PDA

View Full Version : MoreCore extensions



Moon Wizard
April 12th, 2017, 17:39
Instructions on how to install extensions: http://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Extensions

The following are compatible with MoreCore ruleset:


Many CoreRPG extensions will also work (https://www.fantasygrounds.com/forums/showthread.php?20320-CoreRPG-Extensions)
Doctor Who RPG (https://www.fantasygrounds.com/forums/showthread.php?49061-Doctor-Who-RPG-by-Cubicle-7)
Shadowrun 5E (https://www.fantasygrounds.com/forums/showthread.php?48066-Shadowrun-5e-(MoreCore-Extension))
Trail of Cthulhu (https://www.fantasygrounds.com/forums/showthread.php?47731-Trail-of-Cthulhu-Full-working-ruleset)
Esoterrorists (https://www.fantasygrounds.com/forums/showthread.php?47979-Esoterrorists-Full-Extension-Ruleset)
Ars Magica (http://www.fantasygrounds.com/forums/showthread.php?46311-Ars-Magica-5e-MoreCore-Extension) by superteddy57
Open Legend RPG (https://www.fantasygrounds.com/forums/showthread.php?47811-Open-Legend-RPG-extension-for-MoreCore)
Cyberpunk 2020 (https://www.fantasygrounds.com/forums/showthread.php?37755-MoreCore-extensions&p=408894)
All Flesh Must Be Eaten (https://www.fantasygrounds.com/forums/showthread.php?37755-MoreCore-extensions&p=422994)
Shadow of the Demon Lord (https://www.fantasygrounds.com/forums/showthread.php?35056-MoreCore-Themes&p=420379)
Coriolis Setting (http://www.fantasygrounds.com/forums/showthread.php?37742)
Conan 2d20 (https://www.fantasygrounds.com/forums/showthread.php?36019-Conan-Extension-V-3-1&p=313057)
Various themes (https://www.fantasygrounds.com/forums/showthread.php?35056-MoreCore-Themes) Shadow of the Demon Lord, Monster of the Week, City of Mist, Symbaroum, Pendragon
City of Mist starter set (https://www.fantasygrounds.com/forums/showthread.php?35156-MoreCore-City-Of-Mist-Starter-Set) Includes data and adventure modules.
Dungeon World (https://www.fantasygrounds.com/forums/showthread.php?50825-Dungeon-World-Manual) Character Sheets and Reference
Wide Peas (https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=594471&viewfull=1#post594471)





Please post comments on individual extensions in the specific extension thread (linked above) - keep this thread for info on new/updated extensions. Thanks!

ShotGun Jolly
April 18th, 2017, 12:04
Conan 2d20 Theme can be found here. (http://www.fantasygrounds.com/forums/showthread.php?36019-Conan-Extension-V-3-1&p=313057&viewfull=1#post313057)

Michael Hopcroft
April 30th, 2017, 21:52
The like to How To Install Extensions doesn't seem to be working right now. I think I need to see an Installing Extensions for Dummies.

Trenloe
April 30th, 2017, 22:06
The like to How To Install Extensions doesn't seem to be working right now.
The URL wasn't copied correctly. Try it now.

Nylanfs
July 26th, 2017, 13:47
Welcome to the forums and FG community! Somebody with more knowledge than I should be along shortly.

PeteFanning
October 10th, 2017, 01:15
I may need the "I think I need to see an Installing Extensions for Dummies" as well. Following the instructions at http://www.fantasygrounds.com/wiki/i...iew#Extensions didn't work for me. I'm trying to install FG GAP and getting nowhere. Is there anyplace else that I should be looking?

Trenloe
October 10th, 2017, 01:42
I may need the "I think I need to see an Installing Extensions for Dummies" as well. Following the instructions at http://www.fantasygrounds.com/wiki/i...iew#Extensions didn't work for me. I'm trying to install FG GAP and getting nowhere. Is there anyplace else that I should be looking?

Open FG
click the folder icon in the top right hand corner
go to the "extensions" directory in the file explorer that opens
paste the <extensionname>.ext file here.
Restart Fantasy Grounds, create a new campaign using a ruleset supported by the extension and see if the extension is listed.

PeteFanning
October 10th, 2017, 15:10
Thanks! I'm now up and running! I must be getting to be a slow learner in my old age....

metazeta
July 14th, 2018, 12:17
Could you please add a loadorder to the MoTW theme ?
I use a WIP Lpak with loadorder 90 and it's loaded before as the loadorder is not specified

damned
July 14th, 2018, 23:30
Could you please add a loadorder to the MoTW theme ?
I use a WIP Lpak with loadorder 90 and it's loaded before as the loadorder is not specified

Hi metazeta what would you recommend the load order be set at?
I need to refresh all those themes at some point but for now its probably best you edit your copy of the theme for now.

metazeta
July 15th, 2018, 00:55
Hi,
For some reason the LPaks should now have a loadorder of 90 according to the latest LPak framework provided ?
Imho a theme should load after the ruleset LPak.

I did not see any norm for themes load order yet, but the thing is LPaks can handle any value except none because the default is 0 :ninja:

EDIT:
LPaks for ruleset have a load order of 90
LPaks for extensions have a load order of 110
I would say a theme should stand in between ?

damned
July 15th, 2018, 04:52
Hi,
For some reason the LPaks should now have a loadorder of 90 according to the latest LPak framework provided ?
Imho a theme should load after the ruleset LPak.

I did not see any norm for themes load order yet, but the thing is LPaks can handle any value except none because the default is 0 :ninja:

EDIT:
LPaks for ruleset have a load order of 90
LPaks for extensions have a load order of 110
I would say a theme should stand in between ?

I will keep that in mind when I go back to them - thanks for the input.

