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i3ullseye
November 9th, 2019, 10:05
Is there a reference somewhere to all of the supported die rolling commands? Has this area been expanded to include re-rolling ones or other tricky things that were a bit problematic in the past? I would really like to test out keeping, exploding, etc... for things like L5R or other games.

LordEntrails
November 10th, 2019, 03:40
Did you check out the FGU Wiki linked from the Training sticky?

I found this article, does it answer your questions?
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640101/Rolling+Dice

i3ullseye
November 10th, 2019, 08:45
Yeah I saw that one, but it seems incomplete. It doesn't define exploding (Though I am pretty sure that is "!"), doesn't talk about re rolling ones, things of that nature.

Moon Wizard
November 11th, 2019, 23:37
I've updated the dice expressions table with a summary of dice feature for each example, more detail in the descriptions, and a couple more examples for reroll and penetrate die modes. That should help a little for now.

Regards,
JPG

i3ullseye
November 12th, 2019, 00:46
Awesome, thanks. Looks like some of the more quirky rolls we have had in the past might just be fully addressed in FGU.

Edit to add: On that last expression, it looks like "r" does indeed do a reroll, so 5d6r1 would roll five dice, but reroll any ones. But this is a repeating reroll? Is there an expression that says reroll ones, but only once? That is honestly the most commonly occurring version, at least in 5E.

deer_buster
November 12th, 2019, 01:59
Still no fix for FGU-411? I know, not high on the list...but it would be really helpful for Rolemaster based sets :)

Moon Wizard
November 12th, 2019, 17:48
i3ullseye,
* The die modes (!, r, e, p, l) support ranges and limits. (! = compounding, r = reroll, e = exploding, p = penetrating, l = explode low)
* The range operators are (=, <=, >=, <, >). There are assumed ranges (if none specified) are: <= for (r, l); and >= for (!, e, p).
* The limit operator is '#<X>'. When specified, the individual die mode is limited to X iterations.
* One other note is that explode low (l) rolls will flip to exploding rolls with negative values, after the first match. (ala Rolemaster)

deer_buster,
I'm already talking with Dakadin about RMC considerations, though they have take a bit of a backseat to stability/performance issues, ruleset blocking issues and bug tracking. All in good time...

Regards,
JPG

i3ullseye
November 12th, 2019, 22:49
Thanks! That's the kind of stuff we need. Now time to get creative with it hehe. Though I can't seem to figure out how to structure '#<X>' to make it work.

Moon Wizard
November 13th, 2019, 02:32
The die mode limit must come after the range. (i.e. 2d6e#1) However, it looks like it might not be working right now; so I filed a FGU-719. But, that's how it's going to eventually work. :)

Regards,
JPG

i3ullseye
November 13th, 2019, 08:41
Awesome, thanks.

So 10d6r1#1 would roll 10 d 6, and reroll any ones that were rolled, but only reroll the ones once?

Moon Wizard
November 16th, 2019, 07:16
Yes, that's how it should work. As I mentioned, the mode limits seem to not be working currently, so I'll need to look into that next time i get a change to work on dice expressions.

Regards,
JPG

QuantumSin
November 13th, 2020, 03:53
Did this ever get looked at? Limiting the reroll to a single occurrence still doesn’t seem to work in Unity.

Moon Wizard
November 13th, 2020, 05:01
Not yet. We're still working through launch items; and helping ruleset developers get migrated.

Regards,
JPG

dellanx
December 15th, 2020, 01:55
Are there any plans to allow making effects with the dice commands? Like:

Sneak Attack; DMG: 2d8r2 precision

Thanks

Moon Wizard
December 15th, 2020, 05:53
There are no plans at the moment; because it requires a bunch of global scripts to be updated to handle all the new variations. We will eventually, because that was the plan. But, FGU performance/stability and vision/lighting are higher priority.

Reagrds,
JPG

dellanx
December 15th, 2020, 10:09
There are no plans at the moment; because it requires a bunch of global scripts to be updated to handle all the new variations. We will eventually, because that was the plan. But, FGU performance/stability and vision/lighting are higher priority.

