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damned
January 11th, 2023, 15:03
XCore Ruleset

The XCore ruleset is a generic table top designed to make it easy for you to play games that dont have a specific ruleset. This is a free community ruleset. We hope that you find the ruleset useful and would love to hear feedback on what works well and what could be done better.

You can find instructions here: https://diehard-gaming.com/xcore/
You can get the ruleset for free here: https://forge.fantasygrounds.com/shop/items/984/view

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55768&d=1673449381

Additional Extensions worth investigating. You can open up these extensions to learn how to add your own.
XCore Sample Theme https://forge.fantasygrounds.com/shop/items/1588/view
XCore for Candela Obscura: contains examples of retheming XCore and writing your own custom Rolls. https://forge.fantasygrounds.com/shop/items/1525/view
XCore Strings: allows you to edit many of the strings used in the ruleset so you can translate them to another language. https://forge.fantasygrounds.com/shop/items/1389/view
XCore Fantasy Fonts: adds 14 fonts for use with Chat Languages. https://forge.fantasygrounds.com/shop/items/1532/view
XCore Sci Fi Fonts: adds 15 fonts for use with Chat Languages. https://forge.fantasygrounds.com/shop/items/1533/view
XCore Modern Fonts: adds 14 fonts for use with Chat Languages. https://forge.fantasygrounds.com/shop/items/1534/view
XCore New Roll Extension: full wroking example and instructions to add your own Rolls https://www.fantasygrounds.com/forums/showthread.php?80030-XCore-New-Roll-Tutorial

55768

damned
January 11th, 2023, 15:03
Video example of how to build out the Beyond The Wall RPG using the new XCore ruleset and no coding.

https://www.youtube.com/watch?v=YqK_WrjZHKA
Below you will also find the basic content that I entered during this video including a 2/3rds completed Character, a couple of Items and a Level 1 Warrior Class - BeyondTheWallStarter.mod


Attached is a sample theme file that you can edit to change the default theme. It will show up as Theme: XCore in the extensions list. In this theme all graphics are default except for the desktop.

damned
January 11th, 2023, 15:03
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

esmdev
January 12th, 2023, 01:16
So awesome! :)

esmdev
January 12th, 2023, 02:30
One request, is it possible to make the character sheet resizable? Games that have a bunch of skills are hard to read in the itty-bitty little space allotted. :)

damned
January 12th, 2023, 04:02
One request, is it possible to make the character sheet resizable? Games that have a bunch of skills are hard to read in the itty-bitty little space allotted. :)

I will make it resizable vertically but not horizontally. The Rolls Lists do expand dynamically as you add content to them.

esmdev
January 12th, 2023, 04:38
I will make it resizable vertically but not horizontally. The Rolls Lists do expand dynamically as you add content to them.

Most excellent, thanks!

vegaserik
January 12th, 2023, 10:46
Is there a way to add an attribute and skill together for a roll where it can be different each time you roll? The best I way see is using one of the boxes with attributes and typing in the skill rank before rolling and just setting up the roll as roll1d10+[a]+[b].

damned
January 12th, 2023, 11:11
Is there a way to add an attribute and skill together for a roll where it can be different each time you roll? The best I way see is using one of the boxes with attributes and typing in the skill rank before rolling and just setting up the roll as roll1d10+[a]+[b].

Cant you do that now?
If your Roll is the Result of your Attack Skill and your Strength Modifier it might look like: 1d10+[a]+[Strength|b]

Szabtom
January 12th, 2023, 17:43
Fantastic stuff! Exactly what I was hoping/waiting for.
I would like to customize the look a bit: how can I change the background image? I have modified .mod and .ext packages before, but the .dat files from the store and the forge are protected.

edit: Follow-up question, also regarding layout/cosmetics: the Attributes list is auto-sorted alphabetically. Is it possible to switch off this behavior and simply leave labels (names) of attributes in the order they are typed in?

damned
January 13th, 2023, 00:28
Hi Szabtom I have attached a sample theme for you play with in post #2.
https://www.fantasygrounds.com/forums/showthread.php?76360-Introducing-the-new-XCore-Ruleset&p=673710&viewfull=1#post673710
If you make changes in here and save it then future ruleset updates will not overwrite your theme changes.

