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damned
March 29th, 2020, 02:37
@damned
I'm not sure if you've started working on FGU compatibility for MC yet. I've not really noticed any issues in my playing around with it, other than the missing icon for Assets (Tokens is no longer used in FGU).
However, I do have a feature request whenever you get to that point (and if you're taking them :)).
It would be reeeeaaally swell if the various damage dice(/dbdamage, /damagedr, etc.) could be able to use the new expressions available in FGU (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/688330/Rolling+Dice).

Assets button will be fixed shortly.

I have not yet looked at the new dice expressions but certainly I intend to...

wndrngdru
March 29th, 2020, 04:42
damned The links in the chat window for your info text are not working in FGU. The one for the new MC theme does work if you double-click it.

damned
March 29th, 2020, 05:00
damned The links in the chat window for your info text are not working in FGU. The one for the new MC theme does work if you double-click it.

Thanks. Ill check it out.

meguido
March 29th, 2020, 10:35
hello,

can you check manager_action_ability
I must have forgotten a ligne of code or I did not place the line of code that you gave me
thank thank

function onInit()
CustomDiceManager.add_roll_type("vermine", performAction, onLanded, true, "all");
end

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

function performRoll(draginfo, rActor, nSkillLev, sAbilityStat, bSecretRoll)
local rRoll = { };
local sDesc1, nMod = ModifierStack.getStack(true);
rRoll.sType = "vermine";
rRoll.aDice = { };
rRoll.nMod = 0;
rRoll.nSkillLev = nSkillLev;
rRoll.sDesc = "";
rRoll.sDesc = rRoll.sDesc .. " " .. StringManager.capitalize(sAbilityStat);
local count = nSkillLev;
Debug.console("count:", count);

while count > 0 do
table.insert(rRoll.aDice, "d10");
count = count - 1;

end
rRoll.bSecret = bSecretRoll;
ActionsManager.performAction(draginfo, rActor, rRoll);
end

function initLastDice(aDice)
aSavedDice = {};
for i , v in ipairs (aDice) do
aSavedDice[i] = { type=v.type, result=0, exploded=true };
end
return aSavedDice;
end

function onLanded(rSource, rTarget, rRoll, nSkillLev)
Debug.console("onLanded: ", rSource, rTarget, rRoll);

if not nSuccesses then nSuccesses = 0;
end
if not nFails then nFails = 0;
end

local nMod = ModifierStack.getSum();
local nSuccessLevel = nMod + 5;

for i , v in ipairs (rRoll.aDice) do
if rRoll.aDice[i].result == 10 then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result >= nSuccessLevel then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result < nSuccessLevel then
nFails = nFails + 1;
end
end


rRoll.nFails = nFails;
rRoll.nSuccesses = nSuccesses;
rRoll.nSuccessLevel = nSuccessLevel;
Debug.console("nSuccesses1: ", nSuccesses, " nFails1: ", nFails, "nSuccessLevel1:", nSuccessLevel);

local rMessage = ActionsManager.createActionMessage(rSource, rRoll, sDesc1);

rMessage = createChatMessage(rSource, rRoll, sDesc1);
rMessage.type = "dice";
rMessage.text = rMessage.text .. "\nDiff = ".. rRoll.nSuccessLevel;
rMessage.text = rMessage.text .. "\nSucces: " .. rRoll.nSuccesses;
if nSuccesses == 0 then
rMessage.text = rMessage.text .. "\n[Echec]";
end
Comm.deliverChatMessage(rMessage);

nSuccesses = nil;
nFails = nil;
end

function createChatMessage(rSource, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.dicedisplay = 0;


return rMessage;
end

damned
March 29th, 2020, 12:28
hello,

can you check manager_action_ability
I must have forgotten a ligne of code or I did not place the line of code that you gave me
thank thank

function onInit()
CustomDiceManager.add_roll_type("vermine", performAction, onLanded, true, "all");
end



Hi Meguido.

What is the dice roll supposed to do?
What is the command you are sending?
What dice are you adding?
What modifiers?
How does the success level work?

meguido
March 29th, 2020, 14:32
exp : attribute 4 --- d10

4d10>= Difficulty medium 5 = number of Successses >= 5

Modcollector ? add difficulty +1 exp Difficulty 6 = Difficulty medium 5 +1 (modcollector) = difficulty total 6

damned
March 29th, 2020, 14:59
meguido - basics please
what is the command string you are using?
can you describe the roll in english - as in tell me how it works

meguido
March 29th, 2020, 15:13
we Rolls xd10 according to characteristic against an average difficulty 5 with possibility of difficulty from 3 to 15
i want to add difficulty to modcollector and integrated to manager_action_ability.lua

damned
March 29th, 2020, 15:20
what is the roll string you are using?

so you want to roll xd10.
how do you get the x number?
is it from one source or two sources or any number of sources?
how do you get successes if teh difficulty is 11 or greater?

meguido
March 29th, 2020, 15:42
how do you get the x number? Attributes : 1 to 3 max
is it from one source or two sources or any number of sources? source = attribute
how do you get successes if teh difficulty is 11 or greater? difficulty 3 ,5, 7, 9, 10 max and 1 or + sucesses

kronovan
March 29th, 2020, 18:26
I don't know if this is the place to post any errors that are occurring with the MoreCore ruleset, so please direct me to the correct website or thread if it isn't.

Anyhow...I receive these errors whenever I click the [Places] icon in the Library:


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


I also get similar errors when I try to edit different fields for a place. I receive those errors whether I'm loading a campaign without any extensions or a campaign with an extension, such as The Dark Eye "MoreCore - The Dark Eye.ext" extension.

wndrngdru
March 30th, 2020, 01:53
Hey damned, there's something different in how FGU handles resizing the contents of a window vs. FGC.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=32793&stc=1&d=1585529464
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=32794&stc=1&d=1585529470

damned
March 30th, 2020, 08:50
how do you get the x number? Attributes : 1 to 3 max
is it from one source or two sources or any number of sources? source = attribute
how do you get successes if teh difficulty is 11 or greater? difficulty 3 ,5, 7, 9, 10 max and 1 or + sucesses

Is that up to 3 attributes or the attribute has a value of 1/2/3?
Your code gets a number from the modifier stack +5 to set the target success number.
Is that a macimum of 10 then including the +5? so if someone adds 8 to Modifier then it should still be a target of 10?

You want t count/display the number of successes?
eg 1/2/3
Are there botches/fails?
What should the output message say for ssuccess? for fail? for crits?

damned
March 30th, 2020, 08:58
I don't know if this is the place to post any errors that are occurring with the MoreCore ruleset, so please direct me to the correct website or thread if it isn't.

Anyhow...I receive these errors whenever I click the [Places] icon in the Library:



I also get similar errors when I try to edit different fields for a place. I receive those errors whether I'm loading a campaign without any extensions or a campaign with an extension, such as The Dark Eye "MoreCore - The Dark Eye.ext" extension.

I havent seen that one.
Places and Groups have been deprecated in favour of World Builder.
Can you confirm if World Builder works for you or not?
I havent tested it with TDE.

damned
March 30th, 2020, 08:59
Hey damned, there's something different in how FGU handles resizing the contents of a window vs. FGC.

Does CoreRPG do the same thing for Tables?
I havent really played with FGI much.
I will investigate but probably not immediately.

Do you like the Dungeon theme?

meguido
March 30th, 2020, 10:26
is that up to 3 attributes or the attribute has a value of 1/2/3? --- 7 Attributes and valor : 1D to 3D
Tempory effects : -2D to +2D
skills : Beginner +1D, Confirmed +1D relaunch 1D, Expert +2D relaunch 1D, Master +2D relaunch 2D
spécialty skills + 1D
Equipment + 1D
Difficulty : simple action 3, easy action 5, difficult action 7, very difficult action 9, impossible action 10
successes : failure 0, 1 succes, 2 successes, 3 successes, 4 successes, 5 successes +

that's why I want to integrate modcollector modifier into my code lua to modifier difficulty
I have already included in record_char_main the number of dice

<number_charabilityscore name="vigueur" source="stats.vigueur.core">
<anchored to="physiqueframe" position="insidetopleft" offset="22,38" height="20" width="20" />
<script>
function action(draginfo)
local nodeWin = window.getDatabaseNode();
if nodeWin then
local rActor = ActorManager.getActor("pc", nodeWin.getChild("..."));
local nAttribLev = getValue();
nAttribLev = nAttribLev + (DB.getValue(nodeWin, "stats." .. self.target[1] .. ".mod", 0));
ActionAbility.performRoll(draginfo, rActor, nAttribLev, self.target[1]);
end
end

function onDragStart(button, x, y, draginfo)
return action(draginfo);
end

function onDoubleClick(x,y)
return action();
end
</script>
<target>vigueur</target>
</number_charabilityscore>

damned
March 30th, 2020, 12:02
Damned,

I fixed the issues with the Ubiquity dice and negative modifiers. I also restored the ability to specify dice type (d6, d8, etc.). I did this so that anyone running a campaign with ubiquity dice won't have to re-code every existing roll.

This fix also allows you to add an arbitrary number of dice pools together. For example,

/ubiquity 1d4+2d6+3d8+4d10+5d12+6d20+7d100+8d4+9d6+10d8+11d1 0+12d20 would be valid.

Note that while you can code any die type you want, what actually gets rolled are d6's. For ubiquity it doesn't really matter which dice you use, as long as they have an equal number of odd and even numbers (so d3's don't work).

Also note that FG (classic, at least) has a hard upper limit of 60 dice, so the above example would just roll 60 dice.

Modifiers work as they should for Ubiquity, by adding or subtracting dice from the pool.

If anyone has problems making this work, or questions about how it works, please don't hesitate to ask!

~Phystus

Attachment: MC_Ubiquity_die_fix.ext

The -ive die issue is back in your version Phystus Negative dice are just rolled normally.

Phystus
March 30th, 2020, 13:22
Steps to reproduce?

I started a new campaign, running only this extension, and it worked fine.

32801

Let me know how you produced the error and I'll look into it.

damned
March 30th, 2020, 13:24
/ubiquity 3d6-1d6+2d6

Phystus
March 30th, 2020, 13:30
Not a valid use case. It only honors negative modifiers. Try /ubiquity 3d6+2d6-1.

damned
March 30th, 2020, 13:48
Not a valid use case. It only honors negative modifiers. Try /ubiquity 3d6+2d6-1.

Thats not how I read your initial description but thats ok.

When I do this:
/ubiquity 3d6+2d6-2
I get Parameters not in correct format...

Phystus
March 30th, 2020, 14:05
Also true. Apply a modifier for the negative value.

damned
March 30th, 2020, 15:07
Phystus Ok so you subtract dice by way of the Modifier box. That is working. Could you please write a one liner description for the Help file and Ill include in the next update. Many thanks.

Meguido Im really sorry. I am struggling to follow your directions.
I have added a new Roll /vermine
that accepts any sort of combination /vermine #+#+#-# etc. So it could be /vermine (p1)+(p2) or /vermine (p1)+(p2)-(a) etc
it will sum all the values and throw that many dice.
it will check the modifier box - if there is a value there it will use that as the target number.
if there is no value there it will set the target to 5.
all dice that roll the target or higher will count as a success.
reports to chat

Please advise if ok

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=32806

32806

Phystus
March 30th, 2020, 15:58
/ubiquity #d#[+#d#...] (roll #d6, evens count as successes. Can add multiple pools of dice into a single roll. Use Modifier box to add or remove dice.)

How's that?

~P

kronovan
March 30th, 2020, 17:45
I havent seen that one.
Places and Groups have been deprecated in favour of World Builder.
Can you confirm if World Builder works for you or not?
I havent tested it with TDE.

World Builder is working fine for me when loading the TDE extension.

meguido
March 30th, 2020, 18:40
I just want add difficulty to modifier in modcollector

32809

Manager_action_ability
--
-- Please see the license.html file included with this distribution for
-- attribution and copyright information.
--

function onInit()
CustomDiceManager.add_roll_type("vermine", performAction, onLanded, true, "all");
end

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

function performRoll(draginfo, rActor, nSkillLev, sAbilityStat, bSecretRoll)
local rRoll = { };
rRoll.sType = "vermine";
rRoll.aDice = { };
rRoll.nMod = 0;
rRoll.nSkillLev = nSkillLev;
rRoll.sDesc = "";
rRoll.sDesc = rRoll.sDesc .. " " .. StringManager.capitalize(sAbilityStat);
local count = nSkillLev;
Debug.console("count:", count);

while count > 0 do
table.insert(rRoll.aDice, "d10");
count = count - 1;

end
rRoll.bSecret = bSecretRoll;
ActionsManager.performAction(draginfo, rActor, rRoll);
end

function initLastDice(aDice)
aSavedDice = {};
for i , v in ipairs (aDice) do
aSavedDice[i] = { type=v.type, result=0, exploded=true };
end
return aSavedDice;
end

function onLanded(rSource, rTarget, rRoll, nSkillLev)
Debug.console("onLanded: ", rSource, rTarget, rRoll);

if not nSuccesses then nSuccesses = 0;
end
if not nFails then nFails = 0;
end

local nSuccessLevel = 5;
rRoll.nSuccessLevel = nSuccessLevel;

for i , v in ipairs (rRoll.aDice) do
if rRoll.aDice[i].result == 10 then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result >= nSuccessLevel then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result < nSuccessLevel then
nFails = nFails + 1;
end
end


rRoll.nFails = nFails;
rRoll.nSuccesses = nSuccesses;
Debug.console("nSuccesses1: ", nSuccesses, " nFails1: ", nFails, "nSuccessLevel1:", nSuccessLevel);

local rMessage = ActionsManager.createActionMessage(rSource, rRoll);

rMessage = createChatMessage(rSource, rRoll, sDesc1);
rMessage.type = "dice";
rMessage.text = rMessage.text .. "\nDiff = ".. rRoll.nSuccessLevel;
rMessage.text = rMessage.text .. "\nSucces: " .. rRoll.nSuccesses;
if nSuccesses == 0 then
rMessage.text = rMessage.text .. "\n[Echec]";
end
Comm.deliverChatMessage(rMessage);

nSuccesses = nil;
nFails = nil;
end

function createChatMessage(rSource, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.dicedisplay = 0;


return rMessage;
end

Attribute
exp
<number_charabilityscore name="vigueur" source="stats.vigueur.core">
<anchored to="vig" position="insidetopleft" offset="9,6" height="20" width="20" />
<script>
function action(draginfo)
local nodeWin = window.getDatabaseNode();
if nodeWin then
local rActor = ActorManager.getActor("pc", nodeWin.getChild("..."));
local nAttribLev = getValue();
nAttribLev = nAttribLev + (DB.getValue(nodeWin, "stats." .. self.target[1] .. ".mod", 0));
ActionAbility.performRoll(draginfo, rActor, nAttribLev, self.target[1]);
end
end

function onDragStart(button, x, y, draginfo)
return action(draginfo);
end

function onDoubleClick(x,y)
return action();
end
</script>
<target>vigueur</target>
</number_charabilityscore>

damned
March 30th, 2020, 22:17
Meguido


local sDesc1, nMod = ModifierStack.getStack(true);
if nMod == 0 then
nMod = 5; end

if nMod < 5 then sDifficulty = "Simple Action";
elseif nMod < 7 then sDifficulty = "Easy Action";
elseif nMod < 9 then sDifficulty = "Difficult Action";
elseif nMod < 10 then sDifficulty = "Very Difficult Action";
else sDifficulty = "Impossible Action";
end


is what I used

damned
March 30th, 2020, 22:18
Thank you Phystus that is perfect

Thank you Kronovan. Are you able to transfer your data to World Builder? You will find it a much more useful tool I think.

meguido
March 30th, 2020, 22:27
I integrate it where ? into manager_action_ability
thank

damned
March 30th, 2020, 22:40
I integrate it where ? into manager_action_ability
thank

Here is my roll. You will need to work out how to use it in the fashion you are. Instructions are in the Basic User Manual or wait a couple of days for this to be published.


--
-- Please see the license.html file included with this distribution for
-- attribution and copyright information.
--

-- MoreCore v0.60 register "vermine"

local sCmd = "vermine";

function onInit()
CustomDiceManager.add_roll_type(sCmd, performAction, onLanded, true, "all", nil, nil, onDiceTotal)
end

function performAction(draginfo, rActor, sParams)
-- Debug.chat("16");
Debug.console("performAction: ", draginfo, rActor, sParams);
local rRoll = createRoll(sParams);
ActionsManager.performAction(draginfo, rActor, rRoll);
Debug.console("performAction: ", rRoll);
end


---
--- This function creates the roll object based on the parameters sent in
---
function createRoll(sParams)
-- Debug.chat("28");
local rRoll = {};
rRoll.sType = sCmd;
rRoll.nMod = 0;
-- Removed to allow ChatManager.createBaseMessage function to create the right name - active character or player name if no characters are active.
--rRoll.sUser = User.getUsername();
rRoll.aDice = {};

-- Now we check that we have a properly formatted parameter, or we set the sDesc for the roll with a message.

if not sParams:match("(%d+)%s(.*)") then
rRoll.sDesc = "Parameters not in correct format. Should be in the format of \"# <desc>\"";
return rRoll;
end

local sDesc1, nMod = ModifierStack.getStack(true);
-- Debug.chat("nMod: ", nMod);
if nMod == 0 then
nMod = 5; end

if nMod < 5 then sDifficulty = "Simple Action";
elseif nMod < 7 then sDifficulty = "Easy Action";
elseif nMod < 9 then sDifficulty = "Difficult Action";
elseif nMod < 10 then sDifficulty = "Very Difficult Action";
else sDifficulty = "Impossible Action";
end

local sDice, sDesc = sParams:match("([^%s]+)%s*(.*)");
-- Debug.chat("sDice, sDesc, sParams: ", sDice, sDesc, sParams);
-- Build a table of rolls, split by the + signs between them
local sDelim = "+"
local aDielist = StringManager.split(sDice, sDelim, 1);
-- Debug.chat("aDielist: ", aDielist);

local nDice = 0;
for k,v in pairs(aDielist) do
nDice = nDice + v
-- Debug.chat("nDice: ", nDice);
end


if nDice <= 0 then
nDice = 1;
end
sDice = nDice .. "d10";
-- Now roll them
local aDice = StringManager.convertStringToDice(sDice);

rRoll.sDesc = sDesc;
rRoll.aDice = aDice;
rRoll.nMod = nMod;
rRoll.sDifficulty = sDifficulty;

-- Debug.chat("sDesc: ", sDesc, " aDice: ", aDice, " nMod: ", nMod);
return rRoll;
end


---
--- This function steps through each die result and checks if it is greater than or equal to the success target number
--- adding to the success count if it is.
---
function countSuccesses(rRoll)
-- Debug.chat("65");
-- Sort rRoll.aDice table based off a.result (the dice result)
local nSuccessess = 0;
for _,v in ipairs(rRoll.aDice) do
if (v.result >= rRoll.nMod) then
nSuccessess = nSuccessess + 1;
end
-- Debug.chat("nSuccessess: ", nSuccessess);
end

-- Debug.chat("nSuccessess final: ", nSuccessess);

rRoll.nSuccessess = nSuccessess;
return rRoll;
end

---
--- This function creates a chat message that displays the results.
---
function createChatMessage(rSource, rRoll)
-- Debug.chat("85");
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.dicedisplay = 1; -- display total

rMessage.text = rMessage.text .. " vs " .. rRoll.sDifficulty .. "\n# Successes = " .. rRoll.nSuccessess;

return rMessage;
end

---
--- This function creates the help text message for output.
---
function createHelpMessage()
local rMessage = ChatManager.createBaseMessage(nil, nil);
rMessage.text = rMessage.text .. "The \"/successes\" command is used to roll a set of dice and report the number of dice that meet or exceed a success target number.\n";
rMessage.text = rMessage.text .. "You can specify the number of dice to roll, the type of dice, and the success target number";
rMessage.text = rMessage.text .. "by supplying the \"/successes\" command with parameters in the format of \"#d# #\", where the first # is the ";
rMessage.text = rMessage.text .. "number of dice to be rolled, the second number is the number of dice sides, and the number following the ";
rMessage.text = rMessage.text .. "space being the success target number for each dice.";
Comm.deliverChatMessage(rMessage);
end

function onDiceTotal( messagedata )
-- Debug.chat("108");
local sMyTotal = string.match(messagedata.text, "sses...(%d+)");
Debug.console("onDiceTotal: ", sMyTotal, messagedata);
return true, tonumber(sMyTotal);
end

---
--- This is the callback that gets triggered after the roll is completed.
---
function onLanded(rSource, rTarget, rRoll)
-- Debug.chat("118");
rRoll = countSuccesses(rRoll);
Debug.console("performAction: ", rRoll);
rMessage = createChatMessage(rSource, rRoll);
Debug.console("performAction: ", rMessage);
rMessage.type = sCmd;
Comm.deliverChatMessage(rMessage);
end

wndrngdru
March 30th, 2020, 23:04
Does CoreRPG do the same thing for Tables?
Yes. I just looked and it's a known issue for FGU. The Character sheets are working the same between FGC and FGU, but the CoreRPG sheets aren't more than 2 panels wide and only the panels bordering the right side of the window stretch. This is mostly consistent with what I'm seeing for the MC sheet on FGU.


