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Vangomes
September 20th, 2024, 15:46
My first attempt at a theme and decal for an unofficial TWD... And it was my first time using GIMP, that's why it's so horrible hehe... One day I'll get there! Thanks to everyone here for the constant help and especially to @damned with all the tools he provided us. Every example, every link, every step-by-step tutorial... Thanks man, I hope one day I'll learn without so many stumbles how to develop (at least the basics) my own games to play with my friends and share with those who want to.

62087

damned
September 20th, 2024, 23:17
Well done Vangomes.
Try making the blood opacity 95% and see what that looks like?
You could also share the extension and export a couple of characters so that others could play too.

adzling
September 22nd, 2024, 18:55
hey damned, I am deep into my gamma world 4e implementation and am wondering if there is a command that can getlevel from a specific class choice only.

for example there are four classes in Gamma World 4e; many mutations, derived attributes and skills get a bonus equivalent to class level but only in a specific class.

I don't see a way to getlevel from <class> so I have been adding class specific alternates in Rolls instead.

Example:
Stealth <--all non-scouts take this version
Stealth Scout <--Scouts take this version

while this is generally manageable it's unwieldy when I get to Mutations.

Do you have any suggestions?

thanks!

damned
September 23rd, 2024, 00:12
How would you propose the system handle that?
It can only be done by code.
You would need to write your own extension if you wanted this handled automatically.

adzling
September 23rd, 2024, 18:21
How would you propose the system handle that?
It can only be done by code.
You would need to write your own extension if you wanted this handled automatically.

To be clear I am NOT a coder by any means + I want to reiterate how awesome Xcore is and how easy it is work with, I am just pushing up against it's boundaries hence all these questions.

I would imagine the call would look something like: getlevel IF ClassName = X

thanks

damned
September 24th, 2024, 01:09
Hi adzling - Im also not a coder!
As stated previously my intention is to build a flexible and easy to use system that caters for most stuff even if that means with limited automation.
This particular mechanic is very much an edge case mechanic in the wider scheme of things and I wont be adding any support for it directly into XCore
You have a completely feasible solution with the 2 different skills.
If you want something more specific it will require an extension by you or by someone.

Dont think that the coding will always be beyond you.
There are some good examples in the forge.

adzling
September 26th, 2024, 16:50
Hey again damned, any suggestion on where to do enter "monsters"?

The only place I can imagine them going would be "NPCs" but that seems wrong for non-specific monsters/ animals etc.
thanks

damned
September 27th, 2024, 00:09
Thats where they live in every ruleset!

adzling
September 27th, 2024, 16:23
ok gotcha thanks
I just have monsters to enter for GW4e and then I'll be done!

damned
September 28th, 2024, 07:31
Very good.
Hopefully you might be able to export a mod containing your setup without any descriptive text and then others can also play!

Flynn
October 4th, 2024, 05:13
Out of curiosity, how would one add traits, feats, etc., to XCore? For example, in Tiny D6, your character's abilities are based on what traits you choose. These traits are essentially a name and a short description, no automation or rolls needed. If I wanted to add a selection of traits to my XCore mod so that they could be added to the character sheet, how would I go about doing that?

damned
October 4th, 2024, 07:04
You would still create them as Rolls - just dont add any roll data

Vangomes
October 5th, 2024, 01:26
Hello everyone... After a long time stopped with my personal project of The Walking Dead, I need your opinion to see if I'm going in the right direction... Here's a sample of a character (just to test the strings of rolls between attributes/skills/stress)... There's still a lot missing, but I believe I've already taken some important steps...

62267

damned
October 5th, 2024, 01:31
What is the mechanic for a Skill Test please? Im not sure its working 100%?

Vangomes
October 5th, 2024, 01:44
What is the mechanic for a Skill Test please? Im not sure its working 100%?

skill test = skill + related attribute + stress level. I tried to put the abbreviations of each related attribute in the skill itself... The success mechanics are the same used in Alien RPG and Mutant Year Zero (in this case, each result of 6's is a success and each result of 1's that comes up on the stress dice will count in the character's stress tests at the time... I will still work on adapting these stress tests soon hehe)

damned
October 5th, 2024, 01:44
OK everything looks good.

Vangomes
October 5th, 2024, 01:54
OK everything looks good.

I will also try to change the appearance of result 1 in the stress dies in the chat box to highlight it... I will try to put this in an extension and if I succeed, I will share it here... thanks @damned :)

damned
October 5th, 2024, 02:00
Yes to handle the Stress die automatically you will need to write an extension.
The other suggestion is to standardise on upper or title case - you have some things all caps and others not.

Vangomes
October 5th, 2024, 02:13
Yes to handle the Stress die automatically you will need to write an extension.
The other suggestion is to standardise on upper or title case - you have some things all caps and others not.

Yes, I will do that. It will really help a lot, including when assembling the roll strings!

Flynn
October 8th, 2024, 21:23
I'm trying to build a TinyD6 ruleset, and was wondering how to handle Initiative in XCore. In essence, each player rolls 2d6, and if either of the dice is a 5 or 6, the player succeeds in going before the bad guys. If the roll fails, then the player goes after the bad guys. I'm not sure how to code this one in XCore, so I thought I'd ask.

damned
October 9th, 2024, 00:17
The no-code way to do this will be to set all monsters to have 4.5 Init
Set all players to use 2d6k1 in their init dice string

Yogel
October 10th, 2024, 01:42
Been going through this trying to get a handle on it compared to MoreCore.

Is there a way to add two modifiers together into a single die?

For example, Say I have a d4 in Strength and a d4 in daggers. For the attack roll I want to roll a single d8. Is there a way for me to do this without manually inputting the die value?

damned
October 10th, 2024, 01:53
Please be more specific -
Do you have a d4 in Strength or do you have a 4 in Strength?
What is the thing you are doing when you combine Strength and Daggers?
Do you ever combine Dexterity and Daggers?
Do you ever combine Strength 4 and Combat Skill 4 and Daggers 4 to get a d12?

How would you like it to work?

If the combinations are always the same set something like:
Strength, value 4, roll 1d[a]
Dagger, (a) value 4, roll 1d[a]
plus, (b) value leave blank it will use value from calc, roll 1d[b], calc [Strength|a]+[Dagger|a], untick Hide

Yogel
October 10th, 2024, 14:22
Damned, that example is exactly what I needed to get this to work the way I wanted. Thanks so much!

damned
October 10th, 2024, 23:00
There really is a lot that XCore can do right out of the box.

indavis
October 13th, 2024, 20:42
Here is a character sheet for dragonbane. I included rollunder for skills and also for boons/banes. I think this will wokr pretty well.

I can't seem to find instructions on how to put this into an Xcore campaign. Is there a post number, or url for instructions? I saw the Xcore instruction set, but it doesn't seem to mention adding in a char sheet that's an xml file. I also have been searching through the thread, but at 53 pages long, it's quicker just to ask.

Edit: I may have figured it out. I just imported the .xml as a character, and it came up with Gwydion's char sheet. I can then just go in and modify all the fields to the values I need.

damned
October 13th, 2024, 21:34
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642768/CoreRPG+Character+Sheet#Step-6%3A-Saving-the-character-sheet-as-a-template-for-other-characters

adzling
October 24th, 2024, 18:12
Ok I am ready to export my gamma world 4e system.
Can you point me to a tutorial or process for this?
thanks!

damned
October 24th, 2024, 21:00
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640899/Using+the+Library+and+Activating+Modules#Module-Export

Once you do it please share to me privately - there will probably be copyright material in there we will need to clean up before you can share it.

Endemia5
October 28th, 2024, 01:06
Hello, I adapted TinyD6 to XCore, but there’s an issue when rolling the dice onto the tokens. However, there’s no problem when selecting the token with Ctrl. Can this be fixed?.
When I drag the attack onto the token on the map or onto the chat, it doesn’t subtract the wounds. But if I select it with Ctrl and double-click the attack, it works. The formula I’m using is 3d6s5.

damned
October 28th, 2024, 01:14
Hi Endemia5 drag and drop of dice rolls doesnt work for many reasons and wont be implemented.

adzling
November 1st, 2024, 21:59
ok i have done a test export but unsure about the export settings for Read Only, Player Module & Any Ruleset.