Szabtom
January 13th, 2023, 06:59
Much appreciated! Thank you, damned!

damned
January 13th, 2023, 09:10
I havent uploaded this yet as I have another unfinished feature still in progress but I have added Sort icons to Roll panels 1, 2, 3 and 5. I did not add them to Equipment Rolls. There are three sort options (each panel can have its own) - Alpha Name, Creation Order, Manual - especially useful for Spells.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55812

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Szabtom
January 13th, 2023, 22:15
This is really nice, thank you!

selrivan
January 13th, 2023, 22:41
This is truly excellent work damned. I appreciate the excellent documentation and polish for this. As someone who finds some of the highly promoted and automated rulesets interesting, but not flexible enough for houseruling without diving into extensions, this is a great option. Something like this (or this) should be part of the core product experience in my opinion.

damned
January 14th, 2023, 08:09
The new sort order option has been uploaded.

hawkwind
January 14th, 2023, 08:43
Nice work! Could I request a few extra features. Being an option to take an opponents armour value of a damage roll and a easy way of rolling for advantage/disadvantage.

Also could you share your Beyond the Wall character sheet please?

damned
January 14th, 2023, 11:50
Nice work! Could I request a few extra features. Being an option to take an opponents armour value of a damage roll and a easy way of rolling for advantage/disadvantage.

Also could you share your Beyond the Wall character sheet please?

Please describe your ADV/DISADV scenario?
Obviously the easiest way is just to double click that roll twice.
If its always an ADV/DISADV roll you can code it like:
2d20k1 or 2d20kl1

You could have both options in your roll without me doing any extra coding.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55817

55817

damned
January 14th, 2023, 11:52
Being an option to take an opponents armour value of a damage roll

This is for a system with Damage Reduction rather than making you harder to hit?



Also could you share your Beyond the Wall character sheet please?

Ill upload it to the second post above shortly.

hawkwind
January 14th, 2023, 13:41
This is for a system with Damage Reduction rather than making you harder to hit?




Ill upload it to the second post above shortly.

Yes for systems where damage reduces damage.

So do all the morecore dice settings work with this ruleset?

damned
January 14th, 2023, 15:18
Yes for systems where damage reduces damage.

So do all the morecore dice settings work with this ruleset?

You are kidding right?
MoreCore has more than a years worth of man hours spent on it.
It has more than 150 rolls...
XCore has about 7!
Maybe one day...

Ive added damagedr but I have a bug report for Items that Im working on that is leaving me scratching my head...
New build some time tomorrow (well its today already but later!).

wndrngdru
January 14th, 2023, 18:55
So do all the morecore dice settings work with this ruleset?

I'm gonna go out on a sequoia-like limb here and say no. However, all the built-in core dice logic should work. That's what damned showed in his post.

Dice expressions can be found in the wiki (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2109571073/All+Things+Dice#Supported-Dice-Expressions). There's quite a bit you can do with just that, especially when you start using parentheses.

vegaserik
January 14th, 2023, 21:33
Cant you do that now?
If your Roll is the Result of your Attack Skill and your Strength Modifier it might look like: 1d10+[a]+[Strength|b]

More for during the game. If one roll may call for attribute 1 and skill 1, then the next roll call for attribute 1 and skill 2 for example. I'm working on a Buffy/Angel sheet. Instead of having a static list of skill (attribute) it can change things up. Any skill can be paired up with just about any attribute. The way I figured to do it was just leave the second box blank and type in the appropriate skill rank and have it Roll 1d10+[a]+[b] and it works.

vegaserik
January 15th, 2023, 01:04
Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.

damned
January 15th, 2023, 08:53
Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.

Im working on another Items bug.
I also found that the active name may have been the non-id name rather than then name.
Hopefully the next build will fix your reported issue.
Please do advise after the next build.

damned
January 15th, 2023, 08:55
Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.