Cerulean Shaman
July 21st, 2018, 01:47
What's the name of the skill frame so I can change it in my tweaked theme? I managed to guess spells and attacks correctly, but skill and skills isn't working for the frame.24033

damned
July 21st, 2018, 01:54
welcome cerulean shaman its groupbox_abilities

Cerulean Shaman
July 22nd, 2018, 00:50
welcome cerulean shaman its groupbox_abilities

Thanks a ton.

superteddy57
September 14th, 2018, 21:23
Please move to this thread for further information and questions for the Ars Magica 5E More Core Extension

http://www.fantasygrounds.com/forums/showthread.php?46311-Ars-Magica-5e-MoreCore-Extension

viresanimi
September 15th, 2018, 08:27
I love Ars Magica! Played in a campaign that lasted 10 years or something. I think you made everyone I know extremely happy.

I did get one error though. When trying to roll the Technique / Forms field, I get this: Script Error: [string "cran"]:1: attempt to index a nil value

I really hope this will be build upon. Ars Magica is really one of the greatest games ever and deserves some love. Thank you for making this!


Vires Animi

Melioch54
September 15th, 2018, 10:00
Great extension,, but what is the main PAK to use ?

damned
September 15th, 2018, 12:04
I love Ars Magica! Played in a campaign that lasted 10 years or something. I think you made everyone I know extremely happy.

I did get one error though. When trying to roll the Technique / Forms field, I get this: Script Error: [string "cran"]:1: attempt to index a nil value

I really hope this will be build upon. Ars Magica is really one of the greatest games ever and deserves some love. Thank you for making this!


Vires Animi

viresanimi please post your Roll - Name and String - and can you confirm you are using MoreCore 1.46 which is required for this extension.

damned
September 15th, 2018, 12:05
Great extension,, but what is the main PAK to use ?

Hi Melioch54 these are MoreCore extensions so you should be using the latest MoreCore build which is 1.46.
http://fantasygrounds.com/forums/showthread.php?34860

viresanimi
September 15th, 2018, 12:13
I am running 1.46. And its ... well.. pretty self explanatory. Any Form / Technique roll generates the error. There is a half a page of those buttons. I don't know what else to say?

Vires Animi

Melioch54
September 15th, 2018, 12:48
Hi Melioch54 these are MoreCore extensions so you should be using the latest MoreCore build which is 1.46.
http://fantasygrounds.com/forums/showthread.php?34860

Thanks a lot !

superteddy57
September 15th, 2018, 19:44
I love Ars Magica! Played in a campaign that lasted 10 years or something. I think you made everyone I know extremely happy.

I did get one error though. When trying to roll the Technique / Forms field, I get this: Script Error: [string "cran"]:1: attempt to index a nil value

I really hope this will be build upon. Ars Magica is really one of the greatest games ever and deserves some love. Thank you for making this!


Vires Animi

Sure thing, I replicated the issue. Updated post with proper v1.0. I made some changes to the variables and should now be rollable again.

superteddy57
October 6th, 2018, 23:28
Moved to it's own thread

https://www.fantasygrounds.com/forums/showthread.php?46312-Cyberpunk-2020-MoreCore-Extension

damned
October 7th, 2018, 02:50
Sweet work superteddy57!!!

damned
October 7th, 2018, 07:35
by Ahoggya

So we, damned and myself, have an extenstion for a theme to use with All Flesh Must Be Eaten. Also there is a sample blank character sheet and a filled player character sheet. Unzip the file. As usual, put the AFMBE.ext in the extensions folder and import the two character sheets if you wish. https://www.dropbox.com/s/2gugfrp4axlbrd1/AFMBeaten.7z?dl=0

db3k
October 25th, 2018, 23:04
I'm getting this error when trying to create a new skill in Ars Magica.

25091

superteddy57
October 25th, 2018, 23:16
Thanks db3k,

I believe it was an issue with an item I forgot to remove from header. Give v1.5.1 a try and see if it produces the same error.

db3k
October 26th, 2018, 03:51
Thanks db3k,

I believe it was an issue with an item I forgot to remove from header. Give v1.5.1 a try and see if it produces the same error.

Worked like a charm! Thanks for the great extension.

db3k
October 26th, 2018, 04:10
Hmm. Maybe I spoke too soon.

When I drag the new skill to a blank character sheet, the skill name does not come up, nor am I able to make the link pop up any info about the new skill.

superteddy57
October 26th, 2018, 05:28
I was never able to get the name to transfer over for drag n drop. It is still on my list of future additions. I set up the link button to open the skill node that has a match to the name on the character sheet.

PrincePheonix
October 28th, 2018, 19:57
This is great, and I am certainly going to be following this as it gets updated as I wouldn't mind my first time as a GM in Fantasy Grounds (and in general, as I've never run a Tabletop RPG before) being with this game. However, are you aware that when dragging a weapon (for example) into a character sheet, it creates a separate instance of that weapon that when edited in the "Items" list doesn't update the item in a Characters "Main" tab?

Additionally, is there any plan to have it when you drag a weapon from the "Items" list into a Characters Inventory, that it auto-adds it to the "Weapons/Implements" list?

I'm also hoping this is posted in the right place, as I couldn't see a separate tab for this Cyberpunk extension, and secondly wanted to let you know that it's being used :D Thanks for making it!

superteddy57
October 28th, 2018, 21:35
Thanks, yes, I'm working on trying to link the inventory list to the weapons. For now, you can use it to track your weapons and leave the inventory tab for the misc items. It is certainly on my list of things to make life easier for players. I might start two separate threads for my extensions. Don't want to clutter this thread up. Be on the look out for them in the CoreRPG.

chillybilly
October 30th, 2018, 00:59
Thanks, yes, I'm working on trying to link the inventory list to the weapons. For now, you can use it to track your weapons and leave the inventory tab for the misc items. It is certainly on my list of things to make life easier for players. I might start two separate threads for my extensions. Don't want to clutter this thread up. Be on the look out for them in the CoreRPG.

This is a fantastic extension! Thanks!

edberg88
November 26th, 2018, 09:23
Hi! New to FG... I'm wondering if there is anyone who have made a Trudvang Chronicles Ruleset, Extension or charsheet?

damned
November 26th, 2018, 09:37
Welcome edberg88

What are the core mechanics, dice rolls etc of this system?
Spell it out in lots of detail.

edberg88
November 26th, 2018, 09:48
link to the publishers site http://www.riotminds.se/games/trudvang-chronicles/
Its a skill-based BRP clone, copy of text from the site :)

''Game system
The game is a skill-based BRP-clone with archetypes such as Warrior, Thief, Bard, Shaman etc. and a set of Character Traits (Strength Charisma, Perception, etc.).