Do you like the Dungeon theme?
I like it a lot. Much less strain on the eyes and I've always liked your single-column sidebars. I'm not a fan of the 5e theme 'cause it's just too white. I use the simple themes for my non-MC games because they're more muted and the window borders don't take up 30% of my screen space. One of these days, when I get a wild hair, I'll get to porting one or both of those over to MC.
The Dungeon theme does blow an Error because it's looking for a non-existent "graphics/graphics_fonts.xml" file.

damned
March 30th, 2020, 23:41
I do have a new build of that theme with a few enhancements and bug fixes. Soon.

Redwulfe
March 31st, 2020, 05:23
I have noticed in some of the videos for MoreCore that is a dice pool area next to the Modifier. Is that for specific extension? I am looking at MoreCore for the base of an extension and would like to use this possible, where can I find it or is it an option for MoreCore itself?

wndrngdru
March 31st, 2020, 05:41
I have noticed in some of the videos for MoreCore that is a dice pool area next to the Modifier. Is that for specific extension? I am looking at MoreCore for the base of an extension and would like to use this possible, where can I find it or is it an option for MoreCore itself?

It is part of MoreCore and can be turned on in the options.

kronovan
March 31st, 2020, 08:19
Thank you Kronovan. Are you able to transfer your data to World Builder? You will find it a much more useful tool I think.

No problems, I'd only gotten as far as entering a few locations from the Middenrealms. So not much of a loss and I recreated one already with the WB using a Places type, which worked perfect.

damned
March 31st, 2020, 09:49
I have noticed in some of the videos for MoreCore that is a dice pool area next to the Modifier. Is that for specific extension? I am looking at MoreCore for the base of an extension and would like to use this possible, where can I find it or is it an option for MoreCore itself?

It used to be on by default but I switched it to an option as most games dont use it.

damned
March 31st, 2020, 09:50
No problems, I'd only gotten as far as entering a few locations from the Middenrealms. So not much of a loss and I recreated one already with the WB using a Places type, which worked perfect.

The Dark Eye?

vvZODvv
March 31st, 2020, 15:30
Hi Damned,

I'm encountering an error that seems to have popped up in the past week sometime. When double clicking to use an Ability/roll with Tracker enabled I get a script error.

If Tracker Enabled is unticked then reticked, the ability tracker will work fine. But on a fresh reload of FG the error resurfaces.

In the screenshot you will see that Vlad used Nimble Recover after I unticked/reticked Tracker Enabled for that ability, for Salath's Catch Your Breath I did not.
32852

GunbunnyFuFu
March 31st, 2020, 22:19
A couple of issues. Players reported problems moving tokens. They'd drag their tokens to where they wanted to move, but I couldn't approve the move. I could manually grab the token and slide it to where it goes, because I'd see a green square where they had indicated they wanted to move.

Also, is it possible to get a wound status (X column) of dead, or can we customize those too?

GBFF

damned
April 1st, 2020, 03:12
Hi Damned,

I'm encountering an error that seems to have popped up in the past week sometime. When double clicking to use an Ability/roll with Tracker enabled I get a script error.

If Tracker Enabled is unticked then reticked, the ability tracker will work fine. But on a fresh reload of FG the error resurfaces.

In the screenshot you will see that Vlad used Nimble Recover after I unticked/reticked Tracker Enabled for that ability, for Salath's Catch Your Breath I did not.
32852

The first two red errors are fixed in the next build (they aer not what you are posting about but they are to do with Trackers)

At a guess this is because I added a new Min value for trackers so that they could for example got to a -ive value.
Can you try opening a couple of trackers and adding 0 as the min value.
Then /reload and try those rolls. If they dont error then try an unmodified one?
Possibly also one or more trackers dont have an Icon set?

damned
April 1st, 2020, 03:15
A couple of issues. Players reported problems moving tokens. They'd drag their tokens to where they wanted to move, but I couldn't approve the move. I could manually grab the token and slide it to where it goes, because I'd see a green square where they had indicated they wanted to move.

Also, is it possible to get a wound status (X column) of dead, or can we customize those too?

GBFF

Can you give me more info on the Move thing?
FGU or FGC?
There is no code in MoreCore that should affect that - its all CoreRPG afaik.

The second issue is not so straight forward.
The health bar is very simplistic - it has undamaged, 1-9 (or 1-10) damage and greater than that damage
It actually doesnt look at how many HPs you have - it only looks at damage.

NPCs have their token in the CT replaced with a Skull when they die.

benightedfae
April 1st, 2020, 04:39
I'm having an issue with /rollunder in MoreCore. It may be user error? In which case I'm sorry in advance.

I'm trying to code skills and such in for Mothership. It uses 1d100, and players need to roll under their skills. The problem I'm running into is that the code is not just rolling 1d100. It's rolling 1d100 AND 1d10.

32889

A secondary problem I'm running into is, and this is where I think the user error is, I can't seem to get it to add the referenced Stat to Biology to roll. (p1 + a1, in this case, doesn't work):

32890

Thoughts? Thanks.

damned
April 1st, 2020, 04:47
Hi benightedfae

Im guessing you are running under FGU?
They changed the d100 dice between FGC and FGU.

Try crack open the ruleset
go to /desktop/scripts/morecore_damned_rollunder.lua
and remove the following lines (87/88/89/90)

-- For d100 rolls, we also need to add a d10 dice for the ones place
if sSize == "100" then
table.insert(rRoll.aDice, "d10");
end

and then close FG and relaunch.

You cant do Math if the roller hasnt been expressly written for it.
The rolls have to match the required format exactly.

I think Superteddy57 did an extension for Mothership but maybe it wasnt released?

If you can tell me in great detail how the rolls for mothership should work Ill try and write you one (better yet you could write one and share it back into MoreCore?)

benightedfae
April 1st, 2020, 04:56
Thank you, I'm savvy enough to be able to edit that file.

I'm not, however, savvy enough to be able to write that code. I did do a search on the forum but didn't turn any up, so I guess it hasn't been released. If I can write something succinct enough, I may send it to you, but I know you're like, THE GUY, for MoreCore and I'd hate to take your time. My goal is eventually to be able to write my own code, but I'm having a terrible time starting because MoreCore is frankly above my coding grade, and I haven't found a ruleset that's built on top of CoreRPG that I both A) know and B) is easy enough for me to dissect to learn to backwards code.

Thanks for the quick reply!

damned
April 1st, 2020, 04:58
Write me the detailed description of the roll then, bearing in mind you are translating it for MoreCore/FG and Ill write when I have some time.

benightedfae
April 1st, 2020, 05:20
I appreciate that, and I will. And just so you know, deleting that code broke /rollunder completely for me. MoreCore still loaded fine, but /rollunder wouldn't do anything at all.

damned
April 1st, 2020, 05:59
I just tested it here and its working ok for me.



---
--- Initialization
---
function onInit()
Comm.registerSlashHandler("rollunder", processRoll);
-- Damian added below to get the ModStack?
GameSystem.actions["rollunder"] = { bUseModStack = true, sTargeting = "all" };
ActionsManager.registerResultHandler("rollunder", onRoll);

-- send launch message
-- local msg = {sender = "", font = "emotefont"};
-- msg.text = "Success count for Roll Under extension for CoreRPG based Rulesets. v1.0 by damned. Based on extensions by DMFirmy and Trenloe. Type \"/rollunder ?\" for usage.";
-- ChatManager.registerLaunchMessage(msg);
end

---
--- This is the function that is called when the rollunder slash command is called.
---
function processRoll(sCommand, sParams)
if not sParams or sParams == "" then
createHelpMessage();
return;
end

if sParams == "?" or string.lower(sParams) == "help" then
createHelpMessage();
else
local rRoll = createRoll(sParams);
ActionsManager.roll(nil, nil, rRoll);
end
end

---
--- This function creates the roll object based on the parameters sent in
---
function createRoll(sParams)
local rRoll = {};
rRoll.sType = "rollunder";
rRoll.nMod = 0;
--- rRoll.sUser = User.getUsername();
rRoll.aDice = {};

local nStart, nEnd, sDicePattern, sDescriptionParam = string.find(sParams, "([^%s]+)%s*(.*)");
rRoll.sDesc = sDescriptionParam;

Debug.console("Dice pattern = " .. sDicePattern);

-- If no target number is specified, we will assume it is 10
if(not sDicePattern:match("(%d+)d([%dF]*)x(%d+)") and sDicePattern:match("(%d+)d([%dF]+)%s*(.*)")) then
sDicePattern = sDicePattern .. " 10"
end

-- Now we check that we have a properly formatted parameter, or we set the sDesc for the roll with a message.
if not sDicePattern:match("%d+d%d+x%d+%s*(.*)") then
rRoll.sDesc = "Parameters not in correct format. Should be in the format of \"#d#x# [description]\"";
return rRoll;
end

Debug.console("Dice pattern 2 = " .. sDicePattern);

-- First try to match a rollunder string including a modifier - #d#x#[+-]#
local sNum, sSize, sSuccessLevel, sCommandMod = sDicePattern:match("(%d+)d([%dF]+)x(%d+)([+-]%d+)");

-- If no modifier in the command string, process without - i.e. #d#x#
if not sCommandMod then
--Debug.console("Running pattern match without modifier");
sNum, sSize, sSuccessLevel = sDicePattern:match("(%d+)d([%dF]+)x(%d+)");
sCommandMod = "0";
end

--local nMod = tonumber(sMod);
local sDesc, nMod = ModifierStack.getStack(true);

Debug.console("sNum = " .. sNum .. ", sSize = " .. sSize .. ", sSuccessLevel = " .. sSuccessLevel .. ", sCommandMod = " .. sCommandMod);

-- Set the total modifier to the final successes to be the command string modifier + any modifier widget data.
rRoll.nMod = tonumber(sCommandMod);


--local sNum = tonumber(sNum);
local count = tonumber(sNum);
local nSuccessLevel = tonumber(sSuccessLevel) + nMod; -- Success level adjusted by the modifier box

while count > 0 do
table.insert(rRoll.aDice, "d" .. sSize);

-- For d100 rolls, we also need to add a d10 dice for the ones place
-- if sSize == "100" then
-- table.insert(rRoll.aDice, "d10");
-- end
count = count - 1;
end

rRoll.nSuccessLevel = nSuccessLevel;
if sDesc ~= "" then
rRoll.sDesc = rRoll.sDesc.." ["..sDesc.."]";
end

return rRoll;
end

---
--- This function steps through each die result and checks if it is greater than or equal to the success target number
--- adding to the success count if it is.
---
function dropDiceResults(rRoll)
local nSuccessLevel = tonumber(rRoll.nSuccessLevel) or 0;
local nSuccesses = 0;
local nMod = rRoll.nMod;

for _,v in ipairs(rRoll.aDice) do
if v.result <= nSuccessLevel then
nSuccesses = nSuccesses + 1;
end
end

nSuccesses = nSuccesses + nMod;

-- If resulting successes are less than 0 due to a negative modifer, set the total successes to be 0
if nSuccesses < 0 then
nSuccesses = 0;
end

Debug.console("Stuff: ", nSuccesses, nMod)
rRoll.rollunder = nSuccesses;

return rRoll;
end

---
--- This function creates a chat message that displays the results.
---
function createChatMessage(rSource, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
Debug.console("rSource: ");
Debug.console(rSource);
Debug.console("rMessage: " .. rMessage.text);

local nSuccessLevel = tonumber(rRoll.nSuccessLevel) or 0;
rMessage.text = rMessage.text .. "\nSuccesses = " .. rRoll.rollunder .. "\n" .. "(Target = " .. nSuccessLevel .. ")";

return rMessage;
end

---
--- This function creates the help text message for output.
---
function createHelpMessage()
local rMessage = ChatManager.createBaseMessage(nil, nil);
rMessage.text = rMessage.text .. "The \"/rollunder\" command is used to roll a set of dice and report the number of dice that roll equal to or under a success target number.\n";
rMessage.text = rMessage.text .. "You can specify the number of dice to roll, the type of dice, and the success target number";
rMessage.text = rMessage.text .. "by supplying the \"/rollunder\" command with parameters in the format of \"#d#x#\", where the first # is the ";
rMessage.text = rMessage.text .. "number of dice to be rolled, the second number is the number of dice sides, and the number following the ";
rMessage.text = rMessage.text .. "x being the success target number for each dice. There is an option modifier that adds/subtracts from the final number of successes - to a minimum of 0.";
rMessage.text = rMessage.text .. " The modifier box adds/subtracts from the target success level.";
Comm.deliverChatMessage(rMessage);
end

---
--- This is the callback that gets triggered after the roll is completed.
---
function onRoll(rSource, rTarget, rRoll)
rRoll = dropDiceResults(rRoll);
rMessage = createChatMessage(rSource, rRoll);
rMessage.type = "dice";
Comm.deliverChatMessage(rMessage);
end

GunbunnyFuFu
April 1st, 2020, 12:27
FGC. It's intermittent..it's almost like the map can't keep up with the movement of the token. I tried it this morning and it worked flawlessly, while yesterday while having someone connected it didn't work at all.

GBFF

qdwag
April 1st, 2020, 14:17
Hey guys,

I've just noticed something weird. When I roll dice into the chatbox, then drag the result to "Wounds" in the CT, the values in the box get replaced by the die roll, instead of adding to it. Can someone confirm this bug?

damned
April 1st, 2020, 15:07
Hey guys,

I've just noticed something weird. When I roll dice into the chatbox, then drag the result to "Wounds" in the CT, the values in the box get replaced by the die roll, instead of adding to it. Can someone confirm this bug?

Thats how fantasy grounds works.
Only dice that are of Damage Type will interact in the way that you are expecting.

qdwag
April 1st, 2020, 15:09
Ah okay. Thanks for clarifying mate.

damned
April 1st, 2020, 15:19
There are a number of Damage Rolls -

AFMBE Damage Roll: /afmbedmg (p1)d6x(p2) (roll #d6 * #)
Damage: /damage #d#+# rolls dice of tpe Damage, can be dragged onto the targets Wounds by the GM
Damage Roll: /damageroll #d#+# rolls damage and applies it to the target in the Combat Tracker
DamageDR: /damagedr #d#+# rolls damage and reduces damage by the target in the Combat Trackers Defense (damage reduction) and applies the damage
DamageDR4: /damagedr4 #d#+# rolls damage and reduces damage by the target in the Combat Trackers Field Four (damage reduction) and applies the damage
DBDamage: /dbdamage #d#+# rolls damage and applies it to the target
Gumshoe Damage: /gsdamage #d#+# rolls damage and applies it to the target
Healing: /heal #d#+# (need to ctrl-drag to apply negative damage)
L5R Damage: /damagel5r 1s20+#x# (roll 1s20 and equal or lower than attribute for success)
Roll and Keep Katana Damage: /rnkd #k# (roll #d10 explode on 9 and 10 and keep highest # of type damage)
Stunt Dice Damage: /stuntdmg # (roll stunt dice and add optional modifier, damage type)
Wrath and Glory Damage: /wrathdmg #d6x# (roll #d6, add x#, modifiers add extra dice, dice generates damage on sliding scale)
Wrath and Glory Brutal Damage: /wrathdmgb #d6x# (roll #d6, add x#, modifiers add extra dice, dice generates damage on sliding scale)

Some of these will apply targetted damage some the GM would drag on to the target in the CT

qdwag
April 1st, 2020, 15:32
Thanks a bunch Damian. Super helpful.

Come to think of it though, there is almost no use for the manual die rolls (the graphical dice) anymore.
I might as well just create rolls and macros that produce values that can be dragged.

vvZODvv
April 1st, 2020, 15:40
The first two red errors are fixed in the next build (they aer not what you are posting about but they are to do with Trackers)

At a guess this is because I added a new Min value for trackers so that they could for example got to a -ive value.
Can you try opening a couple of trackers and adding 0 as the min value.
Then /reload and try those rolls. If they dont error then try an unmodified one?
Possibly also one or more trackers dont have an Icon set?

If I'm correctly testing in the manner you requested, that also produced the error.

The trackers did have an Icon associated with it.

kronovan
April 1st, 2020, 18:32
The Dark Eye?

Yes. I was really just toying around with the TDE extension and inputting some settlements in that region that I know the stats for.

On a more serious note though - before the Covid-19 shut down, I'd just completed creating a True20 campaign for tabletop that uses the Shadows of Cthulhu setting. The group I was going to run it for is currently playing in my FGC Savage Worlds campaign, so I'd like to run it with FG. True20 poses some real challenges for adapting to MoreCore, because combat damage involves the target character making a special Toughness save against a dynamic Difficulty Class. Not to mention there's a complex wound track that'd need to be represented some way on the character sheet. I use a houseruled, simplification of that track though and have come to the conclusion that it might be possible to do it with just a series of standard numeric boxes that records an increasing (-) penalty; could even be manually entered.

While I was very easily able to create Attributes, Skills and Saves (haven't done Feats yet, but don't foresee any problems), the combat was a little bit more difficult. I have been doing a test implementation using 2 techniques; Attacks box and with rolls via a special Combat group I've created. The attack rolls for True20 are straight forward and just involve a 1d20 + Combat Bonus + DEX score made against a target's Defense stat which is 10 + Combat Bonus + Dodge (DEX+Feats) Xor Parry (STR+Feats), all of which was easily done with a roll. That defense stat doesn't change often, so no reason the players can't manually enter it in the existing Defense box. Damage is more complex though, as it has an an attack component where the Attacker adds their weapons damage bonus to a base DC of 15. Then an accompanying target component, where the target PC/NPC makes a toughness save roll against that DC. If the Attacker rolls a 20 on their attack however, a weapons specific critical bonus is added to the DC. As well, auto-fire weapons add a special bonus if they attack roll is high enough.

