked.
damned
July 2nd, 2019, 01:31
viresanimi it looks like the string n the help file is incorrect:
use parameters and use:
/cod (p1)d10x(p2)
and hide P3.
Then set the number of dice you have for that skill in p1 and set the explosion threshold in p2
It also accepts modifiers by way of the modifier box and by /mod rolls.
damned
July 2nd, 2019, 01:43
I am looking if I can use MoreCore to host one-shots of Corporation. The system is fairly basic - roll 2d10 and roll under target number. Modifiers are applied to the target number, not to the roll. The whole system is explained on the official webpage :)
https://www.corpgame.com/the-game-system.html#
Now, I checked the "documented" rolls for MoreCore, but I don't think there is anything that works for Corporation. Are there rolls that I can use without development of custom rolls and modification handling routines?
Hi Valyar
I do not have time to read a rulebook for a system Im not likely to play any time soon.
Early rolls had no target numbers as they were very generic.
Newer rolls sometimes have TN as the roll library has become more fleshed out.
If yuo explain the mechanic and the roll outcomes in more detail I can try and assist.
viresanimi
July 2nd, 2019, 02:21
I tried /code and that didn't work. /cod did. I guess there was a change that I didn't notice. Thanks for the help!
Vires Animi
damned
July 2nd, 2019, 02:50
I tried /code and that didn't work. /cod did. I guess there was a change that I didn't notice. Thanks for the help!
Vires Animi
Doh!
Typo or autocorrect.
/cod is correct but you need the full /cod #d#x#
viresanimi
July 2nd, 2019, 03:11
Right you are. I just fixed the charactersheets with the right syntax. Someone was asking for it. Will tinker a bit more with them, as I have a feeling I can do better. Will upload those updated sheets when my knee's are not killing me in the middle of the night! *grins*
Again thank you for the clarificatioin.
Vires Animi
Valyar
July 2nd, 2019, 07:28
Hi Valyar
I do not have time to read a rulebook for a system Im not likely to play any time soon.
Check the URL I provided. It explains the WHOLE system ;)
I also did it in brief.
LordEntrails
July 2nd, 2019, 16:51
Check the URL I provided. It explains the WHOLE system ;)
I also did it in brief.
That's the point. Damned doesn't want to read the whole system. He is willing to help, but someone (you) need to take the rules from the whole system and just give him what he needs to know for dice rolls.
i.e. from what I quickly gathered from the link;
die roll is 2d10 versus a target number (TN
TN = Skill + Ability + modifier where modifier can be anything.
Is there more to it than that? Is that accurate and the only roll needed?
Trenloe
July 2nd, 2019, 16:59
The link is to half-a-page of game system mechanics.
Valyar
July 2nd, 2019, 18:07
That's the point. Damned doesn't want to read the whole system. He is willing to help, but someone (you) need to take the rules from the whole system and just give him what he needs to know for dice rolls.
This is exactly what I did. I am on those forms for a while now and know how to provide help or ask for one. ;) Check what the post links to next time. The system is THAT simple.
superteddy57
July 4th, 2019, 15:38
I have checked the URL and honestly this can be set up in the vanilla MoreCore very easily. Since the system doesn't have anything concrete except the roll mechanic. You could setup a new roll. Using the parameter system you can ref the stat and skill to add to the roll. Did you need help in setting up the roll in this case?
Valyar
July 4th, 2019, 19:47
I have checked the URL and honestly this can be set up in the vanilla MoreCore very easily. Since the system doesn't have anything concrete except the roll mechanic. You could setup a new roll. Using the parameter system you can ref the stat and skill to add to the roll. Did you need help in setting up the roll in this case?
I will experiment and report. Work and errands after work suddenly buried me like an avalanche and I haven't had the opportunity to chase this. I hope over the weekend I can think if native MoreCore tricks can do it. :)
goodmanje
July 5th, 2019, 08:07
Where are all these "rolls"?
LordEntrails
July 5th, 2019, 17:57
Where are all these "rolls"?
"rolls" are a core function/capability to MoreCore. See the MC documentation for details; https://www.diehard-gaming.com/mchelp.html
garrion_sw
July 8th, 2019, 22:16
Valyar, it's probably not exactly what you want but until Damned can work out a specific roller try this... /die 2d10 TN(p1)
Hide p2 and p3. You will enter your TN into the box prior to the roll, or if its a skill score it will just stay the same all the time. You'll have to do a little personal mental work to look at the roll result and see if it is under the listed TN but at least you will see what players are rolling.
Valyar
July 10th, 2019, 07:10
Valyar, it's probably not exactly what you want but until Damned can work out a specific roller try this... /die 2d10 TN(p1)
Hide p2 and p3. You will enter your TN into the box prior to the roll, or if its a skill score it will just stay the same all the time. You'll have to do a little personal mental work to look at the roll result and see if it is under the listed TN but at least you will see what players are rolling.
I did this and went one step further, to avoid "type before the roll" activity:
I created two type of "rolls" in the character sheet - Ability and Skill.
Then I created third roll that is taking the Ability and Skill as reference and rolls 2d20 against TN a1+b1. Works like a charm :)
The only problem is the modifier - it should modify the TN, but I faked it by applying negative modifier when the difficulty is lower and positive when higher. :D Attached screenshot from the tests, when I have time (hopefully next week) I will make full character sheet and add to the other thread for MoreCore.
Xeonen
July 13th, 2019, 04:52
Is it possible to edit or erase first two pages of character sheet and add new pages to it?
damned
July 13th, 2019, 05:17
Yes. Have a look at how the extra sheet is added in morecore.
damned
July 13th, 2019, 05:33
First page. If you can't see the link change view to fg responsive or similar.
Xeonen
July 13th, 2019, 09:06
Yes. Have a look at how the extra sheet is added in morecore.
How exactly, I have read the guides and they are ambivalent about the exact procedure. Right now I am looking at 51 hits from 13 documents all reference to the defence attribute but none has the core element to link it to main sheet. I do not want to sound disrespectful, however, I am quite lost. I can and do code, and I've and I'm working with XML files. These files however, they are just referencing to each other. I just want to delete one tree. It shouldn't be this hard.
damned
July 13th, 2019, 11:10
Everything is hard until you know how.
I can point you at the right file record-char.xml but really you need to spend some time understanding the way FG rulesets are built.
These videos might help you.
https://www.youtube.com/watch?v=R_CulFJYs-M&list=PLsgd1zJLdiKVbJg6KJv668LyJXmfk25Yv
wndrngdru
July 16th, 2019, 00:07
Is there a way to use a MoreCore roll as the dice used to roll on a table? Or, barring that, is there a way to simply look up the result from a table with a roll?
damned
July 16th, 2019, 00:10
Is there a way to use a MoreCore roll as the dice used to roll on a table? Or, barring that, is there a way to simply look up the result from a table with a roll?
There isnt right now - but its an interesting thought...
Whats you use case?
As to the second part of your question can you provide more information?
wndrngdru
July 16th, 2019, 00:28
There isnt right now - but its an interesting thought...
Whats you use case?
As to the second part of your question can you provide more information?
The use case is random treasure generation based on the NPC's damage dice (a la Dungeon World). As an ongoing side project, I've been putting together a DW manual module to work with MoreCore. I thought it would be cool to have an easy treasure roll right on each NPC record.
The second question was just looking for a different way to tackle the problem; use the output of the damage roll as the number to look up on the table, but with that nifty button push a MoreCore roll gives us.
Maybe something in the Param Formula field like:
/lookon Treasure <-c column name> -r (a)
where "-r (a)" would be the result of the roll dragged to Parameter A.
damned
July 16th, 2019, 00:53
can you post the rules on treasure?
wndrngdru
July 16th, 2019, 01:40
can you post the rules on treasure?
I'm not worried about the tag modifications (bulleted list). I would just note those as needed.
Posted with permission per Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/).
Dungeon World is created by Sage LaTorra & Adam Koebel
Treasure
Monsters, much like adventurers, collect shiny useful things. When
the players search the belongings of a monster (be they on their
person or tucked away somewhere) describe them honestly.
If the monster has accumulated some wealth you can roll that
randomly. Start with the monster’s damage die, modified if the
monster is:
Hoarder: roll damage die twice, take higher result
Far from home: add at least one ration (usable by anyone with
similar taste)
Magical: some strange item, possibly magical
Divine: a sign of a deity (or deities)
Planar: something not of this earth
Lord over others: +1d4 to the roll
Ancient and noteworthy: +1d4 to the roll
Roll the monster’s damage die plus any added dice to find the
monster’s treasure:
A few coins, 2d8 or so
An item useful to the current situation
Several coins, about 4d10
A small item (gem, art) of considerable value, worth as much
as 2d10×10 coins, 0 weight
Some minor magical trinket
Useful information (in the form of clues, notes, etc.)
A bag of coins, 1d4×100 or thereabouts. 1 weight per 100.
A very valuable small item (gem, art) worth 2d6×100, 0 weight
A chest of coins and other small valuables. 1 weight but worth
3d6×100 coins.
A magical item or magical effect
Many bags of coins for a total of 2d4×100 or so
A sign of office (crown, banner) worth at least 3d4×100 coins
A large art item worth 4d4×100 coins, 1 weight
A unique item worth at least 5d4×100 coins
All the information needed to learn a new spell and roll again
A portal or secret path (or directions to one) and roll again
Something relating to one of the characters and roll again
A hoard: 1d10×1000 coins and 1d10×10 gems worth 2d6×100 each
damned
July 16th, 2019, 03:06
/rollon Treasure -d 1d6+1d4
This can be set as a Roll but Im not sure where you would store the roll?
maybe you could set it as
/rollon Treasure -d 1d(p1)+(p2)d(p3)
and then player could add the right numbers into Roll parameters and roll
not in front of my table just now...
wndrngdru
July 16th, 2019, 04:31
/rollon Treasure -d 1d6+1d4
This can be set as a Roll but Im not sure where you would store the roll?
I'd just put it in the Other Rolls section of the NPC sheet. The biggest hurdle comes with damage rolls like b[2d10]+3 or w[2d6] which means roll 2d10 and take the best then add 3 and roll 2d6 and take the worst, respectively.