Skills are divided into “General skills”, “Disciplines” and “Specialities”. General skills are broad and general, Disciplines are more focused and Specialities are a very specific expertise. The character gets access to disciplines and specialities as he/she advances in the skill.

Example: Agility (Skill). Body Control (Discipline). Jumping, Climbing, Balancing (Speciality).

All skills are built upon a D20 system (roll below your Skill-level to success).

Combat mechanics center around actions and modifications for difficulty and Skill level. Rolls for damage is “open-ended”, meaning if you roll 10, you roll again.''

damned
November 26th, 2018, 09:56
link to the publishers site http://www.riotminds.se/games/trudvang-chronicles/
Its a skill-based BRP clone, copy of text from the site :)

''Game system
The game is a skill-based BRP-clone with archetypes such as Warrior, Thief, Bard, Shaman etc. and a set of Character Traits (Strength Charisma, Perception, etc.).

Skills are divided into “General skills”, “Disciplines” and “Specialities”. General skills are broad and general, Disciplines are more focused and Specialities are a very specific expertise. The character gets access to disciplines and specialities as he/she advances in the skill.

Example: Agility (Skill). Body Control (Discipline). Jumping, Climbing, Balancing (Speciality).

All skills are built upon a D20 system (roll below your Skill-level to success).

Combat mechanics center around actions and modifications for difficulty and Skill level. Rolls for damage is “open-ended”, meaning if you roll 10, you roll again.''

edberg88 Id be willing to help you understand how to build this on MoreCore if you will then share your sheets and/or any other intro (non copyright) material here for others to also use...

edberg88
November 26th, 2018, 10:23
edberg88 Id be willing to help you understand how to build this on MoreCore if you will then share your sheets and/or any other intro (non copyright) material here for others to also use...

I'm certainly going to try and make my own sheet for it, i found the site http://www.diehard-gaming.com/mchelp.html with alot of help with the rolls library :)

Btw is there a way you can change the background easy on the sheet?

damned
November 26th, 2018, 10:52
Have a look at this playlist.
The first video has some basics on themes.
Some videos are very much vanilla MoreCore and others get into extending MoreCore via some programming.
https://www.youtube.com/watch?v=54PSYMXmyvs&list=PLsgd1zJLdiKW23yt4X2qc_9w1TWQfTPUA

edberg88
November 26th, 2018, 10:55
Have a look at this playlist.
The first video has some basics on themes.
Some videos are very much vanilla MoreCore and others get into extending MoreCore via some programming.
https://www.youtube.com/watch?v=54PSYMXmyvs&list=PLsgd1zJLdiKW23yt4X2qc_9w1TWQfTPUA

Thx, will do :)

SmileyMan
November 27th, 2018, 18:58
Hi everybody,
I'm new on FG, me and my players we used to play on Exalted 2ed system, which have a (over)complicated system for combat, but which give us also epic sessions.

For what I've seen on MoreCore, we are not far for something we could adapt without coding so much using rolls : Exalted consist in the main part of adding or removing d10 dices of a dice pool, launch, take the sucesses for a new dicepool, etc.
For exemple I will take x dices from an attribute + x dices from the skill - x dices from internal penalties + x dice by using a charm.

So my questions are :
- did somebody already tried to adapt that system, or interested to help me to do it? (I may do a specific thread depending on morecore capability)
- is that possible to remove dices from the dicepool? from a roll or manually?
- is that possible to add / remove dices of a player's dicepool using rolls from the GM? (to remove NPC defense on the attacking player's dicepool)

For now we are enjoying the easy life of using Savage Worlds system on another game, so nothing urgent, but we still have this dream to come back on exalted :)

See you!

damned
November 28th, 2018, 00:17
Hi rodrigues and welcome

At the moment there is no way to subtract a certain amount of dice from the pool.
If you add some dice to the pool you will see a little white dot to indicate that one slot has been used.
Add some more dice and another dot/slot is used.
You can click the dot to clear that slot but you cannot edit the dice in that slot.
Does that make sense?
I will have a chat with ianmward (but he is waaaay busy with real life at this time) and see if that feature can be added.

I have an idea that might work.
You say all dice are d10s?
How should a roll report? Does the roll care where the dice came from? Do you ever use more than one colored dice to represent a different dice source for example?

SmileyMan
November 28th, 2018, 08:54
Hi Damned (i've changed my username) thank you for your quick answer!



You can click the dot to clear that slot but you cannot edit the dice in that slot.
Does that make sense?
That make sense I had not tried to click on them before and had not seen the useful tooltip that is displayed.:)



I will have a chat with ianmward (but he is waaaay busy with real life at this time) and see if that feature can be added.

I can help also with coding. I've never used Lua before but I'm coding with VBA & javascript so I can learn. I could imagine it means we need to manage negative numbers in processPool script and add a function removeDice. I went no deeper for the moment.



I have an idea that might work.
You say all dice are d10s?
How should a roll report? Does the roll care where the dice came from? Do you ever use more than one colored dice to represent a different dice source for example?
Yes, it's all d10s. It does not care where the dice come from but it may help to understand how the dicepool is built and if you did not forget something. I've never though about using different colors for different source but that could be a good idea.
I can provide you a couple of complex but frequent exemples to explain you how it works. Should I create a specific discussion thread?

Bye

damned
November 28th, 2018, 10:44
SmileyMan i know the dicepool looks like the most likely place to do this but I think that a normal roll works better for your adding and subtracting dice from the pool.

Please tell me more about the dice roll.
How do I know if its a success?
How do I know how many dice to roll?
How do I know hoe many to subtract?

What would the resultant message look like?
Is the result dependent on the target? Like does it take the targets AC into effect for example?

SmileyMan
November 28th, 2018, 16:32
SmileyMan i know the dicepool looks like the most likely place to do this but I think that a normal roll works better for your adding and subtracting dice from the pool.

