View Full Version : Introducing the new XCore Ruleset
damned
January 7th, 2024, 01:02
I think the n1 field is the first just right to health.
Another question:
In combat tracker, if i click on the sword to open the attack window of the character, nothing happen.
As you can see, the weapon with attack and damage rolls are ok (i hope). Is it a bug or i made something wrong?
59662
This is the same in all rulesets.
damned
January 7th, 2024, 01:10
Also make sure you are referencing this doc: https://diehard-gaming.com/xcore/
graziano.girelli
January 7th, 2024, 10:59
I did, or at least i think i made the attack rolls in correct way. I attach one of the weapon.
59667
damned
January 7th, 2024, 11:46
Are you saying it is or isnt working?
graziano.girelli
January 7th, 2024, 13:46
In the combat tracker, when I click on the sword icon to open the attack, it doesn't open. It works with png but not with character. I can selcet the target but then i must make all rolls from character sheets.
damned
January 7th, 2024, 21:28
In the combat tracker, when I click on the sword icon to open the attack, it doesn't open. It works with png but not with character. I can selcet the target but then i must make all rolls from character sheets.
This is the same in all rulesets. All rulesets are setup for the GM to use the CT and the players to use their Character Sheets.
graziano.girelli
January 7th, 2024, 21:34
Really?
Here you are a screenshot taken from morecore. In "master" mode i can open the attacks in combat tracker.
And i think i found another bug. In the character sheet the weapon values doesn't update, but if i click on them, in chat window the rolls are ok.
https://ibb.co/GsL3bv7
https://ibb.co/7SqCH2W
These are the links to the images. I don't understand why but today it's rather impossible to load images on the forum.
damned
January 7th, 2024, 23:47
OK Attacks do populate in MoreCore bur Rolls dont. Attacks have long been deprecated in MoreCore in favour of Rolls. I was going to remove Attacks 4 years ago except that people were using them for simple attacks.
damned
January 7th, 2024, 23:48
What is not updating please?
graziano.girelli
January 8th, 2024, 08:24
What is not updating please?
In my post there is the link to 2 images. Check it. I take screenshoot of the chat and items. You can see the difference.
I will send again this evening when come back home.
Anyway, the field not udpated is "Attacco", the first field in item record with attackac formula, and "Danno", the 4th field in item record with damage formula.
If i click, in chat the values are correct, but not in the item record.
graziano.girelli
January 8th, 2024, 09:12
Hello again Damian.
I try to send again the picture of my screenshot.
https://ibb.co/44WdqCK
damned
January 8th, 2024, 09:45
Line one with the dice is a dice rolling formula. It will not update the display of anything. It defines what dice and what modifiers will be thrown and applied. The number field her has a reference name of [a], [b], [c] or [d].
Line two with the asterisk/star is a calculation field. If a valid calculation string is entered here it will set that value in the associated reference field. The 10 in Danno was written by you. You have entered a roll string of damage [b]+[c] which would roll 1d[d]+[b]+[c] it does not set any values anywhere. It is going to resolve to 1d10+6+5 and use the damage roll. If you want [d] to be equal to the sum of [b] and [c] then delete the roll and simply enter [b]+[c] in the calc line.
damned
January 8th, 2024, 09:51
Actually I added some stuff in there somehow - danno is simply damage [b]+[c] there is no dice expression at all but it still doing a damage "roll" but no dice specified. Everything else I wrote above is still valid.
graziano.girelli
January 8th, 2024, 13:07
Actually I added some stuff in there somehow - danno is simply damage [b]+[c] there is no dice expression at all but it still doing a damage "roll" but no dice specified. Everything else I wrote above is still valid.
Yes, i wrote "10" to check if the value display in chat change. The value shown in "danno" is 0, There is no roll because the damage is a fixed value.
If you tell me that is ok hte field show "0", no problem. I write the right value (just for reference).
I try again to write [b]+[c] in the calc line, but when i tried yesterday, the field report always "0", while the value reported in chat was correct (11).
I don't want made you loose time with my questions, sorry Damian.
damned
January 8th, 2024, 13:19
OK. I apologize. For the Calcs you need to fully specify the inputs.
[rollname|letter] vs [letter]
graziano.girelli
January 8th, 2024, 21:59
Damian, last question then i stop to bother you.
Our system adopt spell points.
I create a "spell points" field with total of spell point.
I create rolls (or items) with the spell and in each spell i put a spell point cost.
How can i subtract this cost from the total spell point in "spell points" field?
All the rolls refer to combat tracker. Is there a way to do this? or to use, for example, a roll that have effect on character's own characteristic?
Thanks for your answer.
damned
January 9th, 2024, 01:02
Did you get calc working with fully qualified names?
I have recently added a new roll called selfharm and just now I added selfn1 and selfn2
Please see the doco for these rolls.
In your case you would either set your pool to negative number or you would set your cost to negative I think.
selfn1 [a]
you will see a small [1] or [2] icon for these rolls and selfharm is a black, red and white icon.
damned
January 9th, 2024, 07:00
https://www.fantasygrounds.com/forums/showthread.php?80030-XCore-New-Roll-Tutorial
Another new extension to help you build and add your own new rolls.
It is not my intention to have 100+ rolls in XCore.
However with this extension anyone can create and share additional rolls.
graziano.girelli
January 9th, 2024, 08:16
I didn't see this roll. Thanks for the info!
damned
January 10th, 2024, 02:46
https://diehard-gaming.com/xcore-custom-roll-api/ contains more info on the new Roll API for XCore
Swissman65
January 16th, 2024, 11:15
Hello!
it's been a while since I used Xcore (I've noticed there have been a lot of updates! Nice!)
however, now it seems most of my rolls don't work anymore and I can't quite figure out why.. some work, other's don't. let me explain:
my rolls are mostly "rollover[Primary_skill1|d]d6s[Primary_skill2|a]"
for some reason sometimes if the roll has the a or b values changed the dice rolled bugs, (it rolls sometimes only 1d6, even sometimes 1d4???)
I've made a simple character with the rolls to demonstrate the issue, let me know if someone might know what's causing this.
(you'll see that the primary skill "Intuition" works as intended, unless the "a" value gets changed)
damned
January 16th, 2024, 11:41
You have some strange examples in there that are almost circular but the primary issue is there is no space after the roll command in your examples:
rollover[Primary_skill1|d]d6s[Primary_skill2|a]
should be:
rollover [Primary_skill1|d]d6s[Primary_skill2|a]
If you make changes it is safest to then hit the * cog at the top of the sheet but in most cases it will resole at roll time.
Swissman65
January 16th, 2024, 11:51
awesome! That resolved the issue
thanks a lot!
graziano.girelli
February 21st, 2024, 19:15
Hello Damian.
Is there a way to remove or change the level? I know it's no possible to undo what the player did, but his mean to start from the scratch to build the character.
damned
February 22nd, 2024, 05:26
Yes. Create a new one!
Lonekus
March 14th, 2024, 16:31
I was searching for a simpler MoreCore alternative and Xcore fit the bills !
However i find the lack of support of the floor() and ceiling() function kinda upsetting (I'm using fraction, 1/3 etc, in calculation)
Any plan in adding support for atleast these 2 functions ? Or is there an allready extension that do just that ?
damned
March 15th, 2024, 04:44
Please provide some more detail and Ill see what can be done.
Lonekus
March 15th, 2024, 08:17
Ah ok then.
The floor() and ceiling() function are mathematical function that "get rids of decimals" making the number an integer of the lower value (floor function) or higher value (ceiling function).
Here's a wiki article about that: https://en.wikipedia.org/wiki/Floor_and_ceiling_functions.
Certainly there's code allready available for these functions in xml, but i was kinda surprised that they didn't work in calculations for Xcore.
damned
March 16th, 2024, 01:11
I know what a floor and ceiling is.
Please explain how it is affecting you or doing things that it shouldnt do.
Lonekus
March 16th, 2024, 18:02
OK sorry, it's just that's a very specific user issue of disliking decimals in the results of calculation or simply put for readability when the results of a calculations as an infinite amount of decimal making it unreadable.
I did indicated that I was using fractions (like 1/3) in calculations...and using "floor(calculation with fraction)" output a value of 0, thus i assumed it wasn't supported.
I didn't want to be that bothering,sorry again Ididn't tough all that trough.
wndrngdru
March 17th, 2024, 02:13
@Lonekus I believe damned is asking for your use case. What's the game mechanic you are trying to accomplish with this? There may be a different way to get what you're going for.
Rzach
March 17th, 2024, 08:53
Trying to find a copy of that Knave sheet mentioned in the first page but I am coming up empty with my searches. Is there a master list of XCore content I can reference?
Myrddin
March 18th, 2024, 13:06
I'm setting up a new game using XCore. I have created a simple character and added it to the Combat Tracker, but I keep receiving the following two errors when I try to do pretty much anything linked to the CT (e.g. resize the CT, adjust char wounds):
[ERROR] Script execution error: [string "W:ct_entry"]:153: attempt to index global 'sub_targeting' (a nil value)
[ERROR] window: Control (targetingicon) anchoring to an undefined control (sub_targeting) in windowclass (ct_entry)
Could I be missing something basic in terms of set-up to prevent this?
damned
March 18th, 2024, 14:39
I'm setting up a new game using XCore. I have created a simple character and added it to the Combat Tracker, but I keep receiving the following two errors when I try to do pretty much anything linked to the CT (e.g. resize the CT, adjust char wounds):
[ERROR] Script execution error: [string "W:ct_entry"]:153: attempt to index global 'sub_targeting' (a nil value)
[ERROR] window: Control (targetingicon) anchoring to an undefined control (sub_targeting) in windowclass (ct_entry)
Could I be missing something basic in terms of set-up to prevent this?
Please rerun updater and test again.
Myrddin
March 18th, 2024, 16:24
Thank you damned, that's fixed it.
seanny
March 27th, 2024, 11:26
I just tried this ruleset out.
Thanks for making it available.
(1)How can i make initiative random with a dice roll?
My npcs are just placeholders so I can populate the CT and have an initiative order ,but I have had to give them each a number and I wanted random initiative each turn.
What is the step to do this?
https://i.imgur.com/GSuIOpM.jpg
(2) For some reason 2 of my NPCs are greyed out in the CT. I have encountered this in other rulesets ,so it may not be ruleset related. But how can I make them not greyed out in CT?
damned
March 27th, 2024, 13:17
Add an init value to the NPC sheet - something like 1d6 or 1d10 or 1d10+[Agility|a]
double click on the Order field in the CT to roll that NPCs Init
seanny
March 28th, 2024, 03:30
I have added init of 1d10 to all my place holder npcs.
Then I double click on init box in CT.
This gives them an initiative.
Then I can start next round.
Seems functional.
BUT could 2 other options be introduced please?
(1) Auto roll of initiative for all npcs ,maybe pcs too (toggle all , npcs only) ,at start of round - an option YES or NO in options.
(2)RE ROLL initiative for every new round -an option YES or NO in options.
(how most old school D&D works -Roll 1d6: For each side at the start of each round.)(but i will choose the die type though on npc sheet)
Without an auto initiative option ,
I have to double click the init box on the CT for all my participants at the end of every round.
It is a bit slow.
It would be perfect with auto initiative.
https://i.imgur.com/dbiZxE2.jpg
What do the 2 boxes in the middle signify on the CT?