My goal is to have that damage DC show up in the target's entry in the Combat Tracker and find some way the target (whether GM NPC or player PC) can roll a Toughness save against it. As an example of how I've used the Attacks box, I've entered Thowing Knives with this syntax:


Throwing Knives [ATK] 1d20+1+1,
Throwing Knives standard DC [DMG] 1d0+15+1,
Throwing Knives Auto Fire DC [DMG] 1d0+15+3,
Throwing Knives Auto Fire Crit DC [DMG] 1d0+15+3+3,

That does successfully generate the correct damage DC in the chat box, but I haven't gotten as far as testing it in the CT. It's not ideal because that ends up rolling a phantom D6 in the chat window. I've tried changing it to [DMG] 0d0+15+1 or just [DMG] 15+1, but that just increments the value in the Modifier window.
I've done an equivalent an attack via a Roll that uses the following Param Formula:

/die 1d20+(a)+(b3)
Where (a) = Combat Bonus and (b3) = the current score for DEX. I have a roll that generates a damage DC with this formula:

/die (p3)+15
Where (p3) is a manually inputted value based upon the degree of the attack result. That's more ideal because the phantom dice is no longer rolled, while the correct damage DC is generated.
I know that entries on the Attack box can effect the CT window, but I'm unsure of a way for a generated roll to do the .

So my question is; is there a way for that damage DC produced by my roll can be made to display on a NPC's/PC's entry in the CT?

benightedfae
April 1st, 2020, 19:31
damned, I must have deleted too many lines last night. I tried it again today with a fresh .pak and it worked fine. Thanks, and sorry for the confusion!

Currently trying to muddle my way around Lua. Figure I've got the next few weeks at home so I might as well. I think the language itself is easy enough, it's learning all the FG variables that's the daunting part.

damned
April 1st, 2020, 22:21
If I'm correctly testing in the manner you requested, that also produced the error.

The trackers did have an Icon associated with it.

I did pull up some old MoreCore campaigns and had the same issue.
Doing the steps I posted above did work for me.
Would you please export a charsheet that is having the issue and attach here?

Its also possible that my MoreCore build has fixed it.
Im very close to putting it up.

damned
April 1st, 2020, 22:37
Hi there -

"because combat damage involves the target character making a special Toughness save against a dynamic Difficulty Class. Not to mention there's a complex wound track that'd need to be represented some way on the character sheet. I use a houseruled, simplification of that track though and have come to the conclusion that it might be possible to do it with just a series of standard numeric boxes that records an increasing (-) penalty; could even be manually entered."

The way to do this I think is to create the Defence roll on all sheets - NPC and PC. When an attack is successful the Target makes the Defence roll and store the value (manually) in Defence.
You can then use /damagedr4 roll to reduce damage based on that.
You would need to use some numeric slide for damage currently.

You could however do both of these with some coding.

The attacks field doesnt accept any thing other than the standard dice rolls - you cant use any MoreCore rolls in there.
Without coding you will need to use the d0 method you currently use. You could certainly write a variation of the /damagedr4 roll if that one looks like it will work - and get it to "roll without any dice".

Im sorry if I misunderstood any of your points. Racing thru these posts quickly.

damned
April 1st, 2020, 22:38
damned, I must have deleted too many lines last night. I tried it again today with a fresh .pak and it worked fine. Thanks, and sorry for the confusion!

Currently trying to muddle my way around Lua. Figure I've got the next few weeks at home so I might as well. I think the language itself is easy enough, it's learning all the FG variables that's the daunting part.

It looks like Ill need to have an FGU fork or add some extra code in to lots of rolls to accommodate the d100 change.
Dive in and start with something small and specific.

benightedfae
April 2nd, 2020, 00:17
Alright, after a day of staring at Lua code I'm throwing in the towel and admitting I'm cut from the cloth of coders. Dice math/code confuses me endlessly. So, here's my breakdown of Mothership's rolls:

Mothership has three different ways it rolls:

xd10 - the usual d10 roll, where 2d10 will give a result of 2-20
_xd10_ - where the d10 in this case is the d10 from the percentile pair, and 2d10 would give you a result from 20-200
d% - the standard percentile roll between 0-99

You have stats, which you try to roll under to succeed. These checks use d%
You have skills, which increase the number of your stat (thereby increasing your chance of success). The skills come in three tiers: trained (10% bonus), expert (15% bonus), master (20% bonus)

There is advantage and disadvantage just like in dnd5e - roll twice. For advantage keep your lowest, for disadvantage keep your highest.

If you roll doubles - 11, 22, 33, etc - you crit. If you succeed, you Crit success, if you fail, you Crit fail. A roll of 00 is always a critical hit and 99 is always a critical fail.

Various items can add percentages to checks.

Rolling the d10's works the same way - you're generally trying to roll under a number, unless it's on a table or for damage.

damned
April 2nd, 2020, 02:06
You have stats, which you try to roll under to succeed. These checks use d%
You have skills, which increase the number of your stat (thereby increasing your chance of success). The skills come in three tiers: trained (10% bonus), expert (15% bonus), master (20% bonus)
Various items can add percentages to checks.


Is there an infinite number of variables then that can affect your roll? Is there a limit to the number of items you can use to effect your roll? is it possible you could have

/mothership 1d100#(stat+skill+weapon+biogloves+exoskeleton+amp hetamines+skittles)


There is advantage and disadvantage just like in dnd5e - roll twice. For advantage keep your lowest, for disadvantage keep your highest.

This is further exacerbated in that you could roll 15 and 33 and while 15 is lower, 33 is better. This might be best handled by rolling twice.

benightedfae
April 2nd, 2020, 02:37
Is there an infinite number of variables then that can affect your roll?

I suppose that's possible. I'd personally like to let MoreCore handle that with the Parameters and References.



This is further exacerbated in that you could roll 15 and 33 and while 15 is lower, 33 is better. This might be best handled by rolling twice.

That's true and i agree.

damned
April 2nd, 2020, 02:40
I suppose that's possible. I'd personally like to let MoreCore handle that with the Parameters and References.


But I need to know so I know how to code it...

benightedfae
April 2nd, 2020, 02:43
Sorry. I guess i was kind of "thinking out loud" which isn't very helpful in text.

At most i believe we'd have stacking: stat + skill bonus + tool item + stimulant item + situational bonus.

kronovan
April 2nd, 2020, 08:33
Hi there -

"because combat damage involves the target character making a special Toughness save against a dynamic Difficulty Class. Not to mention there's a complex wound track that'd need to be represented some way on the character sheet. I use a houseruled, simplification of that track though and have come to the conclusion that it might be possible to do it with just a series of standard numeric boxes that records an increasing (-) penalty; could even be manually entered."

The way to do this I think is to create the Defence roll on all sheets - NPC and PC. When an attack is successful the Target makes the Defence roll and store the value (manually) in Defence.
You can then use /damagedr4 roll to reduce damage based on that.
You would need to use some numeric slide for damage currently.

You could however do both of these with some coding.

The attacks field doesnt accept any thing other than the standard dice rolls - you cant use any MoreCore rolls in there.
Without coding you will need to use the d0 method you currently use. You could certainly write a variation of the /damagedr4 roll if that one looks like it will work - and get it to "roll without any dice".

Yes that helps a great deal and having now run an encounter, I can see my Attack and damage DC rolls referencing the target PC/NPC in the chat window and CT. That said, I now see I had some preconceptions of how the CT actually functions and was expecting something like the Savage Worlds CT. This seems much simpler; at least how it's functioned in my tests. I believe I'm still doing somethings wrong though, as I can only target PCs/NPCs by either drawing a targeting box around them or dropping a weapon Attack on their token from the PC's/NPC's Attacks box. I can't drag & drop the [target] icon in the CT entry to an enemy entry in the CT, or a token on the map?

I figured it might be easier if I attacked a blank character sheet I created for my campaign, with the combat steps circled & numbered. Unfortunately It's quite difficult to describe in words.

https://www.dropbox.com/s/7jiap8aw653nive/True20_Combat.png (https://www.dropbox.com/s/7jiap8aw653nive/True20_Combat.png?dl=0)


The combat steps are as follows:

1. 1d20 + Attack Bonus Rolled
2. Attack roll result compared against the target's Defense.
3. If equal or higher than Defense, a Toughness save DC is determined based upon the weapon. For this weapon it's DC 16 on standard attack success, DC 19 (crit) if a natural 20 is rolled.
4. A Toughness save is made against the weapon damage DC. If equal or higher no damage occurs.
5. If the result is less than the damage DC, a damage box on the Damage Track is checked off based upon the degree to which the Toughness rolled under the DC: 1-4, 5-9, 10-14, 15+

My damage track differs from the True20 core rules, as the official track has 2 sets of horizontal tracks; 1 for non-lethal, 1 for lethal damage. The houserule I use, combines them into a single track with a "\" placed in a box when non-lethal occurs and "/" placed in one when it's lethal. There's also no limit to the number of checks that can be in the 1-4 & 5-9 damage bands in the core rules; each adding to an accumulating penalty. My houserule has a limit of -3, with damage overflowing rightward to the next group of checkboxes.

I'm not sure I want to go to trouble to code an extension that implements such a Damage Track. Since the 1st 2 groups of checkboxes only increase an accumulating penalty as they're checked off; they could probably just be a number box with a penalty of -1 to -3 entered manually. The other single checkboxes equate to conditions, that vary in the severity/degree to which they debilitate the target. Last checkbox is self explanatory and is only possible with lethal damage.

Anyhow, after doing some testing I'm not as concerned about attack rolls and damage DC generation. I'm still however struggling with the best way to implement something that can serve the function of the True20 True Damage Track. Any feedback would be much appreciated.

[Edit] BTW, how can one embed graphic files from a Dropbox share into the body of a reply here? I tried using the Insert Image button, but it didn't work. Failing that, I instead just linked a URL to the file.

damned
April 2nd, 2020, 11:44
Try creating 5 trackers
Bruised min/max 0/3 (or reverse)
Dazed min/max 0/3 (or reverse)
Staggered min/max 0/1 (or reverse)
Unconscious min/max 0/1 (or reverse)
Dead min/max 0/1 (or reverse)

kronovan
April 2nd, 2020, 16:46
Try creating 5 trackers
Bruised min/max 0/3 (or reverse)
Dazed min/max 0/3 (or reverse)
Staggered min/max 0/1 (or reverse)
Unconscious min/max 0/1 (or reverse)
Dead min/max 0/1 (or reverse)

Many thanks for the suggestion. Such trackers would need to be created from code - that correct?

[Edit]BTW after more testing, all features of the CT are working. I can now see why creating attacks and there damage in the Attacks window is the preferred approach, as they're now accessible on a character's entry when the attack [sword] icon is pressed. Don't know why that wasn't working before, but for some reason it wasn't.

damned
April 2nd, 2020, 22:54
Kronovan
In all Fantasy Grounds rulesets it is expected that players attack and do stuff from their Character Sheet. They have (usallly) only 1 character to manage.
The GM is expected to do their thing from the Combat Tracker.

So NPCs add more stuff to the CT than Players do.

My recommendation is NOT to use Attacks.
Rolls do everything (and far, far more) than Attacks do.
And Rolls are accessible from clicking on the d6/roll icon in the CT.

When you create a Roll one of the options is to Enable Trackers - do that INSTEAD of filling out the rolls parameters and stuff.
Set a Min/Max value, Set the direction Down or Reverse (Up) and click to set the icon it outputs to chat - probably Heart for these ones.

qdwag
April 3rd, 2020, 01:34
Damned,

I’ve got a question for ya if you don’t mind. I can drag dice rolls from chat to wounds. I’m the GM.

But my players are complaining they can’t. Is this normal?

damned
April 3rd, 2020, 01:42
Damned,

I’ve got a question for ya if you don’t mind. I can drag dice rolls from chat to wounds. I’m the GM.

But my players are complaining they can’t. Is this normal?

Standard Fantasy Grounds behavior.
Players cannot change data on objects they dont own.

It requires OOB messaging which is code written to handle the specific situation.
You need to use one of the Damage Rolls that I mentioned in this thread to someone else yesterday and the players need to target their enemies using FG targetting.

If you are playing Dungeon World then they should use the /damagedr roll which will reduce the damage inflicted by the value in defense.

If you check my video on creating Dungeon World in MoreCore you will see how to do it.

damned
April 3rd, 2020, 01:43
Damned,

I’ve got a question for ya if you don’t mind. I can drag dice rolls from chat to wounds. I’m the GM.

But my players are complaining they can’t. Is this normal?

And yes - players will usually complain about something!

qdwag
April 3rd, 2020, 02:23
Hahah thanks Damned. :o

qdwag
April 3rd, 2020, 14:59
Hi guys,

Question: is there a way to change the background image from the default MoreCore interface?

Redwulfe
April 3rd, 2020, 16:24
Yes, as far as I understand it though, you would need to either load a deferent theme(extension) created by someone else or create one yourself as an extension.

There are several different tutorials on theme creation online and they are pretty simple if you have the graphic you want to switch it to.

Another way would be to swap the graphic in MoreCore’s graphic folder with the one you want

This will only change part of the desktop as swapping all of the graphics is what a theme basically does.

qdwag
April 3rd, 2020, 16:30
Thanks for the info! Much appreciated.

kronovan
April 3rd, 2020, 16:35
Kronovan
In all Fantasy Grounds rulesets it is expected that players attack and do stuff from their Character Sheet. They have (usallly) only 1 character to manage.
The GM is expected to do their thing from the Combat Tracker.

So NPCs add more stuff to the CT than Players do.

My recommendation is NOT to use Attacks.
Rolls do everything (and far, far more) than Attacks do.
And Rolls are accessible from clicking on the d6/roll icon in the CT.

Thanks for the feedback. Yes I was mostly referring to NCPs in my previous comment. I'm fairly certain that the [roll] icon in the CT wasn't doing anything for my test PCs, when clicked. I'll do some more testing though.


When you create a Roll one of the options is to Enable Trackers - do that INSTEAD of filling out the rolls parameters and stuff.
Set a Min/Max value, Set the direction Down or Reverse (Up) and click to set the icon it outputs to chat - probably Heart for these ones.

OK I'm following you now. Unfortunately the Trackers don't work in my case, as their number boxes won't display 0. The trackers for 2 of my wound bands need a max of 0 min -3, such that when double-clicked the initial 0 becomes a -1, then a -2 and finally a -3. That's important because the current value of those is used as a penalty that's applied to a Constitution save/recovery roll. So as the target character becomes more damaged/wounded, the roll penalty(s) becomes more severe. The remaining 3 trackers need to be min -1 with a max 0, but in fact those really only need to be a checkbox that is either enabled or not; when checked/enabled the character is subject to a specific condition(s) (Staggered, Disabled, Unconscious.) If it's possible to somehow do that, I haven't managed it yet with what can be spec'd in the Enable Tracker section.

I have to say the Trackers are extremely finicky with a very precise spot in the number box needing to be double-clicked. I also find I sometimes have to click on another tracker and then back on the desired one, in order for the double-click decrementing to work.

Carter77
April 3rd, 2020, 23:14
Hello,

I installed the last version of MoreCore ruleset and I created abilities.
But now when I want to export the abilities, this option does not appear anymore in the type of elements to export.
Did I miss something ? Is it an issue ?

Thanks in advance.

damned
April 4th, 2020, 00:48
Thanks for the feedback. Yes I was mostly referring to NCPs in my previous comment. I'm fairly certain that the [roll] icon in the CT wasn't doing anything for my test PCs, when clicked. I'll do some more testing though.



OK I'm following you now. Unfortunately the Trackers don't work in my case, as their number boxes won't display 0. The trackers for 2 of my wound bands need a max of 0 min -3, such that when double-clicked the initial 0 becomes a -1, then a -2 and finally a -3. That's important because the current value of those is used as a penalty that's applied to a Constitution save/recovery roll. So as the target character becomes more damaged/wounded, the roll penalty(s) becomes more severe. The remaining 3 trackers need to be min -1 with a max 0, but in fact those really only need to be a checkbox that is either enabled or not; when checked/enabled the character is subject to a specific condition(s) (Staggered, Disabled, Unconscious.) If it's possible to somehow do that, I haven't managed it yet with what can be spec'd in the Enable Tracker section.

I have to say the Trackers are extremely finicky with a very precise spot in the number box needing to be double-clicked. I also find I sometimes have to click on another tracker and then back on the desired one, in order for the double-click decrementing to work.

While 0 is not displayed it is there.
If you are linking to the field it will pull 0.
You should be able to do -3 to 0.

Are you on FGC or FGU? I use trackers in Esoterrorists and Trail of Cthulhu and I havent experienced that.

There is no option built into MoreCore rolls to just do a checkbox. The tracker with 0/1 or 1/0 is functionally the same as a checkbox which is on/off but the tracker is available to you and the other is not.

damned
April 4th, 2020, 00:50
Hello,

I installed the last version of MoreCore ruleset and I created abilities.
But now when I want to export the abilities, this option does not appear anymore in the type of elements to export.
Did I miss something ? Is it an issue ?

Thanks in advance.

I may have broken something...
Can you screenshot Chat showing versions and extensions and also a screenshot of the Export options?
And are you on FGU or FGC?

I will definitely upload a new version this weekend so if you get that info back Ill hopefully have it fixed.

Carter77
April 4th, 2020, 01:07
I may have broken something...
Can you screenshot Chat showing versions and extensions and also a screenshot of the Export options?
And are you on FGU or FGC?

I will definitely upload a new version this weekend so if you get that info back Ill hopefully have it fixed.


Hello Damned,

I use the FGC.

Here is a screenshot showing my version

https://zupimages.net/up/20/14/y52z.jpg

And here of teh Export :

https://zupimages.net/up/20/14/8ifx.jpg

Some elements were translate in French but "Abilities" is not.
With a previous version of MoreCore Ruleset I made an export of Abilities which no more appears in my modules to load.

damned
April 4th, 2020, 02:56
Can you just test it without the L5R etc extensions and confirm whether its a MoreCore issue or extension issue?
It wont affect your data.

Carter77
April 4th, 2020, 06:52
Hello Damned,

I forgot to tell you that the same was noticed without L5R extension.

Here are the same elements :

- Version without extension

https://zupimages.net/up/20/14/aelg.jpg

- Modules export without abilities

https://zupimages.net/up/20/14/icv0.jpg

A thing that I noticed too is that we cannot create group of abilities as before (I created several group before like advantages, disadvantages...).

https://zupimages.net/up/20/14/caaw.jpg

I do not know if this information could help.

damned
April 4th, 2020, 07:57
Thanks Carter77 Ill work it out. Thanks for the report.

kronovan
April 4th, 2020, 20:24
While 0 is not displayed it is there.
If you are linking to the field it will pull 0.
You should be able to do -3 to 0.

Are you on FGC or FGU? I use trackers in Esoterrorists and Trail of Cthulhu and I havent experienced that.

There is no option built into MoreCore rolls to just do a checkbox. The tracker with 0/1 or 1/0 is functionally the same as a checkbox which is on/off but the tracker is available to you and the other is not.