Please tell me more about the dice roll.
How do I know if its a success?
How do I know how many dice to roll?
How do I know hoe many to subtract?

A success is equal 7 or higher.
A roll combine an Attribute (adding d10) + an Ability (adding d10).
I add dices also with :

Charms (spells)
Stunt : bonus d10 decided by the GM based on the player's description quality
Equipement


I substract dices from :

Charms from the player or foes
Wounds (internal penalties)
Multiple actions penalties


Exemple : Player 1 is atticking foe 1. He adds Dexterity (3d10) + Melee (3d10). He adds the precision of the sword (+2d10). He is already wounded (-1d10). He decide to attack twice (-2d10 on the first attack / -3 on the second). He use a Charm to help him (+2d10). So for the first attck he launch 7d10.
He obtains 3 successes (>=7) from which he remove 2 successes because of the Defense Value of 2 (set value) of foe 1. Player 1 has 1 success remaining so he succeed to touch the enemy and he will now calculate the damage.
For this he adds the remaining success (1d10) + his strengh (+3d10) + the damage stat of the sword (+3d10). He remove the foe's soak (-1d10). As the foe also use a charm to increase his soak he remove another dice (-1d10). So for the damage rate he wiil launch 6d10.



What would the resultant message look like?
The message could be "source 1 + source 2 - source 3 => X success'.
I tried to combine rolls but I couldn't find how to combine parameters in /rollover for exemple. Like /rollover (p1+p2)d10x7



Is the result dependent on the target? Like does it take the targets AC into effect for example?
I'm not sure to understand. Does my previous exemple answers your question?

Thank you again for your help,

damned
November 28th, 2018, 23:25
Ok - i think the best way to approach it is like this:

1st Ill modify the /successes roll to accept modifiers.
Then you create a bunch of /successes rolls for the main rolls.
You then create a bunch of /mod rolls for the things that assist and hinder

You click all your modifiers - plus and minus - and you can use the modifiers box for any additional modifiers - and then you click the one that has the /successes in it and it will do the rest.
I need to update /successes or create a /exalted roll.

http://www.fantasygrounds.com/forums/attachment.php?attachmentid=25423

25423

SmileyMan
November 29th, 2018, 17:51
Ok - i think the best way to approach it is like this:

1st Ill modify the /successes roll to accept modifiers.
Then you create a bunch of /successes rolls for the main rolls.
You then create a bunch of /mod rolls for the things that assist and hinder

You click all your modifiers - plus and minus - and you can use the modifiers box for any additional modifiers - and then you click the one that has the /successes in it and it will do the rest.
I need to update /successes or create a /exalted roll.


Ok, if I understand in our case the modifier will not be added to the result of the roll, but at the number of dices rolled, like in the image I attached. I really like it : I can have all the details of the pool, and add dices from the GM or the player

http://www.fantasygrounds.com/forums/attachment.php?attachmentid=25433

25433

ShotGun Jolly
November 30th, 2018, 17:13
Just updated the latest Conan, 3.7!

Torment
January 19th, 2019, 10:52
by Ahoggya

So we, damned and myself, have an extenstion for a theme to use with All Flesh Must Be Eaten. Also there is a sample blank character sheet and a filled player character sheet. Unzip the file. As usual, put the AFMBE.ext in the extensions folder and import the two character sheets if you wish. https://www.dropbox.com/s/2gugfrp4axlbrd1/AFMBeaten.7z?dl=0

Missing files!

damned
January 19th, 2019, 14:21
All Flesh Must Be Eaten by ahoggya

Try this one....

LongShot
January 20th, 2019, 01:53
I love the options in MoreCore! This is a great repository for home brewing just about anything.

One comment-request: The West End Games D6 system called for a die pool of d6's with one of the d6's being a wild die that explodes on a roll of 6 (and continues to explode as long as a 6 is rolled). The current /weg roll mechanic in MoreCore has all die explode when a 6 is rolled. Is it possible to get an option in line with the WEG single wild die system as written?

Thanks for considering and thank you for a great game system interface!

-LongShot

damned
January 20th, 2019, 02:22
Hi Longshot please use the WEG roll like this:

/weg 1d6+2d1006
/weg 1d6+2d2006
/weg 1d6+2d3006
/weg 1d6+2d4006

let me know if that works correctly for you.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=26022

26022

LongShot
January 20th, 2019, 02:26
Hi Longshot please use the WEG roll like this:

/weg 1d6+2d1006
/weg 1d6+2d2006
/weg 1d6+2d3006
/weg 1d6+2d4006

let me know if that works correctly for you.

That's awesome! Works perfect! Thanks! :D

-LongShot

damned
January 30th, 2019, 13:32
Updated with Trail Of Cthulhu Extension/Ruleset.
See first post.

Darkpoet
February 2nd, 2019, 08:57
Hi I am new to FG, Morecore has been a huge help with getting up to speed on non-mainstream games. One really nice thing to have would to be for wounds to sync like they do in some games like in this video https://www.youtube.com/watch?v=pcmfcbJV6KE&feature=youtu.be&t=365. Does anyone know of a extension that will do this or can provide me with some instructions on how to wire things up to do so?

damned
February 2nd, 2019, 12:40
Hi Darkpoet

MoreCore doesnt know the rules of the system that you are playing.
It doesnt know if you are rolling higher or lower than your targets defence for example.
It also doesnt know if defence is equivalent to damage reduction or if it just makes it harder to hit someone.
These are just examples.

How does your system work?
For example I have coded Rolls for old school D&D /thac0 and /dbdamage that know how to interact with the targets Defence and Health.
Same for the Gumshoe Rolls /gsattack and /gsdamage.
You could test the /dbdamage Roll and see if it works for you...

These are newer Rolls.
There are over 100 Rolls now.
In the beginning... there were just a couple of Rolls and they were less specific.
As MoreCore has developed so has the complexity of the Rolls and as most of the generic systems have been catered for more specific Rolls and features are starting to appear.