The 1st is health, 2nd is wounds , 3rd not sure , 4th not sure , 5th is INIT.
seanny
March 29th, 2024, 02:47
I have worked out the 2 middle boxes in CT are user configurable ,n1 and n2 I am using for basic attack and basic defence now.
So all good on that front.
I have progressed a bit further with using the NPC sheet now (rather than all my hot bar die strings -they are good too as backup).
New question I have given my Troll NPC a punch attack ,which works perfectly. This ATTACK shows up in sword tab in CT -I like that.
I click on this and the dice rolls.
I have set this up in the attack tabs as shown in screen.
(maybe not perfectly BUT it does work well).
Very good.
I have given all my NPCs a defence string ,which I have to drag to roll the dice. Does work.
BUT ,my question -
how do I make the DEFENCE (shield tab in CT) function like my ATTACK (sword tab in CT) ,where I just click to get dice roll ,rather than drag my dice string?
How do I make the defence the same functionality as the attack (ie I click to roll dice) ?
For the DEFENCE CT tab ,is there some tabs I can access in my NPC sheet (like I have shown for attack tabs in NPC sheet in my screen) ?
So that in effect I can mirror the click only functionality of the ATTACK.
https://i.imgur.com/Z0lC9ai.jpg
damned
March 29th, 2024, 03:18
Without an auto initiative option ,
I have to double click the init box on the CT for all my participants at the end of every round.
It is a bit slow.
It would be perfect with auto initiative.
...
What do the 2 boxes in the middle signify on the CT?
The 1st is health, 2nd is wounds , 3rd not sure , 4th not sure , 5th is INIT.
I will keep your init request in mind.
They are user attributable fields n1 and n2.
You might use the for Armour, Damage Reduction, Speed or many other things.
damned
March 29th, 2024, 03:38
I have worked out the 2 middle boxes in CT are user configurable ,n1 and n2 I am using for basic attack and basic defence now.
So all good on that front.
I have progressed a bit further with using the NPC sheet now (rather than all my hot bar die strings -they are good too as backup).
New question I have given my Troll NPC a punch attack ,which works perfectly. This ATTACK shows up in sword tab in CT -I like that.
I click on this and the dice rolls.
I have set this up in the attack tabs as shown in screen.
(maybe not perfectly BUT it does work well).
Very good.
I have given all my NPCs a defence string ,which I have to drag to roll the dice. Does work.
BUT ,my question -
how do I make the DEFENCE (shield tab in CT) function like my ATTACK (sword tab in CT) ,where I just click to get dice roll ,rather than drag my dice string?
How do I make the defence the same functionality as the attack (ie I click to roll dice) ?
For the DEFENCE CT tab ,is there some tabs I can access in my NPC sheet (like I have shown for attack tabs in NPC sheet in my screen) ?
So that in effect I can mirror the click only functionality of the ATTACK.
I dont understand everything you wrote but I have some suggestions for you.
Your attacks/rolls should just be named Punch or whatever is appropriate.
A suggestion on your roll string -
/die 7d6s4 PUNCH
would be much better as
/die [getn1]d6s4
Then if Attack score changes your roll auto updates
How is Punch used? is it a damage roll or an attack roll?
If Damage what stat does it reduce?
If Attack what is the target value?
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
60398
How is Soak used? Does it reduce damage?
If so
seanny
March 29th, 2024, 03:40
Thanks for "keep your init request in mind".
I have another issue I have identified-
The 2nd tab for actions on the NPC sheet does not seem to come up in CT.
The 1st ,3rd and 4th tabs work perfectly, as seen in my screen.
Can this be checked please.
Where i have entered a Pistol ,it does not come up and a delete symbol is present when I did not select such. Normally a number 1 comes up where the delete slash appears.
https://i.imgur.com/UsRTWFW.jpg
seanny
March 29th, 2024, 03:50
I will look at your formula ,that could come in handy.
damned
March 29th, 2024, 03:58
Thanks for "keep your init request in mind".
I have another issue I have identified-
The 2nd tab for actions on the NPC sheet does not seem to come up in CT.
The 1st ,3rd and 4th tabs work perfectly, as seen in my screen.
Can this be checked please.
Where i have entered a Pistol ,it does not come up and a delete symbol is present when I did not select such. Normally a number 1 comes up where the delete slash appears.
https://i.imgur.com/UsRTWFW.jpg
Have you read the doco?
https://diehard-gaming.com/xcore/
Section 2 is for ITEMS. If you add equipment it will also appear in section 2. If you add roll strings to it and want it to appear in the CT then tick the Show As Roll option in the item.
seanny
March 29th, 2024, 05:49
Getting some some progress I think now.
Thanks for all the pointers.
https://i.imgur.com/U6saMlr.jpg
https://i.imgur.com/k3fTNiL.jpg
damned
March 29th, 2024, 08:07
Very good. I see you have worked out the reference to [a]
It was just an example but may be useful if the Success TN changes
Please answer the other questions above
seanny
March 29th, 2024, 09:11
I am trying to play Shadowrun 2e ,but with my own damage mechanic.
So I will try to get a hit with Shadowrun 2e mechanic ,no dodge ,just a success test.
Roll a few d6s ,succeed depending on range , somewhere between 4,5,6 generally.
Short range success is 4. Med range success is 5. Long range success is 6.
The number of d6s thrown depends on attack stat.
6 attack gives 6 dice.
Then if a success is achieved then (1) do damage ,and then (2) finally check result of damage soak.
I sorta house ruled the damage bit and the damage soak bit.
This is because vanilla Shadowrun damage mechanic I don't like.
How is Punch used? is it a damage roll or an attack roll?
Attack Roll
If Damage what stat does it reduce?
Damage reduces Health.
Most npcs have health of 4.
That means they can take 4 damage points total.
Damage is a set number of dice that succeeds on a 4 plus.
Pistol would be 2 dice, smg 3 dice ,shotgun 4 dice.
Each dice success is a damage point.
For example 4 dice thrown , 3 success achieved. 3 damage points done.
Now the target can see if he can soak any of the damage.
If Attack what is the target value?
That's a bit complicated. 1 success is a hit. another 2 success would give 1 more damage point.
Example 3 success achieved ,that means damage will be rolled AND an extra damage point is inflicted automatically.
If a hit is achieved then the next step is damage roll.
After that is soak roll.
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
How is Soak used? Does it reduce damage?
If so
The soak reduces damage points.
For example if 3 damage points are being checked.
Number of dice thrown is based on Defence stat.
Defence of 4 would give 4 damage soak dice.
2 success on SOAK roll would mean only 1 damage is done.
The soak roll only has a success with a 6 on a d6.
Have you read the doco?
No but I looked at them briefly after your reference to them.
I am not sure these are the answers you wanted.
damned
March 29th, 2024, 11:52
There is an free forge extension that shows an example of coding your own roll.
You could for example code a /soak roll that when defender uses would roll the dice and add the success to n2
Then code a /srdamage roll and when the attacker uses it rolls damage and then reduces successes by targets soak and then applies the damage to the targets Wounds
They are things you could consider trying to code.
It is actually relatively easy to do in a XCore extension.
seanny
March 30th, 2024, 04:30
I will look at the extension.
Will take me a while I think to be able to implement it though.
I am happy with some piecemeal changes to my game at present.
Slowly but surely seems to work.
I did work out something new.
I found ,from looking at the docs with close reference to the included pics ,how to increase n1 with my weapons.
Quite happy with the result.
My screen shows an attack of 5 (n1) upped to 6 from the equipped weapon.
The round brackets to include my formula to change n1 worked.
https://i.imgur.com/3P2xO2p.png
damned
March 30th, 2024, 05:25
You could even change the 1 to [b] and use the second number control to store that bonus.
Hide the third number control.
seanny
March 30th, 2024, 07:40
Did not realize the extra numbers could be hidden.
Looks much neater.
And the variable [b] works.
https://i.imgur.com/kDErtbi.png
NEWQUESTION-
How do I make the success on a d6 higher than a 6?
For example my target number is 9.
I need to roll a d6 ,score a 6 ,then a reroll is added to the 6 for the total result for that die.
So I roll 6 ,the reroll is 4 ,thus total number is 10 for that die.
It would succeed on the target number of 9.
What is syntax for such a roll.
If I write
/die 1d6s9
then that is not correct.
How do I write this-
I don't want a new number ,rather a success or not on the exploded d6 itself.
I would like my result to read ,for that die ,10 OR alternatively read maybe white text 6 and next to it to right green text 4,this would maybe show 5 dice rolled as an example as 6 numbers ,but will only give the success where my total is 9 across my 5 results -one of the results in my example being the amalgam of 6+4=10 ,if that makes sense.
damned
March 31st, 2024, 02:34
How do I make the success on a d6 higher than a 6?
For example my target number is 9.
I need to roll a d6 ,score a 6 ,then a reroll is added to the 6 for the total result for that die.
So I roll 6 ,the reroll is 4 ,thus total number is 10 for that die.
It would succeed on the target number of 9.
What is syntax for such a roll.
If I write
/die 1d6s9
then that is not correct.
How do I write this-
I don't want a new number ,rather a success or not on the exploded d6 itself.
I would like my result to read ,for that die ,10 OR alternatively read maybe white text 6 and next to it to right green text 4,this would maybe show 5 dice rolled as an example as 6 numbers ,but will only give the success where my total is 9 across my 5 results -one of the results in my example being the amalgam of 6+4=10 ,if that makes sense.
/die [a]d6!s[b]
In regards to your desired display outcomes this is a computer program. You can have anything you want if the computer has been programed to do what you want.
seanny
March 31st, 2024, 03:49
Thank you.
I think what I have made now works,
https://i.imgur.com/fzLaagW.png
That's pretty cool- I like the jumping dice when a reroll happens in the chat box.
https://i.imgur.com/zrXN0hI.png
Must of rolled 5 6's and a 2 on this last screen.
seanny
April 2nd, 2024, 04:48
Could I ask for a feature request?
In your COD (chronicles of darkness) ruleset ,which I just briefly tried ,
When an actor makes a test ,then his portrait/2D image comes up in chat with his result.
This is really neat.
Could this be added to XCore too please?
Screen from COD ruleset to show feature in action.
https://i.imgur.com/ECGm0T7.png
damned
April 2nd, 2024, 10:10
When players roll their portraits will be displayed.
seanny
April 2nd, 2024, 13:15
I pretty well have just played with NPCs.
I just checked ,the Player does get his portrait in chat.
That's good.
Could an option be added for NPCs too?
Rather than the generic Xcore demon logo.
Like a tab in options.
damned
April 2nd, 2024, 13:28
I dont believe any ruleset has support for NPC tokens - they all use a GM icon of some sort.
There is a couple of extensions on the boards or in the Forge that allow you to change the GM Icon (demon logo in this case) but it wont change per NPC.
There is a 5E extension that does this but it is broken (its not a trivial thing).
seanny
April 2nd, 2024, 14:06
Thanks for your prompt and informative reply.
Kweniks
April 3rd, 2024, 22:57
https://cdn.discordapp.com/attachments/758201260515524619/1064299328765710336/XCore-Dark_Places.mod
A Basic Sheet for Dark Places & Demogorgons from Bloat Games. Has all rolls, has a story entry for pc creation rules, a couple of items, and one npc.
Th mode file for Dark places and Demogorgons is no longer available.
Could someone post it again in this forum please?
seanny
April 4th, 2024, 03:11
I have made a Module.