I haven't brushed up on my lua and regex enough yet to tackle creating a variation of the /pbta roll that will handle these cases. For now I'm using /rolld and /rolllow with a separate /mod roll for any extra damage.
maybe you could set it as
/rollon Treasure -d 1d(p1)+(p2)d(p3)
and then player could add the right numbers into Roll parameters and roll...
This is purely for GM convenience as I don't see the players ever really needing to roll on this table. (Though, I know some PBTA GMs don't even bring dice to their tables and the players roll everything.)
Here's how I currently have the NPC sheet set up. There are a few unneeded fields since DW monsters are pretty stat-sparse.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27950&stc=1&d=1563247097https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27951&stc=1&d=1563247126
27950
27951
Valyar
July 28th, 2019, 14:44
Is there an easy way the dice strings in the "Attacks" section of the MoreCore tab of the character sheet to be rolled directly rather than going into the Dice Pool? I am looking to the CoreRPG functionality here.
superteddy57
July 28th, 2019, 20:38
If you don't need the Dice Pool, then I would turn it off from the options. If it's needed, then it would have to be re-coded.
damned
July 28th, 2019, 22:31
Is there an easy way the dice strings in the "Attacks" section of the MoreCore tab of the character sheet to be rolled directly rather than going into the Dice Pool? I am looking to the CoreRPG functionality here.
Untick the checkbox on the Dice Pool and they will roll instead of going first to the Dice Pool.
wndrngdru
July 30th, 2019, 02:29
Feature request: On trackers, if the maximum is zero, would it be possible to have that box not show on the character sheet? It would just be less clutter when using them for consumables such as rations or ammo where having a set maximum doesn't really make sense.
damned
July 30th, 2019, 02:56
Feature request: On trackers, if the maximum is zero, would it be possible to have that box not show on the character sheet? It would just be less clutter when using them for consumables such as rations or ammo where having a set maximum doesn't really make sense.
Im not sure I follow?
If the maximum is zero why do you have it on the sheet?
If you try the Trail Of Cthulhu extension you will see a small checkbox top right hand corner of each roll frame.
Ticking that hides all Trackers that dont have a Max value set.
wndrngdru
July 30th, 2019, 03:21
Im not sure I follow?
If the maximum is zero why do you have it on the sheet?
If you try the Trail Of Cthulhu extension you will see a small checkbox top right hand corner of each roll frame.
Ticking that hides all Trackers that dont have a Max value set.
I'm sure I'm probably using them "not as intended". I like to use them for things like tracking the number of potions, rations, ammo, etc. a character has left. For those things, there really isn't a maximum, there's just what the character is currently carrying.
The inventory tab is probably the more appropriate place to track those things, but I just like having things that change often all on one tab.
I'll take a look at the ToC extension. Thanks.
damned
July 30th, 2019, 03:30
So you just want to hide the maximum box?
I dont think that can work logically....
You cant set the Current Value to be higher than the Maximum value.
I cant really see how you could implement this without significantly changing the way the Trackers work?
wndrngdru
July 30th, 2019, 03:51
So you just want to hide the maximum box?
I dont think that can work logically....
You cant set the Current Value to be higher than the Maximum value.
I cant really see how you could implement this without significantly changing the way the Trackers work?
Yep. Just looking to hide it.
It seems whatever enforces the maximum isn't working as intended. I can put any number I want in the second box.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28160&stc=1&d=1564454896
shadelon
August 4th, 2019, 02:32
So I need an older version of MoreCore, like 1.46 or so. Cause I need to have the spell library and the trackers does not work for my purposes for my system.
Ramid
August 7th, 2019, 11:47
Been looking around but have not been able to find any documentation for Effects in morecore and extension created in morecore.
Is there any syntax guide for creating effects available ?
damned
August 7th, 2019, 13:36
Effects are quite complex.
And very specific in what they do and when.
MoreCore is generic.
The two dont go together.
Ramid
August 7th, 2019, 14:01
Fair enough thank you :)
alfarobl
August 7th, 2019, 22:38
Effects are quite complex.
And very specific in what they do and when.
MoreCore is generic.
The two dont go together.
Is there any way to create very simple effects like adding just a +1 or -1 Mod to the roll? It would make a lot easier to add Wound effects for NPCs. As a GM I miss some automation on the Combat Tracker when you have a complex combat with many involved some simple effects like those would really help.
damned
August 8th, 2019, 06:11
Some rolls use modifiers to adjust the number of dice, some to adjust the final dice result and some to adjust the target number.
Plus each roll would need to be coded to check for the Effects.
Im not sure off the top of my head if there would also need to be code added to the underlying rolls engine as well as to each roll...
alfarobl
August 8th, 2019, 09:45
Some rolls use modifiers to adjust the number of dice, some to adjust the final dice result and some to adjust the target number.
Plus each roll would need to be coded to check for the Effects.
Im not sure off the top of my head if there would also need to be code added to the underlying rolls engine as well as to each roll...
Could an Effect be as easy as /mod +1 ? Just add a modifier to the pool. Effects could be optional unless they add some mark to enable it? Most of the systems could get a big help from such an easy effect modifier. Maybe even just a tag you could reference on the custom roll script?
Pepor
August 9th, 2019, 10:49
Hi there!
I have created an extension for MoreCore which adds a new tab in the character's sheet where you can place token images. I am using it to drop cards in for my Torg Eternity game. I haven't figure it out yet how to delete the tokens. What I have been doing is dropping an empty portrait. Maybe somebody else can shed some light on this issue. Here you have some pics and the extension.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28376&d=1565344132
28376
28373
28374
graziano.girelli
August 10th, 2019, 10:37
Great job!!!
This tab can also be used as additional inventory page: on background a picture of the character and the token can be used to place magic or special objects!
JubiladosdeArkham
August 16th, 2019, 00:00
Hi damned,
As long as you ar working on a Star Wars D6 extension, is it possible to create another similar extensión. There is spanish sci-fi rpg called First Contact X-Corps which uses the same Star Wars D6 rules system but with some modifications.
In the wild die 6 makes the die explode 1 means automatic failure (I think in SW is the same, not sure)
There are hero points, called in this game character points (I'm not pretty sure if the SW game has this) that add 1 or more dice depending on the number of points you spend (1 die per point up to a maximun of 4). Independent of the number of Character Points you spend the first die you add is a wild die that can explode but in which 1 means no failure.
In addition to all that there are another kind of points called "puntos de cojones" (balls or guts points) that can be used in two different ways: if you use 1 point before throwing the dice you double the number of dice in that particular throw but if you use it after throwing the dice you can repeat the throw.
Thanks
Dugahst
August 17th, 2019, 21:03
feature requests;
initiative dice option 2d6
some more theme (generic ones not for specific games, the default one is..... not very good)
Hector Trelane
August 17th, 2019, 22:48
Hi there!
I have created an extension for MoreCore which adds a new tab in the character's sheet where you can place token images. I am using it to drop cards in for my Torg Eternity game. I haven't figure it out yet how to delete the tokens. What I have been doing is dropping an empty portrait. Maybe somebody else can shed some light on this issue. Here you have some pics and the extension.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=28376&d=1565344132
Really nice work. I can see myself using this image extension for cards in a number of rule systems. Cthulu Confidential (GUMSHOE One-2-One) uses a cards mechanic, and an image of the card would be ideal.
meguido
August 20th, 2019, 17:14
Hello damned
/pool #d# = add dice to the dice pool
Possible to create an option at the dice pool ? and how create an option ? Help
remove dice to the dice pool ?
Thank
frostbyte000jm
August 20th, 2019, 21:46
I made an extension for a homebrew game using MoreCore. It is based on World of Darkness V5 and Chronicles of Darkness. Has anyone created and extension that opens up Hero Points for everyone to see on the photos at the top right? My players should see what everyone has, like I can.
I have narrowed it down to what file I need to edit, but didn't want to remake the wheel.
frostbyte000jm
August 20th, 2019, 23:06
@Dugahst
You could make an extension real quick, this one would be really easy. The Downside to an extension is that if there were any option changes, you would lose out on them. If you want to fix this real quick you can crack open the ruleset and add it.
Here are the 3 changes you would need to make:
1) Navigate to: scripts\data_options_morecore.lua
Search: -- options for Init Dice Size in Combat Tracker --
Replace Labels = line with:
{ labels = "option_val_MCC_d100|option_val_MCC_d20|option_val_ MCC_d12|option_val_MCC_2d10|option_val_MCC_d10|opt ion_val_MCC_d8|option_val_MCC_2d6|option_val_MCC_d 6|option_val_MCC_d4|option_val_MCC_d0", values = "100|20|12|2d10|10|8|2d6|6|4|0", baselabel = "option_val_MCC_d10", baseval = "10", default = "10" });
2) Navigate to: strings\strings_morecore.xml
Search: <string name="option_val_MCC_d6">d6</string>
Add this line (above only because I am OCD): <string name="option_val_MCC_2d6">2d6</string>
3) Navigate to: scripts\manager_combat2.lua
Search: "elseif sMCInitDice == "2d10" then" (without quotes)
Copy from that line to the line above else below it (lines 48 - 64)
Paste that section on line 65
change every 10 to a 6, between lines 65 to 81.
Hope this helps and he adds it to next update.
damned
August 21st, 2019, 05:13
I will add the extra init option soon.
you can also add a /myinit 2d6 roll to each char sheet and the players roll as required.
Publicly visible Hero Points should be doable. Not sure if it should be an option or in an extension?
Hello damned
/pool #d# = add dice to the dice pool
Possible to create an option at the dice pool ? and how create an option ? Help
remove dice to the dice pool ?
Thank
Not easily in a foolproof manner.
Each time you add dice FG stores them in a slot.
And it stores where those Dice came from in the slot too - eg Strength, Flanking, Battle Ave + 1, Weapon Mastery.
If you subtract dice what slot does it subtract them from?
what if you had 4d6 and 2d8 and you subtracted 3d8? What would happen?
In saying that - you can do it in an extension for a system you know is using one dice type.
Someone - cant recall just now - wrote an extension where they count all the dice and operate from that number rather than the slots.