I am thinking of the following new Rolls

/attackac #d#+#> will roll #d#+# and compare to the Defense value of the Target and then look at the > or < to determine success
/damageroll #d#+# will roll #d#+# and apply that damage to the targets Wounds
/damagedr #d#+# will roll #d#+# and apply that damage to the targets Wounds less the targets Defense value

Do you think that these Rolls would cover your situation?

Darkpoet
February 4th, 2019, 20:50
Something like /damageroll would be dandy. I had one other thing come up while building a script of items for my Chaos Earth game. It seems I cannot multiply the result of a dice roll. It's super common in Palladium to have a roll like 1d6x10 damage. Does anything exist for this? I am a developer by trade and would not mind trying my hand at creating dice rolls, can you point me in the direction of any relevant files I can read through and try implementing on my Own?

damned
February 4th, 2019, 20:54
Inside your MoreCore game click the link to the User Manual or type /morecorehelp in chat for the link again.
In there is a section on creating your own Rolls.

damned
February 4th, 2019, 21:23
I dont know if this covers all your use cases (and I doubt it) but there is a d60 (10,20,30,40,50,60) and d600 (100,200,300,400,500,600) in MoreCore.
Similar dice for d4/d8/d10/d12/d20 do not exist. The d60/d600 were added for Traveller.

Quorlox
February 10th, 2019, 22:53
Ok, if I understand in our case the modifier will not be added to the result of the roll, but at the number of dices rolled, like in the image I attached. I really like it : I can have all the details of the pool, and add dices from the GM or the player

http://www.fantasygrounds.com/forums/attachment.php?attachmentid=25433

25433

Been away from FG for a few years, but hope to run an Exalted (2nd Edition) campaign soon so am wondering if the quoted discussion resulted in an Exalted add-on

damned
February 10th, 2019, 23:25
I dont know the mechanics for Exalted... another game sitting on the shelf that Ive never looked at...

Explain how your Dice Rolls work at the table and Ill offer some suggestions for how you would do it in MoreCore
Be as specific as possible. More info is better than 6 back and forths to find out the detail.

Quorlox
February 11th, 2019, 00:12
I dont know the mechanics for Exalted... another game sitting on the shelf that Ive never looked at...

Explain how your Dice Rolls work at the table and Ill offer some suggestions for how you would do it in MoreCore
Be as specific as possible. More info is better than 6 back and forths to find out the detail.

Exalted is based on d10s.

Every action is based on a dice pool, which is the number of d10s that are rolled.

The number of dice in a dice pool are calculated by adding a base (typically Attribute + Ability), adding any additional modifiers (e.g. from equipment or stunts), and subtracting any dice-pool penalties (e.g. internal penalties). For example, let's say a character has Dexterity = 2 and a Martial Arts = 2, a 2-die stunt bonus, and a -1 Wound penalty; the character's dice pool would be 2 + 2 + 2 - 1 = 5.

Once the dice pool is determined and rolled, you need to count the number of successes generated. Any d10 that is 7-9 counts as one success and for almost every character that matters, a 10 (i.e. 0) counts as two successes. So continuing the 5-die dice pool example, let's say the player's d10s resulted in the following: 1, 2, 7, 8, 10. This would result in 0 + 0 + 1 + 1 + 2 = 4 successes.

After the successes are calculated, you remove any bonuses or penalties to the successes (e.g. spending Willpower, external penalties), which are then subtracted from the total number of successes. In this case, let's assume the character has 2 bonus successes and has a -1 external penalty so his net successes are 4 + 2 - 1 = 5.

After all of this, you have to compared the number of successes to the difficulty of the task, which can be anywhere from 1 to 10+. If the character gets less than the difficulty, the action fails, if the character's result is equal to or exceeds the difficulty, the character succeeds. The number of successes beyond the difficulty is referred to as the threshold, and threshold successes can have additional impact (e.g. extra damage, more difficult to resist, etc.). Continuing our example, let's assume the difficulty of the task was 3, the character who got five successes would succeed with two threshold successes.

Some rolls are made against static difficulties, while others, like those in combat, may be actively resisted so the difficulty is determined by the result of a roll from a different dice pool.

Many tasks are completed by the roll of a single dice pool, while others like crafting or chases, are determined by multiple rolls against a difficulty (static or not) and net successes (1 + threshold successes) need to be summed until the task is completed.

The result of dice pool roll that has no die getting 7+ and at least one die rolling a 1 is considered a botch, which tends to be bad for the character. If at least one die as a 7+, the number of 1s rolled does not matter.

Hopefully that provides enough information, but if you have any questions, feel free to ask.

damned
February 11th, 2019, 01:21
Ok so this is how FG uses the Modifier Stacks:

You have a number (no idea what the max number is) of slots in which you can put a modifier.
When you add a modifier in there it adds the Number and the Description (where available) - eg: Cover /mod 1, Strength /mod 3, Wound /mod -1
So you build a pool of:
Strength +3
Wrestling +2
Size +1
Wounds -1
This would result in something like:
Roll + 5 [Strength +3, Wrestling +2, Size +1, Wounds -1]

Now when we do this with a Dice Pool it does something like this:
Strength +3, adds 3d10 into the Pool with the Descriptor Strength +3
Wrestling +2, adds 2d10 into the Pool with the Descriptor Wrestling +2
Size +1 adds 1d10 into the Pool with the Descriptor Size +1

Now when you go to remove Dice how do you do it?
Which dice do you remove?
I know this feels like semantics, and for a human brain its so simple you dont give it a moments thought.
But the way the FG pools are built there is no way to remove "some of the dice in that slot" eg removing 1 dice from the Strength Pool because of the Wounds. What if the Wounds was 4? The we have to remove dice from at least 2 slots as no pool has 4 dice in it.

Im sure this could be programmed but it is a long way from simple so the current Pools, Dice Pools, cant/dont support this.

So - how could we work around this?

I have to back track a bit and talk about how we might set the rolls up excluding the dice we have to remove first.