It is house ruled D6 pool near future arena combat basically.
I have just played with NPCs.
It is really a wargame -
you may add some rpg elements to it yourself maybe.
https://www.fantasygrounds.com/forums/showthread.php?81047-DMZ-Mashup-module-for-Xcore&p=713457#post713457
seanny
April 5th, 2024, 07:49
https://i.imgur.com/jqcDaP9.png
How can I correctly write this formula?
My A is not being picked up.
I wanted a result rolled that has as a starting point -
/die 2d8s4
and then add to that another dice string which is -
the value of [a] less 2 and then in a similar format but with a d6s4 .
I seem to just be getting my extra bit (good on that front) but only a single d6s4 in addition , irregardless of the number I input ,I assume my number input is [a].
damned
April 5th, 2024, 09:15
Sometimes you have to sully spell out the source eg:
/die ([DAMAGE archaic ammo|a]-2)d6s4+2d8s4
You cannot just add more /die commands you need to use standard syntax.
seanny
April 5th, 2024, 09:32
That works.
Thanks.
domesthenus
May 5th, 2024, 18:50
I am trying to make a roll that adds to a value whenever player rolls it. In this case I have built a few "Stats" called Blood, Echo, Fortune, Mind, and Supplies, and put them in the stats box. Initially I was building this as a counter, so that players could increment (since generally they will increase this score), and am using the counter, e.
60748
I then built a roll using "add" at the front of the string - there are four different rolls, a d4, d6, d8, and d10. The string I wrote is pretty simple, and relies on two stats - I am asking it "add [Blood|e] 1d4 - ([Blood Protection|e])" I want it to add to the counter in e by 1d4, minus the counter in another stat called Blood Protection, which also utilizes a counter.
Now, it took me a while to sort this out, but I managed to get it to work - I am pretty excited by that outcome.
Initial status:
60749
Rolls:
60750
Results on Character Sheet:
60751
But that appears to be something only I as the GM can do. When players attempt to roll this against one another or against a NPC, they get "s'Could not find target state' | s'Blood'. I don't know why the roll works when I make it, but not when a player does. Any suggestion, or experience with this that could lead me to a place where players can make this roll?
As an experiment, I updated the dice string to increment another field on the stat instead of the counter in |e. I used "add [Blood|a] 1d4 - ([Blood Protection|a]). That roll works fine for me, and I have not yet tested it on a player - hoping to do that today (See edit below - this did not actually work for me). If it works, I will probably just resort to using this field instead, but I thought I (and they) liked the feel of the counters. Any thoughts would be greatly appreciated!
*Edit on 5/5/ around 4:14 PM: actually it turns out that using "add [Blood|a] 1d4 - ([Blood Protection|a])" gives me the ""s'Could not find target state' | s'Blood' " error, and the value will not update. Interestingly, if I set it as "add [Blood|a] 1d4 - ([Blood Protection|e])" it still works for me, but I have not tested this with players.
damned
May 6th, 2024, 01:09
So players can only change/edit/update/delete records they own.
Players only own their character sheets and any notes they create (and sometimes other extensions like Player Agency will add additional data types players can own).
So players cannot directly edit another character or NPC.
Under the hood there is code (OOBM) that allows things like damage rolls to be executed as the GM so that they work.
Please share your campaign db.xml and full steps as to how I should test the use case.
The add command should be using this OOBM but maybe its not working or has broken.
WilliamRiddle
May 16th, 2024, 23:36
Not sure where to post this, so I'll start here.
As anyone tried to duplicate the Marvel Multiverse d616 dice rolling mechanic in Fantasy Grounds?
Seems like it should be pretty easy, but unfortunately I don't know enough about Unity FG programming to take a stab at it. And, I really don't want to give Roll20 a dime to be able to play the game online.
In case you're not familiar, here is the die rolling mechanic from the rulebook.
Any feedback is appreciated.
WR
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++
When you’re asked to roll d616, roll your three six-sided dice and add up the numbers.
Example: You roll 3 5 4, so your total is 12.
Note that when we list the results for a d616 roll, we always list the Marvel die as the middle die. Think of it as the number 1 in the 616.
There is one special exception when you add up the dice. If your Marvel die comes up with a Marvel logo, that’s a Fantastic result. Count the Marvel die as a 6 instead of a 1 and then add up the numbers like usual.
When we list an action check that has a Fantastic roll as its result, we use an M to represent the middle (Marvel) die. If the dice come up 6M6, that is an Ultimate Fantastic result, the best roll in the game.
damned
May 17th, 2024, 02:33
You can 100% do that but it will need an extension.
There is an example of a Dice Roll extension in the Forge.
Please download it and see if you can determine how to do it.
Things to consider before you start
what will you call the roll? m616 is my suggestion (you should not use d616)
is the roll always exactly 3d6 or do you add modifiers?
in my mind i would also create a custom dice that actually displays an M on the 1 of the dice. I would also make that dice a red dice.
See how you go - I dont think it will be too hard.
WilliamRiddle
May 18th, 2024, 15:21
There is an example of a Dice Roll extension in the Forge.
Please download it and see if you can determine how to do it.
Can't find it, or it's called something other than "Dice" or "Dice Roll"?
Things to consider before you start
what will you call the roll? m616 is my suggestion (you should not use d616)
d616 is the official term
is the roll always exactly 3d6 or do you add modifiers?
Straight 3d6 with mods, but I'm not looking to building an entire ruleset. All I want to do is have an FG interface that can roll d616 and tokens that interact with maps. Some of the data can be put in an XCore sheet, but only minimal. Players can manually add mods, the roll is the most important. [/QUOTE]
in my mind i would also create a custom dice that actually displays an M on the 1 of the dice. I would also make that dice a red dice.
The "M" and color would be preferred, color optional. The most important part is the M and 6 both = 6 against the dice total.
damned
May 18th, 2024, 16:18
The reason I say dont use d616 in creating a new dice is that I think there are issues with calling a new dice roll d### it can be another letter at the start or your second character should not be a number - ofc I could be wrong.
Create a custom roll:
https://forge.fantasygrounds.com/shop/items/1541/view
Create a custom theme:
https://forge.fantasygrounds.com/shop/items/1588/view
Change String Defaults:
https://forge.fantasygrounds.com/shop/items/1389/view
Build a new custom dice.
https://www.fantasygrounds.com/forums/showthread.php?68164-Question-regarding-Dice&p=707654&viewfull=1#post707654
WilliamRiddle
May 19th, 2024, 00:43
Thank you for all the info, dammed. This is VERY cool stuff. Thank you for putting it all together for the community.
Unfortunately, my programming days are a bit behind me (mostly due to age, experience, and life bandwidth). I was hoping someone out there already had this ready to go. I guess I'm going to "wing it" the hard way and have the players just roll d6s manually. Like I said previously, I refuse to give Roll20 a dime and not just because I have years invested into Fantasy Grounds.
Thank you again for your advice and links. :)
WR
vegaserik
May 19th, 2024, 09:05
You can use X Core, just have it roll the dice and the middle dice in the output is the Marvel Dice. If it comes up a 1 you'd have to manually add 5 to make it 6 but that's not too hard. I don't know a way to do it in FGU without coding and extension. Alot of the stuff would have to be done manually - multiplying the damage and stuff like that, but it would work as a start.
vegaserik
May 19th, 2024, 09:07
60878
So this roll would actually be a 17.
damned
May 19th, 2024, 16:09
Age and experience are not barriers - you dont get old until you stop acting young.
Bandwidth is a matter of priorities.
Grab from the Forge: https://forge.fantasygrounds.com/shop/items/1763/view and pull it apart and see what is involved.
Henix
May 19th, 2024, 22:45
Hi, is there a way to add some kind of temporary hp to the character and track them on the combat tracker?
damned
May 20th, 2024, 00:04
Hi, is there a way to add some kind of temporary hp to the character and track them on the combat tracker?
No. You will need to add the temp hp to another field so you have a record of it and then adjust the main health/hp.
drewt333
May 20th, 2024, 13:25
Just read through about a year's worth of posts and my current questions are answered.
Thanks!
damned
May 20th, 2024, 13:29
Welcome Drew - try the MoreCore thread if you are still hungry.
Actually dont - hopefully what you are wanting to do can be done in XCore!
Henix
May 20th, 2024, 14:23
Thank you!
Now i have another question, there is a way to use the target stats or info for the roll, like when you make an "attackac" using the target creature/npc "n1" field but with another field?
damned
May 21st, 2024, 02:30
Hi Henix - it doesnt look there is - there is a Damage field option but not Attack.
Full list here: https://diehard-gaming.com/xcore/
It could be coded - that code is probably a step up on the current custom dice roll extensions.
drewt333
May 23rd, 2024, 01:53
Speaking of coding, is a Fantasy Grounds extension an XML file? I ask because I can't open it as an XML file.
(Sorry for being stupid)
damned
May 23rd, 2024, 02:16
Fantasy Grounds uses XML files and png/jpg/webp image files.
The XML files often contain Lua also.
They are generally packaged up for easy distribution into
.pak files for rulesets
.ext files for extensions
.mod files for modules
.ppk files for portraits
The packages however are just renamed ZIP files.
Take not that the file structure of each type is also important and when you ZIP up you should use standard ZIP and you package up the contents - not the parent sub folder.
If you install 7zip it will be able to open all these file types easily.
drewt333
May 23rd, 2024, 06:56
It didn't occur to me that these were compressed files. Thank you very much.
Henix
May 31st, 2024, 11:34
Thank you, now I have solved all my doubts!
In a future update can you add settings that allow the player(client) to not see/see the n1 and n2 field in the combat tracker like you already did with initiative? That would be great.
damned
May 31st, 2024, 15:00
Hi Henix - hiding Order is part of CoreRPG. Ill add it to the list for consideration.
Lonewolf147
June 2nd, 2024, 21:05
Is it possible to round the results of an autocalc string? I've made a skill that works, but the result sometimes is a partial number. That result needs to be rounded up.
60992
A second question, the Level (optional) field. Is there a way to get that value to use in a die roll expression? in the above example, I just created a Trained field (d). But I'd like to use the level field instead.
damned
June 3rd, 2024, 02:13
There is a getlevel command that references the Characters Level.
For the rounding I will need a poll...
Lonewolf147
June 3rd, 2024, 11:30
There is a getlevel command that references the Characters Level.
Is that what the "Level (optional)" field on that screen is? Another Character Level field? I don't use character levels in Chill (the system I'm building this for), but there are different skill levels, I thought perhaps I could reference that skill level here.
damned
June 3rd, 2024, 15:06
Sorry - no - it refers to the Character Level.
How you are doing it is the correct way.
Lonewolf147
June 4th, 2024, 01:26
For the rounding I will need a poll...
Is this something you need me to do?
damned
June 4th, 2024, 01:59
Is this something you need me to do?
Well you should vote at least...
Lonewolf147
June 5th, 2024, 02:42
Well you should vote at least...
That's fair... I'm new to polls on forums, where do I go to see this poll?
wndrngdru
June 5th, 2024, 21:43
That's fair... I'm new to polls on forums, where do I go to see this poll?