Also how do I "import" this file to setup a new campaign?

thanks almost there..

damned
November 2nd, 2024, 00:28
As its a Rule Book it would generally be Read Only.
If there is player material it should ideally be done in a separate campaign but dont worry about that for now - select Player Module.
The Rolls etc will only work with XCore so untick the Any Ruleset.

adzling
November 8th, 2024, 16:55
gw4e posted to your im damned

damned
November 8th, 2024, 21:33
gw4e posted to your im damned

I did get it - I havent had a chance to get into it yest - sorry!

adzling
January 6th, 2025, 21:29
I did get it - I havent had a chance to get into it yest - sorry!

np, I am starting up our new Gamma World 4e campaign next week and have added more bits to it.

Will have to scrap put a lot of the copyrighted text to make it "generic" though.

Kweniks
January 8th, 2025, 00:56
Some Character Sheets and Mods created by the community:

Nod
Knave
https://cdn.discordapp.com/attachments/1043291786019340288/1064313507249672343/Knave1.1.mod

vegaserik
Dark Places & Demogorgons
https://cdn.discordapp.com/attachments/758201260515524619/1064299328765710336/XCore-Dark_Places.mod

Blue Rose
https://cdn.discordapp.com/attachments/758201260515524619/1064361846611656744/XCore-Blue_Rose_Basic.mod

Doctor Who
https://www.fantasygrounds.com/forums/showthread.php?76360-Introducing-the-new-XCore-Ruleset&p=675622

Gwydion
Dragonbane
https://www.fantasygrounds.com/forums/showthread.php?76360-Introducing-the-new-XCore-Ruleset&p=676250

albirich
Vampire: the Masquerade
https://www.fantasygrounds.com/forums/showthread.php?76360-Introducing-the-new-XCore-Ruleset&p=676407

Hi,
New FG user here.
I created a XCore campaing but can't see the DP&G module in the "Module - Activation" window. File has been previously downloaded.
The file has been placed in Smithwork/Modules directory and has been (new Windows-feature)unblocked.

Is there something I can do in order to do this module show up and activate it?

Otherwise, thanks for you time.

vegaserik
January 8th, 2025, 01:07
Hi,
New FG user here.
I created a XCore campaing but can't see the DP&G module in the "Module - Activation" window. File has been previously downloaded.
The file has been placed in Smithwork/Modules directory and has been (new Windows-feature)unblocked.

Is there something I can do in order to do this module show up and activate it?

Otherwise, thanks for you time.

The file needs to be in the Modules folder where all the other mods go, start an X-Core campaign, load into FGU, then load Modules and look for Dark Places and Demogorgons Basic Sheets.

Kweniks
January 8th, 2025, 01:16
The file needs to be in the Modules folder where all the other mods go, start an X-Core campaign, load into FGU, then load Modules and look for Dark Places and Demogorgons Basic Sheets.

vegaserik,
Thanks for the quick reply.
The file XCore-Dark_Places.mod is in %appdata%/FantasyGrounds/modules directory.
I started an X-Core campaing, but the module cannot be loaded/activated from the "Module" window because it doesn't show up in the said window.
It is like if it has not been made for this type of campaing.

vegaserik
January 8th, 2025, 01:53
vegaserik,
Thanks for the quick reply.
The file XCore-Dark_Places.mod is in %appdata%/FantasyGrounds/modules directory.
I started an X-Core campaing, but the module cannot be loaded/activated from the "Module" window because it doesn't show up in the said window.
It is like if it has not been made for this type of campaing.

When you open Fantasy Grounds, there should be a folder icon in the top left, click on that and you'll see the modules folder it needs to be in. There will be folders for campaigns, tokens, images etc ... Make sure it's that modules folder you put it into.

It'll only open in an X-Core campaign. So make sure you created a campaign and selected X-Core.

Then open Modules on the side, the mod window will open. Hit the Activation button. Now you'll have to find Dark Places and Demogorgons Basic Sheet in that window. You can also search by name or by author name - Bloat Games. When you find it, click the Load button and the little book icon will change to an open book icon.

That opens it. I haven't used it since DP&D came out on OSE but it still shows in the modules activation window. There will be a pre-gen for the character sheet, a couple of items, an npc, and all the rolls for everything.

63164

vegaserik
January 8th, 2025, 02:06
vegaserik,
Thanks for the quick reply.
The file XCore-Dark_Places.mod is in %appdata%/FantasyGrounds/modules directory.
I started an X-Core campaing, but the module cannot be loaded/activated from the "Module" window because it doesn't show up in the said window.
It is like if it has not been made for this type of campaing.

https://cdn.discordapp.com/attachments/758201260515524619/1326371067219935404/XCore-Dark_Places.mod?ex=677f2ed1&is=677ddd51&hm=52315720e1517278c841ee7ab5e25607357b77290269a62 3182b8102964e27aa&

See if downloading a new file helps.

Kweniks
January 8th, 2025, 12:48
When you open Fantasy Grounds, there should be a folder icon in the top left, click on that and you'll see the modules folder it needs to be in. There will be folders for campaigns, tokens, images etc ... Make sure it's that modules folder you put it into.

It'll only open in an X-Core campaign. So make sure you created a campaign and selected X-Core.

Then open Modules on the side, the mod window will open. Hit the Activation button. Now you'll have to find Dark Places and Demogorgons Basic Sheet in that window. You can also search by name or by author name - Bloat Games. When you find it, click the Load button and the little book icon will change to an open book icon.

That opens it. I haven't used it since DP&D came out on OSE but it still shows in the modules activation window. There will be a pre-gen for the character sheet, a couple of items, an npc, and all the rolls for everything.

63164

Thank you for all the guidance.

The module file is in the right place and I did the operations in the same order you mention, but the module never show up in the "Module Activation" page/window.

Kweniks
January 8th, 2025, 12:50
https://cdn.discordapp.com/attachments/758201260515524619/1326371067219935404/XCore-Dark_Places.mod?ex=677f2ed1&is=677ddd51&hm=52315720e1517278c841ee7ab5e25607357b77290269a62 3182b8102964e27aa&

See if downloading a new file helps.

I will try it as soon as I can get access to my home computer.

Thanks !

Kweniks
January 8th, 2025, 22:48
https://cdn.discordapp.com/attachments/758201260515524619/1326371067219935404/XCore-Dark_Places.mod?ex=677f2ed1&is=677ddd51&hm=52315720e1517278c841ee7ab5e25607357b77290269a62 3182b8102964e27aa&

See if downloading a new file helps.

Ok, this one is working. There's a big difference in size. The new one is 1.54M while the previous one was 36bytes.

Thank you very much!

hawkwind
February 16th, 2025, 11:59
Inspired by the current Bundle of Holding offer for the excellent Leagues of Adventure RPG i have made a Generic character sheet for Ubquity

Meatcleaver86
March 7th, 2025, 13:14
is this the whole system? i saw in a forum a guy created the whole core rules and even added the bestiary

hawkwind
March 7th, 2025, 14:15
no is just a character sheet, i have created a a reference manual and items etc for my self but I am not allowed to share that

Wink182
April 7th, 2025, 13:59
Hello!

I'm working on using this ruleset to run A Rasp of Sand in the Knave system and loving it so far. Have been able to use the tools to do basically everything I need.

One thing I came across that I had a question about was unidentified items. It looks like if I have an unidentified item, the name is only obscured when looking at it in a list like the inventory tab on the character or party sheet. If the player opens the item, they will be able to see the actual name and everything about it. I wasn't sure if this was XCore specific or inherited from the baseline ruleset, but it seems to defeat the point of that feature. Sorry if this has already been answered elsewhere, but I couldn't find it.

Thanks!

Diurnal Lee
April 15th, 2025, 12:34
I'm a bit lost in the weeds trying to figure out how FG handles math operations on roll expressions with negative numbers and nested brackets. For example, I can see that -1*-5 = -1, which is . . . not what I expect.