What I would do here if you have a skill like

Defy Danger [3]

that could be paired with any of the following:

Strength [2]
Dexterity [0]
Constitution [1]
Intelligence [0]
Wisdom [-1]
Charisma [1]

I would create the first as
1d10+[a]

and the others as
mod [a]

And then you can double click which attribute you wanted to pair with the skill first and then the skill.

I think that should work.

damned
January 15th, 2023, 08:56
You are kidding right?

I apologise hawkwind if that came out rudely - it wasnt meant as such.

damned
January 15th, 2023, 09:20
New build uploaded which fixes 2 bugs in items (hopefully)
I have left a single line of Debug in intentionally - it will be removed once issue is confirmed resolved.

vegaserik
January 15th, 2023, 09:30
New build uploaded which fixes 2 bugs in items (hopefully)
I have left a single line of Debug in intentionally - it will be removed once issue is confirmed resolved.

Inventory seems good! Thanks damned!

damned
January 15th, 2023, 11:12
Inventory seems good! Thanks damned!

Are you going to share your project?

damned
January 15th, 2023, 13:04
Adding new variable option.
Introducing [getmod]
https://diehard-gaming.com/xcore/#rolls-example-3

Nod
January 15th, 2023, 16:22
This is great. thanks so much for fixing that item naming issue, it was driving me crazy. I gotta say, this is a such a nice and clean ruleset base. i'm nearly done with my build.

Battlemarch
January 15th, 2023, 18:29
OMG, Damned, you are a God! /genuflect

I'd pretty much given up on FG as I just couldn't wrap my head around how to get the home brew rule-set to work in FG.
I'm sure that I will have many questions in the future. But I won't ask if XCore was an extension of MoreCore as I had also made that assumption given how much work you'd put into MoreCore.

"Once more unto the breach, dear friends, once more"

Again, Thank you!

vegaserik
January 15th, 2023, 21:46
Are you going to share your project?

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.

damned
January 15th, 2023, 22:19
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.

Thats awesome - thank you vegaserik

damned
January 15th, 2023, 22:21
This is great. thanks so much for fixing that item naming issue, it was driving me crazy. I gotta say, this is a such a nice and clean ruleset base. i'm nearly done with my build.

Once you have it working please do share a sample character sheet!

damned
January 15th, 2023, 22:24
OMG, Damned, you are a God! /genuflect

I'd pretty much given up on FG as I just couldn't wrap my head around how to get the home brew rule-set to work in FG.
I'm sure that I will have many questions in the future. But I won't ask if XCore was an extension of MoreCore as I had also made that assumption given how much work you'd put into MoreCore.

"Once more unto the breach, dear friends, once more"

Again, Thank you!

XCore is new and separate to MoreCore
It contains learns from the MoreCore project but tackled it in a different way.
XCore doesnt have the same power but is hopefully less intimidating and is easier to get started with.

Possibly over time as more features get added it loses simplicity.
That would be a shame... life is always a compromise!

Nod
January 15th, 2023, 22:45
The real strength with this ruleset is the power of the character sheet. here is the mod i created for Ben Milton's Knave. It's an OSR game with very simple rules (only 7 pages). I used the Abilities to take care of 3 primary needs in the game. The first box is a rollunder for what Ben calls the Ability Defense, the second is a bonus generated from the Ability, and the third is an Ability Saving Throw that is a rollover. NPCs and Items were pretty straightforward. Weapons needed a little fine tuning, but seem to work very cleanly and fast. The only thing still throwing me off is the lack of a Spells area on the main ruleset. it's nice that it exists on the character sheet though. My next steps are to build a simple adventure to include with version 1.2 as an introduction. I built this in about 6 hours, so that shows you how easy to use it is. i will continue to refine it a bit before i'm completely happy with it.
https://cdn.discordapp.com/attachments/1043291786019340288/1064313507249672343/Knave1.1.mod

Battlemarch
January 15th, 2023, 22:47
hummm... perhaps I need to revisit MoreCore.

< lol, removed comments that started to.. no, sounded like whining, home brew has LOTS of calculations >

I'll see if I can bend XCore to my will, otherwise maybe it's time to try MoreCore with RuleSet Wizard

Again, Thank you for all of your effort!

damned
January 15th, 2023, 22:58
hummm... perhaps I need to revisit MoreCore.