It is on my lost to see how that might be incorporated into MoreCore...
frostbyte000jm
August 21st, 2019, 15:46
I am pretty sure I could just change something in scripts\manager_charlist_heropoints.lua -- function updateWidgets(sIdentity) in an extension, but wasn't sure if someone already came up with a solution and didn't have a chance to figure out what exactly.
Turning it into an option would be awesome and would work for me. Thank you for such a useful ruleset.
Valekk
August 28th, 2019, 13:13
Is there a Star Wars extension for Morecore?
In the basic morecore for the first time and learning it with the help of the vidoes, and trying out the WEG code (WEG d6: /weg 1d6+#d1006 (West End Games d6)
The issue im having is that my wild die seems to always be connected to the 2nd die and not the red die.
28681
After a few more rolls, it also connected with the 1st die. But never the one i want (only the red)
28682
damned
August 28th, 2019, 13:51
You write 1d6+#d1006 in your post but all your screenshots are #d6+1d1006...
The d6 is the wild die.
I know you want the red die to be the wild die but there are reasons why this is not so.
The d6 is the wild die so there should be only 1d6.
Valekk
August 28th, 2019, 15:21
Morning Damned,
When I use that, this is the result I get.
28685
If i wanted Dex on this test to be say 3d6 with one of those being wild. What code should I use?
JubiladosdeArkham
August 28th, 2019, 15:27
# must be the number of dice you want to roll.
Imagine you are rolling DEX 3D, then if you write 1d6+2d1006 you'll roll 1 wild die and 2 regular dice.
Valekk
August 28th, 2019, 15:46
# must be the number of dice you want to roll.
Imagine you are rolling DEX 3D, then if you write 1d6+2d1006 you'll roll 1 wild die and 2 regular dice.
Thanks Pendragon!
I was reversing the wilddie and other die. I didnt care which was red, as long as the wild die was a different color then the others so people would know which is was. This is perfect. Thanks to you both.
Learning this for Star Wars D6 and World of Darkness. Very excited.
LordEntrails
August 31st, 2019, 21:02
Licensing question...
base.xml header has a reference to see license.html included in the distribution, but I can find no such file in the ruleset .pak. Has the license been removed or...?
Ahoggya
September 29th, 2019, 08:31
Hi Damned, this is a request for another die roll ability for AFMBE. Damage and armor rolls roll a single die and then use a multiplier. The dice can be any type, d4, d6, d8 etc. So is it possible to make a formula like /afdmg d# x# like /afdmg d8 x 5 where a d8 is rolled and the result multiplied by 5? Also I found and correct an issue in the /afmbe.ext you made for me. In the list of results, it is missing the result of > 15 "Very Good 4". It covers the roll of 15, 16.
Ahoggya
October 3rd, 2019, 05:12
Ok, Thanks. It's greatly appreciated.
Ahoggya
October 9th, 2019, 03:10
Another question. I put in all the Rolls for skills, qualities and drawbacks. I also created groups like 'Skills', 'Qualities' and 'Drawbacks'. First I didn't realize I had to share each one for others to see them. Also, why can't the players see the groups in the drop down. All they see are All and New. They now see all the rolls I entered because I shared them all.
pming
October 15th, 2019, 03:00
Hiya!
Is there a way (or how do you...) to use "/rollunder (p1)d(p2)x(p3)" where I would simply put 1 for p1, 12 for p12, so that the die is a single d12 roll....BUT...I want the p3 to be a variable that is the appropriate skill/stat of the game? Let me explain.
The RPG in question is "Dominion Rules" (old and free system: www.dominionrules.org where you can get the PDF as well as a link to Lulu to get a b/w printed book). It uses a "roll under but as high as you can get" system. A simple, single d12 for everything. A characters Ability Scores (Stats) has various Skills under them. Example, "VIGOUR" is a PC's general physical strength and ability to use it. Under VIGOUR are four default skills... Grip, Muscle, Climbing, Swimming. Lets say your PC has a VIGOUR of 5...each of the skills under it would also be 5, but the PC could increase those skills (but not VIGOUR), so he could have a Muscle of 7. To succeed you roll 1d12 and want a 7 or lower...but preferable a 7. Anyone opposing a skill rolls theirs; highest success wins; both fail, fail; one succeeds, other fails, the successful character wins.
Now...the problem I can't figure out, is how to have an "Attribute" listed as "VIGOUR 5", or a skill of "Muscle 7", and use THAT as the 'roll under'. Bonus points if it can also figure out how much you made/failed the roll by (e.g., if a 7 and a roll of 3 comes up, it would say "Success, by 4 points" or something.
I tried to figure out how to just use the "/mod +5" and use it...but can't get it to accept it as the Target Number....it keeps adding it to the d12 roll or just erroring out.
Possible? Any hints/help? Thanks! :)
(I'm still quite new to MoreCore).
EDIT: Bonus points if you can figure out how to add a modifier to an Ability/Skill before using that total for the Target Number to roll under. (e.g., Muscle 7 with a +1 modifier to boost it to 8 then use that 8 as the (p3) target number for the actual d12 roll/test/check).
Imiri
October 15th, 2019, 21:08
Guess you will have to create an entry for every Attribute with the 1d12 and than the value to roll under.
And than put that roll on the character sheet.
pming
October 15th, 2019, 21:58
Hiya.
I was afraid of that. :( That's a big "nope...". Take three dozen 'skills', multiply by 16 (12 of the die plus four more for typical bonus mods), and we get 192. And I haven't even tackled weapons or spells. :( Hmmm....
Maybe Damned can add a "text with number" thing where you put in "ThingName" and assign it a value "##", and then choose what parameter in the dice formula it goes "(p3)". So I could create "VIGOUR", assign it a value that should be put in (p3), and then drag-n-drop that onto any Dice Roll that uses the Formula...and the Formula would simply assign the value to the (p3). (Ex: "VIGOUR 5 (Parameter p3)" where the only thing you see on the character sheet is 'VIGOUR 5').
I'm still new to this, so maybe I can find a more acceptable work around other than writing up 200+ "Dice Rolls".
Good thing I have a lot of time on my hands... LOL! :)
Imiri
October 15th, 2019, 23:00
You don't have to prepare all of them. Just write the few you really need directly on your character sheet.
Create one roll as a template (P1 and P2 filled in) to drag and drop and than edit the name and value of p3. And you are done.
Ahoggya
October 19th, 2019, 22:59
Another issue, how do I setup pre-gens for my players. They log in and don't see them, but I can.
LordEntrails
October 19th, 2019, 23:28
Another issue, how do I setup pre-gens for my players. They log in and don't see them, but I can.
Have you taken ownership of them? If so, you need to clean/release them.
pming
October 20th, 2019, 00:02
Hiya!
Thanks, I realized that after. Should cut down on the amount of 'work' to do. :)
pming
October 20th, 2019, 00:08
Hiya!
Ok...TOTALLY different ruleset now. I have a campaign/setting called "Zombocalypse!" that is your basic zombie-survival-apocalypse game setting (drawing heavily from State of Decay and 7 Days to Die) that uses the MasterBook system. I saw MoreCORE had a "/mbook" dice roll but I can't get it to work. I'm not sure how to use it, honestly. It simply says "2d10#" where # is the skill/ability score...but writing "/mbook 2d108" just looks wrong and doesn't work anyway. Even leaving it as simple "/mbook 2d10" I get a Lua script error ("Script Error: [string "scripts/manager_custom_masterbook.lua"]:98: attempt to compare nil with number").
Anyone have any ideas how the structure of the dice roll is supposed to be? 2d10+number doesn't work, nor does 2d10xnumber, etc. Is this particular Dice Roll borked or am I, yet again, just being dense?
Ahoggya
October 21st, 2019, 19:49
The problem is I don't have that capability. I don't see the characters as a box with the protrait, character name & owner. I see a window with a list like the images list where I can only open the charater sheet. Right click on them only allows delete and there is no ability at the bottom of the window to import.
Trenloe
October 21st, 2019, 19:57
The problem is I don't have that capability. I don't see the characters as a box with the protrait, character name & owner. I see a window with a list like the images list where I can only open the charater sheet. Right click on them only allows delete and there is no ability at the bottom of the window to import.
Where are your pregens? Are they in a module? Or did you create them in a campaign? If in a module, you'll need to open that module and import the pregens into the character management screen from the Pregens entry in the library for that module. If in a campaign then the characters will already be in the character management screen for that campaign.
Brotherkelly
October 22nd, 2019, 12:30
Hi all, this has probably been asked before but I am struggling to find the answer:
When you cretae new dice strings, is it best to put them in an extension or a module? I think it would be an extension but could be wrong.
Any help would be appreciated.
Valyar
October 22nd, 2019, 14:29
Hi all, this has probably been asked before but I am struggling to find the answer:
When you cretae new dice strings, is it best to put them in an extension or a module? I think it would be an extension but could be wrong.
Any help would be appreciated.
Extension. Modules are for content.
Brotherkelly
October 22nd, 2019, 15:36
Thoughs as much. Thanks Valyar.
rpotor
October 24th, 2019, 09:34
Anyone have any ideas how the structure of the dice roll is supposed to be? 2d10+number doesn't work, nor does 2d10xnumber, etc. Is this particular Dice Roll borked or am I, yet again, just being dense?
For example /mbook 3d10x8 seems to be working for me.
https://www.rpotor.com/cuccok/mbookroll.jpg
Brotherkelly
October 26th, 2019, 19:26
I have created an extension for use with MoreCore - testing out how I can generate new dice strings and have a problem. The extension has all the right elements to it (as far as I can see) and I have put it in the Fantasy Grounds/Extensions folder on my PC. However, when I run Fantasy Grounds and create a new campaign, the extension is not listed.
I have attached the extension for anyone to check over and let me know if I am missing anything.
damned
October 27th, 2019, 00:27
Brotherkelly
You ZIP the contents of the extensions folder not the folder as well.
Also make sure you use stock standard zip compression and nothing else.
damned
October 27th, 2019, 00:49
pming as per the instructions Rolls are not really intended to be used from the command line. Make sure you are testing it from a Roll.
If you do want to use from teh command line you usually need to add a description after the Roll syntax.
In this case the doco is in error.