It's just a thread in this same forum.
https://www.fantasygrounds.com/forums/showthread.php?81596-XCore-Rounding-Preference
The poll is at the top, above the first post.
wndrngdru
June 21st, 2024, 14:29
Hi @Damned,
Not sure if this was already reported or not. When clicking on the icon next to the Race field on the character sheet, the following pops up in the chat:
sub_ref_header - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
frame_ref_content - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
sub_ref_content - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
scrollbar_ref_content - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
resize_referencepage - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
close_referencepage - DEPRECATED - 2023-06-27 - Contact ruleset/extension/forge author
damned
June 24th, 2024, 00:10
Bug fixes have been fixed and loaded into the Forge.
wndrngdru
June 24th, 2024, 03:04
Bug fixes have been fixed and loaded into the Forge.
If I didn't have a good friend of over 40 years living near Canberra, you'd totally be my favorite Aussie. :p
Henix
July 3rd, 2024, 22:47
Hi! I'd like to ask you how do you handle the roll action drop on character, like when you drag and drop a roll (for example the attackac) on the token or the Combat Traker.
Because I'm trying to create a new field (outside the XCore ruleset) where I have to take the stats of the enemy, but I can't get the roll to start when I release the die on the enemy in the combat traker
damned
July 4th, 2024, 01:51
Hi Henix,
I have not really coded support for drag and drop attacks/damage etc.
The rolls work with Targeting but not so much with Drag and Drop onto Target.
Wulfgangrpg
July 6th, 2024, 03:11
Hi, I can not seem to get the skills in alphabetical order, I have even tried to number them, and also tried to give them a power level to see if that would work,, the first 5 or 6 skills seem to to be fine then 7-1o skill will not go in order., anyone know if this is a bug or is it on my side?
this first pic is right and shows in order
61215
this next 3 61218pics show in wrong order after after I added the 7th skill and I did hit the alphabetical Icon
61216
61217
damned
July 6th, 2024, 03:19
There is no way to make everyone happy. Equal numbers of people/games want alpha order and the others want a specific order. If you click the Filter icon next to add/remove it will cycle between Alpha and the order you enter them in.
Wulfgangrpg
July 6th, 2024, 03:31
yea the filter Icon is what I am clicking, forgot what you called it!
damned
July 6th, 2024, 04:15
Please shaer your db.xml
Redemption77
July 7th, 2024, 14:58
Where in the Marvel Xcore extension do you actually find the premade rolls for M616 rolls? Do we still need to build them out ourselves? I saw what I thought said they were included when grabbing it from the forge
Talen
July 7th, 2024, 15:09
Damned can explain much better than I can, but here's a screen shot of what it looks like....I just entered "1d6+1dMarvel+1d6" wherever I created a roll on the character sheet and added modifiers if any. ...I did have to build the rolls using the string each time.
61238
damned
July 7th, 2024, 16:04
Its very possible i never doco'd it...
The roll should look like:
marvel [a]
It will do the rest - at least to the level as described to me.
vegaserik
July 7th, 2024, 16:42
Damned can explain much better than I can, but here's a screen shot of what it looks like....I just entered "1d6+1dMarvel+1d6" wherever I created a roll on the character sheet and added modifiers if any. ...I did have to build the rolls using the string each time.
61238
Nice! That helps alot seeing them like that.
Talen
July 7th, 2024, 17:50
I'm running a Marvel one shot on Saturday if you are interested in joining. Details HERE (https://www.fantasygrounds.com/forums/showthread.php?81951-Marvel-Multiverse-One-Shot-Sat-July-13-11-am-to-2-pm-Eastern&p=720231)
damned
July 8th, 2024, 02:38
Just use
marvel [a]
however I was told that the Stat value didnt modify the roll (which I thought was curious) so my roll doesnt add them.
if the stat should add please share a screenshot of the roll mechanics from the rulebook and Ill update the roll.
Talen
July 8th, 2024, 03:17
The ability score does get added.
61241
damned
July 8th, 2024, 07:38
New build uploaded.
Talen
July 8th, 2024, 12:42
New build uploaded.
Works much better - much quicker using marvel [a] and auto addition of the score - eliminates need to redo the string when scores change. Thank you!
damned
July 8th, 2024, 13:17
The other difference is it will report some of the specific rolls like Fantastic.
In either case you can have it auto-update using:
1d6+1dMarvel+1d6+[a]
or
marvel [a]
Talen
July 8th, 2024, 16:02
Love the fantastic add! A couple question on what xcore can do out of the box with the die roller and some set up....
1. Can I reroll any of the 3 dies if a trouble or edge is in play?
2. Can I pull the rolled marvel die and multiply by the damage modifier?
3. If so, can that damage modifier be adjusted based on a damage reduction number?
damned
July 8th, 2024, 16:28
Out of the box? No. Will need some coding. All is possible to some extent.
Talen
July 8th, 2024, 16:59
Out of the box? No. Will need some coding. All is possible to some extent.
I should have been clearer...by coding do u mean Lua, or the existing xcore die rolling string set up? Regardless, this does what I need it to as is, just looking to see if I can do more
zarlor
July 8th, 2024, 17:10
I'm playing around with making an Ascendant character sheet, but having an Array issue. I create an array called VariableAttributes with the following (no quotes, of course) "15,20,30,40,60,80,120,160,240,320,480,640,960,1280 ,1920". I have an Attribute called MIG (for Might) with a static value (essentially the "a" value) of 3.
Health I set calculation to "getdata|VariableAttributes|[MIG|a]" and it returns "0"
If I set it to "getdata|VariableAttributes|3" it returns "30", as expected.
Hmm... so I then tried "getdata|VariableAttributes|0+[MIG|a]"and get "[ERROR] Script execution error:[string 'C:health_set:health_calc"]:135: attempt to concatenated local 'nDataResult' (a nil value')"
Ok, so I try "getdata|VariableAttributes|1+[MIG|a]" for grins and get "18"? Look like that performed a return from the array of a value of "1" (which is 15) and then added MIG|a to it.
So maybe "getdata|VariableAttributes|(0+[MIG|a])"? But that just returns 0..., as does "getdata|VariableAttributes|([MIG|a])"
Thinking maybe it's an order of operations problem I think modified MIG itself setting a b value of "getdata|VariableAttributes|([MIG|a])" on MIG itself, figuring then at least MIG|a is set and referenceable since it normally would be but all of the above provide the same results.
How should I be properly referencing that array?
damned
July 8th, 2024, 23:58
I should have been clearer...by coding do u mean Lua, or the existing xcore die rolling string set up? Regardless, this does what I need it to as is, just looking to see if I can do more
The things you have asked about are not at all common across other RPGs.
There is no support out of the box for them.
If you spell out in great detail exactly what you need Ill see if I can make some time for it.
damned
July 9th, 2024, 00:18
I'm playing around with making an Ascendant character sheet, but having an Array issue. I create an array called VariableAttributes with the following (no quotes, of course) "15,20,30,40,60,80,120,160,240,320,480,640,960,1280 ,1920". I have an Attribute called MIG (for Might) with a static value (essentially the "a" value) of 3.
Health I set calculation to "getdata|VariableAttributes|[MIG|a]" and it returns "0"
If I set it to "getdata|VariableAttributes|3" it returns "30", as expected.
Hmm... so I then tried "getdata|VariableAttributes|0+[MIG|a]"and get "[ERROR] Script execution error:[string 'C:health_set:health_calc"]:135: attempt to concatenated local 'nDataResult' (a nil value')"
Ok, so I try "getdata|VariableAttributes|1+[MIG|a]" for grins and get "18"? Look like that performed a return from the array of a value of "1" (which is 15) and then added MIG|a to it.
So maybe "getdata|VariableAttributes|(0+[MIG|a])"? But that just returns 0..., as does "getdata|VariableAttributes|([MIG|a])"
Thinking maybe it's an order of operations problem I think modified MIG itself setting a b value of "getdata|VariableAttributes|([MIG|a])" on MIG itself, figuring then at least MIG|a is set and referenceable since it normally would be but all of the above provide the same results.
How should I be properly referencing that array?
Firstly this one wont work:
getdata|VariableAttributes|0
There is no 0 value in the array
Second There is limited support for string math operations together - it makes the code much, much harder to write if I need to try and accommodate all the possible permutations that people might write.
Why are you doing 0+[value]? Its the same as [value].
However this getdata doesnt support the math at all so do it something like this:
In one of the unused fields on your roll (D in this example) add [MIG|a] in the autocalc (second) line and this should fill that value out
Then in your primary line do getdata|VariableAttributes|d so you are referencing your derived value in d
zarlor
July 9th, 2024, 01:22
Sorry, I think I just caused confusion with the extra things I tried. All I really wanted to do was "getdata|VariableAttributes|[MIG|a]". The others were my way of playing around to see if I could figure out why it was behaving like it did. I was trying to use this for Health, so there is no separate unused field on that.
That led me to the right place, even if it's a little roundabout. I used the "b" field of MIG to just do a "getdata|VariableAttributes|a" and in Health just set the Calc to "[MIG|b]" and that works. Thanks!
damned
July 9th, 2024, 01:41
Great thanks for confirming.
Talen
July 9th, 2024, 02:16
The things you have asked about are not at all common across other RPGs.
There is no support out of the box for them.
If you spell out in great detail exactly what you need Ill see if I can make some time for it.
I appreciate the offer - Let me get a session under my belt on Saturday and see how it plays - it may work fine as-is. Thanks.
WilliamRiddle
July 14th, 2024, 18:47
The other difference is it will report some of the specific rolls like Fantastic.
In either case you can have it auto-update using:
1d6+1dMarvel+1d6+[a]
or
marvel [a]
Damned, thank you for doing this for the new Marvel game. I really don't want to go back to Roll20.
I do have a few questions when folks have time, please.
1. I do not understand the "marvel [a]" that is being mentioned. Is this some behind the scenes coding? Sorry, not an FG coder. /roll 1d6+dMarvel+1d6 seems to work fine out of chat, I just do not understand the other command. My hat is off to you next generation of coders, but sometimes it would be great if you could dumb-it-down for us older folks. :)
2. Looking at the screenshots from Talen ... how are you getting the character sheet entries for the stats to come out like that? More coding? Is it possible someone could upload a sample sheet we can use as a template?
3. Is there a way to re-scale the background (which is awesome, BTW)? On my laptop (1600x900) it looks all wonky. This might be more of an FG thing than the extension itself, I'm just not sure how to change the scale of the background to fit better. I know some of my players are going to have the same issue.
Thank you in advance!
WR
WilliamRiddle
July 14th, 2024, 19:44
Ok ... my old brain figured out #1 and #2. Would still like to see a character sheet template if someone has one, please. I have at least 15 heroes to build. :)
#3 still an issue. I'm guessing 1600x900 is not a compatible FG background resolution.
WR
wndrngdru
July 14th, 2024, 21:05
Ok ... my old brain figured out #1 and #2. Would still like to see a character sheet template if someone has one, please. I have at least 15 heroes to build. :)
#3 still an issue. I'm guessing 1600x900 is not a compatible FG background resolution.
WR
Any chance we could see a screengrab of what you are seeing? The XCore ruleset's background elements move around to accommodate nearly any but the smallest screens. It's even fine at 1024x768, though the program itself isn't very usable at that resolution.
WilliamRiddle
July 14th, 2024, 23:06
Any chance we could see a screengrab of what you are seeing? The XCore ruleset's background elements move around to accommodate nearly any but the smallest screens. It's even fine at 1024x768, though the program itself isn't very usable at that resolution.
61294
61295
The second attachment is from the default character sheet. The WEAPONS field Add Item option is missing, you can't add anything to the field.