Thanks for the reply. I'm using FGC Ultimate

I have 2 trackers working for decrementing damage which have these settings:

Enable Tracker: checked on
Min=-3, Max=0, Icon:Heart

I've named those "Bruised/Hurt" and "Dazed/Wounded".

That initially has as a tracker display of [ ] [ ]. When I double-click the right box, those boxes display as [ ] [-1], then [ ] [-2] and finally [ ] [-3]. Which is correct.

I've created a Recovery roll (rolled during a Characters turn against a specific DC) which has the formula:
/die 1d20+(a3) where hide parameters for p1-p3 are checked and a3 is the Constitution attribute's bonus.
Ref Field A contains: Constitution: (a1),(a2),(a3)

That works perfect.

The recovery roll needs to have the damage penalties applied. However, when I alter the formula to include a Tracker as such:
/die 1d20+(a3)+(b2) where hide parameters for p1-p3 are checked and b2 is the current penalty in the Trackers right box.
Ref Field B contains: Bruised/Hurt: (b1),(b2),(b3). What I get when I drag & drop the Tracker icon on it.

It only pulls a 0 value even when a negative value is present in the tracker's right box.
I've tried using (b1) and (b3), but still get a 0 value being pulled. Is that right tracker box just not available for a reference field?

[Edit] Probably should have listed this, but the roll displays in the chat box as Recovery Roll(1d20+1+0). "1" is this PC's correct, current Constitution score. The 0 however in that particular roll should have been a "-2"

damned
April 5th, 2020, 04:09
Something isnt working quite as intended for those negative values. I need to investigate but its not going to make the next update.

I wonder if we can try using 0/3 (not negative)

And the next part I know what the issue is. ok let me see if I can get this fixed this build.

kronovan
April 5th, 2020, 04:55
Something isnt working quite as intended for those negative values. I need to investigate but its not going to make the next update.

I wonder if we can try using 0/3 (not negative)

I'm getting the same result even with min=0, max=3; my Recovery roll always pulls a 0 value.

damned
April 5th, 2020, 08:26
(a1), (a2), (a3) etc refer to (p1), (p2), (p3) in the target roll
Trackers are not using p1, p2.
They are not available to the drag.
Im working out if its possible to do,

Brotherkelly
April 5th, 2020, 09:30
I am in the process of creating a damage roll for my Battletech ATOW extension and need some assistance. The MoreCore roll I am basing it on is /damageroll.
The structure for the damage applied in ATOW is as follows:
1 Determine hit location
2 Identify the targets armour value for the location (from targets character sheet) based on the weapons damage type (ballistic, energy, melee, explosive) taken from the item details
3 Compare weapon penetration value (AP value below) with the targets armour value at a particular location: damage modifier = weapon pen – target armour
4 If damage modifier is 0 or positive then apply the weapon damage (Dmg Value below). If damage modifier is negative then apply weapon damage-damage modifier (only if greater than 0) to the target.

33115

My plan is to create the new roll with the dice result being used to determine the hit location and assign the following to the parameters:
P1 – AP Value
P2 – Dmg Value
P3 – Damage Type as a number 1-4 corresponding to the types listed.
Within the code I can then take these numbers and use them as needed to determine the damage applied.
I intend to list all the damage rolls for each weapon the character has on their sheet as shown below.

33116

My issue is I need to identify the full database path of the node MoreCore Roll being used for the damage roll so I can then access the parameter values. The node I need to get to is <clilist5> shown below:

33117

I have tried numerous ways without success. Can anyone provide me with some suggestions on how to get the path name for <clilist5>.

frostbyte000jm
April 9th, 2020, 19:40
After my last update, I noticed a disconnect between the character sheets and the Party Sheet
33350

The required used to match the 31 on the party sheet. Is this known or am I forgetting something.

damned
April 10th, 2020, 02:01
After my last update, I noticed a disconnect between the character sheets and the Party Sheet
33350

The required used to match the 31 on the party sheet. Is this known or am I forgetting something.

its not a known issue. I havent seen that before - I wsnt even aware that was in the Party Sheet. I imagine it has never worked. Thanks for the report.

damned
April 10th, 2020, 08:47
Hmmmm I reckon I broke it in one of the last two builds.
And Im not sure whether to roll back or jury rig in a fix....

frostbyte000jm
April 10th, 2020, 18:36
I noticed it was still connected to the first field (experience), but when changing the second field it stop changing on the PS. I first thought I broke it because I made an extension for my Mage The Ascension Home brew 5th Ed. So I opened a new MoreCore (no ext) and it was still disconnected.

I am really interested in how they connect. I was trying to figure it out, but I am also tackling 5 CS CompSci classes, and work. :P

Thank you for taking a look. Also, if it isn't too much trouble, if there would be a way to show all players the hero points, I couldn't figure that out.

Love everything you're doing. MoreCore makes throwing together a quick game without a ruleset super easy.

Brotherkelly
April 10th, 2020, 19:35
I am in the process of creating a damage roll for my Battletech ATOW extension and need some assistance. The MoreCore roll I am basing it on is /damageroll.
The structure for the damage applied in ATOW is as follows:
1 Determine hit location
2 Identify the targets armour value for the location (from targets character sheet) based on the weapons damage type (ballistic, energy, melee, explosive) taken from the item details
3 Compare weapon penetration value (AP value below) with the targets armour value at a particular location: damage modifier = weapon pen – target armour
4 If damage modifier is 0 or positive then apply the weapon damage (Dmg Value below). If damage modifier is negative then apply weapon damage-damage modifier (only if greater than 0) to the target.

33115

My plan is to create the new roll with the dice result being used to determine the hit location and assign the following to the parameters:
P1 – AP Value
P2 – Dmg Value
P3 – Damage Type as a number 1-4 corresponding to the types listed.
Within the code I can then take these numbers and use them as needed to determine the damage applied.
I intend to list all the damage rolls for each weapon the character has on their sheet as shown below.

33116

My issue is I need to identify the full database path of the node MoreCore Roll being used for the damage roll so I can then access the parameter values. The node I need to get to is <clilist5> shown below:

33117

I have tried numerous ways without success. Can anyone provide me with some suggestions on how to get the path name for <clilist5>.

I have managed to work out a solution. By looking through the code and deugging in a lot of paces, I found out how to get the datapath. Have also got it working for npc's as well.

Onto the next challenge...

damned
April 11th, 2020, 01:18
I noticed it was still connected to the first field (experience), but when changing the second field it stop changing on the PS. I first thought I broke it because I made an extension for my Mage The Ascension Home brew 5th Ed. So I opened a new MoreCore (no ext) and it was still disconnected.

I am really interested in how they connect. I was trying to figure it out, but I am also tackling 5 CS CompSci classes, and work. :P

Thank you for taking a look. Also, if it isn't too much trouble, if there would be a way to show all players the hero points, I couldn't figure that out.

Love everything you're doing. MoreCore makes throwing together a quick game without a ruleset super easy.

It broke when I added the new Classes feature to MoreCore
I never noticed that this field was linked to the Party Sheet and I renamed some fields.
I have to work thru the damage I have created...

Changing the Hero Points behaviour is non trivial.
It requires an OOBMessaging setup and I havent solved how to do it yet.
I was trying to solve as I had another extension that I was trying to build but I never solved it before going back to other tasks.
Dont hold your breath on this one.

damned
April 11th, 2020, 01:19
I have managed to work out a solution. By looking through the code and deugging in a lot of paces, I found out how to get the datapath. Have also got it working for npc's as well.

Onto the next challenge...

Hi buddy,

Im sorry I never read your thread in detail. I thought it was a Roll Request and I was planning on working on it this weekend.
How are you going with it? Where do you need help?

frostbyte000jm
April 11th, 2020, 05:08
Oh, well doesn’t hurt to ask. We are using a map and tokens for now.

I was having trouble finding the object that is in the XP tab. I was wanting to add something for my extension. If you lead me in the right direction, I can take a look while adding in my additional piece.

Brotherkelly
April 11th, 2020, 10:57
Hi buddy,

Im sorry I never read your thread in detail. I thought it was a Roll Request and I was planning on working on it this weekend.
How are you going with it? Where do you need help?

I have an issue at the moment that when I click on a roll for an NPC from the combat tracker the class type is being set to PC rather than npc

Brotherkelly
April 11th, 2020, 11:05
Sorry, hit the wrong button before finishing..

I have started going through the code and files to see where the the type is first set. This has an impact on the damage roll I have created.

damned
April 11th, 2020, 17:23
I have an issue at the moment that when I click on a roll for an NPC from the combat tracker the class type is being set to PC rather than npc


Sorry, hit the wrong button before finishing..

I have started going through the code and files to see where the the type is first set. This has an impact on the damage roll I have created.

Im afraid that is correct.
And I cannot recall why we did this originally but there was a reason for it....

GunbunnyFuFu
April 11th, 2020, 20:37
Getting the following error when adding in equipment in MoreCore:

Script Error: [string "campaign/scripts/char_invlist.lua"]:100: attempt to index global 'ItemManager2' (a nil value)

I don't recall it doing this in the build before the latest. Does it when I drag/drop an item from the Library, or when I right click and add item.

GBFF

Elihu
April 11th, 2020, 23:57
I am trying to find the closest thing to a morecore ruleset for Runequest Role playing in Glorantha (latest version). Any of you know of a functional extension?

damned
April 12th, 2020, 01:20
Getting the following error when adding in equipment in MoreCore:

Script Error: [string "campaign/scripts/char_invlist.lua"]:100: attempt to index global 'ItemManager2' (a nil value)

I don't recall it doing this in the build before the latest. Does it when I drag/drop an item from the Library, or when I right click and add item.

GBFF

I cant replicate this. Are you running any extensions? Is this FGC or FGU?

damned
April 12th, 2020, 01:21
I am trying to find the closest thing to a morecore ruleset for Runequest Role playing in Glorantha (latest version). Any of you know of a functional extension?

We have configured a fair amount of support for Mythras/Runequest into MoreCore
Yesterday monkeyboy_9000 uploaded a sample character sheet on another thread. Please try that.

GunbunnyFuFu
April 12th, 2020, 02:13
FGC. I'll check after the game to see if it's an extension issue.

damned
April 12th, 2020, 10:27
Alright, after a day of staring at Lua code I'm throwing in the towel and admitting I'm cut from the cloth of coders. Dice math/code confuses me endlessly. So, here's my breakdown of Mothership's rolls:

Mothership has three different ways it rolls:

xd10 - the usual d10 roll, where 2d10 will give a result of 2-20
_xd10_ - where the d10 in this case is the d10 from the percentile pair, and 2d10 would give you a result from 20-200
d% - the standard percentile roll between 0-99

You have stats, which you try to roll under to succeed. These checks use d%
You have skills, which increase the number of your stat (thereby increasing your chance of success). The skills come in three tiers: trained (10% bonus), expert (15% bonus), master (20% bonus)

There is advantage and disadvantage just like in dnd5e - roll twice. For advantage keep your lowest, for disadvantage keep your highest.

If you roll doubles - 11, 22, 33, etc - you crit. If you succeed, you Crit success, if you fail, you Crit fail. A roll of 00 is always a critical hit and 99 is always a critical fail.

Various items can add percentages to checks.

Rolling the d10's works the same way - you're generally trying to roll under a number, unless it's on a table or for damage.

Hi benightedfae,

Ill make you two Mothership rolls for MoreCore if you make the following:

2-4 characters
2-4 NPCs
A simple adventure with 2-4 encounters

and you upload it and share it here somewhere.

damned
April 12th, 2020, 13:40
Sorry, hit the wrong button before finishing..

I have started going through the code and files to see where the the type is first set. This has an impact on the damage roll I have created.

Can you provide more info?
I had this issue on a Roll a month or two ago.
Ill try and recall what we did to work around it...
Possibly you might make two rolls call one myroll and the other myrollnpc?

Asumacat
April 12th, 2020, 22:33
Error help please

Hi, I'm new to using more core and I can't make rolls form the character sheet.
When I try I get the following error.

[4/12/2020 2:24:01 PM] [<color="red">ERROR</color>] Script execution error: [string "common/scripts/morecore_rolls.lua"]:104: attempt to concatenate local 'sParams' (a nil value)

also on the more core none of the parameters I type in will sdhow up just 3 boxes with zeros.

any help on how to fix would be appreciated.

thanks

damned
April 13th, 2020, 01:23
Welcome Asumacat

Please can you post some screenshots showing the roll details, what it looks like on the charsheet and what you see in chat and error console?

You havent provided anything for me to even guess at your issue.

GunbunnyFuFu
April 13th, 2020, 02:32
Damned,

It was an extension issue. Got it solved. Thanks!

GBFF

damned
April 13th, 2020, 08:50
Hi benightedfae,

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

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

33585

Brotherkelly
April 13th, 2020, 09:22
Can you provide more info?
I had this issue on a Roll a month or two ago.
Ill try and recall what we did to work around it...
Possibly you might make two rolls call one myroll and the other myrollnpc?

I have worked out a solution. I made a modification to the morecore_rolls.lua file (attached, unzip to view). In particular the onClickRelease function, with the changes from lines 34 to 61.

I have placed my version of this file in my extension 'common\scripts' folder. It is called rom the record_pc.xml and record_char_more.xml files as part of the 'cli_rolls' windowclass.

The code modification works on the assumption that the Damage rolls are listed in the 'clilist5' on the PC MoreData tab and 'clilist2' on the NPC main tab.

I have tested it and it works fine.

damned
April 13th, 2020, 10:38
Very good BrotherKelly

What system are you working on?

Brotherkelly
April 13th, 2020, 11:18
Very good BrotherKelly

What system are you working on?

Still working on Battletech A Time of War. There is a separate thread covering this :

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

opilio
April 13th, 2020, 19:17
Started working to get a bit of Cortex Prime going in Fantasy Grounds. Since the character sheets and rules are very different for each setting I just started with the fantasy setting Mythikal. Right, now it is ugly but kind of works. Next, I have to figure out how to get rid of the unused buttons and frames. 33623

JubiladosdeArkham
April 14th, 2020, 00:03
I'm having some trouble to figure out how to set the parameters correctly.
In the /weg roll if you have 4D in Agility the Dice String should be /weg 1d6+3d1006, so one die should explode and the other 3 should be regular dice. The problem comes when I try to set the parameters. If I use the p1 to set the Agility rating and I write /weg 1d6+(p1)d1006 in the Param Formula I cannot write 4 in the character sheet p1 box to show the Agility level. When I do it it throws 5 dice instead of 4.
How can I take away that 1D?

Thanks

damned
April 14th, 2020, 03:51
I'm having some trouble to figure out how to set the parameters correctly.
In the /weg roll if you have 4D in Agility the Dice String should be /weg 1d6+3d1006, so one die should explode and the other 3 should be regular dice. The problem comes when I try to set the parameters. If I use the p1 to set the Agility rating and I write /weg 1d6+(p1)d1006 in the Param Formula I cannot write 4 in the character sheet p1 box to show the Agility level. When I do it it throws 5 dice instead of 4.
How can I take away that 1D?

Thanks

Somewhere I have posted a WiP Star Wars d6 extension for MoreCore.
It will get some attention from me in the next few weeks.

Asumacat
April 14th, 2020, 04:43
Hi Damned,

I redownloaded the files and it working fine now.

thanks

JubiladosdeArkham
April 14th, 2020, 08:15
Somewhere I have posted a WiP Star Wars d6 extension for MoreCore.
It will get some attention from me in the next few weeks.
I know and I've been searching for it but couldn't find it. The only thing I could find is a picture of the extension here https://www.fantasygrounds.com/forums/showthread.php?53039-D6-system

vvZODvv
April 14th, 2020, 17:25
Damned: Possible bug?

Players last night found out that one of them could drag an item from the Inventory tab of their Character Sheet onto the Inventory tab of the Party Sheet. Then another player could pick the item up off the Party Sheet and place into their own Inventory. However, the item remained in the first player's Inventory.

I don't think they ever tried this in other rulesets, so I don't know if it is a MoreCore thing or a Fantasy Grounds thing in general.

Thoughts?

opilio
April 15th, 2020, 00:11
Would it be possible to change the default max numbers of dice in the dice pool to 12? Those will easily fit into the frame for the dicepool and help for systems like Cortex Prime where you might have more than 6 dice in the pool.

I have attached a modified dicepool.lua that allows for up to 12 dice and a corresponding dicepool.png icons that has 12 small dots for the dice to fill in a zip file.

damned
April 15th, 2020, 00:35
Damned: Possible bug?

Players last night found out that one of them could drag an item from the Inventory tab of their Character Sheet onto the Inventory tab of the Party Sheet. Then another player could pick the item up off the Party Sheet and place into their own Inventory. However, the item remained in the first player's Inventory.

I don't think they ever tried this in other rulesets, so I don't know if it is a MoreCore thing or a Fantasy Grounds thing in general.

Thoughts?

Does look like a bug. Unlikely Ill get to look at it it for this next build. Thanks for reporting.

damned
April 15th, 2020, 00:35
Would it be possible to change the default max numbers of dice in the dice pool to 12? Those will easily fit into the frame for the dicepool and help for systems like Cortex Prime where you might have more than 6 dice in the pool.

I have attached a modified dicepool.lua that allows for up to 12 dice and a corresponding dicepool.png icons that has 12 small dots for the dice to fill in a zip file.

Hi opilio

Do you mean more than 6 dice slots/pools?
Im sure that should be ok.

Galdor
April 15th, 2020, 00:55
My apologies but I am a newuser and I skimmed over both some videotutorials and this thread too, but I did not find how to manage the installation of MoreCore ruleset (this installation-help video linked in the first post does not work: https://www.diehard-gaming.com/mchelp.html).

I downloaded the MoreCore ruleset (the file MoreCore.pak linked by Damned in the first post of this thread) and put it in the FGC ruleset folder, but it doesn't appear among ruleset selection list: did I miss anything?

opilio
April 15th, 2020, 01:12
Hi opilio

Do you mean more than 6 dice slots/pools?
Im sure that should be ok.

Yes, that was what I meant. Thanks.

wndrngdru
April 15th, 2020, 01:23
I downloaded the MoreCore ruleset (the file MoreCore.pak linked by Damned in the first post of this thread) and put it in the FGC ruleset folder, but it doesn't appear among ruleset selection list: did I miss anything?

That should be all you need to do. It shows up right after Fate Core on my list (bottom pic).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=33717&stc=1&d=1586910113
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=33718&stc=1&d=1586910123

damned
April 15th, 2020, 01:44
My apologies but I am a newuser and I skimmed over both some videotutorials and this thread too, but I did not find how to manage the installation of MoreCore ruleset (this installation-help video linked in the first post does not work: https://www.diehard-gaming.com/mchelp.html).

I downloaded the MoreCore ruleset (the file MoreCore.pak linked by Damned in the first post of this thread) and put it in the FGC ruleset folder, but it doesn't appear among ruleset selection list: did I miss anything?

Ive changed that video to a link. If you try again.

Galdor
April 15th, 2020, 02:09
Ive changed that video to a link. If you try again.

Now the video works, and MoreCore works as well! Thank you Damned

damned
April 15th, 2020, 15:38
Does look like a bug. Unlikely Ill get to look at it it for this next build. Thanks for reporting.

I cant replicate this running vanilla MoreCore (plus Dungeon Theme extension)

damned
April 15th, 2020, 15:43
Would it be possible to change the default max numbers of dice in the dice pool to 12? Those will easily fit into the frame for the dicepool and help for systems like Cortex Prime where you might have more than 6 dice in the pool.