What I'm trying to do in XCore is use the absolute value of the modifier stack to determine how many dice to roll, and the sign on the modifier stack to determine whether to make a bonus (keep highest) or penalty (keep lowest) roll.

order (3+[getmod])dFk3+[a]

works great for the bonus roll where the mod stack is positive, while its obvious twin

order (3-[getmod])dFkl3+[a]

throws weird results with a negative mod stack. I've tried many variations on this, rearranging the math, putting extra parentheses here and there, but I'm taking a lot of unsuccessful stabs in the dark.

I can use a standalone roll like

mod (100-[getmod])+100

to strip the negative sign off of the mod stack, and then follow it with a separate keep lowest roll. I don't understand why it works, and can't figure out how to combine it into the keep lowest roll. Anybody got a clue? Is it likely I can build it with the roll builder extension thingie, or am I likely to keep bumping up against the same problems with mysterious arithmetic with negatives?

WilliamRiddle
May 3rd, 2025, 15:39
Sorry if this has been posted before.

I'm getting an error using the Marvel 616 extension on the NPC sheets. It seems to still be working, but ...

close_recordsheet - DEPRICATED - 2024-03
Contact ruleset/extension/forge author

64281

Please advise.
Thanks in advance.
WR

snakh
May 6th, 2025, 21:47
Sorry if this has been posted before.

I'm getting an error using the Marvel 616 extension on the NPC sheets. It seems to still be working, but ...

close_recordsheet - DEPRICATED - 2024-03
Contact ruleset/extension/forge author

64281

Please advise.
Thanks in advance.
WR

This is an issue with XCore and probably other extensions and rulesets as well. Some of the deprecated things are as old as December 2023, so that makes me think FG only recently added deprecation warnings to chat, because I know I haven't been getting those warnings for the last year and a half almost.

I'll be working on getting this fixed in the next few days. Depending on what Damned's schedule is like, I may release an extension to patch the deprecated things until Damned has time to update the ruleset on forge.

Lonekus
May 9th, 2025, 10:36
Hello ^^
I'm trying to use the floor() function in the calculation array to round down the resulting number to no avail.
Am I typing in the wrong way, or does the floor and ceiling function are unsupported currently ?
64321

edit: found a workaround, but it would still be usefull the floor() and ceiling() functions could work when calculating value. :/

Manchine
May 25th, 2025, 23:51
I tried this one today and it doesn't show up on my list of games at the bottom. Under the Create Campaign.

I have updated. I have restarted fantasy grounds. Heck I restarted the computer.... nothing.

coffeeartful
June 7th, 2025, 19:51
Hi, Did you find solution to the decrepated stuff in the ruleset? thanks in advance!

GavinRuneblade
June 18th, 2025, 20:47
I tried this one today and it doesn't show up on my list of games at the bottom. Under the Create Campaign.

I have updated. I have restarted fantasy grounds. Heck I restarted the computer.... nothing.

Go into the forge area of the store, then to your inventory, finally look at your hidden/disabled extensions and confirm that it is active. just in case, disable then re-enable it. Update FG. It should show up.

GavinRuneblade
June 18th, 2025, 21:01
I was reading through the guide on rolls and have seen that implementing skills is done as a roll so players can drag onto character sheets. However, if the rules I am implementing have a skill that makes 5 rolls under different circumstances, I only see 4 flagged possibilities on the left of the Roll window. Should I break it into 2 "roll" screens?

Here's the skill that I am looking to implement (Mechanically all are rollover):

The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, set up a camp, cook meals over open flame, saddle and ride a horse outside of combat, and perform rough-and-ready first aid. He has a rough idea of the value of common coins, trade goods, gems, and jewelry, and of the nature of different types of magic and monsters. The character can also: Bash down stuck doors as a combat action by succeeding on a Dungeonbashing proficiency throw of 18+; Climb easy-to-scale obstacles such as ropes or branchy trees by succeeding on a Climbing proficiency throw of 8+; Methodically search for concealed traps, secret doors, buried treasure, and other hidden features by spending one turn (10 minutes) and succeeding on a Searching proficiency throw of 18+; Methodically disarm traps by spending one turn (10 minutes) and succeeding on a Trapbreaking proficiency throw of 18+; Pause and listen for noises by spending one round and succeeding on a Listening proficiency throw of 18+.

I am guessing from your picure, the area marked #3 "label field" I would put one each of the five actions, such as dungeonbashing. Then in your #5 "the roll string" I would have something like rollover 1d20; and in the box between the two I would have the fixed value 18. Which is well and good, but when I add a new item it only has four values in the #3 "label field" and this one needs 5. So is there a way to add one more or should I break this into two "adventuring1 & adventuring2" or is there another option I'm missing?


Second, for organization in general, there are no categories to filter on rolls so I am guessing making subfolders for like spells, powers, class abilities, skills, etc or is there another way?

Thanks in advance for any guidance!

Ilsensine
July 7th, 2025, 20:41
Hi, is there a solution how to increase AC in n1 field with items (items with different names)?

Gwydion
July 16th, 2025, 12:02
Fwiw, I'm noticing the same thing. I know there have been a lot of changes to CoreRPG over the past few months. I also noticed some of the basic things like calling [a] within a record don't work anymore. You need to actually call the name of the record and [a] even from within the record. I assume some of these issues are due to underling Core changes and I'm sure there is a ton of work to go back and figure out what changed!

Gwydion
July 18th, 2025, 19:58
After a forum member pointed out that the dragonbane sheet was not working well, I just finished updating it. There were some things that broke and I think I have it working now. I included some samples of trained skills that you can use to follow what I did. I also automated damage bonuses using arrays. Finally, I included a sample weapon and damage calc. Let me know if anyone has issues with it.

Some additional info on the sheet:
I created this sheet to help people as a basic character sheet for Dragonbane.

I have basic automation including the following:

Rolling against attributes
Rolling for your skills including boons/banes
Rolling damage
Few additional notes:

I have included damange bonus automation for strength and agility. However, you will have to create and modify each weapon to reference the damage bonus. I have included a hammer as an example of how to do this.

For Primary and Weapon Skills I have included a roll for a standard check, a check with a boon and a check with a bane. There is automation that will update the skill based on the associated attribute. I have also included within each attribute a reference field for base chance and trained chance. As an attribute increases these base chances will update. You will need to manually update each skill that is trained to make sure to reference the correct field for the attribute. I have included some sample trained skills that you can follow (see Acrobatics in Primary Skills and Axes in Weapon Skills).

Note that you cannot drag/drop any items onto the Weapons section of the main tab of the character sheet. You need to click "show as roll" in the item itself and then it will show up with the damage roll.

Finally, I included casting rolls including trained/untrained.

I could not include spells, monsters or items due to copyright.

I hope this is helpful and please let me know if you have questions.

WilliamRiddle
July 19th, 2025, 16:04
This is an issue with XCore and probably other extensions and rulesets as well. Some of the deprecated things are as old as December 2023, so that makes me think FG only recently added deprecation warnings to chat, because I know I haven't been getting those warnings for the last year and a half almost.

I'll be working on getting this fixed in the next few days. Depending on what Damned's schedule is like, I may release an extension to patch the deprecated things until Damned has time to update the ruleset on forge.

Any news on this? It's been over two months.

WR

WilliamRiddle
July 19th, 2025, 16:16
Here is a character sheet for dragonbane. I included rollunder for skills and also for boons/banes. I think this will wokr pretty well.

(This sheet is superceded. I updated the attachment to the new sheet now).

Sorry to be stupid, but where does this file go?

wr

Gwydion
July 19th, 2025, 16:35
Sorry to be stupid, but where does this file go?

wr

Not a stupid question. It simply a template character sheet for Dragonbane. Open FGU and start a campaign with the Xcore ruleset. Once loaded go to characters under the player section and theng click the blue button at the bottom right of the window to import the sheet wherever you saved it.