Lastly, I'm having an issue with the Initiative Dice Roll entry. I have a hero with a +2 to their initiative. In the Init field when you enter the roll: /roll 1d6+dMarvel+1d6+2 it does not add the "+2" to the roll. What am I doing wrong?
Thanks again for this. Any help is appreciated. :)
WR
damned
July 15th, 2024, 03:22
Start by checking the documentation here:
https://diehard-gaming.com/xcore/
I did create the background for 1920x1080 so yeah spidey loses his head at 900...
I'll have to recreate it or supply an extension for the 900 high screen.
You dont add Rolls to Weapons - the rolls for Weapons are inherited from Items that have rolls enabled - see doco.
marvel [a] refers to using the marvel roll and the stat from field [a].
How to reference fields and many roll examples are in the doco.
There is no marvel [a] example in the doco as marvel is introduced from the extension.
sweden
July 18th, 2024, 18:02
Hi,
I am very new to FGU and I am trying to adopt the Xcore ruleset for a Swedish RPG from the 80-ies :-)
Is it somehow possible to use two strings in the same roll - ie roll damage AND use a rollon table function.
Ie damagedr 1d6+1 and rollon HitBodyLocation
There might also be another simple way to do that - or just make two rolls of course
Thanks
damned
July 19th, 2024, 00:56
Welcome sweden
This isnt possible in XCore. Something similar is possible in MoreCore but the XCore roll support is more complex and Im not sure if I can add it in.
Right now the answer is no.
damned
July 19th, 2024, 04:23
The other way to do this would be to make a custom roll that also rolls on a table.
It would not be overly hard to do.
What is the dice mechanic and what does the table look like?
sweden
July 19th, 2024, 07:09
I like to explore what you can do in a system and how far you can stretch the functionality. But it is also very useful to know when you have arrived at the end of the possibilities for a certain function - many thanks
sweden
July 19th, 2024, 07:40
I was also considering a custom dice role, but I have yet to start working with this option.
The specific game mechanics I tried to solve was a combination of weapons damage and a table for where on the body the character/npc will be hit.
For example
Scimitar damage value: 1d8+2
Hit location table: 1D8
1: Right leg
2. Left leg
3. Abdomen
4-5. Chest
6. Right arm
7. Left arm
8. Head
However to put this into context I will present the full dice mechanics for an attack
Normal hit: First the character makes an attack roll. It is based on a 1d20 roll which should be equal or under the skill value (ie 14)
Special hit: If the roll is 5 or lower there should be another roll. If this second roll is under the skill value it is considered a "special hit" and would yield full damage value
Perfect hit: If the roll is 1 there should be another roll. If this second roll is under the skill value it is considered a "perfect hit" and would yield full damage value and with no reduction or armour value
Once the hit success (normal, special or perfect) is determined the damage should be rolled. Each weapon has its own damage characteristics as shown above. For instance a scimitar has 1d8+2.
The damage is reduced by any armour value (damagedr)
Secondly the hit should be allocated to a specific part of the body using the HitLocation table
------
I have figured out the following:
* How to make a rollunder for a successful hit
* How to define different kinds of damage b|c|d etc
* How to assign damage as wounds
* How to reduce for any armour value (n-2)
* How to roll on HitLocation table
So I can do everything I want - but have not really put the pieces together
This is how I do it now:
1. Roll for the skill
2. If it is successful and below 5 or being a 1, I roll again and manually determine if it normal, special or perfect
3. I roll a corresponding damage roll (I have defined one for normal, one for special and one for perfect
4. I roll once on the HitLocation table
All in all - I am fine with current setut, but I always want to explore if it is the best way to go about it and soon I will be ready to host my first Story as a GM :-)
damned
July 19th, 2024, 07:49
Question - if I hit the Left Arm (example) do I apply DR still?
sweden
July 19th, 2024, 08:02
Yes, that is still applied
damned
July 19th, 2024, 09:28
One more thing - can you share your current damage reduction roll - the string and a screenshot
sweden
July 19th, 2024, 10:35
Sure. I use the following string damagedr 1d6+1
61342
damned
July 19th, 2024, 12:48
Try this extension: https://forge.fantasygrounds.com/shop/items/1859/view
Feel free to it pull apart and experiment with.
two new rolls:
damaget #d#
drdamaget #d#
sweden
July 19th, 2024, 13:26
WOW - many many thanks!!! I have subscribed to the extension and will start to learn it. I really appreciate this!
wndrngdru
July 27th, 2024, 02:22
Hey @damned. I've noticed the Arrays icon doesn't follow theme coloration the way the others do. It's always black.
Patou
August 14th, 2024, 23:47
Weird stuff, i've gotten the Xcore Marvel extension but it doesn't appear anywhere under Game Systems (Rulesets) in my FGU list but I see it in my ext. folder???
Patou
August 14th, 2024, 23:50
okay.. had to re-acquire it a second time.
damned
August 15th, 2024, 01:06
Its an extension not a ruleset so you will always need to load it in a XCore campaign.
Hjorimir
August 22nd, 2024, 07:13
Is there a way to reference a target's attribute values in a roll? I've read over the documentation a few times, but I may be missing something. I'm basically looking for a way to check a roll against various attribute values much like an attack vs. AC would be handled.
If not, it's on my wish list for XCore. Fantastic work, Damned.
Hjorimir
August 22nd, 2024, 07:47
The truncated version of the marvel roll (e.g., marvel [a]) has a reference issue when coming out of a different roll box. However, the longform (e.g., 1d6+1dMarvel+1d6) can successfully reference attribute values on rolls in other boxes. Please see the attached image. I tried to clarify. Hope this makes sense!
Hjorimir
August 22nd, 2024, 07:50
I saw that somebody posted their version of a Marvel character sheet. I'm not savvy enough to actually update labels (I tried using the XCore Strings extension, but it's beyond me how to do that stuff). However, I think I have a useable solution for damage rolls. Please see the attached image. The player just needs to update the roll and multiplier values and double-click, which is pretty fast with CTRL+Mousewheel. Anyway, I hope that helps!
damned
August 22nd, 2024, 12:40
See a better way to do the Marvel roll .
61676
damned
August 22nd, 2024, 12:41
Is there a way to reference a target's attribute values in a roll? I've read over the documentation a few times, but I may be missing something. I'm basically looking for a way to check a roll against various attribute values much like an attack vs. AC would be handled.
If not, it's on my wish list for XCore. Fantastic work, Damned.
No you cant do it right now but it would be easy enough as an extension for specific use cases.
Please give your precise example.
Hjorimir
August 22nd, 2024, 16:44
See a better way to do the Marvel roll .
61676
Yup, this works. Thanks!
Hjorimir
August 22nd, 2024, 17:06
No you cant do it right now but it would be easy enough as an extension for specific use cases.
Please give your precise example.
Okay, I'll try to break all of this down for the new Marvel Multiverse RPG.
There are 6 stats for a character/NPC: Melee, Agility, Resilience, Vigilance, Ego, and Logic (which conveniently spells MARVEL).
Each of these stats ranges from 0 up. This is the base modifier used for actions/skills associated to each stat (e.g., punching somebody would be a Marvel die roll + the Melee score).
Each of these also provides a Defense score, which is basically the score plus 10 (e.g., Daredevil has Melee 2 and therefore a Melee Defense of 12).
Lastly, each stat also has a 'Non-Combat Check' modifier, which is usually the same as the base modifier.
However, each of the three numbers here (Score, Defense, Non-Combat Check) can each be individually modified for things like traits, powers, or equipment.
By far the most common examples would be Melee attack vs. target's Melee Defense or Agility attack vs. target's Agility Defense (equal to or higher, like D&D's AC).
But powers mix an match all of the six in various ways (e.g., Telepathic Link has the character making a Logic attack vs. target's Vigilance Defense).
Please see the attached image.
While we're on the topic, if you look at the [Martial Arts] Leg Sweep example, you can see that I have two rolls setup here. The first is to cover the Focus cost (n1) for using the power (it costs 5); the second is for the actual attack itself. Is there a way to combine the two roll strings into one? So with one roll I could both spend the 5 Focus and make the attack roll?
Thanks for all of your help and guidance!
Hjorimir
August 22nd, 2024, 21:48
I'm trying to code a roll to apply half damage to a target (please see attached image).
The formula I use for full damage works fine, but once I add the parenthesis and the /2 it results in a 0. Should I be able to do this?
So...
damage [c]*[d]+[Ego|a] works fine (for full damage)
damage ([c]*[d]+[Ego|a])/2 doesn't (for half damage)
damned
August 23rd, 2024, 00:21
For the half damage use the trick I showed you in the marvel roll above.
Try use the calc field to calculate the full damage so it would look something like this
Full Damage
damage [a]
[c]*[d]+[Ego|a]
Half Damage
damage ([b]/2)
[c]*[d]+[Ego|a]
see if that works
damned
August 23rd, 2024, 00:31
There are 6 stats for a character/NPC: Melee, Agility, Resilience, Vigilance, Ego, and Logic (which conveniently spells MARVEL).
Each of these stats ranges from 0 up. This is the base modifier used for actions/skills associated to each stat (e.g., punching somebody would be a Marvel die roll + the Melee score).
Each of these also provides a Defense score, which is basically the score plus 10 (e.g., Daredevil has Melee 2 and therefore a Melee Defense of 12).
Lastly, each stat also has a 'Non-Combat Check' modifier, which is usually the same as the base modifier.
However, each of the three numbers here (Score, Defense, Non-Combat Check) can each be individually modified for things like traits, powers, or equipment.
By far the most common examples would be Melee attack vs. target's Melee Defense or Agility attack vs. target's Agility Defense (equal to or higher, like D&D's AC).
But powers mix an match all of the six in various ways (e.g., Telepathic Link has the character making a Logic attack vs. target's Vigilance Defense).
Because there are so many possible combinations here I think the best way to do this (best being simplest overall) would be to break it down into 2 rolls.
Attacker declares his target and their defense stat.
Defender "activates" their defense stat by double-clicking the appropriate stat (we would code a roll to do this)
Attacker does their attack roll and it will use that stat value and reset it to 0
If that would work we then a field to store this activated defense in. Does Karma need to be in the CT? I dont have to store it in CT but it might be best stored there.
damned
August 23rd, 2024, 00:34
While we're on the topic, if you look at the [Martial Arts] Leg Sweep example, you can see that I have two rolls setup here. The first is to cover the Focus cost (n1) for using the power (it costs 5); the second is for the actual attack itself. Is there a way to combine the two roll strings into one? So with one roll I could both spend the 5 Focus and make the attack roll?
You cant string rolls together.
Do you always incur cost when using leg sweep? We could modify the the marvel roll or create a marvelc roll which includes the cost calculation.
Hjorimir
August 23rd, 2024, 01:58
For the half damage use the trick I showed you in the marvel roll above.
Try use the calc field to calculate the full damage so it would look something like this
Full Damage
damage [a]
[c]*[d]+[Ego|a]
Half Damage
damage ([b]/2)
[c]*[d]+[Ego|a]
see if that works
This still isn't working for me. The damage here should be 3, but comes up 0 again. Image attached for reference.
Hjorimir
August 23rd, 2024, 02:04
Because there are so many possible combinations here I think the best way to do this (best being simplest overall) would be to break it down into 2 rolls.
Attacker declares his target and their defense stat.