Reagrds,
JPG

That makes sense, thank you.

celebrindal
November 14th, 2021, 02:14
Anytime someone posts a link to the Atlassian sites I get a restricted sited access error.

damned
November 14th, 2021, 02:49
Its an outdated link - try this one:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640101/Rolling+Dice

celebrindal
November 14th, 2021, 04:58
Thanks, figured as much.

PhilAdams
September 26th, 2024, 05:05
Would it be possible to get more information on the dice expression for success-based rolls. Right now, there's a string showing the ranges for successes (s) and failures (f). Is there a way to break assumed ranges, or as an alternative could you provide a code to specify neither success nor fail so that specific numbers generate nulls for the outcome.

Specifically, I'm looking to generate on a six-sided die a success on 2s or 4s and two successes on 6s.

If there were code to cap/end ranges, this would address the biggest problem. For example, using a "," to indicate individual numbers rather than a range, the coding could like this: 8d6s6#2s2,s4, [roll 8d6, 6s generate 2 successes, a 2 generates 1 success, and a 4 generates 1 success]. That would be the optimal solution.

An alternative would allow a code to indicate neither a success or a failure from the roll [example: s=success, f=fail, n=null]. This still runs into the problem of implied ranges [4d6s2 means 2-6 on any die generates a success, and there's no way to break out individual numbers for other results]. If you code for this null value (n), then maybe you could allow for an appended exception list at the end of the string. Example: 8d6s6#2s2n1n3n5 would generate two successes on 6s, 1 success on 2s and 4s, and no successes or failures on 1,3, and 5.

damned
September 26th, 2024, 10:04
Would it be possible to get more information on the dice expression for success-based rolls. Right now, there's a string showing the ranges for successes (s) and failures (f). Is there a way to break assumed ranges, or as an alternative could you provide a code to specify neither success nor fail so that specific numbers generate nulls for the outcome.

Specifically, I'm looking to generate on a six-sided die a success on 2s or 4s and two successes on 6s.

If there were code to cap/end ranges, this would address the biggest problem. For example, using a "," to indicate individual numbers rather than a range, the coding could like this: 8d6s6#2s2,s4, [roll 8d6, 6s generate 2 successes, a 2 generates 1 success, and a 4 generates 1 success]. That would be the optimal solution.

An alternative would allow a code to indicate neither a success or a failure from the roll [example: s=success, f=fail, n=null]. This still runs into the problem of implied ranges [4d6s2 means 2-6 on any die generates a success, and there's no way to break out individual numbers for other results]. If you code for this null value (n), then maybe you could allow for an appended exception list at the end of the string. Example: 8d6s6#2s2n1n3n5 would generate two successes on 6s, 1 success on 2s and 4s, and no successes or failures on 1,3, and 5.

The information that is posted is the available rolls. You can code your own success and fail mechanisms separately via Lua.

kalgor89
November 15th, 2024, 03:16
what would the code be for like Greater Weapon fighting in 5e2024?

Moon Wizard
November 15th, 2024, 03:21
If you have the Great Weapon Fighting fighting style feat on the character sheet, then the adjustments should automatically be made.

JPG

kalgor89
November 15th, 2024, 04:04
I thought so too, but it doesn't change 1's and 2's to a 3 like it should :/

Moon Wizard
November 15th, 2024, 06:01
Looked into it; and it was correctly working for Versatile weapons, but not Two-Handed weapons. I've pushed a hot fix to address that issue. Please run a new Check for Updates.

Regards,
JPG

Temujin
November 18th, 2024, 20:40
Hello is there any way to include a die in the roll that is not included in the sum ? For example, "2d6; D10" which results in 2d6 rolled and in the same roll a d10 is rolled but not summed with the 2d6, just reported on a separate line.

i have read through https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2109571073/All+Things+Dice
and don't see an option

damned
November 18th, 2024, 22:29
Hello is there any way to include a die in the roll that is not included in the sum ? For example, "2d6; D10" which results in 2d6 rolled and in the same roll a d10 is rolled but not summed with the 2d6, just reported on a separate line.

i have read through https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2109571073/All+Things+Dice
and don't see an option

No.