I have attached a modified dicepool.lua that allows for up to 12 dice and a corresponding dicepool.png icons that has 12 small dots for the dice to fill in a zip file.

This has been added to 1.55 (v.close now).

vvZODvv
April 15th, 2020, 15:51
I cant replicate this running vanilla MoreCore (plus Dungeon Theme extension)

Weird. I just tested it (including with all extensions I use) and can't replicate it either.

Thanks for taking a look. If it happens during our group's play session next Monday, I'll report back. Otherwise, it looks like you can take this one off your list.

damned
April 15th, 2020, 16:12
Ok v1.55 has just been uploaded.
Beware for Experience Required fields - its possible that data set here in the last 5 weeks could be messed up due to a mistake I made in 1.53/1.54
I might also have to change Low Fantasy Gaming....

Mostly bug fixes and tweaks.
Some new rolls.
More data coming.

kronovan
April 15th, 2020, 17:06
Very nice, tracker values are now being correctly pulled in Roll formulas - good job!

Pepor
April 15th, 2020, 18:07
Thank you damned!

Galdor
April 15th, 2020, 18:17
Ok v1.55 has just been uploaded.
Beware for Experience Required fields - its possible that data set here in the last 5 weeks could be messed up due to a mistake I made in 1.53/1.54
I might also have to change Low Fantasy Gaming....

Mostly bug fixes and tweaks.
Some new rolls.
More data coming.

Thank you Damned. Is it enough to download the new version (v1.55) and put it in the rulesets folder, deleting the previous version?

damned
April 15th, 2020, 22:44
Yes that is correct Galdor
Download the new build and replace the existing file.

terrell
April 16th, 2020, 01:11
I am getting the following when I click on the Abilities tab after loading the latest PAK file - MoreCore Ruleset (Version 1.55 2020416) :

Ruleset Error: windowlist: Could not find windowclass (mcability) for control (abilities) in windowclass (charsheet_abilities)
Ruleset Warning: Could not find template (columns) in windowclass (charsheet_abilities)
Ruleset Warning: window: Anchored static height ignored for control (pcclasslink) in windowclass (charsheet)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control(abilities_iedit) anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control(abilities_iedit) anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)

Galdor
April 16th, 2020, 01:26
I am getting the following when I click on the Abilities tab after loading the latest PAK file - MoreCore Ruleset (Version 1.55 2020416) :

Ruleset Error: windowlist: Could not find windowclass (mcability) for control (abilities) in windowclass (charsheet_abilities)
Ruleset Warning: Could not find template (columns) in windowclass (charsheet_abilities)
Ruleset Warning: window: Anchored static height ignored for control (pcclasslink) in windowclass (charsheet)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control() anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control(abilities_iedit) anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)
Ruleset Error: window: Control(abilities_iedit) anchoring to an undefined control (abilities) in windowclass (charsheet_abilities)

Me too!

damned
April 16th, 2020, 01:42
my error terrell

can you try this build and report back?
https://sydneyit-my.sharepoint.com/:u:/g/personal/damian_sydneyit_net/EbqFJ4tVz6lLlDS9SQyhVdYBCOANE4EtJxLe5nIpypnRrQ?e=h fwee2

terrell
April 16th, 2020, 01:57
That corrected it. Thanks!

terrell
April 16th, 2020, 02:17
Now for the question that I was going to ask before I upgraded the pak file. I run a lot of Dice Pool games (Coriolis, WEG, WoD, etc.) and love how in MoreCore I can in a few minutes put most of a character sheet's attributes and skills on the Main tab and have them pop the relevant dice in the dice pool then roll them. What I haven't been able to find is a way to change the roll from the dice pool to a game specific roll. I know I can change the roll type from Dice to Damage. I want to be able to say for this campaign, the dice pool when rolled will be for example, a Coriolis roll. A command that lasts until it is turned off like the way show/hide rolls used to work. Something say like "/rollpool Coriolis". Is something like that available and I have just missed it? I have looked in the code to see if there was a simple way for me to make a change where I could just put it in a extension and load it for each game, but it wasn't obvious to me where I would modify that. ...and sorry if this has been mentioned before, I spent hours over the past few days looking and I couldn't find any reference to it.

damned
April 16th, 2020, 02:29
Now for the question that I was going to ask before I upgraded the pak file. I run a lot of Dice Pool games (Coriolis, WEG, WoD, etc.) and love how in MoreCore I can in a few minutes put most of a character sheet's attributes and skills on the Main tab and have them pop the relevant dice in the dice pool then roll them. What I haven't been able to find is a way to change the roll from the dice pool to a game specific roll. I know I can change the roll type from Dice to Damage. I want to be able to say for this campaign, the dice pool when rolled will be for example, a Coriolis roll. A command that lasts until it is turned off like the way show/hide rolls used to work. Something say like "/rollpool Coriolis". Is something like that available and I have just missed it? I have looked in the code to see if there was a simple way for me to make a change where I could just put it in a extension and load it for each game, but it wasn't obvious to me where I would modify that. ...and sorry if this has been mentioned before, I spent hours over the past few days looking and I couldn't find any reference to it.

That uses Ubiquity right?

You can issue this command - /pooltype ubiquity and then all pool rolls will use that from then on for that session for that user - eg each user needs to do that each session.
Suggest adding it to your hotbar
This wont work for Rolls that need a target - eg rollunder.

damned
April 16th, 2020, 02:31
New Build uploaded just now - same version number but it fixes Abilities - both Export and Display

vvZODvv
April 16th, 2020, 02:40
Awesome!

Is there a way to have the tracker auto-deduct a usage when the button is pushed?
EX: I set a /die 1d20 with 2 uses. When I click the tiny die icon it rolls the die, but then I also have to click the tracker.
Is there a way to tie these together?

terrell
April 16th, 2020, 03:06
That uses Ubiquity right?

You can issue this command - /pooltype ubiquity and then all pool rolls will use that from then on for that session for that user - eg each user needs to do that each session.
Suggest adding it to your hotbar
This wont work for Rolls that need a target - eg rollunder.

This similar to what I am looking for. I would to be able to use a comand like /pooltype coriolis or /pooltype weg. The ubiquity command worked when I used it. I just get its usage when I try any other roll type

damned
April 16th, 2020, 03:25
The Coriolis roll is based on a legacy format which cant be applied to the Dice Pool Type command
The roll would need to be recreated using the newer format
There is a roll /pooltype vaesen which was just added that will work but i also provides some additional info that is unwanted for your scenario.
If you test this and confirm (it would be nice if at least one other person can confirm because I hate recoding rolls to find I have been given incomplete info) I will rework Coriolis to be Dice Pool compatible for the next build.

damned
April 16th, 2020, 03:35
Awesome!

Is there a way to have the tracker auto-deduct a usage when the button is pushed?
EX: I set a /die 1d20 with 2 uses. When I click the tiny die icon it rolls the die, but then I also have to click the tracker.
Is there a way to tie these together?

Not without building a custom Roll
You could try using /tmod roll

For this roll you drag the target field (unfortunately trackers do not work for this but C4 and C5 do) into Ref Field A and set the roll as /tmod +(p1) and when you click this roll it will increment (or decrement if you use -(p1)). Obviously this does not do both in one click.

You can look at The Magic Rolls in Low Fantasy Gaming and steal them for an extension to do what you want in one click.

terrell
April 16th, 2020, 03:43
The vaesen roll type works perfectly for what I am looking for with Coriolis. It also gives me the places to look in the code for what I would like to do with some of the other roll types. Thanks for your help and for all you do for the community!

damned
April 16th, 2020, 03:45
I rewrote that roll clean to try and make the code order as simple as possible.
It should be very easy to clone this roll and update it for Coriolis.

vvZODvv
April 16th, 2020, 17:47
Are you able to get the group field back at the top of the Abilities box? Such as is in Story and Images.

It helps me organize, but isn't too detrimental of a loss if it can't be done for behind the scene reasons. All the data is still there.

graziano.girelli
April 16th, 2020, 21:05
Good evening Damned, just a question: is it possible to set in the same roll dice roller and spellpoints?
I try to do this but only the formula works, so i think it's not possible.
Just to be sure.
Thanks!

damned
April 17th, 2020, 00:28
Are you able to get the group field back at the top of the Abilities box? Such as is in Story and Images.

It helps me organize, but isn't too detrimental of a loss if it can't be done for behind the scene reasons. All the data is still there.

Ahhhhh - I thought I had fixed that. I will have a look at that. Soon(ish).

damned
April 17th, 2020, 00:30
Good evening Damned, just a question: is it possible to set in the same roll dice roller and spellpoints?
I try to do this but only the formula works, so i think it's not possible.
Just to be sure.
Thanks!

Im sorry I dont quite follow what you are asking?
But I think you are correct - you will need a separate Roll for the spell to do stuff.

graziano.girelli
April 17th, 2020, 00:36
Im sorry I dont quite follow what you are asking?
But I think you are correct - you will need a separate Roll for the spell to do stuff.

I mean... if i have a spell that made some damage, like magic missile, i use formula to set number of missiles. It should be great if i also can set the spellpoints.
I try but i must made 2 different entries: one for the damage, one for the spellpoints.
Thanks for answer!!!

SamuraiJess
April 17th, 2020, 15:30
Where is the actual download file? I feel dumb even asking this... but I swear I looked all over the original post, looking for a link. Morecore looks amazing.

GunnarGreybeard
April 17th, 2020, 15:33
Where is the actual download file? I feel dumb even asking this... but I swear I looked all over the original post, looking for a link. Morecore looks amazing.

For the MoreCore Ruleset? It's attached in the 1st post of the thread.

SamuraiJess
April 17th, 2020, 15:37
Thanks for replying! I see the paperclip that says 'attached files' but don't see where to actually download. I checked every link on that first post and couldn't find anything.

SamuraiJess
April 17th, 2020, 15:41
aaaand it's a firefox thing. I hopped over to Chrome and could download it right away. Thanks you!

damned
April 17th, 2020, 15:46
aaaand it's a firefox thing. I hopped over to Chrome and could download it right away. Thanks you!

Bottom (way down the bottom) left of the screen - change the theme to FGResponsive.
And... welcome SamuraiJess.

Indus101
April 18th, 2020, 06:21
Hi Damned,

I had changed the font for the windows and sidebar in Morecore and it was working fine. Hadn't been on in a few days and FGU did an update when I started to day, but now I'm getting "error while measuring font" and "error while drawing font". Do you know where the change might have occurred to cause / where I should look to fix?

thanks for any help

damned
April 18th, 2020, 07:25
Hi Damned,

I had changed the font for the windows and sidebar in Morecore and it was working fine. Hadn't been on in a few days and FGU did an update when I started to day, but now I'm getting "error while measuring font" and "error while drawing font". Do you know where the change might have occurred to cause / where I should look to fix?

thanks for any help

There have been a lot of quirkiness with fonts in FGU in general.
The most recent two updates both included font code changes.
You should post your extension in the FGU Playtest forum.
I have found a lot of fonts I have used successfully in FGC just dont work at all in FGU...

Indus101
April 18th, 2020, 19:12
There have been a lot of quirkiness with fonts in FGU in general.
The most recent two updates both included font code changes.
You should post your extension in the FGU Playtest forum.
I have found a lot of fonts I have used successfully in FGC just dont work at all in FGU...

Okay, glad to know it's not just me! Thanks!

Indus101
April 18th, 2020, 20:17
Another question, Damned,

I've noticed whenever I click on "Factions" or "Places" I get this error...

[4/18/2020 2:05:20 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
[4/18/2020 2:05:20 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)
[4/18/2020 2:05:20 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)
[4/18/2020 2:05:38 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
[4/18/2020 2:05:38 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)
[4/18/2020 2:05:38 PM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)

Is this a known issue with the current build, or I have messed something up?

thanks

damned
April 19th, 2020, 02:08
Hey Indus101

I dont have Factions in MoreCore?
If you are referencing Organisations and Places then yes I can replicate.
These two data types have actually been deprecated - they are still there to give people time to move data - in favour of World Builder.
Can you test World Builder and see if it is working for you.
It is unlikely I will have time to troubleshoot Organisations and Places in the short term - and my intention is to remove them in a couple of builds time.

Indus101
April 19th, 2020, 02:46
Oh, well if they're on the way out I guess I won't mess with them any.
thanks!

damned
April 19th, 2020, 05:00
Oh, well if they're on the way out I guess I won't mess with them any.
thanks!

World Builder have some nice extra features over Places and Groups.
Mostly the ability for Players to add notes directly to the entries and also the ability to send the Description and Notes directly to chat.

GunbunnyFuFu
April 19th, 2020, 14:59
Question: Is there a way in Morecore to specify the dice to roll in an NPC's attack box on the NPC sheet?

34009

Thanks,

GBFF

damned
April 19th, 2020, 15:31
Attacks is really a legacy field. best to create a roll and drag it in there. Rolls will show in the CT too.

benightedfae
April 19th, 2020, 23:31
Hi benightedfae,

Ill make you two Mothership rolls for MoreCore if you make the following:

2-4 characters
2-4 NPCs
A simple adventure with 2-4 encounters

and you upload it and share it here somewhere.

Hi Damned, Sorry I just saw this today. I'll do this for you, thank you. I'm assuming you want this information in plain text, or did you want it loaded into FG somehow?

damned
April 20th, 2020, 00:44
Hi benightedfae

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

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

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

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

Create a couple of NPCs.

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

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

amanwing
April 20th, 2020, 19:58
Just a question. I try to find my way with MoreCore. How would you do rolls for Cinematic Unisystem? For example (d10+statA+statB)<9 failure.
If success do damage to target = damage*strength+successlevel- armor?
Successlevel is 9-10 =1, 11-12 =2, 13-14=3, ...
?

GMpatriotes
April 20th, 2020, 20:25
HI can semeone tell me how to change my chat text was purple in the screenshot i will send you. my question is how to change the color i think i can change it in the morecore.pak but i dont find it where is it.

here the link: https://imgshare.io/image/amazingchat.BqnnP

damned
April 21st, 2020, 00:46
Just a question. I try to find my way with MoreCore. How would you do rolls for Cinematic Unisystem? For example (d10+statA+statB)<9 failure.
If success do damage to target = damage*strength+successlevel- armor?
Successlevel is 9-10 =1, 11-12 =2, 13-14=3, ...
?

Hi There.

The answer to the first part is - it depends.
Do you have a bunch of predefined skills eg Swimming (Dex + Str) or do you declare - I make a pipe bomb and the GM tells you its (Int + Int) and then you build the roll? Or something else?

For the second part - there are no existing damage rolls for this because Ive never been told about them. Please provide more detail.
Damage varies by weapon?
Armour is the targets Armour? Armour basically does Damage Resistance rather than making it harder to hit?
Are there any brackets in that calculation?
(Dmg)3*(Str)3+(SL)2-(Amr)1 = 10
3*(3+2-1) = 12

damned
April 21st, 2020, 00:53
HI can semeone tell me how to change my chat text was purple in the screenshot i will send you. my question is how to change the color i think i can change it in the morecore.pak but i dont find it where is it.

here the link: https://imgshare.io/image/amazingchat.BqnnP

These are currently defined in CoreRPG in \graphics\graphics_fonts.xml



<font name="chatfont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#261A12" />
</font>
<font name="emotefont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#880000" />
</font>
<font name="narratorfont">
<fgffile name="graphics/fonts/bold-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Bold.ttf" name="Noto Sans Bold" size="12" />
<color value="#261A12" />
</font>
<font name="systemfont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#660066" />
</font>
<font name="msgfont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#660066" />
</font>
<font name="oocfont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#005500" />
</font>

<!-- Chat fonts -->
<font name="chatnpcfont">
<fgffile name="graphics/fonts/regular-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
<color value="#000066" />
</font>
<font name="chatgmfont">
<fgffile name="graphics/fonts/bolditalic-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-BoldItalic.ttf" name="Noto Sans Bold Italic" size="12" />
<color value="#000000" />
</font>
<font name="whisperfont">
<fgffile name="graphics/fonts/bold-10.fgf" />
<ttf file="graphics/fonts/Noto_Sans/NotoSans-Bold.ttf" name="Noto Sans Bold" size="12" />
<color value="#660066" />
</font>

amanwing
April 21st, 2020, 13:09
Hi There.

The answer to the first part is - it depends.
Do you have a bunch of predefined skills eg Swimming (Dex + Str) or do you declare - I make a pipe bomb and the GM tells you its (Int + Int) and then you build the roll? Or something else?

For the second part - there are no existing damage rolls for this because Ive never been told about them. Please provide more detail.
Damage varies by weapon?
Armour is the targets Armour? Armour basically does Damage Resistance rather than making it harder to hit?
Are there any brackets in that calculation?
(Dmg)3*(Str)3+(SL)2-(Amr)1 = 10
3*(3+2-1) = 12

Thanks for taking time to answer!
There are a lot of predefined rolls and you also have rolls where the GM tells you to combine a skill+ attribute or two attributes. A roll is always: (skill or attribute)+attribute+d10. There is also the option to get a +10 on a single roll for spending a powerpoint or a +5 to every roll for an entire combat when you spent 2 powerpoints.
Armour is the targets armour. You reduce the damage by armour value. There are different types of damage bash, slash/stab and bullet. Some armour has two value. For example a Bulletproof vest would be 10(5) 10 vs. Bullets. and 5 vs. slash/stab.
When you do an attack you roll a test (dex + kung fu + d10) and compare it to the targets Muscle Score for example 12. if you reach 12 or more the attack will hit. Then you do damage for example a kick does ((2 x (Strength + 1))+1 for every success level) points (Bash type) damage.
Success levels are calculated based on the modified attack roll result. 1-8 fail, 1-9= 1 success level, 10-11= 2 success level,12-13=3 success level and so on.
So for example you (strength 3, dex 3, kung fu 2) do a kick attack on a guy with 2 armour vs. bash and a muscle score of 12 it would go like this:
dex3+kung fu2+ rolled 8= 13
13 compared to muscle 12 is a hit
Damage for a kick is ((2 x (Strength3 + 1))+success level 3) 11 -2 armour = 9 damage

damned
April 21st, 2020, 15:05
So you have to forgive me for labouring over points but its really important to get it right the first time.

skill+attribute+d10
attribute+attribute+d10
but then you also mention "example you (strength 3, dex 3, kung fu 2) do a kick attack" which is
attribute+attribute+skill+d10
but immediately after you total it and only have 3+2+d10

you mention that success is measured against 9 but
our target has a muscle score of 12 so you must (two points to clarify here) equal or beat 12 and why is it 12 and not 9?
in the next sentence you measure the damage at 2x(Str3+1)+SL3
why is it 2x(Str)? is it ever different? what if you shoot the target? its Buffy so maybe you use a crossbow? and why is it Success Level 3 when you only beat the target (Mus) by 1 (or is it 2)?

how many attributes do you have?
how many skills might you have?
how often would you adlib a roll vs a predefined roll?
do you ever just do a Str or Dex check? If so is it Str+Str+d10 or just Str+d10?

How does health work? Do you have one or more types of health/hp?
I see Armour might have two values? Is Armour always Damage Reducing or can it also make you harder to hit?
Do you always do at least 1 point of damage on a successful hit?