Let me know if you have add'l questions.

claedawg
July 23rd, 2025, 06:01
Request for Next Update

Please make it so that an Error for nil value is not thrown when you make a calculation that calls an array where the ability source is 0. Per haps you can add a 0 place in the array to account for nil values. It would also allow for skill rules more similar to Rolemaster where having no ranks gives a -25 modifier to the skill check.

For instance, I have skill called Athletics
You put Ranks in skills to increase the modifier on the skill roll (this is not a one-to-one result, hence the need for an array)
[a] is the where the calculation is being made to call the array to transform the Ranks value in [b] to the appropriate modifier
[a] is also the d20 roll + Other Modifiers [c]
The array is as follows: 1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,4,4,4,4,5

Ilsensine
July 26th, 2025, 07:45
Hi, is there a way how to rollunder and rollover within one roll? E. g. OSR game Errant rolls under attribute, but over difficulty value. E. g. Presence 14, Difficulty 4, so rolls 4 - 14 are successfull.

claedawg
July 26th, 2025, 23:02
We just noticed that when Player clicks on the character sheet Cog to update it resets anything tied to an array to 0. The GM has to click the cog for the changes to take effect.

damned
August 3rd, 2025, 02:08
Unfortunately work and life has gotten on top of me. This has coincided with a period of wider changes going on in CoreRPG.
I am looking to see if anyone would like to take over the XCore project from me? Please DM me if you are interested.

Nylanfs
August 8th, 2025, 12:58
Unfortunately work and life has gotten on top of me. This has coincided with a period of wider changes going on in CoreRPG.
I am looking to see if anyone would like to take over the XCore project from me? Please DM me if you are interested.

Have you tried, you know, winning the lottery? :D

WishX
August 14th, 2025, 20:58
Unfortunately work and life has gotten on top of me. This has coincided with a period of wider changes going on in CoreRPG.
I am looking to see if anyone would like to take over the XCore project from me? Please DM me if you are interested.

You might consider editing the first post in this forum to let people know that XCore isn't being developed anymore.

Elihu
August 15th, 2025, 00:20
You might consider editing the first post in this forum to let people know that XCore isn't being developed anymore.

Even if it is not developed anymore, will I be able to finish my current campaign on Xcore?

Elihu
August 15th, 2025, 20:33
with the last few updates I am experiencing more a more quality of life issues. Most of them are bearable, but now I am unable to load a portrait into a character sheet, maybe there is a work around?

Also the small icons (see image) in bottom of Combat Tracker are now gone. the Icons you use to drop the entire party onto a battle map.


65159

WilliamRiddle
August 23rd, 2025, 18:18
FYI, the Marvel Multiverse mod is completely broken. The NPC is completely unusable. This saddens me as it is going to put an end to my current game, and I REALLY don't to have to move to Roll20.

I hope someone can pick this project up and to fix.

Moon Wizard
August 24th, 2025, 04:59
I downloaded the XCore ruleset from the Forge; and I was able to open NPC sheets without issue.
Also, I wasn't able to find a Marvel Multiverse mod anywhere.

Regards,
JPG

Moon Wizard
August 24th, 2025, 05:28
Just pushed a new build of XCore that adds some legacy template support, which should help.

Regards,
JPG

vegaserik
August 24th, 2025, 10:29
I downloaded the XCore ruleset from the Forge; and I was able to open NPC sheets without issue.
Also, I wasn't able to find a Marvel Multiverse mod anywhere.

Regards,
JPG

There's an extension by Damned that helps with setting up a roll. No mods that I'm aware of. I am getting a bunch of script errors when I open an X-Core campaign.

65226

Moon Wizard
August 24th, 2025, 18:22
I'd need information on where to get the files and the steps to see that issue. Basically, a walkthrough to that error condition.

The changes I made to the XCore were just to add retired templates that XCore still used directly into the ruleset to put a bandaid on it. Also, you'd need to run a new Check for Updates to get the latest version from the Forge, and make sure you don't have an unzipped folder for XCore under the rulesets subfolder in the FG Data Folder.

Regards,
JPG

wndrngdru
August 24th, 2025, 18:57
@Moon Wizard - I believe the extension he's talking about is linked at the bottom of the first post. I don't remember exactly what's in it but it explains creating a roll handler for xcore. I'm not in a place where I can test atm.

Moon Wizard
August 24th, 2025, 22:23
Ok, I was able to recreate a similar error; and I just pushed another build to the Forge that should help with that one along with some more templatizing as I was figuring it out.

Please run a new Check for Updates.

Regards,
JPG

Elihu
August 25th, 2025, 01:46
Thanks,
I don't know who did it or what they did but all glitches I posted are now fixed.
Awesome!

vegaserik
August 25th, 2025, 03:06
I'd need information on where to get the files and the steps to see that issue. Basically, a walkthrough to that error condition.

The changes I made to the XCore were just to add retired templates that XCore still used directly into the ruleset to put a bandaid on it. Also, you'd need to run a new Check for Updates to get the latest version from the Forge, and make sure you don't have an unzipped folder for XCore under the rulesets subfolder in the FG Data Folder.

Regards,
JPG

For me it was simply opening an X-Core campaign. But it looks fixed now, thank you very much!

elfurna
August 27th, 2025, 19:30
First of all, thanks to Damned for XCORE ruleset and all the explanations. And thanks to all that make community content for this ruleset.

I tried the Candela obscura extension and works perfectly (some errors of deprecated functions) and now, I'm triyng the Dragonbane character sheet of Gwydion but I have some questions:

1. I think that to automate calcs is necessary to create all the Arrays, true?
2. In that case, what is the correct array to calculate zDamageBonusStrength or zDamageBonusAgility?
I tried to create an array 0,0,0,0,0,0,0,0,0,0,0,0,D4,D4,D4,D4,D6 but I'm not sure tha it is correct to add a D4 o D6 at the, for example, damage from a hammer. Because the sentence damage 1d6+1d[zDamageBonusStrength|a] make a 1D6 + 1D3
The BaseChance array is more intuitive and easy for me...

Cheers!!!
El Furna.

WilliamRiddle
August 30th, 2025, 17:13
Ok, I was able to recreate a similar error; and I just pushed another build to the Forge that should help with that one along with some more templatizing as I was figuring it out.

Please run a new Check for Updates.

Sorry for my lack of feedback on the Marvel extension; real life sucks sometimes.

Thank you Moon, it looks like things are back to normal as far as basic functionality goes for this XCore extension. Awesome job. I really didn't want to have to spend money on Role20! :p

Cheers,
WR

Poe the Homunculus
October 1st, 2025, 06:14
I'm sorry, and think it may have been asked before in 59 pages of a thread; is there a way to design a Roll so that it adds a value and rolls against a target number instead of referencing another score?
I'm sorry if this does not make sense - I'm not sure how else to ask.

Basically, the character rolls a D20, adds their ability score, and always needs to bet a 12, which may be adjusted as needed by NPCs.
It's kinda like Cypher, but the challenge number is flat.

sirkerry
October 1st, 2025, 19:25
I'm sorry, and think it may have been asked before in 59 pages of a thread; is there a way to design a Roll so that it adds a value and rolls against a target number instead of referencing another score?
I'm sorry if this does not make sense - I'm not sure how else to ask.

Basically, the character rolls a D20, adds their ability score, and always needs to bet a 12, which may be adjusted as needed by NPCs.
It's kinda like Cypher, but the challenge number is flat.

If I'm reading what you wrote correctly, yes. See my XCore Target 20 (https://forge.fantasygrounds.com/shop/items/1651/view) extension in the Forge, it's setup to have a TN of 20, but no reason it couldn't be changed to have a TN of 12. The extension is un-vaulted so you should be able to see how it works.

Poe the Homunculus
October 3rd, 2025, 19:22
Thanks! So should I change all the 20s in the extenstion to 12s?

sirkerry
October 3rd, 2025, 20:21
Thanks! So should I change all the 20s in the extenstion to 12s?

Pretty much. Find RollExtensionTarget20.lua in the Scripts folder, on line 44 change it from
if DiceTotal >= 20 then to
if DiceTotal >= 12 then and it should do what you want.