The syntax is
/mbook 2d10x#
as per rpotor
damned
October 27th, 2019, 01:12
Option 1
pming do it like this:
Set up Roll called Skill Check
/rollunder 1d12x(p1)
Setup each skill (or conversely each group plus the smaller subset of skills that have been improved) with a [Name only - eg Vigor 5 and Swimming 7. These will report to chat only. Chance uses Vigor 5.
Setup some modifier rolls like this:
Easy
/mod 1
Very Easy
/mod 2
Hard
/mod -1
Very Hard
/mod -2
When Chance wants to do an Easy Climbing Check he clicks Vigor 5 (as he has no specific Climb skill) and this reports to chat Chance uses Vigor 5
He then clicks Easy and this adds a +1 modifier
He then clicks in the Skill Check p1 field and overwrites the existing number with a 5 and then clicks the roll button
Option 2
Setup each skill (or conversely each group plus the smaller subset of skills that have been improved) with a /rollunder 1d12x(p1) and add the skill level in the p1 field
Setup some modifier rolls like this:
Easy
/mod 1
Very Easy
/mod 2
Hard
/mod -1
Very Hard
/mod -2
When Chance wants to do a Hard Swimming Check he clicks Hard and this adds a 11 modifier
He then clicks Swimming and it rolls 1d12 and compares it to the p1 value -1
Option 3
Edit the rollunder skill and add some additional math
Set it to count successes as equal to the Dice Result if the Dice Result is equal to or less than the Skill + Modifier
Then when you roll Easy Swimming 7 and you roll an 8 it reports Success = 8, when you roll a 4 it only gives you 4 Successes and if you rolled a 9 you'd get none.
That shouldnt be too hard to do.
damned
October 27th, 2019, 01:14
Hi Damned, this is a request for another die roll ability for AFMBE. Damage and armor rolls roll a single die and then use a multiplier. The dice can be any type, d4, d6, d8 etc. So is it possible to make a formula like /afdmg d# x# like /afdmg d8 x 5 where a d8 is rolled and the result multiplied by 5? Also I found and correct an issue in the /afmbe.ext you made for me. In the list of results, it is missing the result of > 15 "Very Good 4". It covers the roll of 15, 16.
Ahoggya did you resolve your questions or do you still need some help?
damned
October 27th, 2019, 01:15
frostbyte000jm I never quite got that public Hero Points thing working - did you?
damned
October 27th, 2019, 01:16
Valekk I have a WiP Star Wars d6 that you might really like.
It needs some more work but I hit a bit of a wall recently and there are a bunch of projects that have stalled.
PM me for a copy if you provide me with some solid feedback.
damned
October 27th, 2019, 03:37
Option 3
Edit the rollunder skill and add some additional math
Set it to count successes as equal to the Dice Result if the Dice Result is equal to or less than the Skill + Modifier
Then when you roll Easy Swimming 7 and you roll an 8 it reports Success = 8, when you roll a 4 it only gives you 4 Successes and if you rolled a 9 you'd get none.
That shouldnt be too hard to do.
On further thought this math is probably not correct.
You probably just want to declare Success + Variation?
Eg Success with 0 deviations, Success with 4 deviations, Failure
Brotherkelly
October 27th, 2019, 09:51
Brotherkelly
You ZIP the contents of the extensions folder not the folder as well.
Also make sure you use stock standard zip compression and nothing else.
Many thanks damned, I should have remembered this from a previous one I did but had a total mind blank. All is working now.
Ahoggya
October 27th, 2019, 16:32
No I didn't. I will show you the view here about the character window.29589 This is what I see as a GM. 29590 and this is what a player sees. I don't have the ability to import, export or release ownership of character files.
damned
October 27th, 2019, 21:31
Are you on a current build of MoreCore? Please update. If that doesnt fix it please point me to the current build of your extension.
Ahoggya
October 28th, 2019, 08:46
My current Morecore Ruleset file is 1.46 20180915. OK, I'm a numbdy. I just updated to the newest and it's working correctly. Thanks. Any news on the damage roll I mentioned? I know you're busy and getting ready for FG CON.
damned
October 28th, 2019, 11:21
Could you reshare the extension and the roll details?
Ahoggya
October 28th, 2019, 21:09
The roll would be 1d# #, which would be like 1d6 x 6. So the ability to roll 1 die of the first # size and multiply it by the second #. This gives a broader range of damage in opposition of mostly average. AFMBE suggest this as melee damage is a die x Strength and ranged damage has a fixed multiplier based on weapon. ALSO, the number in the modifier box below chat needs to be added to the multiplier, 2nd #, to increase the multiplier. Here is the link. I'll leave it there always now in case someone needs it. https://www.dropbox.com/s/ybh07fdonwr0o8o/MCAFMBE.ext?dl=0
Brotherkelly
October 29th, 2019, 08:22
Hi, I am hoping someone can help me out. I am generating some new dice strings for BattleTech: A Time of War and need help with the following:
Any skill or Attribute check rolls 2d6. If both die are a 6 then the player can roll another 1d6. If this is also a 6, another 1d6 can be rolled, and so on. The total is added together with any modifiers. The result needs to be higher than the specified target number The attached extension has the two dice strings I have created (based on the /sthrow string).
I do not know how to add the exploding dice into this to get what I am after.
Any help, greatly appreciated.
damned
October 29th, 2019, 15:11
The easiest way...
Clone /explode roll to /battled6
Modify this function
function getDieMax(sType)
Debug.console("getDieMax: ", sType);
local sDie = string.match(sType, "d(%d+)");
if tonumber(sDie) > 1000 then
tempmax = tonumber(sDie);
while tempmax > 20 do
tempmax = tempmax - 1000;
end
else tempmax = tonumber(sDie);
end
max = tempmax;
return max;
end
to
function getDieMax(sType)
Debug.console("getDieMax: ", sType);
local sDie = string.match(sType, "d(%d+)");
tempmax = tonumber(sDie) max = tempmax;
return max;
end
and use the following dice string:
/battled6 1d2006+1d6
the green d6 (d2006) wont explode under any circumstances then
You then want to change this (roughly on line 65 depending on above changes)
if w.result == getDieMax(w.type) then
to
if w.result == getDieMax(w.type) and aDice[1].result == 6 then
and that should work...
Brotherkelly
October 29th, 2019, 15:27
Hi Damned, thanks for the reply. I will look to implement this tomorrow when I am next able to get access to my code and let you know how it goes.
Brotherkelly
October 30th, 2019, 23:31
Hi Damned, thanks for the reply. I will look to implement this tomorrow when I am next able to get access to my code and let you know how it goes.
This works a treat, thanks Damned.
The final part for this dice string is to check it against a target number and report success or failure. Essentially it is the /battled6 string combined with the /sthrow dice string. The basic premise within A Time of War is any attribute or skill check must be equal to or greater than a specified target number to succeed. The /battled6 string is fine for rolling the 2d6 and adding a modifier, but it also needs to check whether the result is equal to or higher than a target number (as in the saving throw dice string) and report either success or failure.
I have been looking at the code of the /sthrow string and just cannot see what I need to copy (modify) and put into the /battled6 string to make this work. Any pointers would be greatly appreciated.
Squeletos
November 1st, 2019, 18:19
"Hi, Im a new user of FG and I like it... I saw that in your ruleset, you are able to explode dices... perfect for me !! In my system, I used exploding dices too but and I want to know if it possible to explode one dice between others.
For example, I throw 1D6+1D8+1D4, and I want to only explode the D6, not the others... Is it possible? And If, How?
Many thanks !!!
damned
November 2nd, 2019, 02:53
"Hi, Im a new user of FG and I like it... I saw that in your ruleset, you are able to explode dices... perfect for me !! In my system, I used exploding dices too but and I want to know if it possible to explode one dice between others.
For example, I throw 1D6+1D8+1D4, and I want to only explode the D6, not the others... Is it possible? And If, How?
Many thanks !!!
Welcome Squeletos
What is your system called?
Squeletos
November 2nd, 2019, 09:16
Hi Damned
A homemade system build by on of my french friend. The main idea is to cast two dices : one more important wich represent the level of the skill the player wants to use and must be exploding ( d4/d6/d8/d10/d12)
The name is the dices of the dragon: in french les dés du dragon, and I will be glad to send you the french pdf of the core book.
8bits
November 3rd, 2019, 07:54
Hi everyone, I just bought Fantasy Grounds and I’m fascinated with MoreCore.
I’m trying to re-create a very simple RPG system but I am stuck trying to use the reference field.
I have created those 5 attributes which I’m trying to reference 2 of them for an Attack roll.
My goal is to roll 1d6 and add 2 values, which are the referenced attributes, then show the result. This is what I’m trying but no success:
/damage 1d6+(a1)+(b1)
As I try to roll this it only gives me a simple 1d6 roll, nothing more. Would you guys please help me? I really have no idea about what the problem is. Tried the video guides, and the doc page but I don’t find the answer.
Hope someone can land a hand.
damned
November 3rd, 2019, 08:32
Welcome 8bits
Not all rolls support modifiers etc but this one does (or it should)
I have just tested the following:
/damage 1d6+3+2
and it successfully rolled 1d6+5
I then created 3 skills and a roll as per the screenshot.
It may be that you are calling (a1) instead of (a). If the attribute has more than one (p) value then it will have (a1) otherwise it will just have (a).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=29872
29872
8bits
November 3rd, 2019, 11:52
Hello damned!
Thanks for answer, I tried that but no success at all.
Here's how my reference field looks like:
29876
It seems a little different from yours, am I doing something wrong? I'm dragging and dropping my attributes onto the reference field, should I do something else?
damned
November 3rd, 2019, 11:57
It does look different.
If you drag the 1 and the 2 into Ref A and Ref B it should work...
The Dice String should auto populate with the actual numbers once they are set correctly.
8bits
November 3rd, 2019, 12:08
Oh I just figured what it was!
I'm so dumb lol
I was trying to drag from the attribute and put it directly in the new roll type, the correct thing to do is to first assemble the roll to the character sheet and than reference the attribute from the same sheet.
Thank you for the help anyways, I sure hope to finish my attempt.