You can have a one time or a duration of combat bonus.
can you have more than one bonus?
are there also negative modifiers? Buffy has had her arse kicked all night and her health is at 25% does that affect her rolls?
are there situational modifiers or equipment modifiers?

grrrr argh

amanwing
April 21st, 2020, 18:26
[QUOTE=damned;499353]So you have to forgive me for labouring over points but its really important to get it right the first time.

skill+attribute+d10
attribute+attribute+d10
but then you also mention "example you (strength 3, dex 3, kung fu 2) do a kick attack" which is
attribute+attribute+skill+d10
but immediately after you total it and only have 3+2+d10

you mention that success is measured against 9 but
our target has a muscle score of 12 so you must (two points to clarify here) equal or beat 12 and why is it 12 and not 9?
<ou either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.

in the next sentence you measure the damage at 2x(Str3+1)+SL3
why is it 2x(Str)? because there is a table with weapons and Combat maneuver. This is the line for a kick. There are lots of different combat maneuveris it ever different? yes there is a whole range of Combat skills. To shoot a pistol for example does fixed Damage. Not changing because of your attributeswhat if you shoot the target? its Buffy so maybe you use a crossbow? Crossbow Shot Dexterity + Getting Medieval, Damage 16 Slash/stab and why is it Success Level 3 when you only beat the target (Mus) by 1 (or is it 2)?if you succeed you calculate the success Level from a fixed table. So if you have a 24 it is Always 7 no matter if you beat him by 3 or 10

how many attributes do you have?let me explain the reasoning behind this System. Players roll all the dice. GM never Needs to roll. A single roll tells you if you hit or not and how much Damage you did. enemies have fixed Attributes you roll against. Muscle, Brains and Combat (I actually messed up combat and muscle in the examples above) Players have 6 Attributes and 18 skills. every roll is a combination of skill and Attribute or Attribute+ Attribute. you Always roll against a (sometimes modified) 9 or the enemies Attribute.
how many skills might you have?18
how often would you adlib a roll vs a predefined roll? you roll vs 9 (with possible modifiers for difficulty and Count success) or you roll vs another score like an enemies Combat, Brains or muscle.
do you ever just do a Str or Dex check? If so is it Str+Str+d10 or just Str+d10? yes this is possible. When you Need to force something open for example you would use strength and not add a skill but instead another strength. So you would at strenght 2 times vs. 9. If it would be a super heavy Lifting you could get modifiers on the roll.

amanwing
April 21st, 2020, 18:27
How does health work? you have HP. the Damage reduces your current hp Do you have one or more types of health/hp?no
I see Armour might have two values?actually 3 are possible. bash,slash/stab, bullet. It is the same for weapons. A fist or stick does bash, a knife or Sword Slash/stab and a bullet well bullet. An armour 5(10)Slash/stab for example would protect you from 5 Points of bash Damage (since bash Damage is the regular armor Bonus and not extra mentioned in the description and 10 Points of Slash/stab Damage. Actually there is one more Thing. The last I hope. Slash/stab Damage and bullet Damage gets doubled vs. living things after reduced by armour. Is Armour always Damage Reducing or can it also make you harder to hit?only reducing damage
Do you always do at least 1 point of damage on a successful hit?you Always do the damage for the Combat manuever you choose only difference is the number of success Levels that you ad as Damage.

You can have a one time or a duration of combat bonus.yes. You can have a +10 to a single roll for spending one PowerPoint or a plus 5 for a whole Combat if you spent 2 powerpoints
can you have more than one bonus?yes because you can get a malus for climbing a hard to climb Surface but spent a PowerPoint to add 10 for example.
are there also negative modifiers? yes they cann be used by the GM if the Thing you try is harder Buffy has had her arse kicked all night and her health is at 25% does that affect her rolls?no but she could spend powerpoints to heal 50% of her actual damage
are there situational modifiers or equipment modifiers? yes and not that I know of

grrrr argh[/QUOTE]
and if it is portant. It uses cinematic unisystem. And there are no exploding dice.

RocksFall
April 21st, 2020, 19:14
It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

Ty all, MoreCore!!!

amanwing
April 21st, 2020, 20:47
It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

Ty all, MoreCore!!!
I can only agree. Thank you!

Amesephis
April 22nd, 2020, 12:24
Hello, I would like to master Fading Suns for friends, also in view of the huge work to develop a ruleset, I would like to know if it is possible to use the power and flexibility of MoreCore.
For an example of the system: Features and skills are out of 10.
During a test you determine according to the action you want to perform the characteristic and the skill that you accumulate and you have to perform a throw less or equal:
A roll below the total is a pass.
An equal roll is a critical success.
A jet of 20 is a fumble.
The little plus in the system is that the closer you get to the limit of the roll, the more successful you are at that roll (the closer you get to the limit of your skills, the greater the success:
1 = 0 VP (but still likely a success)
2-3 = 1 VP
4-5 = 2 VP
6-7 = 3 VP
8-9 = 4 VP
10-11 = 5 VP
12-13 = 6 VP
14-15 = 7 VP
16-17 = 8 VP
18-19 = 9 VP
20 - Fumble.
Knowing of course that if the action is complicated the GM can give a malus to the total of the characteristic + skill.
So I was wondering how to customize or create an extension that could manage the dice rolls for a greater fluidity of the games, whether it was possible to choose the skills and characteristics more malus or bonus to define the level of success and display the number of Victory Points.

Thanks, and you did a great job on your ruleset.

Cheers.

damned
April 22nd, 2020, 13:56
you either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.

So all checks are against 9 unless they arent?
How any modifiers could you possibly add to a roll on top of attribute+skill or attribute+attribute?

And all attacks are against Muscles?
Unless they are against Brains or Combat?
Unless M/B/C is less than 9 then its against 9?

If you beat the M/B/C you measure success not against M/B/C but against 9?

For Checks it sounds like you need:
Each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and 3 modifiers called Hard/Harder/Hardest (/mod -1/-2/-3)
and a Generic Roll Check /buffy 1d10x(p1) (this roll does not exist at this time)

To make a check of any sort you click the appropriate combination of Attribute/Skill/Modifier and then click Check which will roll 1d10+attr/skill/mod and check it vs (p1) which will 90% of the time be 9.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

For Attacks its more complex.
You still have each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and an Attack Roll Attack /buffyac 1d10 (this roll does not exist at this time)

On the NPC sheets you will need 3 Rolls - Muscle/Brains/Combat and they will use a roll something like:
Muscle /tset (p1) and when you click this roll it will set the NPCs defense to the (p1) value (this roll does not exist at this time AND I need to test of this can work in the CT...)

To make an Attack of any sort you declare the type of Attack, the GM determines the defensive attribute and clicks it, then you roll the Attack which will check the Defense value and calculate the Roll result.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

On the NPC sheets you will need a Roll for Armor, or because these are NPCs they probably dont live long enough to need to change Armour values so you could just set the C4 as Armour. This value will be used to modify the Damage roll.
To Roll Damage you will need a new Roll Damage /buffdmg
Scratch that. You need to come up with a consistent formula or expression for damage. I cant guess at all the combinations.

The human mind is incredibly good at handling this type of variable input and rules. Coding this sort of stuff is non trivial.

damned
April 22nd, 2020, 13:59
It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

Ty all, MoreCore!!!

Huzzah!

damned
April 22nd, 2020, 14:05
Hello, I would like to master Fading Suns for friends, also in view of the huge work to develop a ruleset, I would like to know if it is possible to use the power and flexibility of MoreCore.
For an example of the system: Features and skills are out of 10.
During a test you determine according to the action you want to perform the characteristic and the skill that you accumulate and you have to perform a throw less or equal:
A roll below the total is a pass.
An equal roll is a critical success.
A jet of 20 is a fumble.
The little plus in the system is that the closer you get to the limit of the roll, the more successful you are at that roll (the closer you get to the limit of your skills, the greater the success:
1 = 0 VP (but still likely a success)
2-3 = 1 VP
4-5 = 2 VP
6-7 = 3 VP
8-9 = 4 VP
10-11 = 5 VP
12-13 = 6 VP
14-15 = 7 VP
16-17 = 8 VP
18-19 = 9 VP
20 - Fumble.
Knowing of course that if the action is complicated the GM can give a malus to the total of the characteristic + skill.
So I was wondering how to customize or create an extension that could manage the dice rolls for a greater fluidity of the games, whether it was possible to choose the skills and characteristics more malus or bonus to define the level of success and display the number of Victory Points.

Thanks, and you did a great job on your ruleset.

Cheers.

Hi there Amesephis

More info required. is it always a d20? How do the skills factor in to the roll?
Please provide two examples each of a simple roll, a medium complexity roll and a complex roll (lots of different inputs)

Example - if my target is 12 and I roll 12 i get a critical success but how many Victory Points?
if my target is 12 and I roll a 10 how many VPs?
if my target is 12 and I roll a 1 how many VPs?

Amesephis
April 22nd, 2020, 15:30
Hi there ^^ and Thanks damned

yeah it's still a D20 for the checks.

When you perform a critical succes it double the Victory Point.
Exemple : if you'r total (carac+skill) is 10 and you roll a 9 on you'r dice : you'll have 4 VP; if you'r total is 9 and roll a 9 you'll have 8 VP.

The table of Victory Point don't move and is still the same for all checks : the fact that you have carac+skill 4 or 18 don't impact the Victory Table : it represents the fact that a weapon master will always be superior to a student on a normal roll, afterwards you're not always at the top of your form...

Only the total of carac+skill will change, at this total you can have a bonus or a malus depending on whether the action is common or heroic. :
+2 simple : sing a famous tune
+4 easy : seducing someone who's already "in the mood"
+6 a piece of cake : world-famous celebrity recognition
+8 it's a snap : walking and chewing gum
+10 unmistakable : hit a bound and helpless opponent

-2 discomfort : long-range shooting
-4 arduous : shooting at maximum range, performing two actions at the same time, see in the fog
-6 difficult: perform three actions in the same round, even in almost total darkness
-8 tricky: climbing a cliff without equipment
-10: heroic: hitting the bull's-eye at 100m with a blindfold on.

Another point is : I don't know if it's possible to automate a dice roll based on the use of a skill:
If a starship pilot wants to fly through an asteroid field the Han Solo way: Dexterity + piloting skill.
If he wants to save fuel and cross the solar system while taking advantage of the principle of gravitational acceleration: Intelligence + piloting skill.

And Thank you very to help me ^^ doing it while taking care of my child (2years old) + learning new coding language + learning FGU : my check skill will be tricky +8 :D

amanwing
April 22nd, 2020, 17:49
you either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.

So all checks are against 9 unless they arent?yes if you compare a skill vs. someone else you roll against their muscle, brains, or combat. Else you roll vs. 9
How any modifiers could you possibly add to a roll on top of attribute+skill or attribute+attribute? situation modifier from +5 to -10 this is the only one. For combat maneuvers it can be a second modifier. For example stake through the hard has a minus xx to hit but multiplies the damage. I would add those by myself in the combat maneuvers

And all attacks are against Muscles? against combat. I messed this up. It is mostly vs. combat. When you try to escape a grapple it would be vs. muscle.
Unless they are against Brains or Combat? but yes. better switch combat with muscle.
Unless M/B/C is less than 9 then its against 9? yes but I think the score can never go below that.

If you beat the M/B/C you measure success not against M/B/C but against 9?yes

For Checks it sounds like you need:
Each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and 3 modifiers called Hard/Harder/Hardest (/mod -1/-2/-3)
and a Generic Roll Check /buffy 1d10x(p1) (this roll does not exist at this time)

To make a check of any sort you click the appropriate combination of Attribute/Skill/Modifier and then click Check which will roll 1d10+attr/skill/mod and check it vs (p1) which will 90% of the time be 9.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

For Attacks its more complex.
You still have each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and an Attack Roll Attack /buffyac 1d10 (this roll does not exist at this time)

On the NPC sheets you will need 3 Rolls - Muscle/Brains/Combat and they will use a roll something like:
Muscle /tset (p1) and when you click this roll it will set the NPCs defense to the (p1) value (this roll does not exist at this time AND I need to test of this can work in the CT...)normaly npcs never need to roll. they have a fixed value and the player rolls against it. is it possible to choose a traget? For example Buffy kicks a vampire she rolls vs his combat and in FG I click the enemy in the combat tracker and the kick. Then it gives something like 15 its a hit and does x damage?

To make an Attack of any sort you declare the type of Attack, the GM determines the defensive attribute and clicks ityou would not need the GM to do this. Every attack would have the roll fixed it goes against, then you roll the Attack which will check the Defense value and calculate the Roll result.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

On the NPC sheets you will need a Roll for Armor, or because these are NPCs they probably dont live long enough to need to change Armour values so you could just set the C4 as Armour. This value will be used to modify the Damage roll.
To Roll Damage you will need a new Roll Damage /buffdmg
Scratch that. You need to come up with a consistent formula or expression for damage. I cant guess at all the combinations.

The human mind is incredibly good at handling this type of variable input and rules. Coding this sort of stuff is non trivial.no its not. That's why I am here.

amanwing
April 23rd, 2020, 13:26
(rolld10+Attribute+Skill) compare to target (combat, brain or muscle) if >= hit else miss
if hit do (((attribute+1)*2) damage +1 per success level(type slash/Stab, bullet or blunt)) if target armour has matching type(type slash/Stab, bullet or blunt) reduce damage by y if target has no matching armor type -z) to target.
If target is living and attack is bullet or slash/stab, double the damage.
This should be the needed dice roll. The damage is just an example. If something like this is possible I would be happy to try and figure it out by myself. Or if you can provide a hint or a line of code it would help a lot.+1 per success level

amanwing
April 23rd, 2020, 14:30
(rolld10+Attribute+Skill) compare to target (combat, brain or muscle) if >= hit else miss
if hit do (((attribute+1)*2) damage +1 per success level (type slash/Stab, bullet or blunt)) if target armour has matching type(type slash/Stab, bullet or blunt) reduce damage by y if target has no matching armor type -z) to target.
If target is living and attack is bullet or slash/stab, double the damage.
This should be the needed dice roll. The damage is just an example. If something like this is possible I would be happy to try and figure it out by myself. Or if you can provide a hint or a line of code it would help a lot.

vvZODvv
April 23rd, 2020, 15:48
Hey Damned. I posted this in the SotDL thread but didn't get a response from SuperTeddy ... not sure if it needs to be in that thread or this one:

When opening an ability in the Talent box on the character sheet, it now shows the word "Feature" under the name of the Talent. Unlocking the ability box doesn't allow access to edit a new field called Feature - the word just hangs out there.

34241

RocksFall
April 24th, 2020, 13:30
Hello all,

Im new to FGUnity and to be honest the only reason im still here is because of MoreCore. Im strictly HB and dont really have much interest in using set systems anymore. As I have been down that road for many decades and to be honest, got bored with DM the same old archetypes and i find 90% of them very railroady and stale. We started our HB project around D&D 3.5 and has been a labor of love for many years until it became a finished product.

Anyways, what im getting at is when COVID hit, it basically fragmented our weekly group and we all were looking for a way to get our HB system playable online with a VTT. Those other guys had xml/html scripting which me nor my group had much experience with (plus i discovered some social drama from competition). Anyways, we were frustrated as we were all starting to think we would have to go back to core systems (urrgh, no offense peeps) but all that work was going to be for naught. And plus we love what we have designed. I was in charge of FG research and after lots of exploring i thought the CoreRPG system was a good as we could get.

Boy was I wrong. "Hmmm, whats this MoreCore thing" the noob pondered one morning at 4am. I was about to uninstall FG as its not what i wanted, a fantastic piece of software, just not for me. Oh well i thought, lets read up.
It took a bit for it to click but once it did, man am i impressed. This MoreCore system is amazing for HB. An absolute must have. Im so impressed with all the hard work and thought that went into this. It was like it was built for me and our HB. I can do it all. Everything i could do at a real table.
So basically this whole rambling post is a sincere ty to the MoreCore team and their wonderful .PAK. You all saved my group, my table and my game. I still haven't discovered all the MoreCore potential, everyday i mess around and read the forums i discover a new feature. Incredible. Ill be honest if MoreCore gets pushed to the back burner i will no longer sub to FG. I subbed to FG because of MCore and will probably never use the other systems it comes with.

Ty MoreCore team!

Rocksfall.

damned
April 24th, 2020, 14:25
Hey Damned. I posted this in the SotDL thread but didn't get a response from SuperTeddy ... not sure if it needs to be in that thread or this one:

When opening an ability in the Talent box on the character sheet, it now shows the word "Feature" under the name of the Talent. Unlocking the ability box doesn't allow access to edit a new field called Feature - the word just hangs out there.

34241

Ive not used it before. What should it do?

damned
April 24th, 2020, 14:26
Hello all,

....

Rocksfall.

Huzzah and well met stranger!

damned
April 24th, 2020, 14:32
Amesephis and lichtbringer

I will do my best to write some Rolls for you over the next couple of weeks.

lichtbringer some of what you are asking cannot be done without a specific extension. Perhaps it might be a project you might work on over time after the base rolls are done.

In return I ask that you consider doing the following:

Create 2 to 4 unique PCs
Create 2 to 4 NPCs
Create a mini adventure with at least 2 encounters in it.

Either zip up the campaign and upload it with some instructions or export it as a Module. This will help others play your system and hopefully make some improvements and share back.

vvZODvv
April 24th, 2020, 15:21
As far as I can tell the "Feature" does nothing. It wasn't present until about a week ago and isn't an editable field. It looks like a coding error or something. I don't know if it is due to MoreCore or the SotDL extension for it.

Brotherkelly
April 25th, 2020, 09:16
Hi Damned, I have found a small bug in one of the files within the latest MoreCore update.

When adding a roll to one of my characters I got the following error:

Script Error [string "scripts/parameter_manager.lua"] 151:attempt to index global 'B' (a nil value)

I traced the error to within the function replaceRefValue as shown:

if( string.sub(ref1_path,1,1) == "." ) then
refgf = nodeWin.getChild(ref1_path);
refp1 = nodeWin.getChild(ref1_path .. ".p1");
refp2 = nodeWin.getChild(ref1_path .. ".p2");
refp3 = nodeWin.getChild(ref1_path .. ".p3");
refp4 = nodeWin.getChild(ref1_path .. ".trackersname");
refp5 = nodeWin.getChild(ref1_path .. ".number_trackers");
else
refgf = DB.getChild(ref1_path,".");
refp1 = DB.getChild(ref1_path,"p1");
refp2 = DB.getChild(ref1_path,"p2");
refp3 = DB.getChild(ref1_path,"p3");
refp4 = DB.getChild(ref1_path,"trackersname");
refp5 = B.getChild(ref1_path,"number_trackers");
end


I have changed refp5 = B.getChild…. to refp5 = DB.getChild…. as per the other lines. Re-built the .pak file and tested it. All is now good. My copy is now modified for my use.

Hopefully you can confirm my findings and add it to the next update.

damned
April 25th, 2020, 14:44
I have changed refp5 = B.getChild…. to refp5 = DB.getChild…. as per the other lines. Re-built the .pak file and tested it. All is now good. My copy is now modified for my use.

Hopefully you can confirm my findings and add it to the next update.

Many thanks Brotherkelly!

Cyberlinxz
April 25th, 2020, 19:33
I have been through link after link how do I download morecore please

wndrngdru
April 25th, 2020, 20:18
I have been through link after link how do I download morecore please

Hi Cyberlinxz,

First, welcome!