Poe the Homunculus
October 3rd, 2025, 21:17
Awesome! It seems to work on the rolls I have now!
Thank you :)

Calibre2112
November 4th, 2025, 07:49
Hey all, happy to have been pointed to this post. I have an xCore question which I hope hasn't already been answered, making me look lazy:

Is there a code string that will take the results of a roll and then rollon a specific table? This is basically for Talislanta. For example, player rolls an attack, which is already coded to take the skill + STR but then goes 1 step further and takes that result and references a row on my ACTIONTABLE and prints that result to chat?

thanks
Cal

rigerco
January 18th, 2026, 05:05
Was at a funeral recently and a group of us got to talking about rpg's we played in with the deceased. This lead to stories about our early 80s Dragonquest campaign. One thing led to another and we decided to try and see if could revive the campaign via a VTT (all in different states). I've looked at Morecore and while powerful it looks very dated (I understand it hasn't been updated in years). I fired up Xcore and was able to get a lot of things working with just a few hours of work... except attack rolls.

The mechanic is basically the [Strike Chance %] - [Defense %] (stored in N1). Roll that number or less on d100 and you hit. Unfortunately, the only automation for attack seems to be attackac, which is roll over the N1 value. I did a search here for attackac to see if this issue had come up before and didn't find anything.

Is there a way to do this type of attack in Xcore, or should we just do a rollunder on the attack an manually figure out if it is successful?

claedawg
January 18th, 2026, 05:33
Use a skill instead of attack. The first line (die roll cube) enter rollunder 1d100. The second line (gear autocalc) and enter [getn1] to make the value of the skill equal to n1/AC.

rigerco
January 18th, 2026, 15:21
kewl beans, that worked! Thank you very much.

edit: I was mistaken because of a flaw in my test. [getn1] appears to be getting the attacker's N1 value, not the target's N1.

claedawg
January 19th, 2026, 00:55
Apologies, I thought you were using the PC's N1/AC for the target number.

Since XCore doesn't do roll under attacks, maybe make an effect for the target to apply a modifier to the character's N1 and then have the PC make the rollunder skill check. I think the Modifier Box at the bottom left of the screen will also modify the Stat being rolled when using rollunder.

rigerco
January 19th, 2026, 02:16
I decided that we could just use the modifier field, but then I remembered why DQ is a young person's game. There's so many fiddley bits. Calculate 30% greater than the strike chance to see if the defender can parry. Calculate the critical %. Damage can go against multiple attributes. Coming out of a wargaming background, I loved it back then. I remembered that there were a lot of things that needed to be calculated with arcane formulas in advance and even more on the fly, but my memory had forgotten just how many there were... for everything! XCore just doesn't have enough oomph to do all that heavy lifting and I don't want to invest a whole ton of time on this. So, we'll have a very basic character sheet that will allow us to use the CT (which presents even more problems), tokens and maps.

superteddy57
January 19th, 2026, 03:20
From the developer you can check out the documentation for the system here:
https://diehard-gaming.com/xcore/

rmilmine
February 15th, 2026, 16:37
I'm trying to get a shadowrun roll to work.

/roll 10d6es5

This works, but I want it to also keep track of failures, and not decrease successes.

/roll 10d6es5f1

This almost works, but the failures, decreases successes.

Both of these always have the e. Is there a way to have it only do the exploding if something is selected on the character sheet?

Is there a way to have it display successes and failures as separate totals?

** Edit: I realized after I posted this that these roll features are part of core RPG. So not sure who to talk to about this.

rmilmine
February 15th, 2026, 18:30
The Rolling Dice page shows the ability to do math before the d in the roll expression.
Their example is (3*2)d6 and it's supposed to roll 6d6.

Attribute: Agility, [a] = 5; [b] = 2
If I use ([Agility|a]+[Agility|b])d6 I get 0d6 and it rolls 1 die.
If I use ([a]+[b])d6 I get 0 + 2d6 rolled
If I do /roll (5+2)d6 in chat this does add the two numbers together and roll 7d6.
If I use [a]d6 it rolls 5d6.
If I use [a]d6+[b]d6 it puts in chat 5d6+2d6, and rolls 7 dice.

I'm thinking the ([a]+[b])d6 should be replacing the values of [a] and [b] in the above regardless if where they are so that the /roll gives (5+2)d6

More stuff:
So I have the following:
Attribute
Name: Agility
[a]: Base -- set to 5
[b]: Augment -- set to 2
[c]: Dicepool - roll: [c]:d6s5 - calc: [Agility|a]+[Agility|b] -- calcs to 7
For [c] I tried using [a]+[b] but it always gave me 0 as the result.

Skill:
Name: Pistols
[a]: Base -- set to 5
[b]: Augment -- set to 3
[c]: Attribute - calc: [Agility|c] -- this always calcs to 0; I tried using [a] and [b] with agility and got 0 with them as well. -- should be 7
[d]: Dicepool - calc: [Pistols|a]+[Pistols|b]+[Pistols|c] -- calcs to 8 -- should be 15 if [c] was calculating properly.

I noticed that if I modify a or b I end up with d not update to include the new value. I have to go into d and modify the text for either roll or calc for the value to update.
I also noticed that even though I have a value in calc in c and d I can still edit either of those textboxes. If I then edit the text in either calc or roll it puts the correct value back into the textbox.
I tried replacing [d] with [Pistols|a]+[Pistols|b]+[Agility|c] and it still displays 8. rolling with calc this way rolls 8 dice.

I then created an item.
Name: Ares Predator IV
[a]: Single Shot - roll: [Pistols|d]d6s5; calc: [Pistols|d] -- It's not displaying anything for the first entry of the item in the weapons section of the main tab.
If I put the above in [b]. The textbox shows up, but... The calc value is 0. When I double click the textbox for [b] it rolls 2 dice. I'm unsure where it is getting that value from.


Thanks
Robert

Xivius
February 17th, 2026, 13:19
with the last few updates I am experiencing more a more quality of life issues. Most of them are bearable, but now I am unable to load a portrait into a character sheet, maybe there is a work around?

Also the small icons (see image) in bottom of Combat Tracker are now gone. the Icons you use to drop the entire party onto a battle map.


65159

Hi, i am relatively new to this, i was searching the thread for an answer, but i also noticed some bugs to the rule set. Most seemed fixed, like the issues here, but i was wondering where the Tabletop Combat Icon to switch between the two views is. It seems to be specifically an Xcore problem, because the Core RPG Ruleset still has it.

66631
66632

superteddy57
February 17th, 2026, 14:16
Hi, i am relatively new to this, i was searching the thread for an answer, but i also noticed some bugs to the rule set. Most seemed fixed, like the issues here, but i was wondering where the Tabletop Combat Icon to switch between the two views is. It seems to be specifically an Xcore problem, because the Core RPG Ruleset still has it.

66631
66632

It's not a bug, just not enabled by the ruleset. The ruleset developer would need to enable it and get it setup. The developer for this project has stepped away currently. I think this ruleset might be using an older version of the CoreRPG ruleset that might not have access to this feature as it's currently version locked.

Xivius
February 17th, 2026, 14:26
Oh i see. My group and I really like the feature and AFAIR it was there not long ago.

Thank you for the Quick Reply.

rmilmine
February 18th, 2026, 14:15
It's not a bug, just not enabled by the ruleset. The ruleset developer would need to enable it and get it setup. The developer for this project has stepped away currently. I think this ruleset might be using an older version of the CoreRPG ruleset that might not have access to this feature as it's currently version locked.

Where can I find the source, or the Ruleset Wizard project? I might be able to do some work on an adhoc basis. I don't have the ability right now to take on doing it fully, but might be able to fix some minor stuff.

superteddy57
February 18th, 2026, 14:17
If it's vaulted and not accessible from the ruleset folder, then you would have to reach out to the developer directly for that access.

rmilmine
February 18th, 2026, 17:03
If it's vaulted and not accessible from the ruleset folder, then you would have to reach out to the developer directly for that access.