Defender "activates" their defense stat by double-clicking the appropriate stat (we would code a roll to do this)
Attacker does their attack roll and it will use that stat value and reset it to 0
If that would work we then a field to store this activated defense in. Does Karma need to be in the CT? I dont have to store it in CT but it might be best stored there.
If I'm being honest, I think by the time you've gone to that trouble you already know what the target number for the attack would be. So, while I think the automation would work, because there's another manual step in the process it would actually prolong the resolution of the attack. I really appreciate the idea, but it seems like it wouldn't be worth your while to do that work.
To answer your final question, Karma isn't a must have in the CT (although it's kind of nice to see it at a glance to know which players/characters have that in their pocket for certain things).
Hjorimir
August 23rd, 2024, 02:05
You cant string rolls together.
Do you always incur cost when using leg sweep? We could modify the the marvel roll or create a marvelc roll which includes the cost calculation.
Yes, on a power like Leg Sweep, it always costs 5 Focus to use.
damned
August 23rd, 2024, 02:55
This still isn't working for me. The damage here should be 3, but comes up 0 again. Image attached for reference.
Your example will never work because we are referencing [d] and you have put this in [d] but other than that sometimes you have to fully qualify the references like this instead:
[Martial Arts|c]*[Martial Arts|d]+[Ego|a]
Note that this is in the CALC field for [a] and not in [c] or [d]
And this calculation also works
([Martial Arts|c]*[Martial Arts|d]+[Ego|a])/2
damned
August 23rd, 2024, 02:56
If I'm being honest, I think by the time you've gone to that trouble you already know what the target number for the attack would be. So, while I think the automation would work, because there's another manual step in the process it would actually prolong the resolution of the attack. I really appreciate the idea, but it seems like it wouldn't be worth your while to do that work.
To answer your final question, Karma isn't a must have in the CT (although it's kind of nice to see it at a glance to know which players/characters have that in their pocket for certain things).
OK. Im happy with that :pirate:
Im only asking about Karma if we were going to do my suggested defense "activate/roll" as we are not then it doesnt matter.
damned
August 23rd, 2024, 05:31
I have added a small change to the damage roll in XCore itself - eg not in the Marvel extension.
If you hold SHIFT when rolling it will apply Double damage.
If you hold ALT when rolling it will apply Half damage.
If this is desirable I will roll it out to the other damage rolls.
damned
August 23rd, 2024, 05:50
For the XCore Marvel extension I have added a new roll cmarvel [a]c#
This will deduct # from your n1 field which is useful if you are using n1 as Focus.
Do not use a formula for # just apply the number.
Hjorimir
August 23rd, 2024, 12:40
For the XCore Marvel extension I have added a new roll cmarvel [a]c#
This will deduct # from your n1 field which is useful if you are using n1 as Focus.
Do not use a formula for # just apply the number.
Thanks for both of these changes! I'm out for a day or so, but I'll be sure to test and report back ASAP!
Hjorimir
August 27th, 2024, 17:57
I have added a small change to the damage roll in XCore itself - eg not in the Marvel extension.
If you hold SHIFT when rolling it will apply Double damage.
If you hold ALT when rolling it will apply Half damage.
If this is desirable I will roll it out to the other damage rolls.
This works. However, there's a small thing where the "big" damage number in the chatbox doesn't reflect that modifier. It does apply the correct amount of damage (double or half) to the target though. Just thought I'd give the feedback, but am THANKFUL for the new implementation.
See attached for an example. Damage dealt was 12 (correct). Note in damage roll indicates the double damage (12), but the larger number (to the right) was erroneously displayed as 6.
Hjorimir
August 27th, 2024, 18:01
For the XCore Marvel extension I have added a new roll cmarvel [a]c#
This will deduct # from your n1 field which is useful if you are using n1 as Focus.
Do not use a formula for # just apply the number.
This works perfectly. Thanks much!!
Patou
August 27th, 2024, 18:34
For Marvel XCore is it possible to have someone really good here to set up all the coding so that someone such as myself (who's terrible at coding) can simply take that setup and enter my heroes and villains and story entries please. Does someone have a base template campaign they would be ready to share please?
Hjorimir
August 27th, 2024, 20:24
For Marvel XCore is it possible to have someone really good here to set up all the coding so that someone such as myself (who's terrible at coding) can simply take that setup and enter my heroes and villains and story entries please. Does someone have a base template campaign they would be ready to share please?
I have a library of all the rolls that I'm working up, but I think sharing that would violate copyright laws as all of the rolls have the rules out of the book implemented. That said, I'm happy to assist with some coding examples.
Here's a quick example to help get you started (see attached image).
Looking at the red annotations:
Daredevil has Attack Stance active, so I added a Temp Melee DMG Bonus of 2 (to reflect the power's effect) and added a Concentration effect to DD on the Combat Tracker for clarity.
Looking at the orange annotations:
Double-clicking the first roll rolls the attack and subtracts the Focus cost at the same time (that's the cmarvel [a]c5 coding that you see).
To determine damage, the player adjusts the middle roll (CTRL+Mousewheel) to whatever the result of the Marvel die was, in this case 5
Then they adjust the third roll (again, CTRL+Mousewheel) for the final multiplier (DD is punching with x2, but Bullseye has -1 for his reinforced skeleton...which is what Matt gets for dropping Bullseye from a highwire). Final result is a x1.
Then double-click that third roll to apply the damage. This works out to be 9 (5 x 1 plus two times DD's Melee bonus, which is picked up from [Melee|a] and [Temp Melee DMG Bonus|a]).
I hope this helps!
Patou
August 27th, 2024, 21:10
I have a library of all the rolls that I'm working up, but I think sharing that would violate copyright laws as all of the rolls have the rules out of the book implemented. That said, I'm happy to assist with some coding examples.
Here's a quick example to help get you started (see attached image).
Looking at the red annotations:
Daredevil has Attack Stance active, so I added a Temp Melee DMG Bonus of 2 (to reflect the power's effect) and added a Concentration effect to DD on the Combat Tracker for clarity.
Looking at the orange annotations:
Double-clicking the first roll rolls the attack and subtracts the Focus cost at the same time (that's the cmarvel [a]c5 coding that you see).
To determine damage, the player adjusts the middle roll (CTRL+Mousewheel) to whatever the result of the Marvel die was, in this case 5
Then they adjust the third roll (again, CTRL+Mousewheel) for the final multiplier (DD is punching with x2, but Bullseye has -1 for his reinforced skeleton...which is what Matt gets for dropping Bullseye from a highwire). Final result is a x1.
Then double-click that third roll to apply the damage. This works out to be 9 (5 x 1 plus two times DD's Melee bonus, which is picked up from [Melee|a] and [Temp Melee DMG Bonus|a]).
I hope this helps!
Thank you Hjorimir. I'll look into this and see how I fair. I've got all the books. If I can't get my head around this I'll figure something out :)
Hjorimir
August 27th, 2024, 21:44
Thank you Hjorimir. I'll look into this and see how I fair. I've got all the books. If I can't get my head around this I'll figure something out :)
If you get stuck, please feel free to reach out and I'm happy to help share my implementations. :)
Patou
August 27th, 2024, 22:06
If you get stuck, please feel free to reach out and I'm happy to help share my implementations. :)
I'm set-up to attack this ;)
I guess you would input your "NPCs" similar to the character sheet?
Hjorimir
August 27th, 2024, 22:59
I'm set-up to attack this ;)
I guess you would input your "NPCs" similar to the character sheet?
I haven't created a lot of villains so far. Where my mind is at that minion type NPCs (e.g., Hand Ninjas, AIM agents, etc.) I'd create as NPCs. Normal "named" villains (e.g. Bullseye, Doctor Doom, etc.) I'd create on a full character sheet and take possession as GM.
That said, I do intend to test using the NPC sheet for full villains. I just don't like that the NPC forms don't have the ordering options that the full character sheets do. So, if I want the Attributes in order (MARVEL) for an NPC, I have to prepend them with numbers (1 Melee, 2 Agility, etc.), which bugs me. :P
Vangomes
August 27th, 2024, 23:04
hi, how could I use a different color dice in the same dice pool? (in the style of alien RPG stress dice)... Would there be a way to do this without having to code? I'm new to FG and I loved Xcore, because I want to adapt a game that doesn't yet exist in the FGU store... thanks in advance!
damned
August 28th, 2024, 00:40
This works. However, there's a small thing where the "big" damage number in the chatbox doesn't reflect that modifier. It does apply the correct amount of damage (double or half) to the target though. Just thought I'd give the feedback, but am THANKFUL for the new implementation.
See attached for an example. Damage dealt was 12 (correct). Note in damage roll indicates the double damage (12), but the larger number (to the right) was erroneously displayed as 6.
Its not erroneous as such - it is displaying the dice result. It was intentional to leave it display the dice result. I will see if there is any other feedback and then will review.
damned
August 28th, 2024, 00:43
I have a library of all the rolls that I'm working up, but I think sharing that would violate copyright laws as all of the rolls have the rules out of the book implemented. That said, I'm happy to assist with some coding examples.
It is OK to share a library or export of data such as skills and powers and equipment etc so long as they do not contain copy/paste descriptions from the books - names and values are OK.
It is OK to share NPCs also without descriptions.
You could not share a Reference Manual of the rules.
You could write your own rules summary and include that but nothing copy and paste.
damned
August 28th, 2024, 00:47
hi, how could I use a different color dice in the same dice pool? (in the style of alien RPG stress dice)... Would there be a way to do this without having to code? I'm new to FG and I loved Xcore, because I want to adapt a game that doesn't yet exist in the FGU store... thanks in advance!
Remind me how you build the pool for Alien (not in FG just in the game rules) and how the dice mechanic works.
At its simplest you could do something like this in formula for [a]:
[a]d6+[b]r6
You put the dice (excluding stress) in [a] and you put stress in [b]
The 3D dice wont show a RED dice but the chat will show the red dice at the end.
damned
August 28th, 2024, 00:50
Cross posting this from another thread - Trinity Universe support
This is how I would do it in XCore with no code to write outside of some dice macros.
Set up your Attributes and Skills like this:
mod [a]
With the score/value stored in the [a] field
Set up an Action Roll like this:
[getmod]d10s[a]
and put the target number or difficulty in [a]
Build your Pool of dice by double clicking Attributes and Skills as permitted and then adjust the TN if required and double click Action Roll
See screenshot and also see charsheet export.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61766
Vangomes
August 28th, 2024, 06:00
Remind me how you build the pool for Alien (not in FG just in the game rules) and how the dice mechanic works.
At its simplest you could do something like this in formula for [a]:
[a]d6+[b]r6
You put the dice (excluding stress) in [a] and you put stress in [b]
The 3D dice wont show a RED dice but the chat will show the red dice at the end.
Thank you very much, I'm having a lot of fun learning how to use Xcore... I know I still have a lot to learn! Thank you for your help, and congratulations on the tool, it saved us all!!!
damned
August 28th, 2024, 06:31
Thank you very much, I'm having a lot of fun learning how to use Xcore... I know I still have a lot to learn! Thank you for your help, and congratulations on the tool, it saved us all!!!
If you make working character sheets for any of your games please do post them for others to use and/or learn from :bandit:
damned
August 28th, 2024, 06:32
Thank you very much, I'm having a lot of fun learning how to use Xcore... I know I still have a lot to learn! Thank you for your help, and congratulations on the tool, it saved us all!!!