Second, scroll aaaalllll the way down to the bottom left of this thread and ensure that FGResponsive is selected.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34373&stc=1&d=1587842448

Then you can go to the very first post of this thread and there should be a link near the bottom of that post.

For some reason, the other theme doesn't show attachments.

Cyberlinxz
April 26th, 2020, 05:19
thanks

Naurthoron
April 26th, 2020, 10:11
Hey, I checked but did not find this bug reported so I post it.
When trying to use /edie 4d6 I get the following error message in FGU:

[4/26/2020 10:55:20 AM] FGU v4.0.0 ULTIMATE (2020-04-23)
[...]
[4/26/2020 10:55:53 AM] RULESET: MoreCore Ruleset (Version 1.55 2020416). This generic ruleset adds features and flexibility allowing you to play more game systems.
[...]
[4/26/2020 10:55:53 AM] RULESET: CoreRPG ruleset v3.3.11 for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[4/26/2020 10:56:11 AM] [<color="red">ERROR</color>] Script execution error: [string "desktop/scripts/morecore_ikael_dicemechanic..."]:252: attempt to index field 'type' (a nil value)
[4/26/2020 10:56:34 AM] [<color="red">ERROR</color>] Script execution error: [string "desktop/scripts/morecore_ikael_dicemechanic..."]:252: attempt to index field 'type' (a nil value)

Similar with /edies 4d6x4, it parses correctly the instruction, get the results but there is an error with the morecore_ikael_dicemechanic lua:


[4/26/2020 11:04:00 AM] s'sParam117: ' | s''
[4/26/2020 11:04:00 AM] s'nStart: ' | nil
[4/26/2020 11:04:00 AM] s'nEnd: ' | nil
[4/26/2020 11:04:00 AM] s'sDicePattern: ' | nil
[4/26/2020 11:04:00 AM] s'sDescriptionParam: ' | nil
[4/26/2020 11:04:00 AM] [<color="red">ERROR</color>] Script execution error: [string "desktop/scripts/morecore_ikael_dicemechanic..."]:122: attempt to index local 'sDicePattern' (a nil value)
[4/26/2020 11:04:09 AM] s'sParam117: ' | s'4d6x4'
[4/26/2020 11:04:09 AM] s'nStart: ' | #1
[4/26/2020 11:04:09 AM] s'nEnd: ' | #5
[4/26/2020 11:04:09 AM] s'sDicePattern: ' | s'4d6x4'
[4/26/2020 11:04:09 AM] s'sDescriptionParam: ' | s''
[4/26/2020 11:04:09 AM] s'sNum: ' | s'4'
[4/26/2020 11:04:09 AM] s'sSize: ' | s'6'
[4/26/2020 11:04:09 AM] s'sSuccessLevel: ' | s'4'
[4/26/2020 11:04:09 AM] s'nSuccessLevel: ' | #4
[4/26/2020 11:04:09 AM] s'sDieString: ' | s'4d6x4'
[4/26/2020 11:04:09 AM] s'aDices: ' | { #1 = s'd6', #2 = s'd6', #3 = s'd6', #4 = s'd6' }
[4/26/2020 11:04:09 AM] s'nMod: ' | #0
[4/26/2020 11:04:09 AM] s'throwDice: '
[4/26/2020 11:04:10 AM] s'nextFunction: '
[4/26/2020 11:04:10 AM] s'draginfo: ' | dragdata = { type = s'explodingDiceSuccesses', desc = s'4d6x4', #slots = #1, slot = #1, string = s'', num = #0, diceexpr = {4d6}, dice = {4d6|d6=5=5|d6=1=1|d6=6=6|d6=3=3}, shortcut = {}, asset = {, instance = }, custom = { s'successlevel' = #4 } }
[4/26/2020 11:04:10 AM] s'nSuccessLevel: ' | #4
[4/26/2020 11:04:10 AM] [<color="red">ERROR</color>] Script execution error: [string "desktop/scripts/morecore_ikael_dicemechanic..."]:327: attempt to index field 'type' (a nil value)

Cyberlinxz
April 26th, 2020, 14:00
What am I doing wrong here 34414 I am trying to do a melee roll with attack bonus and the str mod.

damned
April 26th, 2020, 16:01
Lose the spaces and also r1 does not exist - it is (a)
sometimes you might have a1, a2, a3, a4, a5 but in this case its just (a) so yur roll should look like:

/dbdamage 1d20+(p1)+(a)

and also hide (p2) if it is not needed

Cyberlinxz
April 26th, 2020, 19:39
Thanks and I know that you have the thac0 roll for descending ac but do you have one for ascending ac that is able to see the targets ac and tell if it is higher

damned
April 27th, 2020, 14:58
Thanks and I know that you have the thac0 roll for descending ac but do you have one for ascending ac that is able to see the targets ac and tell if it is higher

Try the attackac roll.

Cyberlinxz
April 27th, 2020, 16:37
I want to thank you for all your help and to also find out if there is a discord sever i can join also please

Musrha
April 27th, 2020, 21:52
Are the Blades in the Dark rolls avaliable yet?

damned
April 28th, 2020, 08:07
I want to thank you for all your help and to also find out if there is a discord sever i can join also please

Try the Fantasy Grounds Discord server

damned
April 28th, 2020, 08:07
Are the Blades in the Dark rolls avaliable yet?

Welcome Mursha what Rolls are they?

Musrha
April 28th, 2020, 11:30
Hello damned!!

It seems that you started to do them a month ago or so.


Hi all,

Crossposting from this thread (https://www.fantasygrounds.com/forums/showthread.php?40872-Blades-in-the-Dark-One-Shots/page4) re: needing help with a Blades in the Dark custom dice roll for MoreCore.

@Damned asked


Dice rolls in Blades are d6-based. A roll of 1-3 is a miss, a roll of 4-5 is a partial success, and a roll of 6 is a full success. These are static targets.

When a player character takes an action, they make an action roll, rolling a number of d6s based on theiraction rating, usually between 0-4 dice. (Rolling 0d6 functions as rolling 2d6 and taking the lower die result). The outcome of the roll (full success, partial success, or failure) is derived from the highest die result. So if rolling 3d6 gets you [1 3 5], your result is a 5.

When a player character resists a consequence, they make a resistance roll based on one of three attribute ratings: Insight, Prowess, or Resolve. A character's attribute rating is determined by the breadth of their action ratings, which you can kind of see illustrated here: https://bladesinthedark.com/sites/default/files/blades_playerkit_v8_2.pdf. Basically, your attribute rating is the sum of the attribute's corresponding action ratings that are at least one. This was hard for me to wrap my head around without a visual. Since the attribute ratings are derived from action ratings, I'm going to try to automate them on the character sheet.

Let's say Geist, your Cutter, has the following action ratings: Attune 2, Command 1, Consort 0, Sway 0. These are all in the Resolve branch. Because Geist has at least one point in Attune and Command, Geist has a Resolve of 2.

These two rolls are the mechanical basis of Blades in the Dark. There are modifiers to these rolls, i.e. if the GM presents a good Devil's Bargain, a player may choose to give up something in return for +1D on their action roll. Modifiers always increase the standard dice pool by one or more (I don't think they ever decrease rolled rice). Let's say, in our earlier example, Geist takes a Devil's Bargain. Instead of rolling 2d6 for Attune, Geist would roll 3d6 and take the highest result. I think the easiest way to keep track of these modifiers is with the modifier box in the lower left corner of FG.

These are the basics for Blades in the Dark. If anything is unclear, please let me know. And thank you for any effort you can make on this!


Ill try and get this done in the next build to be released soon(ish).

Do you need anything more? ^^

damned
April 28th, 2020, 14:57
Thanks Musrha - what is the process in determining your Action Rating?

If you have 0d6 in your pool you roll 2d6 with disadvantage?
What if you have 1d6?

How would you suggest that we build the pool?
Making each skill/attribute a Modifier (/mod) Roll?

Other than how you build the number of dice is there a difference in the Action roll and Resistance roll output?
Do they both simply need to report Success (at least one 6 after disadvantage) or Failure?

If we had /blades #+#
and it resolved to 1 or higher
roll that number of dice - if there is at least 1 six then declare success
if there is no 6 but there is at least 1 four or five then declare partial success
if there is no four/five/six declare a fail
if it resolves to 0
roll 2d6
drop the highest die
if there is a six then declare success
if there is no 6 but there is a four or five then declare partial success
if there is no four/five/six declare a fail

Does that sound right?

If I make this roll would you be willing to:

Create 2 to 4 unique PCs
Create 2 to 4 NPCs
Create a mini adventure with at least 2 encounters in it.

and share it here?

Cyberlinxz
April 28th, 2020, 16:48
I am trying to make a modular for Basic Fantasy and got most of the it done but having a hard time changing the character sheet is there one for Basic Fantasy out there and how do you make it the default sheet please

Musrha
April 28th, 2020, 17:15
Thanks Musrha - what is the process in determining your Action Rating?

If you have 0d6 in your pool you roll 2d6 with disadvantage?
What if you have 1d6?

How would you suggest that we build the pool?
Making each skill/attribute a Modifier (/mod) Roll?

Other than how you build the number of dice is there a difference in the Action roll and Resistance roll output?
Do they both simply need to report Success (at least one 6 after disadvantage) or Failure?

If we had /blades #+#
and it resolved to 1 or higher
roll that number of dice - if there is at least 1 six then declare success
if there is no 6 but there is at least 1 four or five then declare partial success
if there is no four/five/six declare a fail
if it resolves to 0
roll 2d6
drop the highest die
if there is a six then declare success
if there is no 6 but there is a four or five then declare partial success
if there is no four/five/six declare a fail

Does that sound right?

If I make this roll would you be willing to:

Create 2 to 4 unique PCs
Create 2 to 4 NPCs
Create a mini adventure with at least 2 encounters in it.

and share it here?

- To determine the Action Rating you have to add 1d6 per dot in your Abilitie. If you have 3 dots in Attune you roll 3d6 and check the highest result. Two 6 in the result makes a Critical (that doesn't have additional effects in terms of dice).

- Indeed, if you have 0d6 you roll 2d6 and keep the lowest one. You can not get a Critical in this situation.

- If you have 1d6 it's just normal. The result is just the dice that got rolled.


How would you suggest that we build the pool?
Making each skill/attribute a Modifier (/mod) Roll?

The user can create his own his attributes in the sheet (so it works for other Forged in the Dark games) and just use /blades (a1) in the Formula where (a1) is the attribute, then the roll resolves as you say here.


If we had /blades #+#
and it resolved to 1 or higher
roll that number of dice - if there is at least 1 six then declare success
if there is no 6 but there is at least 1 four or five then declare partial success
if there is no four/five/six declare a fail
if it resolves to 0
roll 2d6
drop the highest die
if there is a six then declare success
if there is no 6 but there is a four or five then declare partial success
if there is no four/five/six declare a fail

That's for Action rolls.

For Resistance roll, the output is a number, not sucess/failure. You roll #d6 (which the user can input manually in MoreCore) and the character recieves 6 stress minus the highest die result from the resistance roll. For example if you roll 2d6 and get 4, 5. You recieve 1 stress. If you got a 6, zero stress. If you get a Critical, you recover 1 stress. But the roll just needs to subtract 6 to the highest dice rolled to work and check if you made a Critical (2 six, as usual) to tell that you recover 1 stress.

34506

I think just this will be necesary.

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

And thank you very much!

zarlor
April 29th, 2020, 00:06
I would probably suggest along with the above...

Fortune and Engagement Rolls:
These are not based on any specific Action and always start with 1d6 and then add any bonuses or negative modifiers by simply adding or removing dice, to a minimum of 0 (so always 1d6 + modifiers as the number of additional d6 dice)

Rolls and results are otherwise the same as for Action Rolls

It may be worth noting here that many tables in BitD are based either on a simple 1d6 result or occasionally a 2d6 result where 1 die is the "tens" and one is the "ones" to provide a 2-digit number to lookup on a table. Not really something extra that needs to be coded since it's already doable, but I thought I would throw it out there.

I might otherwise just suggest showing the results of all the dice rolled as that could still be helpful to display instead of just the highest rolled die and the text of the result based on that. Some GMs may like to make things extra-special with a Crit that's, say, 3 or 4 sixes over what they might do for 2 sixes.

Also just for clarity on verbiage Action Rolls use Actions (think skills in most systems) for the base number of dice to roll before modifiers but Resistance Rolls are what use Attributes (in this case don't think Strength and Dex, think of Attributes as Saving Throws, in a way, except you'll always succeed to resist) to determine the number of dice to roll. So at least that is some distinction in that you will always use an Action to make Action Rolls and you will always use Attributes to make Resistance Rolls, but never Actions for Resistance Rolls or Attributes for Action Rolls.

SilentDragon64
April 29th, 2020, 02:46
Hello,
I'm new to MoreCore and was playing around with it. I've tried to follow the tutorial, but I'm running into some issues. I'm using Fantasy Grounds Unity rather then classic. And I don't have a classic license, so I can't try using it there.
First off, I'm not sure where the script directory is any more. It seems like some of the more powerful features of MoreCore are cased on scripting. When I create a project using the MoreCore system, it doesn't create any scripting directory or the lua files. So where would I find these or create them?
Additionally, if I create some NPC hostiles and try interacting with them, their names aren't showing up in the chat window. If I target my character the name shows up, but not the NPC's.
Thanks for the help.

damned
April 29th, 2020, 03:31
- To determine the Action Rating...

For Action Rating is it always based on One Attribute and ONLY One Attribute?

For Resistance Rolls you get back a VALUE rather than a Text Description. How do you determine (all possible ways) how many Dice to throw? Where will you track Stress - C4/C5/Wounds/Elsewhere?

damned
April 29th, 2020, 03:36
I would probably suggest along with the above...

Fortune and Engagement Rolls:
These are not based on any specific Action and always start with 1d6 and then add any bonuses or negative modifiers by simply adding or removing dice, to a minimum of 0 (so always 1d6 + modifiers as the number of additional d6 dice)

Rolls and results are otherwise the same as for Action Rolls

It may be worth noting here that many tables in BitD are based either on a simple 1d6 result or occasionally a 2d6 result where 1 die is the "tens" and one is the "ones" to provide a 2-digit number to lookup on a table. Not really something extra that needs to be coded since it's already doable, but I thought I would throw it out there.

I might otherwise just suggest showing the results of all the dice rolled as that could still be helpful to display instead of just the highest rolled die and the text of the result based on that. Some GMs may like to make things extra-special with a Crit that's, say, 3 or 4 sixes over what they might do for 2 sixes.

Also just for clarity on verbiage Action Rolls use Actions (think skills in most systems) for the base number of dice to roll before modifiers but Resistance Rolls are what use Attributes (in this case don't think Strength and Dex, think of Attributes as Saving Throws, in a way, except you'll always succeed to resist) to determine the number of dice to roll. So at least that is some distinction in that you will always use an Action to make Action Rolls and you will always use Attributes to make Resistance Rolls, but never Actions for Resistance Rolls or Attributes for Action Rolls.

On what basis do you add Dice? Are these added by way of Role Play / Handwaving or by way of Attributes/Skills or by specific situations like Flanking, Surprise etc?

There is d60 support in MoreCore - it rolls a d6 and multiplies the result by 10.

I am sure that your description is accurate but it has only confused me.

Please understand that I have neither the time or the interest to learn every new system so I need them explained in a lot of detail - screenshots/photoshop helps too.

damned
April 29th, 2020, 03:39
Hello,
I'm new to MoreCore and was playing around with it. I've tried to follow the tutorial, but I'm running into some issues. I'm using Fantasy Grounds Unity rather then classic. And I don't have a classic license, so I can't try using it there.
First off, I'm not sure where the script directory is any more. It seems like some of the more powerful features of MoreCore are cased on scripting. When I create a project using the MoreCore system, it doesn't create any scripting directory or the lua files. So where would I find these or create them?
Additionally, if I create some NPC hostiles and try interacting with them, their names aren't showing up in the chat window. If I target my character the name shows up, but not the NPC's.
Thanks for the help.

Hi SilentNoMore,

What tutorial are you trying to follow?
MoreCore is delivered as a .pak file. You can unzip the file and see the contents. What are you trying to achieve and we might be able to avoid coding at all?
How are you creating and interacting with the NPCs? They must be in the Combat Tracker as must the PC(s).

SilentDragon64
April 29th, 2020, 05:06
Hi SilentNoMore,

What tutorial are you trying to follow?
MoreCore is delivered as a .pak file. You can unzip the file and see the contents. What are you trying to achieve and we might be able to avoid coding at all?
How are you creating and interacting with the NPCs? They must be in the Combat Tracker as must the PC(s).

Hello Damned,
I've downloaded the current pak and installed it. I was trying to follow the youtube tutorials, linked to on the MoreCore Ruleset. The first one is at: https://www.youtube.com/watch?v=54PSYMXmyvs
I think part 3 starts talking about script files.

I attached a screen shot. I was trying to use the rifle attack on the test character. And while I can target the test character, if I target one of the hostel NPC's in the combat tracker, it chat window just says vs, and doesn't give the NPC name.

34553

damned
April 29th, 2020, 09:48
Hello Damned,
I've downloaded the current pak and installed it. I was trying to follow the youtube tutorials, linked to on the MoreCore Ruleset. The first one is at: https://www.youtube.com/watch?v=54PSYMXmyvs
I think part 3 starts talking about script files.

I attached a screen shot. I was trying to use the rifle attack on the test character. And while I can target the test character, if I target one of the hostel NPC's in the combat tracker, it chat window just says vs, and doesn't give the NPC name.

34553

This is bizarre. Im not sure when this broke but it definitely has...

damned
April 29th, 2020, 13:10
This is bizarre. Im not sure when this broke but it definitely has...

I reloaded a dozen times. I reverted to earlier builds of MoreCore and CoreRPG. I tested code for 3 hours and couldnt resolve it.
Closed FG and started fresh and now I cant get the error to reappear...

zarlor
April 29th, 2020, 13:58
There is d60 support in MoreCore - it rolls a d6 and multiplies the result by 10.

I am sure that your description is accurate but it has only confused me.

Please understand that I have neither the time or the interest to learn every new system so I need them explained in a lot of detail - screenshots/photoshop helps too.

Sorry, Damned, I was hoping I helped there, but apparently not. I've been using More Core quite a while and love it and was only hoping to clarify in a more logical away and I guess I failed at that. I absolutely know you can't know all of these game systems and I was just trying to give a more direct approach. Oh well. I'll see what I can do for the further questions, though.

Regarding Action Rating, yes. it is it always based on only One Action Rating (not Attributes at all, they use the term Attribute to be what is used for Resistance Rolls, not too different from the way Savage Worlds differentiates that Skills should largely be used for Active actions while Attributes should be used for Passive or Resistive ones, if that helps at all. That was the main definition I wanted to point out in my previous post, really, since you were using the term Attribute in the more traditional sense but for this system it means a completely different roll is used with that particular term, is all.)


For Resistance Rolls you get back a VALUE rather than a Text Description. How do you determine (all possible ways) how many Dice to throw? Where will you track Stress - C4/C5/Wounds/Elsewhere?
It is a VALUE (6-result) EXCEPT if there are more than one 6 on the dice. In the case of that situation, called a Critical, then the VALUE become -1. That VALUE always affects only one thing, Stress (not sure what Mushra is using for a value on their sheet there, so I won't speculate on the field). Stress is incremented by the player during the game (kind of like using bennies in Savage Worlds except you GAIN stress by doing certain things and by making Resistance Rolls... except when you get a Critical success on that roll, when you get to lose a Stress instead.)