Thank you. I'll try and contact Damned.

rmilmine
February 18th, 2026, 17:04
Does anyone know if there is a way within the calc fields for rolls, or the Health, n1/n2 init fields to make it round up or down or round normal .5 rounding?

claedawg
February 19th, 2026, 17:16
It has been a while, and I deleted my XCore campaign so I can't see what I did to make a calculation round. I don't think ROUNDUP or ROUNDDOWN work. I may have had to use the Array.

rmilmine
February 19th, 2026, 19:49
Being that the arrays are whole number indexed, I think what I would have to do is create an array that has an item for every possible number before the division and then have the array return the rounded result if the index value has been divided by the numbers I need.

rmilmine
February 19th, 2026, 20:33
And, seems it won't work. It's the Health calc field that I need to divide by 2, and I need to reference a roll.
So getdata|DivByTwo|[Strength|a] does not work.

rmilmine
February 19th, 2026, 20:44
I had to do the look up on the array from within a roll and then reference that roll to get the result into the health field

claedawg
February 19th, 2026, 23:30
I gave up on what I was working on when I realized that if any field has a "0" entry and uses an array, it breaks the character sheet for that skill, stat, etc.

I bought the Ruleset Wizard thinking I would teach myself how to create a ruleset or extension. It feels like trying to create custom scenarios for Neverwinter Nights (1 & 2).

rmilmine
February 20th, 2026, 02:16
I gave up on what I was working on when I realized that if any field has a "0" entry and uses an array, it breaks the character sheet for that skill, stat, etc.

I bought the Ruleset Wizard thinking I would teach myself how to create a ruleset or extension. It feels like trying to create custom scenarios for Neverwinter Nights (1 & 2).

Yeah, and if they put in a decimal point and numbers after it this breaks it as well.
I tried contact Damned off his website, to see if I can give assistance with xcore updates. I'm hoping I hear back.

Nylanfs
February 23rd, 2026, 17:05
You might also want to talk to lamorric since he has a working (for him) SR 3e ruleset.

https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=758791&viewfull=1#post758791

rmilmine
February 25th, 2026, 06:49
So... I found a huge bug in xcore.

If you have a rule with a name of say, Perception, and if another rule or the same rule has the following in a roll or calc of [Perception|a]
This works fine in itself, but if you have another roll with Perception at the end of it's name it will cause a conflict between the two. Specifically the the roll Perception will interpose itself onto any calc or roll that includes Perception at the end.
The code does a gsub that replaces "Perception|a" with the value of the row a of the Perception roll. Matrix Perception|a and Perception|a are exactly the same when searching for Perception|a.
It searches the string of the roll text or the calc text for Perception|a and replaces it. so Matrix Perception|a gets the Perception|a replaced.

So I edited ManagerRolls.lua to replace how gsub was being used to include [ and ] before and after the original value it was replacing so that Perception|a looks for [Perception|a].
This means that the conflict is removed.
It also means that pretty every references requires [ and ] in them.

I hope I explained this, it's complicated and took me too long to figure out why some rolls worked and some didn't. Or why they worked fine sometimes but not all the time.

66689

In order to use these changes you will need to unpack the xcore.pak ruleset file into a folder with the name xcore. Then replace the file in rulesets\XCore\campaign\scripts with the one above.

I also added a couple of items to it.
if you put roundup, rounddown, or round as flags that if places at the beginning of a calc will do that form of rounding on the entire line.

Lonekus
February 25th, 2026, 16:08
You're a god send for those changes.
Hopefully Damned will answer your call.

claedawg
March 2nd, 2026, 16:52
Does the Auto Calc line on NPCs no longer support multiplication and division?

Edit: Actually having an issue with Auto Calc altogether. Sometimes simple addition and subtraction work on some stat/skills and on others Auto Calc does not work at all, PC & NPC.

rmilmine
March 2nd, 2026, 17:37
Does the Auto Calc line on NPCs no longer support multiplication and division?

Edit: Actually having an issue with Auto Calc altogether. Sometimes simple addition and subtraction work on some stat/skills and on others Auto Calc does not work at all, PC & NPC.

I will post an update here shortly. I've not been able to get in touch with Damned, so the update will be a zip file here.

I found a bunch of problems with the npc sheet.

claedawg
March 2nd, 2026, 22:59
I checked the PC sheet and had the same issue. The first roll I tried it on seems to have broken that roll, as nothing works now. The other rolls will accept +/- but not multiplication and division. Is there another updated you posted here? Maybe I missed one recently and that is what is causing the issue??? It has been a little while since I messed with XCore. I need to buckle down and just learn how to make my own rulesets & extensions, lol. I even bought the Wizard, but haven't really tried anything yet.

rmilmine
March 2nd, 2026, 23:00
I made some changes to the code for how calc fields cause updates to happen.
Not sure why but npc sheets on the combat tracker have their fields in the path 1 dot deeper than the character sheet does.
I also noticed that initiative only looks like fields a to c it doesn't use d or e. I changed it so that it uses the same code as everything else for doing it's calculation.
I also cleaned up code that was copy and paste so that it is now functions that are called from each place that had the copy and paste going on.

If anyone finds any problems with things not working please let me know.

66733

The file above contains those changes.

rmilmine
March 2nd, 2026, 23:02
I checked the PC sheet and had the same issue. The first roll I tried it on seems to have broken that roll, as nothing works now. The other rolls will accept +/- but not multiplication and division. Is there another updated you posted here? Maybe I missed one recently and that is what is causing the issue??? It has been a little while since I messed with XCore. I need to buckle down and just learn how to make my own rulesets & extensions, lol. I even bought the Wizard, but haven't really tried anything yet.

I don't have access to the forge, or rulesetwizard files related to XCore. So I can't only put updates in a post here.
I tried using a contact us page on Damned's website, but I've not heard from back from him.

Robert.

claedawg
March 3rd, 2026, 00:29
Thanks!

rmilmine
March 3rd, 2026, 03:26
I checked the PC sheet and had the same issue. The first roll I tried it on seems to have broken that roll, as nothing works now. The other rolls will accept +/- but not multiplication and division. Is there another updated you posted here? Maybe I missed one recently and that is what is causing the issue??? It has been a little while since I messed with XCore. I need to buckle down and just learn how to make my own rulesets & extensions, lol. I even bought the Wizard, but haven't really tried anything yet.

Could you give screenshots of the roll and any roll that it references? Is it still happening?

claedawg
March 3rd, 2026, 11:50
That one skill listing was still broken, but after deleting it, all new rolls work properly now, addition, subtraction, multiplication and division. I've had the broken roll issue happen before. Deleting usually fixed it, but then it messes up the order of the rolls on the sheet.

It would be nice if the rolls lists did not auto filter. The list never stays in the order you enter the rolls, one or two will randomly shift it's location in the list with logic, I can tell, on why it goes there. It's not alphabetical. I can't seem to get the filter button to even make lists fully alphabetical, but usually I don't want that either. It would just be better if we could place the rolls in any order we like. That would probably be too much work to fix that though, lol.

rmilmine
March 3rd, 2026, 18:15
I fixed the sorting for the roll lists on the character sheet.

It was looking at each item in the list and changing it's sort order based on how it was currently being sorted. This could as things are added and removed cause the lists sort order to be out of sync with each item.

I've changed it so that it looks at the first item in the list and changes the sort order for every list item based on its sort value.

The sort order changes in the following order rolls name, rolls level, rolls key id.
The rolls key id ends up being the order they were entered into the list.

Because the sort order is an alpha sort and level is a number this caused 10 to be put before 2, etc.
So, I changed the way it is sorting based on the value of level.
It now takes the value in Level coverts the number to a string and adds 0s to the beginning so that the total length of the string is 8 digits.
So, level 0 is now, 00000000, level 1 is now 00000001, level 15 is now 00000015 and so on.
This should make level work the way it was intended to work.

66737

rmilmine
March 7th, 2026, 02:01
So found some bugs with that I was doing.
It all seems to be working now.
I also added a recalculate button to the npc sheet.

I updated all of the XCore record windows to be compatible with the new menu buttons at the top of the window.