Lets start with the following Rolls and Parameters to get us going
Challenge Roll /rollpool
and
Strength /pool (p1)d10
and
Wrestling /pool (p1)d10
and
Size /pool (p1)d10

So you might set all the Attributes, Skills, Equipment and Advantages etc as /pool (p1)d10

You would click all the appropriate Attributes, Equipment, Advantages etc and then click the Challenge Roll
All the dice would be added to the Pool and the Pool would Roll

So this gets us a fair way along to were we are going without any programming.
A little setup to get started and then its pretty easy.

Now we need a way to count 7-9s as 1s and 10s as 2s and ignore other results (except for your fumble) and to Drop Dice.

So we would need to create a new Roll that does something like:

Collect the Penalties from the Modifier Box and Sum them.
Roll all Dice and do a for loop
nSuccesses = 0
while n <= penalty nSuccesses = nSuccesses;
while n > penalty if rRoll.aDice[n].result == 10 then nSuccesses = nSuccess+2 elseif rRoll.aDice[n].result > 6 then nSuccesses = nSuccess+1

So.... there is a roll with some degree of complexity to construct....
On working this thru Ive switched methods several times and now that I have completed it I wonder if not using Dice Pools and just using Modifiers might not be the best way... the bolts would be the same but the nuts would be a little different...

Quorlox
February 11th, 2019, 01:52
Thanks for walking through a possible solution. Could one just do all of the initial adding and subtracting using integers and then once the size of the rolled pool is calculated, then calculate and roll the dice pool? So an Attribute might be 2 instead of 2d10 and an Ability also 2 instead of 2d10. After they are added and any additional modifiers are taken into account, the resulting integer is converted into a dice pool and rolled.

damned
February 11th, 2019, 02:10
You could... but you wouldnt use the Dice Pool.
You would get the ModifierStack and assign its total as something like nMod, store the desc in sModDesc, and you would then roll nMod dice in one go via the new Roll and do your calculations.
This is kinda what I was thinking when I got to the end of my explanation above...

Quorlox
February 11th, 2019, 07:04
You could... but you wouldnt use the Dice Pool.
You would get the ModifierStack and assign its total as something like nMod, store the desc in sModDesc, and you would then roll nMod dice in one go via the new Roll and do your calculations.
This is kinda what I was thinking when I got to the end of my explanation above...

So what would be the best way for me to get started? I have some programming skills (C# for Unity, a little java).

damned
February 11th, 2019, 11:43
Darkpoet Ive uploaded v1.50 - it contains some fixes for a couple of Rolls plus added some new Rolls that interact with the Target in the Combat Tracker.

/attackac #d#+#xH or /attackac #d#+#xL will roll #d#+# and compare to the Defense value of the Target either Equal or Higher xH or Equal or Lower xL
/damageroll #d#+# will roll #d#+# and apply that damage to the targets Wounds
/damagedr #d#+# will roll #d#+# and apply that damage to the targets Wounds less the targets Defense value

damned
February 11th, 2019, 12:08
Hi Quorlox if you have a look in the Doco there is some basic instructions about the files that need to be created and edited to add a new Roll.

I would start with /crom Roll...
Copy the file and rename it as manager_custom_exalted.lua and create a new roll called exalted
It looks like a combination of /mod and /exalted Rolls will quite likely be able to do what you want much more easily than using Dice Pools...

Give it a go and holler of you need some direction.

Quorlox
February 14th, 2019, 01:08
Hi Quorlox if you have a look in the Doco there is some basic instructions about the files that need to be created and edited to add a new Roll.

I would start with /crom Roll...
Copy the file and rename it as manager_custom_exalted.lua and create a new roll called exalted
It looks like a combination of /mod and /exalted Rolls will quite likely be able to do what you want much more easily than using Dice Pools...

Give it a go and holler of you need some direction.

Out of curiosity, are there people one could hire to build something like this?

damned
February 14th, 2019, 04:22
i will build you an exalted Roll if you do the following:
1. Have someone else post here and confirm that the mechanics you posted above are correct
2. You export and share one or more completed character sheets using the new roll

Quorlox
February 14th, 2019, 06:50
Thanks! I will look for somebody to confirm the mechanics, but I am uncertain what's required for the second one but would plan on doing it.

To make the mechanics cover every possible Exalted scenario that I know of, one should include a way to adjust the number required to generate a single success on the d10 (e.g. 5 instead of 7) and be able to toggle on and off if 10s count as two successes. These are rarely used mechanics, but possible.

Quorlox
February 20th, 2019, 11:04
I haven't been able to get anybody to sign up and confirm my description of the rolls, which leads me back to my original offer of possibly paying somebody to build it (so the builder is not assuming the risk).

damned
February 20th, 2019, 11:58
Exalted is based on d10s.

Every action is based on a dice pool, which is the number of d10s that are rolled.

The number of dice in a dice pool are calculated by adding a base (typically Attribute + Ability), adding any additional modifiers (e.g. from equipment or stunts), and subtracting any dice-pool penalties (e.g. internal penalties). For example, let's say a character has Dexterity = 2 and a Martial Arts = 2, a 2-die stunt bonus, and a -1 Wound penalty; the character's dice pool would be 2 + 2 + 2 - 1 = 5.

Once the dice pool is determined and rolled, you need to count the number of successes generated. Any d10 that is 7-9 counts as one success and for almost every character that matters, a 10 (i.e. 0) counts as two successes. So continuing the 5-die dice pool example, let's say the player's d10s resulted in the following: 1, 2, 7, 8, 10. This would result in 0 + 0 + 1 + 1 + 2 = 4 successes.

After the successes are calculated, you remove any bonuses or penalties to the successes (e.g. spending Willpower, external penalties), which are then subtracted from the total number of successes. In this case, let's assume the character has 2 bonus successes and has a -1 external penalty so his net successes are 4 + 2 - 1 = 5.

After all of this, you have to compared the number of successes to the difficulty of the task, which can be anywhere from 1 to 10+. If the character gets less than the difficulty, the action fails, if the character's result is equal to or exceeds the difficulty, the character succeeds. The number of successes beyond the difficulty is referred to as the threshold, and threshold successes can have additional impact (e.g. extra damage, more difficult to resist, etc.). Continuing our example, let's assume the difficulty of the task was 3, the character who got five successes would succeed with two threshold successes.