Thank you!
damned
November 3rd, 2019, 12:29
Hi Damned
A homemade system build by on of my french friend. The main idea is to cast two dices : one more important wich represent the level of the skill the player wants to use and must be exploding ( d4/d6/d8/d10/d12)
The name is the dices of the dragon: in french les dés du dragon, and I will be glad to send you the french pdf of the core book.
I have created a new /dragon roll for you.
I will release an update soon.
To use you will do:
/dragon 1d#+1d#
or similar.
Use standard dice for the ones you want to be able to explode - eg 1d4/6/8/10/12/20 and use 1d100# for those you dont want to be exploding - eg 1d1004/1006/1008/10010/10012/10020
damned
November 3rd, 2019, 12:31
This works a treat, thanks Damned.
The final part for this dice string is to check it against a target number and report success or failure. Essentially it is the /battled6 string combined with the /sthrow dice string. The basic premise within A Time of War is any attribute or skill check must be equal to or greater than a specified target number to succeed. The /battled6 string is fine for rolling the 2d6 and adding a modifier, but it also needs to check whether the result is equal to or higher than a target number (as in the saving throw dice string) and report either success or failure.
I have been looking at the code of the /sthrow string and just cannot see what I need to copy (modify) and put into the /battled6 string to make this work. Any pointers would be greatly appreciated.
I have coded this into a new /battled6 roll that will go something like:
/battled6 1d2006+1d6>5
It will be available soon...
Squeletos
November 3rd, 2019, 12:42
Hi Damned
you are my heroe ! The gameplay will be now amazing. Thanks to you my friend...
damned
November 3rd, 2019, 13:47
The roll would be 1d# #, which would be like 1d6 x 6. So the ability to roll 1 die of the first # size and multiply it by the second #. This gives a broader range of damage in opposition of mostly average. AFMBE suggest this as melee damage is a die x Strength and ranged damage has a fixed multiplier based on weapon. ALSO, the number in the modifier box below chat needs to be added to the multiplier, 2nd #, to increase the multiplier. Here is the link. I'll leave it there always now in case someone needs it. https://www.dropbox.com/s/ybh07fdonwr0o8o/MCAFMBE.ext?dl=0
I have created a new roll
/afmbe (p1)d6x(p2)
It will be released soon...
Brotherkelly
November 3rd, 2019, 18:07
I have coded this into a new /battled6 roll that will go something like:
/battled6 1d2006+1d6>5
It will be available soon...
Many thanks Damned. I will keep an eye out for a MoreCore update. Incidentally, I have managed to get my version working as I described. It will be interesting to see if we both did athe same thing.
Ahoggya
November 5th, 2019, 23:40
You're awesome buddy. Thanks a lot. The game is going good and eveyone loves how Morecore works.
Ahoggya
November 11th, 2019, 21:09
I thought I would mention on the formula above, the die roll doesn't have the exploding feature of the d10 roll in AFMBE. It would be a plain die roll multiplied by the ( (P2)+Modifier box ).
Valcorin
November 13th, 2019, 16:28
I've been searching the forums for how to do this but can't find anything. I would like to have the use of a skill/power increment another field. For example, if a player does /harnskill x#y# then after it resolves, I'd like for it to automatically add z fatigue to a field. Is there an established method to chain actions together? I was looking to see if this had been done to decrement say spell points for a model of how it might be done but couldn't find that either. Thanks for any help or pointers.
damned
November 13th, 2019, 23:54
Welcome Valcorin
There is no current gui feature to do this. It would have to be coded.
Valcorin
November 14th, 2019, 14:24
Thanks - good to know. I'll dive back into the tutorials and see if I can come up with anything.
Valcorin
November 14th, 2019, 14:25
Do you know if MoreCore will work with the new FG Unity?
damned
November 14th, 2019, 23:26
Do you know if MoreCore will work with the new FG Unity?
It will. But probably not at the moment. I have not even installed the beta yet myself. When SmiteWorks inform the devs that it close to production ready in terms of major functionality and api changes have been close to finished I will start work on it. As this is a community ruleset I will need to do the commercial ones first and then this one but the plan is to support MoreCore on Unity.
Ahoggya
November 16th, 2019, 08:57
So, this is how I setup the damage roll, 30272, but this is the result I get, 30274. The icon has the Z for an /afmbe roll, but no roll.
damned
November 16th, 2019, 09:48
Hola - try: /afmbedmg #d6x#
metazeta
November 16th, 2019, 19:15
Hi,
I created a while back an Urban Shadows extension for morecore. There may be an error on loading with the new FG update. :hurt:
There are bits that can be used in other extensions so feel free to steal it.
For example I reworked the roll sheet to lock the fields when the sheet is locked, I moved the roll description at the top,...
30299
30298
Download the extension (https://download.mesfoliesludiques.fr/download.php?id=36&token=8CxmZ0VtZOOWRIHviBnLY4w8sEauxTfv)
damned
November 17th, 2019, 01:58
Good stuff metazeta
I might indeed incorporate some of this in the next build :)
Ahoggya
November 19th, 2019, 06:54
So this damage is for a 9mm pistol. I used "/afmbedmg 1d6x4", 30353. No matter what the roll it comes out "9". And the modifier in the box, 30354, should be added the "x4" number. So the modifier in the picture would modify the form like this, /afmbe 1d6x7 by adding the 3 to the 4 in the formula.
damned
November 19th, 2019, 07:22
are you using the build I emailed you?
it does look like the Chat Message is correct but the Dice Result number is only showing the Modifier
/afmbedmg (p1)d6x(p2)
replace the script with the attached.
Ahoggya
November 20th, 2019, 22:26
Ok thanks. that works.
shadoe42
November 20th, 2019, 23:47
EDIT: Switched browsers and the dang things showed up. Stupid chrome :)
So I give up..apparently I am a idiot :) where is the actually download link? I have clicked about everything I can click I think :)
Fargen
November 21st, 2019, 02:58
Thanks for MC - <edit> should read more :)
LordEntrails
November 21st, 2019, 04:37
EDIT: Switched browsers and the dang things showed up. Stupid chrome :)
So I give up..apparently I am a idiot :) where is the actually download link? I have clicked about everything I can click I think :)
Welcome to the forums. There are two things that can prevent links from showing up;
- Mobile site mode, make sure you are viewing the Full Site.
- Theme, make sure the theme, which is set in the bottom left corner of each page, is set to FGResponsive.
shadoe42
November 21st, 2019, 16:36
When i switched off of Chrome to Firefox they all showed up :)
damned
November 22nd, 2019, 12:52
Hey shadoe42, Fargen
What games are you running?
shadoe42
November 22nd, 2019, 21:04
D6 Space
shadoe42
November 22nd, 2019, 22:28
The world itself is my own creation but as I said hoping to use D6 Space. So I saw that MoreCore had the die roller but the exploding die doesn't seem to work correctly. Works for a 1 and you can see it rolling when its a 6 but those don't seem to be getting added to the roll itself. I have not looked at the code for it yet. And will have to learn the language as well haha
damned
November 23rd, 2019, 01:21
please explain the roll in more detail.
i have a WiP for Star Wars d6 that I have made a tonne pf progress on but have not had time to finish just yet.
https://fantasygrounds.com/forums/attachment.php?attachmentid=30419
30419
shadoe42
November 23rd, 2019, 01:38
Its a single exploding die. What seems to be happening in the version I have currently(from the front page of this thread) is all dice are exploding instead of just the first one.
For example I have a roll here of /weg 3d6 with the results 8 17 3 which tells me both the first and second die exploded. It should only be one die that explodes. I also have a 5/7/5 roll which is just ONE exploding but its the middle roll. I would think for visual sake is should be the first die the is the exploding die.
Yea did a /weg 5d6 and got 2 17 8 9 3 so three of those dice exploded.
The fumble roll doesn't seem to be quite right either. Again on 5d6 roll I got 1 2 3 3 3 with a result given of 9 which means it is subtracting BOTH 1s and not just a single as it should.
Make sense?
To Sum up:
Given a pool of dice one(the first one?last one?) should be the exploding die
If the exploding die comes up a 6 it should be rerolled until it is not a 6 and that result added to the final total
IF the exploding die is a 1 it should be discarded from the total.
Again I am not familiar with the coding but in some probably really bad psuedo code
define array = Pool(x)
X = number of die rolled IE 3d6 1d6 x would equal 3 or 1 in these cases
Pool(1) = explode
Roll dice
DO WHILE Pool(1)=six
total = Pool(1) + Pool(N) n being the reamaining dice in the pool
Re Roll pool(1)
Exit do while
IF Pool(1) = 1 then total - Pool(1)
Does that make sense? Also love that character sheet :) I have been trying to edit one up but its slow going as I am still just learning FG :)
And finally looking at the screen shot above it appears you have it working and the above is probably stuff you already know :) :) :) :)
And now back to the piece of music I am working on hahaha
damned
November 23rd, 2019, 01:45
when using /weg use the following format:
/weg 1d6+2d1006
/weg 1d6+2d2006
/weg 1d6+2d3006
/weg 1d6+2d4006
they are just different colours but the different coloured ones wont explode.
Also I dont think anyone has ever brought up that interpretation of 1s.
I believe it is currently coded that a 1 on the wild die drops the highest die result, and maybe itself too?
shadoe42
November 23rd, 2019, 02:01
Cool.. that D6 character sheet in here too? :)
Fargen
November 23rd, 2019, 03:07
PF, right now but looking into CP2020. Bought in with Unity. I've been thinking about working on a full ruleset for CP2020, but saw the extension to MC.
There's errors though with FGU.
damned
November 23rd, 2019, 06:04
I will not be looking at MoreCore under Unity until the SmiteWorks team tell devs to start updating their rulesets.
Once that happens I will need to work on some commercial rulesets first and then MoreCore.
The CyberPunk 2020 extension is by superteddy57 and works pretty well.
JubiladosdeArkham
November 24th, 2019, 12:26
Hi there,
In August I wrote a post and never got an answer. I imagine you miss the post.
I copy it again here.
Hi damned,
As long as you ar working on a Star Wars D6 extension, is it possible to create another similar extensión. There is spanish sci-fi rpg called First Contact X-Corps which uses the same Star Wars D6 rules system but with some modifications.