If anyone sees any bugs please let me know.
I'm going to modify the health, n1, n2 and init fields on the npc sheet to work the same way as the char sheet.
There will be a gear and you can double click the init box to roll init.
66756

rmilmine
March 7th, 2026, 02:12
Funny thing, found a bug with initiative on the char sheet.
66757

This will fix that.

Robert.

claedawg
March 7th, 2026, 07:14
Thank you.

rmilmine
March 7th, 2026, 17:17
I am going to have another update on the 8th.
I found some more problems, which I introduced when updating the windows and other code.
The will be fixed in the update tomorrow.

I also added a menu item to the combat trackers menu, under initiative.
One makes all actors on the combat tracker roll initiative.
The other is going to when done take a value from the options window and modify the initiative of all actors on the combat tracker by that number.
Put a +5 on it and everyone has their initiative increased by 5. Put a -10 and everyone's initiative is decreased by 10.
I['m thinking of having a small window pop up with the value as a default and a button to confirm or cancel.

I am also thinking of changing the Races and Classes windows.
For races I'm thinking of adding a section for rolls, one for each of the non-item lists on the character and npc sheet.
Drop it on either and it copies the rolls from the race to the character sheets lists.

I was thinking of doing something similar for the advancement section of the class record.
Character advances to a particular level and the rolls are added. That will be a little more complicated, need to figure out how the interface for that would work.

I've still not been able to get in touch with Damned.
Not really sure what the rules are for me updating this without his ok.

claedawg
March 8th, 2026, 01:06
Will the update be posted here or through Forge? I disabled the Forge version so updates would not override your version.

Also, would it be possible to add the option for initiative to go backwards? Working on a reaction system where going first is a disadvantage?

Thanks again for the updates on the attribute/skill orders. Works perfectly for what I wanted!

rmilmine
March 8th, 2026, 01:30
Will the update be posted here or through Forge? I disabled the Forge version so updates would not override your version.

Also, would it be possible to add the option for initiative to go backwards? Working on a reaction system where going first is a disadvantage?

Thanks again for the updates on the attribute/skill orders. Works perfectly for what I wanted!

I do not have to have access to the forge, so it has to be here.
If you unzip the zip file toa folder in the ruleset folder called XCore it will override any XCore ruleset file.

When you say go backwards you mean lowest to highest?

Robert

claedawg
March 8th, 2026, 03:11
I do not have to have access to the forge, so it has to be here.
If you unzip the zip file toa folder in the ruleset folder called XCore it will override any XCore ruleset file.

I just rename and change .zip to .pak. Seems to work.

Edit: I deleted the original version and disabled from Forge, so it will not update from there.


When you say go backwards you mean lowest to highest?

Exactly!

rmilmine
March 8th, 2026, 03:28
I just rename and change .zip to .pak. Seems to work.

Edit: I deleted the original version and disabled from Forge, so it will not update from there.



Exactly!

you would need to disable it in forge for it to work.
If you unzip it then you don't need to do anything with forge. You just need to remember to get rid of the folder if forge starts working.

rmilmine
March 8th, 2026, 03:30
I just rename and change .zip to .pak. Seems to work.

Edit: I deleted the original version and disabled from Forge, so it will not update from there.



Exactly!

I'm unsure what would have to be done to change the combat tracker from going from highest to lowest to lowest to highest.
I'm still trying to figure out how to get a new entry into the options window.
If I can do that I'll have a look at what it would take to have initiative go up instead of down.

rmilmine
March 8th, 2026, 23:19
I've added 2 new options.

Combat Tracker: Change Initiative by and Combat Tracker: Reverse Initiative Order

Combat Tracker: Change Initiative by
is used by the Combat Tracker menu item Change All Initiatives. Whatever value is put in this field is added to the current initiative to all characters on the combat tracker.
If you put a negative this will cause the initiative to decrease.

Combat Tracker: Reverse Initiative Order
is used by the combat Tracker's sorting function. If this is set to on it will cause the combat tracker to sort from lowest to highest. If it is off it will do highest to lowest.
It currently does not cause a resort when it's changed. Once I've figured out how to force the combat tracker to resort it will do so.

I added 3 options to the combat tracker menu.
Roll All Initiatives, Roll NPC Initiatives, and Change All Initiatives

Roll All Initiatives will roll initiative for all characters on the combat tracker, npc and pc.
Roll NPC Initiatives rolls initiative for all npcs but does nothing for pcs.

Change All Initiatives modifies the initiative of all characters, npc and pc, by the amount entered in the option Combat Tracker: Change Initiative by.
66766

claedawg
March 9th, 2026, 13:54
That is awesome! Thank you!

rmilmine
March 10th, 2026, 02:20
So update for that adds two changes to windows, and cleaned up some code based on what Moon Wizard told me.

The races window has been updated. There are 2 tabs now. The main tab has what was there before. The other tab, abilities, has the same list of rolls lists that is on the character sheet. It also includes all of the stats, health, n1, n2, init, reach, size, speed. Any rolls in the lists are copied to the character's rolls lists of the same order. If the character already has a roll with that name in that list it replaces what is on the character with what is on the race.

The classes window has also been updated. In the Advancement window each advancement now has 2 tabs, the main tab has what is currently on the window, the 2nd tab is Abilities. It has the same lists of rolls that are on the character sheet. The stats, health, n1, n2, init, reach, size, speed are not on it. When added to the character it looks at their characters current level and current experience and then compares what the experience needed on the next higher level is. If the character has enough experience to advance then the level is increased and all rolls on the lists for that level advancement are added to the character. Again if it's already there the roll contents is replaced.

I also updated the option that changes the direction of initiative. It now updates the order displayed as soon as it's changed.

There is some clean up in the code that I need to do.
Some of the files were in locations I wasn't expecting and because of this I have two files doing the same thing.
66775

Enjoy,

Robert

Lonekus
March 13th, 2026, 06:51
In the long term, if Damned doesn't give any sign of life, I think you could consider the option to create a fork of Xcore.
He did left a message that ask if someone would be interested to take over Xcore, before he became inactive.

Of course only if the whole of the community is OK with such thing...maybe.

Poe the Homunculus
March 13th, 2026, 07:03
In the long term, if Damned doesn't give any sign of life, I think you could consider the option to create a fork of Xcore.
He did left a message that ask if someone would be interested to take over Xcore, before he became inactive.

Of course only if the whole of the community is OK with such thing...maybe.

XTCore
I don't see why anyone would not be ok with it.

rmilmine
March 13th, 2026, 14:42
I'm playing around with Ruleset Wizard, trying to learn how to use it.
I bought it when it came out, and then it sat with me barely touching it.
I'm going to try and recreate XCore in it, as I am finding some stuff in it way easier to do.

There is still a lot I've not looked at in XCore, so doing this would probably allow me to dig into it more.
This will take some time to do, so there will probably not be any updates in the next week or two, unless someone finds a bug that needs immediate fixing.

Moon Wizard
March 13th, 2026, 18:23
Just a reminder. While great for quick projects; we have found historically that rulesets created with RSW typically do not fare well long term for supportability, due to the use of custom coding outside of the standard CoreRPG workflows and unwinding of templates.

Regards,
JPG

rmilmine
March 13th, 2026, 18:46
I did not know that.
Thanks for the info.

claedawg
April 7th, 2026, 21:32
Can you also do what you did for the attribute/skill orders on the character sheet to the NPCs?

rmilmine
April 7th, 2026, 23:05
hmm, thought I had changed the sorting on the NPC sheet as well.
May be I did and I haven't posted the change.
I'll have a look.
There were some changes I made that I've not posted yet.

claedawg
April 7th, 2026, 23:33
It seems like the NPCs only does Alphabetical. I would like to make it so they stay the order entered instead.

I have not updated for a couple of day, so you may have implemented that.

Thanks for taking a look though!

rmilmine
April 8th, 2026, 16:05
Changes:

I cleaned up code to use templates for roll_list sorting and showhide.