On what basis do you add Dice? Are these added by way of Role Play / Handwaving or by way of Attributes/Skills or by specific situations like Flanking, Surprise etc?

Dice are added through role play, essentially. Effectively it probably shouldn't need to be handled programatically at all, the person rolling would simply need to put the modifier into the modifier box. The only modifier to dice rolls is not the usual +1 or +2 or whatever to the total (you do not roll 1d6 with a +1 modifier and get, say, a 5 then add +1 for a total of 6) rather the modifier always adds to the number of dice you roll. (so that 1d6 becomes a 2d6, instead) (there is a situation where you can bump up the final result from the table, but that also doesn't need to be handled by the program at all, I don't believe). That modifier can come from several places, but nothing that needs to be really figured out on the sheet per se, it's probably easiest just to check the modifier box and if there is a positive or negative value listed there to simply read that as adding or removing that number of d6 dice to the number to be rolled. That's it. And it can never go below 0 (with 0 meaning to roll 2 dice and take the lowest value to check your result table against, or to use as the value in the 6-result equation for Stress cost, as all noted above).

Does that help clear it up any? My apologies again for adding to the confusion.

Boldtaar
April 29th, 2020, 16:24
On the sheets main tab how do I move items side way?

screenshot
34569345693456934569


edit
Is it me or is it just a FG unity issue?

Amesephis
April 29th, 2020, 21:56
Amesephis and lichtbringer

I will do my best to write some Rolls for you over the next couple of weeks.



Ty ^^

damned
April 30th, 2020, 00:22
Ty ^^

As per the rest of the post -


In return I ask that you consider doing the following:

Create 2 to 4 unique PCs
Create 2 to 4 NPCs
Create a mini adventure with at least 2 encounters in it.

Either zip up the campaign and upload it with some instructions or export it as a Module. This will help others play your system and hopefully make some improvements and share back.

Will you be able to do this once I create the rolls?

damned
April 30th, 2020, 00:25
On the sheets main tab how do I move items side way?

screenshot
34569345693456934569


edit
Is it me or is it just a FG unity issue?

It looks like a bug - Ill check it out - thanks for the report.

terrell
May 1st, 2020, 15:05
Can someone help me out or point me in the right direction here. I am trying to get Morecore to have the Modifiers add/subtract dice from the dice pool when I have given it the /pooltype command. As an example, if I use the command /vaesen 10d6, the modifiers do what I want (see image example). If I use the command /pooltype vaesen, then roll dice rolled from the pool, the modifiers add/subtract from the bonus to the roll rather than the number of dice being rolled.
Roll Example Image (https://drive.google.com/open?id=1943N5tOpUpnGqUT_oVx8cTz3OKOSMxg6)

I found an old Shadowrun Extension thread that said to "changing the performRoll functions in manager_action_skill.lua and manager_action_attack.lua, replacing: local count = nSkillLev;"
Manager_action_skill.lua isn't there any more and neither I nor Notepad++ can find "local count = nSkillLev" in any Morecore files so I assume the structure has changed a bit.

Thanks,
Terrell

damned
May 2nd, 2020, 04:11
To add dice to the pool use /pool #d#

terrell
May 2nd, 2020, 21:42
Unless I am really doing it wrong, that only adds dice to the pool. So /pool 4d6 adds 4 dice to the pool but /pool -1d6 does not subtract a die from the pool rather it adds a die that will subtract its value from the total rolled (which is cool, jut not what I am looking for). I want to have modifiers that remove or add dice from the pool based on the situation as in the example image.

damned
May 3rd, 2020, 06:16
The pool doesnt work how you think it might.
If you add 3 dice for Strength and 2 for Sword Mastery and 1 for the Mithril blade you dont have 6 dice. You have 3 dice for Strength and 2 for Sword Mastery and 1 for the Mithril blade. When you subtract dice which pool are you taking it from?

terrell
May 3rd, 2020, 17:31
It clearly does not. From your example, it would not matter which dice pool I would take a die from so long as the total number of dice in the pool were decremented. I'll keep prodding along, thanks.

Raldanash
May 4th, 2020, 06:59
@Terrell -

Here is how I solved the "spontaneous" dice mods
- I created modifiers as "rolls"
- I then dragged and dropped them into a suitable field on the character sheet.
- If you want to roll with modifier, click the modifier roll first, then the skill. In the attached screenshot, the chatbox shows the same roll "flat" and with a +3 modifier adding three dice to the pool.
- There is also an extra parameter field for each skill (second column) which allows you to enter a situational modifier.
Note that I am not using the dicepool on the table or the modifier box in the bottom left corner.

What I would love to see (but is still beyond me and requiring several days or weeks of study) is to get the condition modifiers applied

34856.

However, keeping "cost" and "benefit" in view, it's much easier to manage this manually. Also, if you are going to work on a YZE character sheet, let me know. At this point, that still baffles me, but it might help to work on it with someone.

Territan
May 4th, 2020, 15:03
MoreCore has four Champions die rollers. Two (/champions # and /cstun #d6) work more or less as advertised.

/ckill #d6 doesn't seem to use more than one die for the body damage, and I have no idea what it's doing with the stun multiplier die. (It doesn't help that, over the several editions of Hero System rules, the stun multiplier die on killing attacks has been read in different ways to try to mitigate the effects of "stun lotto." The 6e version reads the stun multiplier die as a d3 and adds one.)

/cskill c#s# does something I don't think I've ever seen in Hero System rules, using 5+any sort of rating, and I can't alter the results with any value for s that I've tried yet, from 0 to 110.

Is there something I should be setting in the character sheet to make these make more sense? Or am I running through bugs and not even knowing it?

Also, /morecorehelp only shows "The MoreCore User Manual can be found here: (LINK)" The (LINK) isn't clickable.

damned
May 5th, 2020, 02:07
Champions was the main reason I dont build rolls that cant be verified by at least 2 separate sources.
I got so much information and misinformation on those rolls.
They have not been updated as someone else was building an extension but they did go awol.

I built the rolls the way they were explained to me. I dont even have those notes any more.

Territan
May 5th, 2020, 10:06
Champions was the main reason I dont build rolls that cant be verified by at least 2 separate sources.
I got so much information and misinformation on those rolls.

Oof. I’m sorry to hear that you’ve had so much trouble with the system and/or the people trying to play within it.

For what it’s worth, I’m not afraid of “rolling my own” in lua; I’m just horribly new at it. It also sounds like if I did get something going, you wouldn’t be interested in what I assemble, which is fair considering its history.

damned
May 5th, 2020, 14:39
Maybe it wasnt very clear.
There are about 8000 rpgs out there and hundreds and hundreds of unique dice mechanics.
Each roll typically takes me between 1 and 8 hours to write and there are well over a hundred of them.
Some systems are obtuse and difficult seemingly just for the sake of being so.
But anyway....
I dont know how most systems work. If I write a roll for a system it needs to be explained in great detail how the roll works and what things can influence a roll and what the roll is compared to and how a roll should report its results etc etc
It also seems that many people who think they are playing the same game system are actually playing by very different interpretations of rules and are probably not playing the same game as each other.
If you want to identify what each roll should do, and in considerable detail, and you have at least one other person who will do the same then I will consider writing/fixing the rolls.

However I would also ask that you in return you would create 2 to 4 pre-gen characters using the new rolls, 2-4 npcs and a mini adventure containing some story, maybe a map, and 2-4 encounters.

frostbyte000jm
May 5th, 2020, 19:06
*Bug Report*

So I thought this was and issue with my ISP, firewalls, or some other connection issue, but I was wrong.
My OTHER slowness issues was I ran a campaign for 4 years and never un-shared a map. The moment I un-shared all my maps, all my issues (but one) went away.
History (https://www.fantasygrounds.com/forums/showthread.php?57414-Maps-Not-Loading-for-my-Players-(Fantasy-Grounds-Classic))

Issue:
New Players are unable to DL Ruleset.

Steps to reproduce
1) Have player delete MoreCore.pak from their machine
2) GM starts Campain with MoreCore ruleset
3) Player logs in.

Unfortunately, I am the only one with an Ultimate License so I couldn't test this from multiple machines.

I had them delete the FateCore.pak and try the same steps, FateCore downloaded without issue. granted it is a little over 1mb smaller.

Hope this is helpful, let me know if you need any additional info.

Amatiste
May 6th, 2020, 01:41
Hi, its me again :) Please disregard my post in the tutorials thread. I am still working on this Top Secret sheet. One of the first problems I had is how to do the traits (stats.) You take two or three stats that are rolled, and average them to make a new stat. I am not sure how to do this. In this example, I have Offense, and that is figured by Adding Courage and Coordination, then dividing them by two. I placed the primary traits as shown, then dragged the stats into the reference tabs. But I can't seem to figure out how to do the math. Any thoughts?
34939
34940

damned
May 6th, 2020, 01:56
*Bug Report*

So I thought this was and issue with my ISP, firewalls, or some other connection issue, but I was wrong.
My OTHER slowness issues was I ran a campaign for 4 years and never un-shared a map. The moment I un-shared all my maps, all my issues (but one) went away.
History (https://www.fantasygrounds.com/forums/showthread.php?57414-Maps-Not-Loading-for-my-Players-(Fantasy-Grounds-Classic))

Issue:
New Players are unable to DL Ruleset.

Steps to reproduce
1) Have player delete MoreCore.pak from their machine
2) GM starts Campain with MoreCore ruleset
3) Player logs in.

Unfortunately, I am the only one with an Ultimate License so I couldn't test this from multiple machines.

I had them delete the FateCore.pak and try the same steps, FateCore downloaded without issue. granted it is a little over 1mb smaller.

Hope this is helpful, let me know if you need any additional info.

Im assuming FGC being that its a 4 year campaign?

Out of curiosity - what are you playing?

damned
May 6th, 2020, 01:57
Hi, its me again :) Please disregard my post in the tutorials thread. I am still working on this Top Secret sheet. One of the first problems I had is how to do the traits (stats.) You take two or three stats that are rolled, and average them to make a new stat. I am not sure how to do this. In this example, I have Offense, and that is figured by Adding Courage and Coordination, then dividing them by two. I placed the primary traits as shown, then dragged the stats into the reference tabs. But I can't seem to figure out how to do the math. Any thoughts?


You will need a custom roll to do this...

Amatiste
May 6th, 2020, 02:00
You will need a custom roll to do this...

It's not for a roll. Its for other areas of the character sheet that use the value. its a figured stat basically. How does one do the custom roll (in case that is only way, or I need for later)

I guess I am not sure how to use the reference fields, P1, etc

Here is the character sheet if it helps. https://www.mad-irishman.net/pubs/MI_TSAgentsDossier.pdf

damned
May 6th, 2020, 02:37
You are going to need to write an extension to do this.
It is totally covered in the MoreCore Extension videos.

esmdev
May 6th, 2020, 02:38
You will need a custom roll to do this...

Basically original Top Secret had three levels of basic characteristics. 6 of them were d100 rolls (for instance Courage and Coordination), the second set of characteristics were the average of different primary characteristics (for instance the value of Offense is (Courage+ Coordination) / 2, then there were tertiary characteristics which were some combination of averages of the primary and secondary or the sum of primary and secondaries, etc.

So what Amatiste is trying to do is calculate the secondary and tertiary ability scores. It's not a die roll it is just a strait value.

EDIT: I seem to always post when someone is replying to the post I am replying to, so ignore me. :)

frostbyte000jm
May 6th, 2020, 22:08
Im assuming FGC being that its a 4 year campaign?

Out of curiosity - what are you playing?

It is FGC, good assumption. I have FGU, but I haven't had time to play around with it to where I am comfortable moving everyone over.

We are playing Mage the Ascension, but with some of our own Homebrew rules. It has been going well.

Brotherkelly
May 7th, 2020, 18:13
Hi all, I have come across an issue and can't figure out what is causing it.

I have a dice string created for BT:ATOW - see attached zip file. Change the extension back to .lua and you should be able to read it.

When I select this roll as a host it works fine as can be seen below:

[07.05.2020 16:28:44] Runtime Notice: s'MoS: ' | #7
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Used: ' | s'M&G Service Auto Pistol'
[07.05.2020 16:28:44] Runtime Notice: s'Attack' | databasenode = { charsheet.id-00001.clilist5 }
[07.05.2020 16:28:44] Runtime Notice: s'defender: ' | s'charsheet.id-00002'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Zeus Heavy Rifle'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'M&G Service Auto Pistol'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Factors = ' | #4 | #2 | #3
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Tranq Gun'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Martial Arts'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Combat Shotgun'
[07.05.2020 16:28:44] Runtime Notice: s'Weapon Name = ' | s'Stun Stick'
[07.05.2020 16:28:44] Runtime Notice: s'Def ARm Node: ' | s'charsheet.id-00002.torsob'
[07.05.2020 16:28:44] Runtime Notice: s'Value: ' | #5
[07.05.2020 16:28:44] Runtime Notice: s'ArmEffect: ' | #-2
[07.05.2020 16:28:44] Runtime Notice: s'Weapon low: ' | #3
[07.05.2020 16:28:44] Runtime Notice: s'Final Damage: ' | #3
[07.05.2020 16:28:44] Runtime Notice: s'Dmg Value = ' | #3
[07.05.2020 16:28:44] Runtime Notice: s'sendApplyDamage' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00002', s'sCTNode' = s'combattracker.list.id-00002', s'sName' = s'Eduard Gripley' } | nil
[07.05.2020 16:28:44] Runtime Notice: s'Type&Node Name: ' | s'pc' | databasenode = { charsheet.id-00002 }
[07.05.2020 16:28:44] Runtime Notice: s'Actor = ' | s'charsheet.id-00002' | s'string' | databasenode = { charsheet.id-00002 } | s'pc'
[07.05.2020 16:28:44] Runtime Notice: s'varNode-Combat Manager: ' | s'databasenode' | databasenode = { charsheet.id-00002 }
[07.05.2020 16:28:44] Runtime Notice: s'Node: ' | s'charsheet.id-00002'
[07.05.2020 16:28:44] Runtime Notice: s'CT List: ' | { s'id-00002' = databasenode = { combattracker.list.id-00002 }, s'id-00001' = databasenode = { combattracker.list.id-00001 } }
[07.05.2020 16:28:44] Runtime Notice: s'CT Node Match: ' | s'combattracker.list.id-00002'
[07.05.2020 16:28:44] Runtime Notice: s'CT Node Match: ' | s'combattracker.list.id-00001'
[07.05.2020 16:28:44] Runtime Notice: s'CT List: ' | { s'id-00002' = databasenode = { combattracker.list.id-00002 }, s'id-00001' = databasenode = { combattracker.list.id-00001 } }
[07.05.2020 16:28:44] Runtime Notice: s'CT Record: ' | s'charsheet' | s'charsheet.id-00002'
[07.05.2020 16:28:44] Runtime Notice: s'handleApplyDamage' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00002', s'sCTNode' = s'combattracker.list.id-00002', s'sName' = s'Eduard Gripley' } | s'3'
[07.05.2020 16:28:44] Runtime Notice: s'myTargetWounds: ' | #5
[07.05.2020 16:28:44] Runtime Notice: s'myTargetFatigue: ' | #2
[07.05.2020 16:28:44] Runtime Notice: s'myTargetNewWounds: ' | #8
[07.05.2020 16:28:44] Runtime Notice: s'myTarget: ' | s'combattracker.list.id-00002.wounds'
[07.05.2020 16:28:44] Runtime Notice: s'myTargetFat: ' | s'combattracker.list.id-00002.four'


You should be able to track the stages in the code from the various debug statements.

When I roll the same dice string as a client I get an error:

[07.05.2020 16:50:21] Runtime Notice: s'MoS: ' | #7
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Used: ' | s'M&G Service Auto Pistol'
[07.05.2020 16:50:21] Runtime Notice: s'Attack' | databasenode = { charsheet.id-00001.clilist5 }
[07.05.2020 16:50:21] Runtime Notice: s'defender: ' | s'charsheet.id-00002'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Zeus Heavy Rifle'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'M&G Service Auto Pistol'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Factors = ' | #4 | #2 | #3
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Tranq Gun'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Martial Arts'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Combat Shotgun'
[07.05.2020 16:50:21] Runtime Notice: s'Weapon Name = ' | s'Stun Stick'
[07.05.2020 16:50:21] Runtime Notice: s'Def ARm Node: ' | s'charsheet.id-00002.torsob'
[07.05.2020 16:50:21] Runtime Notice: s'Value: ' | nil
[07.05.2020 16:50:21] Script Error: [string "scripts/manager_custom_atowdmg.lua"]:337: attempt to perform arithmetic on local 'nDefendArmValue' (a nil value)


As far as I can see the node being pointed to is the same but the value being read is coming back as 'nil', indicating it is empty. Nothing has changed in the database and the value should be 5.

What is causing this error?

Old Scouser Roleplaying
May 8th, 2020, 19:53
I've put together an Old School Essentials extension but haven't been able to bundle it into a single package. I have an extension (based on Damned's video tutorials), a mod with some tables and class info, and an XML file of the character sheet taken from an import. I've got official logo's from Gavin Norman who's happy for me to put this out there.

As it's a extension, a mod and a character sheet, where's the best place to put it? A single zip file on the extensions thread, or separate it out and put the character sheet on that thread?

Elihu
May 8th, 2020, 23:04
Is there a way to change the grid to meters or yards, or is it always stuck in Feet (5' squares/hexes)?

Valyar
May 8th, 2020, 23:14
Is there a way to change the grid to meters or yards, or is it always stuck in Feet (5' squares/hexes)?
This extension can help you :)
https://www.fantasygrounds.com/forums/showthread.php?39463-MUSE-Map-Unit-Settings-Extension-(CoreRPG)

Elihu
May 9th, 2020, 00:25
This extension can help you :)
https://www.fantasygrounds.com/forums/showthread.php?39463-MUSE-Map-Unit-Settings-Extension-(CoreRPG)

That is made for CoreRPG not Morecore.

wndrngdru
May 9th, 2020, 01:08
That is made for CoreRPG not Morecore.

MoreCore is a CoreRPG ruleset.

damned
May 9th, 2020, 04:59
Hi all, I have come across an issue and can't figure out what is causing it.

I have a dice string created for BT:ATOW - see attached zip file. Change the extension back to .lua and you should be able to read it.

...

As far as I can see the node being pointed to is the same but the value being read is coming back as 'nil', indicating it is empty. Nothing has changed in the database and the value should be 5.

What is causing this error?

Ill have a look tonight.

damned
May 9th, 2020, 05:01
I've put together an Old School Essentials extension but haven't been able to bundle it into a single package. I have an extension (based on Damned's video tutorials), a mod with some tables and class info, and an XML file of the character sheet taken from an import. I've got official logo's from Gavin Norman who's happy for me to put this out there.

As it's a extension, a mod and a character sheet, where's the best place to put it? A single zip file on the extensions thread, or separate it out and put the character sheet on that thread?

Awesome stuff Old Scouser Roleplaying

I reccomend you start a new thread and write it up.
Add the 3 files separately.
You can also export the PC sample in the module and it will show in pre-gens.