< lol, removed comments that started to.. no, sounded like whining, home brew has LOTS of calculations >

I'll see if I can bend XCore to my will, otherwise maybe it's time to try MoreCore with RuleSet Wizard

Again, Thank you for all of your effort!

MoreCore has been around a lot longer (XCore is 4 days old) and has many features. But it has also evolved over time and needs to maintain compatibility for earlier stuff etc so some things are not as nice as they could be. XCore has the benefit of many learns from MoreCore but not (at least not yet) all of its power.

I would not use Ruleset Wizard with MoreCore. I would just build my own from scratch on top of CoreRPG. You can use the included OGL project or the CoreRPG project to quick start your dev. It will still require a lot of learning how things work - but I wouldnt use RSW to extend MoreCore.

Please detail a couple of the calculations you are struggling with and Ill try and help.

damned
January 15th, 2023, 22:58
The real strength with this ruleset is the power of the character sheet. here is the mod i created for Ben Milton's Knave. It's an OSR game with very simple rules (only 7 pages). I used the Abilities to take care of 3 primary needs in the game. The first box is a rollunder for what Ben calls the Ability Defense, the second is a bonus generated from the Ability, and the third is an Ability Saving Throw that is a rollover. NPCs and Items were pretty straightforward. Weapons needed a little fine tuning, but seem to work very cleanly and fast. The only thing still throwing me off is the lack of a Spells area on the main ruleset. it's nice that it exists on the character sheet though. My next steps are to build a simple adventure to include with version 1.2 as an introduction. I built this in about 6 hours, so that shows you how easy to use it is. i will continue to refine it a bit before i'm completely happy with it.
https://cdn.discordapp.com/attachments/1043291786019340288/1064313507249672343/Knave1.1.mod

So good - thanks Nod!

Battlemarch
January 16th, 2023, 00:41
lol, OK Damned, I'll give it a go - and I'll try to not make you sorry for offering. It will take me a few to format my response.

In the post below, if you see that something that I've listed is already available/doable, please, point it out.
My intent is not to have you do all of this for me, but to let me know what is possible, and if so, ho to do it?

Thanks,

Bill

Battlemarch
January 16th, 2023, 01:10
If you can get me started with the beginning of a pattern, I should be able to follow up with those of the same type.
One of the things I had to think about was if an Attribute can have 3 bonuses, those would be [b], [c], and [d].. except there is not d :(
I was thinking that I could hide the saved die rolls as more attributes or in the skills section?

Character (6 standard attributes) - # of dice/bonus depends on Race


Ex: Strength & Constitution Share a D6 called Physical Base (PB)

2D6 for Str, 2D6 for Con; Dwarves get best of 2D6 for PB, 3D6 keep best 2 for Str

Wis & Int use the same pattern
Dexterity and Charisma use other Attributes + die roll(s)


Those rolls are retained as the player to ‘train them up by expending XP
Weight (WT) is (Str or Con depending on Race) ÷ 5 + 3 + D6 (WT1) + D6 (WT2)

Dwarf : ST ÷ 5 + 3 + WT1 + WT2
Human : CN ÷ 3 + 2 + WT1 + WT2
Elf : CN ÷ 3 + 1 + WT1 + WT2
Hobbit : CN ÷ 3 + 1 + WT1 + WT2


Fatigue is HP: although no classes, profession might fit; Fighter, Mage, Cleric

Fatigue roll is D6+1 or D8 at each XP level you do not take a spell point (called MAL)
Fatigue roll is D6 if you take a “Clerical” spell point at each XP level
Fatigue roll is D6-1 or D4 if you take a spell point at an XP level


Body – 0 is death

Body = max( WT + (3rd CON bonus) + √(Experience Level), 8 ); // square root


Height

( 3CN1 + 3CN2 - DX1 - DX2 + 4( ST + HT1 + HT2 )) ÷ 5 + 50 (28 for Dwarves)


Saving throws

Physical 15 - 2/3EL (Experience Level)
Special 16 - 1/3EL
Spell resistance


Movement is based on Height and Con
There are 3 tiers of bonuses based on Attributes, ex