You could also always code an alien roll if you wanted to make it more specific. Use examples from Forge to get you started.
Vangomes
August 28th, 2024, 06:46
You could also always code an alien roll if you wanted to make it more specific. Use examples from Forge to get you started.
I'll try to do that... Everything is still very new to me, but I'm looking for information and watching videos. My friends want to play The Walking Dead, and adapting the sheet using Xcore is to make that wish a reality hehe... Since it's for personal use, I'll try to share something that doesn't infringe any copyright.
damned
August 28th, 2024, 06:57
Meet my friend Lucille.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61774
61774
Vangomes
August 28th, 2024, 07:01
Meet my friend Lucille.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61774
61774
Thanks, but I'll leave it to Glenn hehe. However, I'm already saving it here for the group's equipment :)
Vangomes
August 28th, 2024, 07:05
You could also always code an alien roll if you wanted to make it more specific. Use examples from Forge to get you started.
One more thing... If you have any specific link that can help me on this journey, I'll welcome a hit from Lucille :D
Hjorimir
August 28th, 2024, 07:39
Would it be possible to get word wrap for Effects on the Combat Tracker? Marvel Multiverse RPG has a ton of effects and concentrations to track and hard to see as is.
Hjorimir
August 28th, 2024, 09:09
I have added a small change to the damage roll in XCore itself - eg not in the Marvel extension.
If you hold SHIFT when rolling it will apply Double damage.
If you hold ALT when rolling it will apply Half damage.
If this is desirable I will roll it out to the other damage rolls.
Any chance we could expand this functionality to damagen1 rolls? There are powers in Marvel that need it.
damned
August 28th, 2024, 12:45
I know I said I just did it to the damage roll but I did actually end up doing it to all 4 of the rolls.
Please test and let me know.
Hjorimir
August 28th, 2024, 15:42
I know I said I just did it to the damage roll but I did actually end up doing it to all 4 of the rolls.
Please test and let me know.
So, I duplicated a power and changed the damagen1 roll to a damage roll. Holding SHIFT for both as I made the roll yields
Damage Roll, works as the damage was doubled (8 damage was doubled to 16 and added as Wound)
Damagen1 Roll, applies flat damage to N1, but isn't doubled as desired. (8 points deducted from the target's N1 field - starting at 60 points of 'Focus' - but it should have had been 16)
Please see the attached image.
Vangomes
August 28th, 2024, 16:44
Hello, after spending a long time trying to find the right configuration (I know it's something very simple for you, but for me it was a challenge :D ), I managed to configure the attribute and skill tests.
I used the following string for the attribute test:
[a]d6s[6],
For the skill test:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6],
Now, what do you think?
The next challenge will be to configure a stress system that works within this :D ...
Here's a print of how I did it:
61781
Draykor
August 28th, 2024, 20:34
Hello all
I'm preparing to dive into this madness that is ruleset creation. Gonna be honest, last time I tried any kind of codey stuff was with BASICA. Anyways, I'm looking at trying to automate the Villains and Vigilantes hit matrix (see attached image) and am wondering if somebody else has not already had a go at it. I did a forum search for "Villains" and came up empty but figured I would ask as well.
61783
Vangomes
August 28th, 2024, 22:34
Hello, after spending a long time trying to find the right configuration (I know it's something very simple for you, but for me it was a challenge :D ), I managed to configure the attribute and skill tests.
I used the following string for the attribute test:
[a]d6s[6],
For the skill test:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6],
Now, what do you think?
The next challenge will be to configure a stress system that works within this :D ...
Here's a print of how I did it:
61781
Another step taken, now, after much trial and error, I have configured the first part involving the stress test of skills and attributes.
I used the following string:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6]+[STRESS|a]r6s[6]
here is a print
PS.: My character sheet is in Portuguese, but you can understand it hehe :)
61786
damned
August 29th, 2024, 01:23
Hello all
I'm preparing to dive into this madness that is ruleset creation. Gonna be honest, last time I tried any kind of codey stuff was with BASICA. Anyways, I'm looking at trying to automate the Villains and Vigilantes hit matrix (see attached image) and am wondering if somebody else has not already had a go at it. I did a forum search for "Villains" and came up empty but figured I would ask as well.
61783
Can you provide a little more info please?
damned
August 29th, 2024, 01:24
Another step taken, now, after much trial and error, I have configured the first part involving the stress test of skills and attributes.
I used the following string:
[a]d6s[6]+[ATTRIBUTE|a]d6s[6]+[STRESS|a]r6s[6]
here is a print
PS.: My character sheet is in Portuguese, but you can understand it hehe :)
61786
Nice work Vangomes!
damned
August 29th, 2024, 01:24
So, I duplicated a power and changed the damagen1 roll to a damage roll. Holding SHIFT for both as I made the roll yields
Damage Roll, works as the damage was doubled (8 damage was doubled to 16 and added as Wound)
Damagen1 Roll, applies flat damage to N1, but isn't doubled as desired. (8 points deducted from the target's N1 field - starting at 60 points of 'Focus' - but it should have had been 16)
Please see the attached image.
Can you share a character sheet export please?
Vangomes
August 29th, 2024, 01:35
Nice work Vangomes!
Thank you @damned, thanks to your video about Xcore and your help here, I'm making progress. Once again, congratulations on this wonderful tool. I'll keep posting here as the project progresses, and I'll need more help as soon as I get stuck along the way :D
Hjorimir
August 29th, 2024, 01:43
Can you share a character sheet export please?
Sure thing!
damned
August 29th, 2024, 02:15
Sure thing!
Thanks. And an NPC. And Daredevil is a great choice!
Hjorimir
August 29th, 2024, 12:13
Thanks. And an NPC. And Daredevil is a great choice!
Here's Bullseye. If you meant an actual NPC using the NPC sheet/form, I'm afraid I don't see how to do that and would need guidance.
damned
August 29th, 2024, 14:23
Here's Bullseye. If you meant an actual NPC using the NPC sheet/form, I'm afraid I don't see how to do that and would need guidance.
Hmmmm - it works for me...
Hjorimir
August 29th, 2024, 15:20
Hmmmm - it works for me...
I'm so confused then. The only extension I have loaded is XCore - Marvel and I've tested this thing like a hundred times at this point.
Any chance we're running different versions? I've attached an image of what I'm running.
Hjorimir
August 29th, 2024, 16:26
Hmmmm - it works for me...
I've tried to simplify the test as much as possible, but still no luck. See attached.
damned
August 30th, 2024, 04:09
Ill upload my build tonight just in case
Hjorimir
August 30th, 2024, 16:02
Ill upload my build tonight just in case
Yup, that fixed it. Thanks.
Any thoughts on my earlier request for word wrap for effects on the Combat Tracker?
damned
August 31st, 2024, 04:41
Would it be possible to get word wrap for Effects on the Combat Tracker? Marvel Multiverse RPG has a ton of effects and concentrations to track and hard to see as is.
Please share your campaign db.xml so I can see what you mean?
Hjorimir
August 31st, 2024, 16:51
Please share your campaign db.xml so I can see what you mean?
Sure thing! Attached.
Note that in Marvel, a character can concentration on a number of powers equal to their character rank, which goes up to 6. Add on effects like stunned, bleeding, ablaze, etc. and you quickly run out of space to see it quickly on one line.
damned
September 1st, 2024, 05:04
Hi Hjorimir I need a copy of the DB while it has CT entries with long effects lists please.
Hjorimir
September 1st, 2024, 05:34
Hi Hjorimir I need a copy of the DB while it has CT entries with long effects lists please.
I'm sorry, I misunderstood. Here you go (again)!
adzling
September 2nd, 2024, 16:07
worked it out
damned
September 2nd, 2024, 16:13
To the best of my knowledge there is no getActor references in the XCore code.
What version are you running?
What extensions are you running?
Can you share your db.xml and the steps to reproduce?
adzling
September 2nd, 2024, 16:19
thanks i just reloaded fgu and its working now
first time loading the xcore ruleset and watching the get started video, its really easy and awesome work
adzling
September 2nd, 2024, 16:24
To the best of my knowledge there is no getActor references in the XCore code.
What version are you running?
What extensions are you running?
Can you share your db.xml and the steps to reproduce?
sorry while i have you here where can i go to learn about setting up skills in xcore?
ideally a place where I can list all the skills with text description that players can then drag to their sheet?
bonus question: the getting started video only shows one line per value but xcore now has two lines ("roll" and "calc").
Where can i go to find details on this?
thanks~!
damned
September 2nd, 2024, 16:39
I try and keep this reference up to date:
https://diehard-gaming.com/xcore/
To share skills to your players the best way is to create a development campaign where you enter your data.
export all the data a player might need access to a player module and share that in your campaign and have the players load it - then they will see all that data correctly
the second line is a calculation line - if you put [a]+6 or [getn1]*[a] etc in here it will set that lines value to the calculated value
adzling
September 2nd, 2024, 16:52
thank you the resource you linked to is great but i see no mention of skills
is there a place in the right hand sidebar where I can enter all skills and then have the players drag onto their character sheet
or
should i setup the character classes with all skills and then when the PCs choose a character class they get access to all the skills?
thanks!
wndrngdru
September 2nd, 2024, 19:04
You'll want to set them up as rolls in the Rolls library. XCore--like MoreCore before it--doesn't really have "skills" in the traditional sense. Everything is set up as a roll.
Just make sure your references are set up correctly within the character sheet so that when your players drag/drop them on their skills panel they will work as intended.
adzling
September 2nd, 2024, 21:53
thank you this got me looking in the right place
I also have a question about how to setup a particular skill roll mechanic.
How can I add LVL as a modifier to something (in this instance a "Roll").
Hjorimir
September 2nd, 2024, 22:23
thank you this got me looking in the right place
I also have a question about how to setup a particular skill roll mechanic.
It would be rollover 1d20 where the math would look like:
10 - (Skill Rating + Attribute Modifier)
I think the "code" in the skill should look like this:
rollover 1d20 [[10]-[Skill|a]+[Attribute|b]]
however the output is incorrect and I have tried all kinds of variants like:
rollover [[10]-[Skill|a]+[Attribute|b]] 1d20
Does anyone where the syntax for the skill rolls is defined?
thanks!
Try putting the 10-[Skill|a]+[Attribute|b] on the calc line (2nd line of a roll). And put the rollover 1d20 on the roll line (top line of a roll). I hope that makes sense.
wndrngdru
September 3rd, 2024, 00:10
To expand a bit on what Hjorimir said, the rollunder will always compare to whatever is in the box the roll corresponds to so use the calc field for that box to create the target number.
Example 4 on the documentation shows a very similar case using rollunder.
damned
September 3rd, 2024, 00:17
Hi adzling
Hjorimir and wndrngdru are correct.
The Character sheet headings are editable - call them what you want. They are not Skills as such - they are all Rolls except for Weapons. Weapons pull their Roll info from equipment/items that are Roll enabled.
See here: https://diehard-gaming.com/xcore/#item-rolls
You can do one or both of the following:
1. Create a library of "Rolls" that are setup correctly
2. Create "template" characters and copy these each time for a new player
Doing both works really well.