In the wild die 6 makes the die explode 1 means automatic failure (I think in SW is the same, not sure)
There are hero points, called in this game character points (I'm not pretty sure if the SW game has this) that add 1 or more dice depending on the number of points you spend (1 die per point up to a maximun of 4). Independent of the number of Character Points you spend the first die you add is a wild die that can explode but in which 1 means no failure.
In addition to all that there are another kind of points called "puntos de cojones" (balls or guts points) that can be used in two different ways: if you use 1 point before throwing the dice you double the number of dice in that particular throw but if you use it after throwing the dice you can repeat the throw.
Thanks
danielfruth
November 26th, 2019, 04:37
I am presently trying to use MoreCore to create the character sheet for a Rifts/Palladium character. Its sort of a one-off project though I am adding the skills, spells and special abilities to tables so they could theoretically be added to another character sheet without entering everything manually. So far its mostly successful but I am having an issue with Spellpoints. Palladium uses two main resources PPE (magic points) and ISP (psionic points). It's not uncommon to have both on the same character. The base MoreCore only has one resource you can write to. I hadn't realized it before I tried to write to the L1 Spell Slot (and the others) but it seems to be the only command to change a variable outside the set you are working with. I tried various things redefining the Ref Field (spellpointscost1=(p1)-2) but the 'Spellpoints field and command seem to be special. Is there a simple way to duplicate this?
damned
November 26th, 2019, 05:31
Hi danielfruth are you on the current build of MoreCore?
You could try using Trackers for the Psi or Spells that she has the least of?
Otherwise you would need to make an extension and basically duplicate that tab into the panel next to it.
damned
November 26th, 2019, 05:33
Hi there,
In August I wrote a post and never got an answer. I imagine you miss the post.
I copy it again here.
Hi pendragon2009
I did miss it. However I will have no capacity to take on another project for some time. Once the Star Wars d6 extension is released you can fork it and make one for your system (and hopefully share it here for others).
JubiladosdeArkham
November 26th, 2019, 05:50
Mo worries, I understand the lack of time with FGU been released soon (we hope XD).
damned
November 26th, 2019, 06:31
Mo worries, I understand the lack of time with FGU been released soon (we hope XD).
Hopefully you might try your hand at the conversion... :)
damned
November 26th, 2019, 06:32
danielfruth the extension would start like this...
Please share your final extension AND some exported characters.
danielfruth
November 26th, 2019, 08:27
The power pools PPE and ISP are 50-100 and the powers and spells that draw from them almost never cost one point. Also, there are 20 spells each using the same pool. Every time I used a spell I would have to update the counters on the other 20 spells. I will take a look at the extension you left on the forum, hopefully, that will work out. I am kinda working from ground zero extension knowledge wise so wish me luck!
danielfruth
November 26th, 2019, 20:15
danielfruth the extension would start like this...
Please share your final extension AND some exported characters.
This was actually a lot more than I expected. It's almost perfect as it is. However, I can't find the equivalent code to /Spellpoints X to decrement the psionic points. I tried to go over the code to identify the command. I failed. Then I tried to find the original /Spellpoints X command thinking I could find out where the equivalent code was or to copy and modify it for the psipoints decrement. I failed in that too. I'll have togo over the tutorials and see if I can find them or something similar.
On a side note, I looked at the class addition tutorial and played around with your extension. It was nice, though when I added an empty class to test, it still had some descriptive text and added a Lord title. I'll have to go over the tutorial again and take out that part. I am also thinking that maybe I can use my copy and paste expertise to make a racial class based on the classes. It should be easier since it doesn't have to increment a level tally.
damned
November 26th, 2019, 21:18
The decrementing should all be there...
There are 12 slots for Spells and 12 slots for Psi
Rename each slot as required
Add in the point cost
Add in total points at bottom and reset the current value by right click
Re: Class
There is a lua file that builds the data source for those things that happen when you add a class
danielfruth
November 27th, 2019, 01:14
The decrementing should all be there...
There are 12 slots for Spells and 12 slots for Psi
Rename each slot as required
Add in the point cost
Add in total points at bottom and reset the current value by right click
Re: Class
There is a lua file that builds the data source for those things that happen when you add a class
Then I don't know the command to decrement the psipoints. What is the equivalent to "/SpellPoint X" for the psipoints Current value?
damned
November 27th, 2019, 01:23
Then I don't know the command to decrement the psipoints. What is the equivalent to "/SpellPoint X" for the psipoints Current value?
Hah.
There are so many different ways to use MoreCore and I only use a handful of the bits and pieces I forget lots of things...
So there is a command /spellpoint that decrements the Current Value of Spells?
Ill check it out and send you the code for doing it for /psipoints
damned
November 27th, 2019, 01:28
Ive just had a look and I might have to build it in to MoreCore for maintenance purposes. It would of course only have an effect if you were running an extension that added PsiPoints...
danielfruth
November 27th, 2019, 21:08
Is there a roll command for 2d6x10 or 2d4x10 or 1d4x100? I keep ending up with 2d60 or 2d40 or 1d400. I know technically its similar to 20d6 and 20d4 but that's not how the Rifts rules work. I guess its to allow greater variance as opposed to averages. More dramatic I guess.
I have had issues automating things because the rolls commands don't know order of operations. /sthrow d100<5x((p1)-1)+24+(p2). In human speak... comparing to a skill where the target is: +5%x(level-1)+Base 24%+(IQ bonus%). This would have completely automated the skill levels, well, once p1 and p2 were dragged in.
damned
November 28th, 2019, 05:20
there is a d60 and a d600
they will roll 10/20/30/40/50/60 and 100/200/300/400/500/600 but others will use a random number generator to roll
the rolls are not coded to accept your math
the roll would need to have the support for your string inputs coded into them - a non trivial task
I did start to build a math panel that would support this type of operation without having to attempt to recode every roll but it was very complex, tied my head in knots and I had to stop...
I suggest that you look at the sthrow roll and make it accept the 3/4 inputs
Samzagas
November 29th, 2019, 04:16
Greetings, I have a question. (Sorry if it has been asked before, but I searched and didn't found anything like it)
I'm trying to make a character sheet for Mythras and that game uses a d100 roll-under system. The skills have a value of two stats plus whatever ranks you have in that skills (Stat 1 + Stat 2+ Ranks), I've set up each of the stats with their values as their (p1) value and then each skill also has its ranks as (p1), plus I made sure to reference the two corresponding stats as references A and B for each skill and now the parameter formula for each skill is now "/rollunder 1d100x((a1)+(b1)+(p1))", but it's obvious that the parentheses are not working, is there a way I can do this?
Thanks for reading.
danielfruth
December 1st, 2019, 07:50
Hello, I took the most recent extension with the Classes and AC modification and removed the classes presets, first tab class entry and AC calculation. None of that was relevant to the Rifts ruleset. This does leave the framework for Class, though the functionality to increment the level and send messages for the level gain is gone. It's not really a new extension since I didn't really add anything of my own so I wanted to know if you had an issue if it was posted either here or some other place. If you do its not an issue, I can work around the Class feature (though I like it a lot) and can still implement a decent Rifts/Palladium ruleset with the base MoreCore ruleset.
I have made a little tutorial of how to work with the MoreCore ruleset (with and without the most recent extension) and now I'm just trying to figure out what I can distribute without getting into issues with Palladium. The Classes, skills and powers are mostly dummy entries to demonstrate how it can be implemented by GMs but I am not sure how sensitive the company is. The empty character sheet is pretty boring but it may be the safest bet. That plus the tutorial should allow GMs to recreate it on their own with a little elbow grease. Any advice would be welcome.
https://youtu.be/2H-Et68jWco
damned
December 1st, 2019, 08:12
You have my permission to reuse that code and republish.
Game mechanics/rules cannot be copyrighted so there is no issue there.
Lists of skills is most likely ok - particularly if the skill lists contain nothing that is totally specific to that game - eg Dodge, Climb, Disguise etc are obviously not protectable.
damned
December 1st, 2019, 08:47
Some comments from the video.
Change the Extension Name to MoreCore - Rifts rather than retaining Damned Basic Dungeon
You could replace the fonts with something more Rifty
You could redefine the basicnumberred increase width and offset by the same amount and include that in the extension
<basicnumberred name="p1">
<anchored to="paramanchor" position="left" width="9">
<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
</anchored>
<default>0</default>
<tooltip><text>Parameter 1</text></tooltip>
<tabtarget next="p2"/>
<script file="scripts/parameter_field.lua" />
</basicnumberred>
If everyone has the same skills you could autopopulate them all - have a look at the Trail of Cthulhu extension
if you tell me the exact parameters for the Racial Rolls I will create a /riftsracial roll to use instead of /sthrow
For all your rolls - once you add in the strings - click in and out of the Dice String field and it will update the icons on the char sheet - many of yours were not showing correctly
I sent you an extension that adds a set of Psi Points. Let me know if you will use that and I will add the /psipoints command to help you track them...
That was a quick over view...
danielfruth
December 1st, 2019, 23:19
Thanks, I will look into changing the Basic Numbered width, that would help smooth things over.
The skills rolls aren't racial specific the frame was just titled that way because your race can give you skills or your class can give you skills. Once you have them its just a skill. The way I see a skill roll that could be mostly automated by inheriting numbers either from p1,p2,p3 and a, b, c would be:
Skill level: (a) or (p1)= level, inherited from a class level stat elsewhere. Rift characters can have multiple classes so this would be manually dragged over from a level statistic, so this could be (a). This gets tricky because of multiple classes AND the classes can get skill at various levels. example, if your class gets a skill at level 5, that skill now increments per level in lockstep with your class but starts at level 1. If you don't get this skill at your 1st class level it's easier just to use (p1) and update it when you level.
IQ bonus: (b) easily dragged from the IQ ability subfield.
+% per additional level: (p2)
Base starting percentage: (c)
Class and/or race bonus (they stack): (p3)
So the formula would be:
/skillcheck d100< (base skill level)+[(skill level)x(%per level)]-(%perlevel)+(IQ bonus)+(Class/Race Bonus)
/skillcheck d100<(c)+[(p1)x(p2)]-(p2)+(b)+(p3)
This can _almost_ be done now but the multiplier breaks it.