0 +1 +2 Str Dex
1: 8-12 13-16 17-20 -2 Crit/Die size + to hit
2: - 14-15 16-17 +/- Attack + def blow
3: - 15 16 + damage - to be hit




Combat

Weapons have type (striking, thrusting, 1Handed 2Handed, light, heavy) and standard damge
They have N offensive attacks (a players skill modifies that), skill and bonuses also add defensive or promote def blows to Offensive blows
Roll 2D10 + bonuses to hit, also typically roll D12 to critical. Fail is just fatigue, success is fatigue and body
Ex Broad sword: AC0: 13/7 AC1: 12/10 AC2:10/11 AC3: 8/12

First number is to hit, second number (D12) is to critical; AC0 is harder to hit, easier to critical
Str bonus can increase damage, and reduce the critical die size and crit number,

Ex: Str of 17 trying to hit AC 2 above would need 10 to hit, and 11 on a D12 would become 7 on a D8






Armor

Cost is based on a multiple of weight, as in 5WT, 25WT
The weight of the armor itself (encumbrance) is weight based, WT, 3WT, 5WT
Armor is either AC0 (leather), AC1, AC2 (Chain) or AC3 (plate)


Experience

All characters have the same points need to attain a level

2 is 2K, 3 is 5K, 4 is 10K, Skill points are awarded at each level and sub level (1.1, 2.0, 2.2, 2.2, 3.0, 3.1, 3.2, 3.3, 4.0…)




Skills – Skills have level, spend XP towards skills or spells, etc.
Spells – save that for another day

vegaserik
January 16th, 2023, 01:55
Inventory seems good! Thanks damned!

I noticed when typing in a non Id'd name it writes over the name so both appear in the item's name field. Sorry I hadn't tried this before :)

vegaserik
January 16th, 2023, 01:57
I did a Blue Rose sheet as well. Character sheet, an npc, a couple of items, ability and focus rolls are all in. Uses the damagedr code as well!

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

damned
January 16th, 2023, 02:50
I noticed when typing in a non Id'd name it writes over the name so both appear in the item's name field. Sorry I hadn't tried this before :)

Thanks - I think I know what is happening there. Ill fix.

damned
January 16th, 2023, 02:50
I did a Blue Rose sheet as well. Character sheet, an npc, a couple of items, ability and focus rolls are all in. Uses the damagedr code as well!

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

Boom! On a roll!

damned
January 16th, 2023, 02:51
If you can get me started with the beginning of a pattern, I should be able to follow up with those of the same type.
One of the things I had to think about was if an Attribute can have 3 bonuses, those would be [b], [c], and [d].. except there is not d :(
I was thinking that I could hide the saved die rolls as more attributes or in the skills section?

Character (6 standard attributes) - # of dice/bonus depends on Race


Ex: Strength & Constitution Share a D6 called Physical Base (PB)

2D6 for Str, 2D6 for Con; Dwarves get best of 2D6 for PB, 3D6 keep best 2 for Str

Wis & Int use the same pattern
Dexterity and Charisma use other Attributes + die roll(s)


Those rolls are retained as the player to ‘train them up by expending XP
Weight (WT) is (Str or Con depending on Race) ÷ 5 + 3 + D6 (WT1) + D6 (WT2)

Dwarf : ST ÷ 5 + 3 + WT1 + WT2
Human : CN ÷ 3 + 2 + WT1 + WT2
Elf : CN ÷ 3 + 1 + WT1 + WT2
Hobbit : CN ÷ 3 + 1 + WT1 + WT2


Fatigue is HP: although no classes, profession might fit; Fighter, Mage, Cleric

Fatigue roll is D6+1 or D8 at each XP level you do not take a spell point (called MAL)
Fatigue roll is D6 if you take a “Clerical” spell point at each XP level
Fatigue roll is D6-1 or D4 if you take a spell point at an XP level


Body – 0 is death

Body = max( WT + (3rd CON bonus) + √(Experience Level), 8 ); // square root


Height

( 3CN1 + 3CN2 - DX1 - DX2 + 4( ST + HT1 + HT2 )) ÷ 5 + 50 (28 for Dwarves)