See below for Rollover - it always rolls against the number value in that Roll and Line
Rollover
Rollover compares the dice result with the Value. If the result is equal or greater than the Value then a Success is reported in chat. Some examples include:
rollover 1d20
rollover [b]d10!
rollover [b]d10+[Intelligence|b]
If you put your target number calc in the calc field as Hjorimir suggests it should work for you.
adzling
September 3rd, 2024, 01:03
thanks i just saw these replies
your all very helpful
I am setting up skills and attribute as Rolls.
i am making some great progress, nice work damned!
Question 1: Can I call LVL in a formula? For example I am setting up Skills to work as 20-[[Animal Handling|a]+[Charisma|b]], where a is the Skill Rank and b is Charisma Modifier, which seems to be working well.
I'd like to add LVL to this. Is it possible?
For example 20-[[Animal Handling|a]+[Charisma|b]+[LVL]]
Question 2: I seen to be having an issue with experience and levels. I have a Class set up with experience progression 0 Next 2000/1 Next 2000/2 Next 4000
When I try to type experience into the XP box nothing happens
When I drag a Class level from onto the sheet the level changes and experience flashes to 99 then sets back to 0.
Any idea what's going on?
thanks!
damned
September 3rd, 2024, 02:13
https://diehard-gaming.com/xcore/#race-and-class
These do not have any real automation in them - its not really possible to automate when so many game systems do things very differently.
This reports to chat so you can add things like "Increase Strength by 1 point (max 18)" or "Choose a new Basic Skill" or "Gain 1d8 hit points" or "You may recruit up to 3 Hirelings" etc.
See the get commands here: https://diehard-gaming.com/xcore/#rolls-cheatsheet
The 99 thing is a bug and I have just uploaded a fix. If you run the updater you should get version 1.64.
damned
September 3rd, 2024, 02:20
I would not use [square] brackets for grouping formulas - use (round) brackets. Square ones are used by the Formula references.
Im surprised they are not causing issues...
damned
September 3rd, 2024, 02:36
You might also find that Arrays using class levels might be useful to you.
adzling
September 3rd, 2024, 14:47
thanks for all the tips damned and your quick update!!!!
Your intro to xcore video was very helpful, do you have any other xcore videos you would recommend?
damned
September 3rd, 2024, 14:56
I dont think I have done any more on XCore.
adzling
September 3rd, 2024, 16:07
ok i ran the update you pushed and the "99" is no longer flashing on level up.
I am wondering:
1). can you remove a level after you have leveled up?
2). is there way to get the EXP window to show your current xp total or manually edit it / update it as you gain experience?
thanks@!
damned
September 3rd, 2024, 23:44
Hmmm... ctrl+scroll wheel will allow you to edit XP but I think I will change it to allow keyboard edits too.
I will update that tomorrow.
You can ctrl+croll wheel down the level - it wont undo anything that you have changed with the level.
The level ups (and downs?) will be reported in the Log on the Inventory tab.
adzling
September 4th, 2024, 00:25
The ctrl-scroll wheel works and I see that I can now type xp totals into the field, nice ;-)
I see that Initiative lets you set a dice value to roll.
However it seems to be lacking any programmable references.
It would be very helpful if it could hold something like [dexterity|b]+d6 for example.
And regarding Health.
I have it working with [Constitution|a]d6 which is great.
However every time I click the cog wheel in the upper right of the character sheet to update my Calcs it re-rolls the Health total.
Not sure how best to handle this but a U.I. lock at minimum would be helpful.
Also is there a way to determine how the Health total was produced?
For example a chat output that shows the roll.
This is helpful to ensure it is being calculated correctly
thanks, let me know if there's a better place/ way for me to pose these questions.
Really love xcore as you can prolly tell ;-)
damned
September 4th, 2024, 00:47
Init: basic calculations do work.
Health: If you use calculations then its going to calculate. Thats what the calculations do. If your system is using dice for health then dont put any calculations in there. Just roll the dice. If your system has Health being tied to some other stats then it might be appropriate to use Calculations. You dont want your 5th Level D&D Barbarian rerolling 5d10+[Constitution|b] every time the sheet updates. He just rolls and puts the value in.
Logging of Health: We dont log 99% of the changes on a character sheet, I dont really see the advantage in logging changes to Health.
What game system are you setting up for?
adzling
September 4th, 2024, 00:49
kk thanks good to know the design intent
ill have to check Initiative again thanks
I am building Gamma World 4 with some customizations to add skills.
damned
September 4th, 2024, 04:20
When you get it working please share some character sheets and/or export a module with pre-gens.
adzling
September 4th, 2024, 15:03
Question 1: Can i build an array that defines attribute modifiers (13-15 = +1 / 16-17 = +2 / etc) then call it from the attribute item such that it calculates and enters the attribute modifier?
found the answer = yes!
adzling
September 4th, 2024, 17:54
Would be great if we could call the Options setup in Classes and Races.
Would automate a lot of stuff.
damned
September 4th, 2024, 21:38
Question 1: Can i build an array that defines attribute modifiers (13-15 = +1 / 16-17 = +2 / etc) then call it from the attribute item such that it calculates and enters the attribute modifier?
found the answer = yes!
The exact example you are looking for is in the guide
damned
September 4th, 2024, 21:38
Would be great if we could call the Options setup in Classes and Races.
Would automate a lot of stuff.
You can. You have to write an extension.
adzling
September 10th, 2024, 15:52
Ok i have made a lot of progress and have all the mutations and character building details in xcore so I am moving onto default modifiers such as "cover etc.
I see in xcore there is a Modifier window where I can enter "Custom" modifiers.
Is there a way to enter "Presets"?
thanks!
damned
September 10th, 2024, 16:02
You would need to write an extension if you say wanted them on the desktop.
easiest way once again would be to set them up as Rolls on the char/npc sheets.
adzling
September 10th, 2024, 18:07
I think we may have crossed wires here.
I am talking about the modifiers in the Modifier window under the Tool heading in the sidebar.
Is there a way to add modifiers to the Presets part of that window?
See image below.
thanks
61937
damned
September 11th, 2024, 01:36
Presets can only be added by extension - they would be ruleset code.
You can create the same things as Rolls.
If a player regularly uses Cover add it as a Roll and then they can do it from their Character sheet.
adzling
September 11th, 2024, 14:54
ok thanks for confirming that
i may have to start reading up on how to write an extension..
Nylanfs
September 13th, 2024, 20:02
Careful, that way lies madness...
adzling
September 15th, 2024, 19:25
damned i'm looking for a pointer/ video etc on how to implement U.I. graphics to replace the default theme/ design in xcore to something more gamma world appropriate.
I have watched the 9 slices video you linked to, thanks that was helpful.
found this one of yours very helpful too: https://www.youtube.com/watch?v=Jve_-QSoRCI
thanks!
damned
September 15th, 2024, 22:28
There is a theme extension in the Forge that has all the strings and main graphics.
adzling
September 16th, 2024, 15:35
thanks i found that, now i have to teach myself how to work with it
damned
September 17th, 2024, 02:00
Start small.
Vangomes
September 17th, 2024, 02:44
Hi, I've been spending a lot of time understanding how the mechanics of the FG rulesets work, and there are times when everything gets confusing in my mind... I'm still slowly working on my adaptation of The Walking Dead to play with my friends using Xcore, and I'm excited. I've already managed to change CLASS to ARCHETYPE in the charsheet (although I made this change directly in the ruleset, as I haven't been able to do it through an extension yet). The rolls for the attribute and skill tests were a success (adding the stress dies too), and that already makes me quite happy hehe... I'll be able to share something here soon. The next step is to learn how to work with a theme and who knows, maybe modify the die icons in the chat box...
damned
September 17th, 2024, 03:04
Dont edit the ruleset. When I push an update it will overwrite your edits.
Have a look at the XCore - Strings extension - it contains all or most of the strings - if something is missing let me know.
Have a look at the XCore - Marvel extension - it contains graphic examples and 2 custom rolls
Check out this extension with various examples of changing Dice Faces etc
https://www.fantasygrounds.com/forums/showthread.php?68164-Question-regarding-Dice&p=707654&viewfull=1#post707654
Copy one of the extensions to a new name and then edit the extension.xml file
<announcement>
<text>XCore - Walking Dead</text>
<icon>damned</icon>
</announcement>
<properties>
<name>XCore - Walking Dead</name>
<version>0.1</version>
<description>Adds support for the Walking Dead Roleplaying Games</description>
<ruleset>
<name>XCore</name>
</ruleset>
</properties>
and go from there
Vangomes
September 17th, 2024, 21:41
Dont edit the ruleset. When I push an update it will overwrite your edits.
Have a look at the XCore - Strings extension - it contains all or most of the strings - if something is missing let me know.
Have a look at the XCore - Marvel extension - it contains graphic examples and 2 custom rolls
Check out this extension with various examples of changing Dice Faces etc
https://www.fantasygrounds.com/forums/showthread.php?68164-Question-regarding-Dice&p=707654&viewfull=1#post707654
Copy one of the extensions to a new name and then edit the extension.xml file
<announcement>
<text>XCore - Walking Dead</text>
<icon>damned</icon>
</announcement>
<properties>
<name>XCore - Walking Dead</name>
<version>0.1</version>
<description>Adds support for the Walking Dead Roleplaying Games</description>
<ruleset>
<name>XCore</name>
</ruleset>
</properties>
and go from there
wow that's great, I will do that @damned, thanks!!!
adzling
September 18th, 2024, 17:01
Hey damned can you give me some pointers on the optional Level field, what it does and what the intent here is?
I cannot seem to find anything on it here: https://diehard-gaming.com/xcore/
damned
September 19th, 2024, 02:16
Check Race and Class in the guide.
Level is attached to Class.
Fistan77
September 19th, 2024, 20:02
Amazing work! I have just started a project in this ruleset and so far, so good. I was wondering if it is possible to use "leech rolls." The spell in my game, Vampiric Touch, causes 1d10 of damage and then transfers that damage to the caster as healing. I have attempted to manipulate the Mod Stack to achieve this, but since you can only [getmod] once before it resets, I cannot get the three different results to string together: loading the stack, damaging the target, and healing the caster.
Is there an expression included that I am missing that achieves this? If not, then is it possible to have a roll function where damage loads the mod stack (eg...damagemod)?
Thank you for all your work, amazing stuff here.
damned
September 20th, 2024, 00:48
Great to hear Fistan77
One of my goals with XCore was to not make every conceivable roll like we did with MoreCore which has somewhere close to 200 rolls.
But I do want people that use XCore and need a new roll to build one and share it out as an extension.
There are several extension examples in the Forge to show what is required broadly to achieve this.
Am happy to help...
damned
September 20th, 2024, 02:03
The change should be relatively simple.
Firstly what roll are you using to do the damage?
1. We want to grab that roll code into a new extension
2. Compare the damage roll to the attackers wounds
3. After damage applied top the target, if damage is greater than attacker wounds set the damage variable to the attackers wounds amount (eg cant over heal)
4. Reduce attackers wounds by the attacks damage amount
Will also need to assign it a string and an icon.
damned
September 20th, 2024, 02:18
Full guide here:
https://diehard-gaming.com/xcore-custom-roll-api/
Fistan77
September 20th, 2024, 04:33
Okay cool,
I threw this together and it shares the exact same behavior as your 'mod' and [getmod] functions, so it overheals and will stack damage rolls if it is rolled more than once.
The function is 'damagemod'
I will work on it further a bit later to improve its functionality.
Thanks for the tips!
damned
September 20th, 2024, 04:36
Well done Fistan77!
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