I ended up not using the psipoint frame so far. The frames that can actually make rolls are at a premium. All I need for both the spellpoints and psipoints are "maxpsipoints", "currentpsipoints", "maxspellpoints", "currentspellpoint". That 4 boxes total. Then a command like "/spellpoints x" and "/psipoints x" to decrement the current values. Adding your psi points extension added 20 fields I wouldn't ever use. I actually tried to make the "/psipoints x" command by copying and modifying the existing "/spellpoints x" command but I failed.
If you did implement the "/psipoints x" I would try to consolidate the psipoints current/max and spellspoints current/max onto one frame. At that point it would be pretty awesome.
What I would love to see is an option to use the "/spellpoints x" command AND make die roll. However, as you can see from what I put together I worked around it.
danielfruth
December 2nd, 2019, 01:44
Some comments from the video.
Change the Extension Name to MoreCore - Rifts rather than retaining Damned Basic Dungeon
You could replace the fonts with something more Rifty
You could redefine the basicnumberred increase width and offset by the same amount and include that in the extension
<basicnumberred name="p1">
<anchored to="paramanchor" position="left" width="9">
<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
</anchored>
<default>0</default>
<tooltip><text>Parameter 1</text></tooltip>
<tabtarget next="p2"/>
<script file="scripts/parameter_field.lua" />
</basicnumberred>
If everyone has the same skills you could autopopulate them all - have a look at the Trail of Cthulhu extension
if you tell me the exact parameters for the Racial Rolls I will create a /riftsracial roll to use instead of /sthrow
For all your rolls - once you add in the strings - click in and out of the Dice String field and it will update the icons on the char sheet - many of yours were not showing correctly
I sent you an extension that adds a set of Psi Points. Let me know if you will use that and I will add the /psipoints command to help you track them...
That was a quick over view...
Okay, I got this in the extension. It looks a lot better with wider data boxes/frames. Thanks!
danielfruth
December 3rd, 2019, 00:34
I was modifying the NPCs. I renamed a few fields and unlinked the Hit Dice and Thaco fields so I could reuse them for something relevant to Rifts. However, when I made a test NPC and dragged it into an encounter I got an error. I thought I had broken something but then I installed the basic MoreCore extension I got the same error. Do you know what this is and how to fix it?
30588
danielfruth
December 6th, 2019, 01:32
The latest question I have on the road to tweaking my extension is getting the CT to take the values of the NPC to the CT4 and CT5 fields. I thought I could use the code you have in the 7th tutorial but I must be missing something. Probably something obvious to a real programmer. I tried two variations, one where I uses the real variable names from the NPC sheets and another where I used the updated names defined in strings_dbd.xml. At best there is no change, at worst I broke functionality.
local nHP = DB.getValue(nodeCT, "health", 0);
local nHD = DB.getValue(nodeCT, "hd", 0);
local nHHP = DB.getValue(nodeCT, "npc_label_move", 0);
local nSDC = DB.getValue(nodeCT, "npc_label_hd", 0);
DB.setValue(nodeCT, "fieldfive", "number", nHHP);
DB.setValue(nodeCT, "fieldfour", "number", nSDC);
if sClass == "npc" and nHP == 0 and nHD ~= 0 then
local sCleanHD = string.gsub(string.lower(nHD),"[^%d%-d%+]","");
nHP = math.max(StringManager.evalDiceString(sCleanHD, true), 1);
DB.setValue(nodeCT, "health", "number", nHP);
end
30655
damned
December 6th, 2019, 01:41
This is already slated for the next MoreCore build.
Dont go down that road just yet.
danielfruth
December 6th, 2019, 02:53
This is already slated for the next MoreCore build.
Dont go down that road just yet.
Okay, good to know, I look forward to it!
GamerDad79
December 19th, 2019, 18:56
Hello everyone. Not new to Fantasy Grounds, but new to MoreCore. I'm trying to create a mod for the Five Torches Deep RPG . I am looking to create Races and Classes but there does not seem to be any tabs to do that. Is that something I would be able to do using MoreCore or not? Thanks everyone.
danielfruth
December 20th, 2019, 02:18
There are no tabs for races and classes. MoreCore basic doesn't have a devoted method for races or classes. What it does have is the ability to use either "Notes" or "Story" to record race or class statistics. While it isn't at the level of the 5e ruleset it can be pretty good. By adding basic abilities and then linking them to the pseudo race/class you made it can get pretty close. These, in turn, can be dragged to the character sheet. Instant popup races and classes. Damned (Damien) also has created an extension with a lot of functionality that he plans to put into the base ruleset. It actually has a new classification called Classes. Basically a more formal set of identifications that can be used to record custom races or classes. The downside of this extension is that he built in some hardwired rules for leveling for a few supported classes for some game system I am not aware of. Keep in mind this extension is intended to be a practical tutorial to make your own supported classes.
My skills are more in the copy and paste arena and the ruleset I am interested in (Rifts) must have well over a hundred races and classes. So I took the extension and removed the hardwired classes. You could probably take that modified version and easily rename the MDC and SDC to something relevant to your game system and just use the new class functionality like I did. Or, if you just want to use the Notes and Stories section you can look at my tutorial at the time in the link and use the base MoreCore ruleset. https://youtu.be/2H-Et68jWco?t=2286
damned
December 20th, 2019, 02:40
Here is the whole playlist
https://www.youtube.com/watch?v=54PSYMXmyvs&list=PLsgd1zJLdiKW23yt4X2qc_9w1TWQfTPUA
vvZODvv
December 28th, 2019, 17:12
I'm digging into this damned and I have to say, its very nice!
Question: Is there an easy way to make the /damageroll dice string display the blood drop icon (as is used for /damage) rather than a d20 icon? It would help visually organize the character sheet.
I'm using superteddy's SotDL extension if that makes a difference.
damned
December 29th, 2019, 03:53
Hi vvZODvv
Click in the Roll dice string field and click out again and it should update to the correct Icon.
vvZODvv
December 29th, 2019, 16:11
Hi vvZODvv
Click in the Roll dice string field and click out again and it should update to the correct Icon.
With a little experimenting, I determined it was the SotDL extension that seems to be removing the blood splatter icon on that particular dice string. No idea how or why that's the case. As I play around with the SotDL extension some more, I'll post this minor quirk on superteddy's thread.
While I'm asking you questions, here's a INCREDIBLY trivial one:
I like how the /damage roll reports to the chat log (ex: Goblin: Spear [Damage] 2)
Is there a way to have the /attackac in the same manner? As of now it also reports the dice string formula to the chat log (ex: Goblin 1d20+2XH Spear [Attack] 9 Miss!)
I like the clean and consistent look of not including the formula in the log, but functionality is perfect (and incredibly awesome that it links to the CT).
Samzagas
December 30th, 2019, 04:06
Greetings, I' trying to use MoreCore for a game that basically uses 1d100 roll under, but the value to be rolled under is the sum of two stats plus ranks in the relevant skill. My problem comes from wanting to use the /rollunder, but I can't find a way to add all three values. Anyone got any ideas?
BTW, the game is RQ6/Mythras
damned
December 30th, 2019, 08:24
Greetings, I' trying to use MoreCore for a game that basically uses 1d100 roll under, but the value to be rolled under is the sum of two stats plus ranks in the relevant skill. My problem comes from wanting to use the /rollunder, but I can't find a way to add all three values. Anyone got any ideas?
BTW, the game is RQ6/Mythras
This will require a new roll.
Methinks you will soon see something that supports this...
Samzagas
December 30th, 2019, 15:06
This will require a new roll.
Methinks you will soon see something that supports this...
Nice, but if it's going to take a new roll, perhaps I should mention a few more details about the roll.
The number rolled is compared with the total of the skill, but not in a pass/fail system, but in a tiered difficulty system.
Very Easy=Skill*2
Easy=Skill*1.5
Standard=Skill*1
Hard=Skill*0.66
Formidable=Skill*0.5
Herculean=Skill*0.1
So, for example, if you total skill if 50 and you roll a 25, you reached Formidable difficulty, but if you rolled a 75 you only reached a Easy difficulty.
Also a result of 01-05 is always a success and 96-100 is always a failure.
Critical successes are if you roll Skill*0.1 (basically if you reach Herculean), and fumbles are on a 99-100.
Fractions are rounded up.
damned
January 7th, 2020, 14:08
How do you measure Total Skill?
Ctmega
January 7th, 2020, 14:49
damned,
I ran into a few issues trying to bring MoreCore (and my AGE system games) into Unity. Before I went too far trying to debug, I wanted to make sure that you had intentions of bringing MoreCore to the Unity platform and offer my assistance in testing if in fact that is a desire of yours.
Please let me know.
Thanks!
Samzagas
January 7th, 2020, 15:03
How do you measure Total Skill?
Your total skill is the sum of two stats plus however many ranks you have on the skill, so it goes like this: Stat A + Stat B + Skill Ranks = Skill Total
vvZODvv
January 7th, 2020, 20:45
With regards to the 3d dice shown when making a dice roll: Is there a way for a d3 roll to show as a d6 rather than a Fudge die?
damned
January 7th, 2020, 21:22
With regards to the 3d dice shown when making a dice roll: Is there a way for a d3 roll to show as a d6 rather than a Fudge die?
That is CoreRPG Im pretty sure - if ?
you can confirm it isnt
damned
January 7th, 2020, 21:23
Your total skill is the sum of two stats plus however many ranks you have on the skill, so it goes like this: Stat A + Stat B + Skill Ranks = Skill Total
Any other modifiers come into play?
damned
January 7th, 2020, 21:23
damned,
I ran into a few issues trying to bring MoreCore (and my AGE system games) into Unity. Before I went too far trying to debug, I wanted to make sure that you had intentions of bringing MoreCore to the Unity platform and offer my assistance in testing if in fact that is a desire of yours.
Please let me know.
Thanks!
I do.
vvZODvv
January 7th, 2020, 21:59
That is CoreRPG Im pretty sure - if ?
you can confirm it isnt
In MoreCore /die 1d3 rolls a Fudge die visually but (correctly) reports a 1, 2, or 3.
In CoreRPG the same dice string visually rolls a d6.