Saving throws

Physical 15 - 2/3EL (Experience Level)
Special 16 - 1/3EL
Spell resistance


Movement is based on Height and Con
There are 3 tiers of bonuses based on Attributes, ex

0 +1 +2 Str Dex
1: 8-12 13-16 17-20 -2 Crit/Die size + to hit
2: - 14-15 16-17 +/- Attack + def blow
3: - 15 16 + damage - to be hit




Combat

Weapons have type (striking, thrusting, 1Handed 2Handed, light, heavy) and standard damge
They have N offensive attacks (a players skill modifies that), skill and bonuses also add defensive or promote def blows to Offensive blows
Roll 2D10 + bonuses to hit, also typically roll D12 to critical. Fail is just fatigue, success is fatigue and body
Ex Broad sword: AC0: 13/7 AC1: 12/10 AC2:10/11 AC3: 8/12

First number is to hit, second number (D12) is to critical; AC0 is harder to hit, easier to critical
Str bonus can increase damage, and reduce the critical die size and crit number,

Ex: Str of 17 trying to hit AC 2 above would need 10 to hit, and 11 on a D12 would become 7 on a D8






Armor

Cost is based on a multiple of weight, as in 5WT, 25WT
The weight of the armor itself (encumbrance) is weight based, WT, 3WT, 5WT
Armor is either AC0 (leather), AC1, AC2 (Chain) or AC3 (plate)


Experience

All characters have the same points need to attain a level

2 is 2K, 3 is 5K, 4 is 10K, Skill points are awarded at each level and sub level (1.1, 2.0, 2.2, 2.2, 3.0, 3.1, 3.2, 3.3, 4.0…)




Skills – Skills have level, spend XP towards skills or spells, etc.
Spells – save that for another day


Im going to need some time to decipher but Im pretty sure what you are trying to do is not supported by either MoreCore or XCore. Neither of these will calculate the value of a field based on other fields. They are all focused on Rolls - eg building Rolls not building Stats.

esmdev
January 16th, 2023, 02:52
XCore doesnt have the same power but is hopefully less intimidating and is easier to get started with.

Much less!

Battlemarch
January 16th, 2023, 05:29
No worries. A lot of what I'd like from above for attributes is a 'want'.
I can do without and simply have folks fill in the fields using the offline tools we already use.
Having it done in the Character sheet just would have been 'cool'.
I also think I know how I can include the bonuses as needed.

Can the items or character rolls use/call entries in the Tables? I seem to recall that you could do some fancy things there.

And worse case, players do usually stick to straight straight Fighter, Cleric or mage; even though we don't have classes.

I'm still trying to think how I might set up the attacks on the different ACs and then having it use the the correct critical die.
And when all is set and done, I wonder if there will be a way to import characters to FG as we can from Fantasy Module Parser...

But again, Thank you. XCore looks like a good place for me to start again!

Bill

vegaserik
January 16th, 2023, 07:45
I found another odd error. On the NPC sheet if you lock it then unlock it some of the fields can't be changed in the Core section and in Notes.

damned
January 16th, 2023, 12:38
OK. I think NPCs are fixed.
The Items roll bug should be resolved.

BUT

I think Im going to remove the identified feature from Items.
I dont see any nice way of having the non identified showing in the Rolls view.

Moon Wizard
January 16th, 2023, 17:51
The identification is threaded through a lot of pieces at this point. What's the issue with the identification and XCore?

JPG

sirkerry
January 16th, 2023, 23:25
Damed, love the getmod and damagedr additions, any chance we could get a getlevel or something to pull the class level into a Roll?

damned
January 16th, 2023, 23:38
The identification is threaded through a lot of pieces at this point. What's the issue with the identification and XCore?

JPG

I was struggling with how to make it work with my implementation.
In the d20 rulesets when you add a weapon to inventorylist it creates a new attack entry in the database
In this ruleset i use a filtered view of the inventorylist as (its not actually an attack section but close enough) the attacks view rather than creating new entries
It uses different windowclasses etc
But I think I might have wrapped my head around how to do it.

damned
January 16th, 2023, 23:40
Damed, love the getmod and damagedr additions, any chance we could get a getlevel or something to pull the class level into a Roll?