Some rolls are made against static difficulties, while others, like those in combat, may be actively resisted so the difficulty is determined by the result of a roll from a different dice pool.

Many tasks are completed by the roll of a single dice pool, while others like crafting or chases, are determined by multiple rolls against a difficulty (static or not) and net successes (1 + threshold successes) need to be summed until the task is completed.

The result of dice pool roll that has no die getting 7+ and at least one die rolling a 1 is considered a botch, which tends to be bad for the character. If at least one die as a 7+, the number of 1s rolled does not matter.

Hopefully that provides enough information, but if you have any questions, feel free to ask.

Ok so lets make some assumptions.
We are going to build a roll called /exalted that will roll the total number of d10s in the pool. The d10s will come from Attributes+Ability+Equipment+Stunts-Penalties.
Every 7, 8, 9 will increment Successes by 1 and a 10 will increment Successes by 2.

After the roll you then apply further modifiers. Why do you do this after the Roll?

At what point does the player learn the difficulty? At what point does the player learn about these external modifiers?

Quorlox
February 21st, 2019, 01:44
The difficulty may be set at the beginning for the roll, although sometimes it is kept secret. If the roll is opposed, the difficulty is set by another roll. For ease of use, it would be nice to have a Difficulty that could be set for each roll, with the default Difficulty = 1.

The d10s that can contribute to rolls can come from many sources, including Charms, which is the usual magic used by Exalted.

Penalties to a character's dice pool need to be announced before the dice are rolled, so those are known at the time the dice pool is being created.

There should also be a way to adjust the threshold for counting successes. In Exalted, it's almost always 7+, but there are a few rare powers that reduce it to 6 or 5 or whatever.

And for successes, there would need to be an option where 10s only count as one success, e.g., they only count as a single success when rolling for damage.

Often modifiers to the number of successes are applied after the roll out of convenience; they could be applied beforehand because they are simply added or subtracted from the resulting number of successes.

And I described a botch above, that should provide some kind of notification, e.g., BOTCH!, just to make it clear that something bad is about to happen. :D


Let me know if you have any additional questions.

SmileyMan
March 10th, 2019, 18:52
Hi, sorry Quorlox and damned,
I havn't seen the exalted project was going on. good:D I can help also!
I confirm the rules given by Quorlox.
I'll look ate /crom roll, it could be a very good start just modifying the d6 by d10 , thank you for the advise.

See you,

Quorlox
March 19th, 2019, 06:07
Just checking in to see if there was any progress on the Exalted roller.

damned
March 19th, 2019, 07:09
Just checking in to see if there was any progress on the Exalted roller.

sorry nope.
Smiley confirmed the rolls a week or so again and this ha not yet gotten to the top of my list...
I do plan to do it though...

SmileyMan
March 27th, 2019, 19:13
sorry nope.
Smiley confirmed the rolls a week or so again and this ha not yet gotten to the top of my list...
I do plan to do it though...

Hi damned, hi Quorlox,

Ok I checked the crom lua and I have very few modification to do to adept it for exalted (modify success levels, remove the damage calculation, tooltips). I will following the doco, to create the new roll. Combination of /mod and /exalted should work perfectly
I will try to do a first version for the next week.

See you!

SmileyMan
April 3rd, 2019, 18:42
Hi damned, hi Quorlox,

I succeeded to create the exalted rool from crom. I attached the extension so you can try it.
The ext folder contains only the files which needed to be modified as explained on MoreCore user guide.

It still might no be the best way, but I suggest to create a /mod roll for everything (attributes, weapon, charms,...) except for skills for which you create the exalted roll with the level of the skill as parameter.
I coded also the botch situation : no success and at least a 1s, there is a message saying "too bad, this a botch!"

I hope you will enjoy it! See you! :D
26928

damned
April 3rd, 2019, 19:25
Hi SmileyMan

I will test tomorrow - well done.
Couple of things - if you click in the Dice String field and then into another field it should update the Icon for that roll - do that for the modifiers and Ill create a new Exalted Icon for that Roll too.

Quorlox can you please give the extension a test run and share your results with SmileyMan.

SmileyMan
April 4th, 2019, 17:51
Hi SmileyMan

I will test tomorrow - well done.
Couple of things - if you click in the Dice String field and then into another field it should update the Icon for that roll - do that for the modifiers and Ill create a new Exalted Icon for that Roll too.


I don't understand why the button changing is not working. I only added exalted in icon / value / tooltips as explained, the others rolls are still changing.
The size of the button icon was not good, I send a new version to you. But it's not the reason why.
HELP :p

damned
April 4th, 2019, 23:01
Im sorry - I havent had a chance just yet to look - Im very close though.

Quorlox
April 13th, 2019, 08:55
Apologies. For some reason I wasn't notified when this thread was updated. I only noticed this because I found an online roller that I think is a good example of the desired functionality:

http://www.edexalted.com/exalteddiceroller/#/diceRollerAdvanced

Quorlox
April 17th, 2019, 01:03
Should it roll if I type "/exalted d10" in the chat box? (I get an error when I try, so I assume I am doing something wrong.)

Trenloe
April 17th, 2019, 18:28
Should it roll if I type "/exalted d10" in the chat box? (I get an error when I try, so I assume I am doing something wrong.)
You have the extension from post #80 loaded right? If so, please post details of the error and what version of MoreCore you're using (version number listed in the chat window).

EDIT: The text that displays in the Console when the error appears, if you copy it and paste into a text editor, says the following: Parameters not in correct format. Should be in the format of "#d# <desc>"

So, use something like /exalted 1d10 My Attack

Quorlox
April 17th, 2019, 22:34
This is the error:

Script Error: [string "scripts/manager_custom_exalted.lua"]:103: attempt to concatenate field 'sSize' (a nil value)

And it was because I didn't have any text after the dice, so "/exalted 1d10" gives the error, but "/exalted 1d10 MyAttack" works.