Can MoreCore be made to show a d6 rolling like CoreRPG does?
damned
January 8th, 2020, 00:27
In MoreCore /die 1d3 rolls a Fudge die visually but (correctly) reports a 1, 2, or 3.
In CoreRPG the same dice string visually rolls a d6.
Can MoreCore be made to show a d6 rolling like CoreRPG does?
Edit this file: \common\funky_dice.xml
Change
<customdie name="d3">
<model>dF</model>
<menuicon>icond3</menuicon>
<script>
function onValue(result)
return math.random(3);
end
</script>
</customdie>
to
<customdie name="d3">
<model>d6</model>
<menuicon>icond3</menuicon>
<script>
function onValue(result)
return math.random(3);
end
</script>
</customdie>
Ctmega
January 8th, 2020, 14:25
I do.
To that end, would you prefer I post my findings on this thread or somewhere in the Unity Thread? The main thing I found so far is that the /myinit roll triggers a console error referencing a null field. I am currently at work but will give you the specifics once I am able to reproduce it from my home PC.
Thanks!
Samzagas
January 8th, 2020, 15:21
Any other modifiers come into play?
More or less, the target number is your Skill Total, modified by the difficulty, but it's all in fractions. I'll copy the table from the book:
Difficulty --- Skill Modifier
Very Easy --- Double the skill value
Easy --- Add half again to the skill value
Standard --- No adjustment.
Hard --- Reduce the skill value by one third
Formidable --- Reduce the skill value by half
Herculean --- Reduce the skill value to one tenth
Everything is rounded up.
You can probably skip this part and let the users do the calculations manually.
vvZODvv
January 8th, 2020, 21:40
Edit this file: \common\funky_dice.xml
Change
<customdie name="d3">
<model>dF</model>
<menuicon>icond3</menuicon>
<script>
function onValue(result)
return math.random(3);
end
</script>
</customdie>
to
<customdie name="d3">
<model>d6</model>
<menuicon>icond3</menuicon>
<script>
function onValue(result)
return math.random(3);
end
</script>
</customdie>
Piece of cake. Thanks damned.
Ctmega
January 10th, 2020, 02:12
Here is the output from unity when trying to use the /myinit roll:
[1/9/2020 8:44:17 PM] [WARNING] template: Could not find template (visible) in class (cli_rolls)
[1/9/2020 8:44:17 PM] [WARNING] template: Could not find template (visible) in class (cli_rolls)
[1/9/2020 8:44:17 PM] [WARNING] template: Could not find template (visible) in class (cli_rolls)
[1/9/2020 8:44:18 PM] [NOTICE] s'performAction: ' | nil | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'', s'sName' = s'Dragon AGE Template' } | s'3d6+0 Initiative'
[1/9/2020 8:44:18 PM] [NOTICE] s'who am i?: ' | s'charsheet.id-00001'
[1/9/2020 8:44:18 PM] [NOTICE] s'performAction: ' | nil | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'', s'sName' = s'Dragon AGE Template' } | { s'aDice' = { #1 = s'd6', #2 = s'd6', #3 = s'd6' }, s'nMod' = #0, s'sWho' = s'charsheet.id-00001', s'sType' = s'myinit', s'sDesc' = s'Initiative (3d6+0)' }
[1/9/2020 8:44:22 PM] [NOTICE] s'onLanded: ' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'', s'sName' = s'Dragon AGE Template' } | nil | { s'aDice' = { #1 = { s'value' = #1, s'type' = s'd6', s'result' = #1 }, #2 = { s'value' = #1, s'type' = s'd6', s'result' = #1 }, #3 = { s'value' = #4, s'type' = s'd6', s'result' = #4 }, s'expr' = s'3d6' }, s'nMod' = #0, s'sWho' = s'charsheet.id-00001', s'sType' = s'myinit', s'bSecret' = bFALSE, s'sDesc' = s'Initiative (3d6+0)' }
[1/9/2020 8:44:22 PM] [NOTICE] s'nTotal: ' | #0
[1/9/2020 8:44:22 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_custom_init.lua"]:87: attempt to perform arithmetic on field 'result' (a nil value)
I also get the following when starting a game with the MoreCore ruleset:
[1/9/2020 9:10:38 PM] [NOTICE] Launcher scene starting.
[1/9/2020 9:11:01 PM] [NOTICE] Spawning private server.
[1/9/2020 9:11:01 PM] [NOTICE] Connected to game server.
[1/9/2020 9:11:02 PM] [NOTICE] Launcher scene exiting.
[1/9/2020 9:11:02 PM] [NOTICE] Tabletop scene starting.
[1/9/2020 9:11:13 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (smallheadertext). [MoreCore] [graphics/graphics_fonts_mc.xml]
[1/9/2020 9:11:17 PM] [NOTICE] s'aMajor: ' | { s'CoreRPG' = #4, s'MoreCore' = #1 } | s' aMinor: ' | { s'CoreRPG' = #0, s'MoreCore' = #51 }
[1/9/2020 9:11:17 PM] [NOTICE] s'onInit: registerResultHandler'
damned
January 10th, 2020, 12:30
Thanks for this Ctmega
I have added tags for the missing TTF font file in the next build.
I dont believe that the current build has any visible tags - what version of MoreCore are you using?
I cant recreate your /myinit error - could you please export and upload the character xml file?
Ctmega
January 10th, 2020, 12:51
Version 1.51
Attached is my Dragon Age Character sheet template. It is a work in progress but should allow you to replicate the error on Unity. Basically the /myinit roll is tied to a manually defined modifier as (p1). It's basically a 3d6+(p1) roll. Ultimately I tried to drag in the Dex Modifier value and focus (Conditional +2) values for (a) and (b) but could never get it to calculate properly so I went back to having the player enter the calculated value in the provided box.
Thanks!
damned
January 10th, 2020, 13:03
Very strange... so this also works fine for you in FGC?
I havent yet installed FGU...
Ctmega
January 10th, 2020, 13:21
Yeah, it seems to work fine in FGC (Doesn't generate errors anyway) and the value gets updated in the linked field on the character sheet as well as the CT.
On Unity, it doesn't update the linked field because it never calculates the roll. It rolls the dice but never captures the output in chat.
damned
January 11th, 2020, 07:45
Here is the output from unity when trying to use the /myinit roll:
[1/9/2020 8:44:22 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_custom_init.lua"]:87: attempt to perform arithmetic on field 'result' (a nil value)
For the moment change the manager_custom_init.lua file
Ln 86 for k,v in pairs(rRoll.aDice) do
change it to
Ln 86 for k,v in ipairs(rRoll.aDice) do
Thanks for the report.
Jedrious
January 12th, 2020, 01:48
Is 1.51 the most current version, it just seems odd that there hasn't been any changes in 9 months
damned
January 12th, 2020, 02:03
Is 1.51 the most current version, it just seems odd that there hasn't been any changes in 9 months
Are you after something in particular?
Ive added a lot of functionality for very specific things and various people are testing those.
For several reasons the new build is waiting some feedback and bug testing but is very close.
Jedrious
January 12th, 2020, 02:05
Are you after something in particular?
Ive added a lot of functionality for very specific things and various people are testing those.
For several reasons the new build is waiting some feedback and bug testing but is very close.
Yes, I would like the panels in the MoreData tab to be able to display and use rolls just like the panels in the MoreCore tab
damned
January 12th, 2020, 02:14
Yes, I would like the panels in the MoreData tab to be able to display and use rolls just like the panels in the MoreCore tab
Hi Jedrious
That is not in my plans for MoreCore.
You can write an extension to add another Tab for more Rolls or you could overwrite the MoreData tab with your definitions.
The required code looks like this:
<list_text name="cliroller">
<anchored to="cas2">
<left offset="10" />
<top offset="30" />
<right offset="-4" />
<bottom offset="-10" />
</anchored>
<newfocus>name</newfocus>
<datasource>.clilist2</datasource>
<class>cli_rolls</class>
<acceptdrop>
<class>cas</class>
<class>trackers</class>
<field>*</field>
</acceptdrop>
</list_text>
<scrollbar_rolls name="scroll_2">
<anchored to="cas2" />
<target>cliroller</target>
</scrollbar_rolls>
cliroller is the listname - each list needs a unique name
cas2 is the parent frame name - each list is typically in a separate frame, each frame has a unique name (in fact all named entities should have unique names)
.clilist is the node name in the database - each list needs its own node
the accept drop section is where it tells the list what datatypes to accept - trackers is largely redundant since we combined that functionality into rolls (previously called cas)
the scrollbar is for lists that overrun the frame length/height
Jedrious
January 12th, 2020, 02:29
31193 Just to make sure, the highlighted section is what I would replace, correct?
damned
January 12th, 2020, 02:32
Pretty much yes - You would need to anchor to data2 and update the relevant names from the code I posted.
Jedrious
January 12th, 2020, 02:32
Thank you
Jedrious
January 12th, 2020, 02:51
I just received an error when ctrl+scrollwheel on a roll (This is on 1.51, I have not yet saved any changes that I have in store for the panels)
Script Error: [string "scripts/parameter_manager.lua"]:21: attempt to index a nil value
damned
January 12th, 2020, 03:13
You might need to add the whole
<windowclass name="cli_rolls">
from more to moredata
and remove
<windowclass name="list_trackers">
and
<windowclass name="list_newtrackers">
please note i posted only the first line of each - you would need the whole code section.
Jedrious
January 12th, 2020, 03:16
This was in the More tab (and like I said, have not saved any changes to the ruleset as of yet, still deciding whether to change MoreData or add another tab)
damned
January 12th, 2020, 03:21
You will need to provide more info.
Please export the character and upload it and also tell me exactly what you did to create the error.
Jedrious
January 12th, 2020, 03:31
On the More Tab, for the P.P.E. roll in the personal energy panel, while hovering over the modifier, I used ctrl+scrollwheel to change the number and that gave me the error.
damned
January 12th, 2020, 03:37
Come and join me in the FG discord and go thru this with me.
There is no Roll data in any of your rolls - they are all empty.
I cannot follow your direction - there is no field labelled Modifier in your rolls in PPE?
Jedrious
January 12th, 2020, 03:38
invite link please
damned
January 12th, 2020, 03:39
https://discord.gg/VKbhkSt im damned#0166
Text chat only please
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