NPC sheet:
Now has sorting for all roll_lists.
Now has a gear at the top right of the window to force recalc of all rolls like the character sheet.
Now has gears for health, n1 and n2. Just like on the character sheet.,

Combat tracker:
Fixed a bug on the client side combat tracker. Sorting was being called in the wrong place.
I added an option in the Combat Section of options to modify behavior of the start of a new turn called, Turn: Next Turn Action
It has the following options:
Do Nothing - does what it did previously. This is the default.
Roll All - Rolls initiative for everyone.
Roll NPC - Rolls initiative for just NPCs.
Modify Roll All - modifies everyone's initiative by the number in the option Change Initiative By and if no one has a number above zero it will roll initiative for everyone.
Modify Roll NPC - modifies everyone's initiative by the number in the option Change Initiative By and if no one has a number above zero it will roll initiative for just NPCs.

I know there is an option to make rolls secret, so that no dice are displayed.
Since this was done with Rulewizard previously, I need to figure out where to put the bSecret flag so that these initiative rolls don't display dice.
I'll probably put an option in that lets people keep the dice rolling if they want. Full combat trackers can make for a lot of dice rolls when initiative is done.

67067

claedawg
April 9th, 2026, 15:22
Thank you!

GavinRuneblade
May 21st, 2026, 06:42
rmilmine: I tried disabling the xcore from the forge, and that deleted the .pak from the list of rulesets. When I tried to add your zip file renamed to a .pak I get an error that the ruleset is not recognized. So I'm not sure how to enable your version of xcore.

67544

Do I need to keep the forge version enabled, and just recopy yours over it every time I run the updater and it overwrites your version?

claedawg
May 21st, 2026, 07:03
All you need to do is change the .zip to .ext on the zipped folder.

Oh, and make sure you put the folder in the FG extensions folder

GavinRuneblade
May 21st, 2026, 07:45
All you need to do is change the .zip to .ext on the zipped folder.

Oh, and make sure you put the folder in the FG extensions folder

Ok thanks! I thought it was a .pak in the ruleset folder where all the others go. Appreciate it! Do I de-activate the extension in the forge or leave it active and replace the file after every update?

Because now I'm getting two error messages, and xcore campaigns don't have the option of any extensions, that whole field is empty when I try to load a campaign in xcore.
And I can only join older xcore campaigns not create new ones.
67546

Trenloe
May 21st, 2026, 12:04
Ok thanks! I thought it was a .pak in the ruleset folder where all the others go. Appreciate it! Do I de-activate the extension in the forge or leave it active and replace the file after every update?

Because now I'm getting two error messages, and xcore campaigns don't have the option of any extensions, that whole field is empty when I try to load a campaign in xcore.
And I can only join older xcore campaigns not create new ones.
67546
XCore.zip in post #641 is a ruleset PAK file - rename to XCore.pak and put in the <FG App Data>\rulesets directory.

The file in post #641 is loading fine for me (after renaming to .pak). You may not have restarted FG after making the changes - restart FG and try again, so that FG can reload the base ruleset config from the new .pak file.

claedawg
May 21st, 2026, 16:50
Whoops, sorry for the mis-information on my part. Don't know what I was thinking.

Poe the Homunculus
May 21st, 2026, 20:29
XCore.zip in post #641 is a ruleset PAK file - rename to ZCore.pak and put in the <FG App Data>\rulesets directory.

ZCore.pak or will XCore.pak work?

rmilmine
May 21st, 2026, 21:39
XCore.pak should work as it works for some friends that are using it as XCore.pak.
In my case I have it unzipped as source.
If it is still not working for you, please let me know and I'll try and figure out why not.

Trenloe
May 21st, 2026, 23:14
ZCore.pak or will XCore.pak work?
Sorry, ZCore was a typo. It should be XCore.pak

GavinRuneblade
May 23rd, 2026, 18:50
XCore.zip in post #641 is a ruleset PAK file - rename to XCore.pak and put in the <FG App Data>\rulesets directory.

The file in post #641 is loading fine for me (after renaming to .pak). You may not have restarted FG after making the changes - restart FG and try again, so that FG can reload the base ruleset config from the new .pak file.

Thank you, but I'm still not clear, do I keep the forge version of xcore enabled or disabled or doesn't matter? If enabled, do I need to replace the zip file after every update (ie does the forge overwrite it)? The behavior I've seen from testing is that it appears, I want forge enabled, and it doesn't seem to overwrite. But this is the first time I'm manually messing with a ruleset, and don't want to break my campaign when it's underway. Rather do that now as I'm setting up.

Trenloe
May 23rd, 2026, 19:32
Thank you, but I'm still not clear, do I keep the forge version of xcore enabled or disabled or doesn't matter? If enabled, do I need to replace the zip file after every update (ie does the forge overwrite it)? The behavior I've seen from testing is that it appears, I want forge enabled, and it doesn't seem to overwrite. But this is the first time I'm manually messing with a ruleset, and don't want to break my campaign when it's underway. Rather do that now as I'm setting up.
In theory the Forge XCore should be overwriting XCore.pak when you do an update but, as you say, it isn't doing that. Maybe it's been disabled in the Forge. If you've done some testing with the file in post #641 and you're happy with it, you might consider disabling XCore in your Forge Inventory - just in case a future update does overwrite your custom XCore.pak file.

GavinRuneblade
May 23rd, 2026, 21:12
In theory the Forge XCore should be overwriting XCore.pak when you do an update but, as you say, it isn't doing that. Maybe it's been disabled in the Forge. If you've done some testing with the file in post #641 and you're happy with it, you might consider disabling XCore in your Forge Inventory - just in case a future update does overwrite your custom XCore.pak file.

When I disabled it in the forge that's when I couldn't load campaigns, and on the load campaign window all extensions were blank. Re-enabling it fixed that.

However, Using a clean boot with xcore brand new campaign. Classes are non-functional, I get the following error on the abilities tab, and dropping them onto a character does nothing.
67580

Race seems to work, but has the same issue on the abilities tab:
67581

Trenloe
May 23rd, 2026, 21:29
When I disabled it in the forge that's when I couldn't load campaigns, and on the load campaign window all extensions were blank. Re-enabling it fixed that.

However, Using a clean boot with xcore brand new campaign. Classes are non-functional, I get the following error on the abilities tab, and dropping them onto a character does nothing.
67580

Race seems to work, but has the same issue on the abilities tab:
67581
Are you using the updated ruleset found in post #641 in this thread?

GavinRuneblade
May 25th, 2026, 04:32
Are you using the updated ruleset found in post #641 in this thread?

Yes. Before I had it, one character was able to get a class. Since installing it, classes and races appear to be attached to the character name, and so cannot be dropped onto the character. When opening the attributes, I get those errors above. No other extensions (verified in one extension with part of the chat showing).

Trenloe
May 25th, 2026, 04:49
Yes. Before I had it, one character was able to get a class. Since installing it, classes and races appear to be attached to the character name, and so cannot be dropped onto the character. When opening the attributes, I get those errors above. No other extensions (verified in one extension with part of the chat showing).
@rmilmine - can you respond to this please?

GavinRuneblade
May 25th, 2026, 06:08
@rmilmine - can you respond to this please?

I did some testing and have additional information. uninstalled and re-installed Fantasy Grounds from scratch onto a different hard drive. Updated and used the forge version of the Xcore extension. Was able to add classes to characters, HOWEVER, closing/locking the class generated this error:
67597

Then I went to message 641 got a new copy of the zip, renamed it .pak and replaced the extension in the ruleset folder. Was no longer able to drop classes onto characters. But didn't get the error when closing/locking a class. On the other hand, look at this screenshot:
67598

After the zip is added, the class ability page has side tabs that it's not supposed to. Somehow, I think it is recursively calling the class page. And then if you tap on the icon for class on a character sheet, it opens a pseudo class with the name of the character. Same with race, but you can drop a race.

Some of that I had reported earlier, this is all in one place. figuring out the side tabs is new. Confirming that the .zip is causing the loss of ability to add classes to characters is new, before I had observed but not tested. Now I've done so.

Hope it helps!