Quorlox
April 18th, 2019, 00:00
Thanks for your effort! After playing around for it a bit, I think some additional options are required to make it really work for Exalted. 10s count as two successes usually, but not always (e.g. for damage), and 7 is the usual cut-off for a single success, but some powers lower that number (to a minimum of 4 I think). There are additional options that would be nice (e.g. internal vs. external penalties) that are included in a online Exalted dice roller:

http://www.edexalted.com/exalteddiceroller/#/diceRollerAdvanced

Although I don't know how difficult they would be to include.

damned
April 20th, 2019, 08:27
Hey SmileyMan Im integrating the extension into MoreCore
Im making a few small tweaks.
How do you measure the final successes?
Is it Successes-Botches?

Quorlox
April 20th, 2019, 11:07
I don't know how it is done in the extension, but the number of 1's rolled should not impact the number of successes.

damned
April 20th, 2019, 11:40
And what is this threshold that i see on the dice roller you linked?

Quorlox
April 20th, 2019, 11:59
Let me walk everyone through the dice roller I linked; feel free to ask any questions.

Difficulty: This is the minimum number of successes needed to achieve the desired result, so if something Difficulty 5, you need five successes to be successful

Target Number: This is the minimum number that needs to be rolled on a single d10 to generate a success. So if it is 7, a 7-10 results in at least one success.

Internal Penalty: The number of d10s subtracted from the dice pool before the roll

External Penalty: The number of successes subtracted from the result after the roll

Dice Pool: The base number of d10s rolled

Actions: The number of actions being attempted. Exalted has specific penalties for multiple actions which I can detail if desired.

Bonus Dice: The number of additional d10s added to the base dice pool before the roll

Successes: Better described as "Bonus Successes". The number of additional successes added to the result after the roll.

There are several check boxes, with the most important being "10s count twice", which means a 10 on a d10 counts as two successes. This is normally the case, but there are some common situations, e.g. damage rolls, where this is not the case so being able to adjust that would be important.

damned
April 20th, 2019, 12:47
Right now...
Not programming all of those...

Have a /exalted and a /exalteddmg which does not add additional successes for 10s.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27124

27124

damned
April 28th, 2019, 15:00
Added Shadowrun 5E (Superteddy57) and Doctor Who to the list.

SmileyMan
May 11th, 2019, 08:55
Hey SmileyMan Im integrating the extension into MoreCore
Im making a few small tweaks.
How do you measure the final successes?
Is it Successes-Botches?

Hi damned, hi quorlox sorry I was unavaliable for some time.

I just count the successes for 1 side and the 1s (that i've called failure) for the other. If successes = 0 and faillure >1 then it's a botch.
We can add function countSuccess(rRoll) to double 10s


-- Check the number of success
if (v.result == 10) then
nSuccess = nSuccess + 2;
end

Is that what you made in a separated roll / exalteddamage?

I already used this roll in a game. Great success :D

Concerning post #92 (thank you for the finding this website)

Difficulty: This is the minimum number of successes needed to achieve the desired result, so if something Difficulty 5, you need five successes to be successful
That is decided by the GM for each roll. As the roll come from player side. So either the GM is rolling everything (as on the website) or the players needs to enter the difficulty each time.
=>not useful in my opinion


Target Number: This is the minimum number that needs to be rolled on a single d10 to generate a success. So if it is 7, a 7-10 results in at least one success.
According to me it's a rare situation (only for sidereals, which are not the main characters for that I know) We can enter the TN as parameter in the roll description as /exalted xd10s7 but it needs to be optional, and I will need help for parsing.
=> not a priority in my opinion


Internal Penalty: The number of d10s subtracted from the dice pool before the roll
You can already do that by creating a roll /mod with your internal penalty.


External Penalty: The number of successes subtracted from the result after the roll.
In my opinion same problem as Difficulty it's easier to do it on live.


Actions: The number of actions being attempted. Exalted has specific penalties for multiple actions which I can detail if desired.
Same as internal penalty. You can do it by creating roll /mod


Bonus Dice: The number of additional d10s added to the base dice pool before the roll
/mod again


Successes: Better described as "Bonus Successes". The number of additional successes added to the result after the roll.
@quorlox : Do you think about a particular situation with charms?

As we already use the modifier it means that we need to give it as parameter as / exalted p1d10+p2.
@damned : can I modify directly the function createRoll(sParams) to get as parameters that I want?

See you!

darthfrodo
September 5th, 2019, 19:08
Troubleshooting help needed! Can you fine folks point me to more in-depth instructions on getting the MoreCore extension to load? I'm on Win10, I'm trying to add it to CoreRPG (is this correct?) and despite several restarts FG is not recognizing the MC extension, even though CoreRPG and FG are working fine.
Thanks!
Darth Frodo

Trenloe
September 5th, 2019, 20:25
Troubleshooting help needed! Can you fine folks point me to more in-depth instructions on getting the MoreCore extension to load? I'm on Win10, I'm trying to add it to CoreRPG (is this correct?) and despite several restarts FG is not recognizing the MC extension, even though CoreRPG and FG are working fine.
Thanks!
Darth Frodo
MoreCore is no longer an extension. Use the MoreCore ruleset available here: https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset

darthfrodo
September 5th, 2019, 20:32
Thanks!

Lino
January 6th, 2021, 18:04
Hi guys, can anyone tell me if there's an extension for WEG d6 or, better, Star Wars d6?

damned
January 6th, 2021, 23:36
There is. It is not finished and the current dev and I are both strapped for time. We may release what we have...

Lino
January 7th, 2021, 00:25
It would be great to have a preview. Of course I’m very grateful for whatever you are doing.
WEG Star Wars was a very good game, in my opinions, and I’m a little bit nostalgic.

Lino
January 8th, 2021, 12:55
There is. It is not finished and the current dev and I are both strapped for time. We may release what we have...

It would be great to have a preview. Of course Iím very grateful for whatever you are doing.
WEG Star Wars was a very good game, in my opinions, and Iím a little bit nostalgic.

Please let me know when you release what you have and if I can do something to support you, even if I'm not an IT programmer and my time is few.

damned
April 16th, 2021, 05:40
Wide Peas! can be found here: https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=594471&viewfull=1#post594471