Current requests I have are:

Races (similar to Classes but no leveling)
[getlevel]

Are there others?

Should I just create
[gethealth]
[getwounds]
[getn1]
[getn2]
[getinit]
[getsize]
[getreach]
[getspeed]
as well?

damned
January 16th, 2023, 23:43
insert rules here

I am working on something that might help you but Im thinking that your list is looking unlikely but I am still working thru it...

Im toying with being able to add a Value calculation string so that you can put in a formula to calculate the [a], [b] and [c] fields in a roll.
I dont think I am going to get it to run automatically when fields change because we could end up with logic loops
Im still experimenting

Battlemarch
January 17th, 2023, 00:13
I am working on something that might help you but Im thinking that your list is looking unlikely but I am still working thru it...

Im toying with being able to add a Value calculation string so that you can put in a formula to calculate the [a], [b] and [c] fields in a roll.
I dont think I am going to get it to run automatically when fields change because we could end up with logic loops
Im still experimenting

I will be extremely grateful for anything that you can come up with.
One thought I had was that I can just have the players do their one-time character related calculations offline, but there may be a lot of stats that I'd like to hide (minimize).
If I'm able to get a 4th, [d] field, that would be wonderful, but otherwise I may have a workaround.

The hard part that I can't think past is being able to indicate what the AC of the target is so that when the user rolls, it can determine hit success or failure.
The steps between AC to AC is not always linear. And then there is HP/body and reducing the critical die size.

However, any improvement which XCore already provides is a win!

Thank you,

Bill

damned
January 17th, 2023, 00:49
Nod and vegaserik I am adding your mod links to the second post. If you update them let me know!

damned
January 17th, 2023, 00:51
One request, is it possible to make the character sheet resizable? Games that have a bunch of skills are hard to read in the itty-bitty little space allotted. :)

I had forgotten this one. It is fixed in the next update (probably tomorrow).

sirkerry
January 17th, 2023, 03:47
Current requests I have are:

Races (similar to Classes but no leveling)
[getlevel]

Are there others?

Should I just create
[gethealth]
[getwounds]
[getn1]
[getn2]
[getinit]
[getsize]
[getreach]
[getspeed]
as well?

I really don't have an need for the getting those others (but others might), but I can see a use case for allowing rolls to update those values, especially for the AC[putn1] and DR [putn2] ones. Speaking of those, any chance we would have something like we have with Init now so we can use formulas/rolls to calculate them? This would be useful for games that use active defenses.

The other request that comes to mind, is the support for IF THEN ELSE logic and Effects in the Rolls, but I know that's kinda out there.

sirkerry
January 17th, 2023, 03:51
Current requests I have are:

Are there others?



Well it would be really nice to have a way to track mental health (i.e. Sanity) and mental wounds (i.e. Stress) alongside Health and Wounds.

damned
January 17th, 2023, 04:34
Well it would be really nice to have a way to track mental health (i.e. Sanity) and mental wounds (i.e. Stress) alongside Health and Wounds.

At some point there has to be limits on what I add or it becomes MoreCore again.
You can track those on a Roll if needed and you can use the reduce roll to target Sanity or Mental Health or whatever.
If you only need a single value for each you could use n1 and n2
I could setup a panel containing a list of fields and they could also be syncd to CT but in some ways they would look just like Rolls with less options.

damned
January 17th, 2023, 04:40
Battlemarch

I can add a 4th box in many ways Im hesitant to do so.
Most Rolls need two fields at most and almost all are covered by 3.
If I add a 4th it reduces the space available to the Name label
In MoreCore I had 3 columns in the same space and the only way I did that was to make the number boxes so small
I can reduce the wasted space in the number frame but then FG themes (other than XCore specific ones) will not work very well
I can reduce the size of the number field but that starts cramping d% games

What is the game you are wanting to play?

Battlemarch
January 17th, 2023, 04:55
When all is said and done, this is a Middle-Earth Campaign that started began as old D&D in the early 80's and morphed to use 2D10 instead of a D20 for attacks.
It morphed to stop using classes and became more skill based and has some flavor of ICE MERP and GURPS spells.

Basically, a home brew of original D&D. I find current D&D, and even PF1 to be over complicated. Most of the calculations in this game can be done beforehand.
With XCore, I'll do what I can and keep using offline tools for character generation and such. The big win with XCore is being able to use 2D10 for combat attacks.

I can appreciate that you don't want to turn XCore into the kitchen sink. Perhaps this will get me to dig into the FG code and modify/create the rule set I think I want/need.

Now that MoreCore and XCore are on the Forge, can we no longer muck around and modify the underlying code?

Thanks,

Bill

damned
January 17th, 2023, 05:27
MoreCore is on Forge but downloads to rulesets and can be cracked open and played with.

XCore is in the vault for now.

If you do want to tinker I cant recommend the RSW highly enough if you are wanting to build your own ruleset exactly the way you want it.
It still requires plenty of learning but it has helped my productivity and motivation immensely.

vegaserik
January 17th, 2023, 08:04
OK. I think NPCs are fixed.
The Items roll bug should be resolved.

BUT

I think Im going to remove the identified feature from Items.
I dont see any nice way of having the non identified showing in the Rolls view.

Sweet! Works for me.

spoofer
January 17th, 2023, 13:56
In a few hours of work I built the RPG system for Tribulation of the Dead. It is a very simple game by One Shot RPG. XCore rocks!

55854

damned
January 17th, 2023, 14:59
[QUOTE=spoofer;674598]In a few hours of work I built the RPG system for Tribulation of the Dead. It is a very simple game by One Shot RPG. XCore rocks!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55854

looks awesome!
Can you share the character sheet - or if you havent entered everything (eg copyright issues with sharing) share a module with a Character, NPC and some Rolls?

damned
January 17th, 2023, 16:29
ok a peek at the next feature:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55859&d=1673972954

This is a view of a Roll.
[1] is the Roll Label/Name. [2] is the Dice Roll which can use the various Roll syntax. [3] is the new Calc feature. You can use valid Roll syntax (excluding Roll types as there is nothing being rolled) to create a formula to populate the [4] Value by double clicking the Value or the * icon

Note you can only do simple math using addition, subtraction, multiplication and division. There is nothing stopping you from creating a Calc that will produce a value that doesnt make sense. If the source values update you will have to update the Roll by double clicking the Value or the * icon.

It probably wont save you time using this feature for simple calculations or as one off calculations. If you setup your character sheet template and rolls with these calculations it will save time and make it easier for the players.

55858

sirkerry
January 17th, 2023, 16:58
ok a peek at the next feature:

[3] is the new Calc feature. You can use valid Roll syntax (excluding Roll types as there is nothing being rolled) to create a formula to populate the [4] Value by double clicking the Value or the * icon



Ohh, nice. Thank you!

Gwydion
January 18th, 2023, 01:45
ok a peek at the next feature:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55859&d=1673972954

This is a view of a Roll.
[1] is the Roll Label/Name. [2] is the Dice Roll which can use the various Roll syntax. [3] is the new Calc feature. You can use valid Roll syntax

(excluding Roll types as there is nothing being rolled) to create a formula to populate the [4] Value by double clicking the Value or the * icon

Note you can only do simple math using addition, subtraction, multiplication and division. There is nothing stopping you from creating a Calc that will produce a value that doesnt make sense. If the source values update you will have to update the Roll by double clicking the Value or the * icon.

It probably wont save you time using this feature for simple calculations or as one off calculations. If you setup your character sheet template and rolls with these calculations it will save time and make it easier for the players.

55858

I friggin love this feature! Damn! Really cool.

hawkwind
January 18th, 2023, 15:50
it wasn't taken as such!

Gwydion
January 18th, 2023, 15:55
Honestly, damned, the calcuation feature is huge for me. I mainly put dragonbane into morecore as I was struggling with how to show the rollunder and have the skill target # update if it was trained/untrained. With what you are implementing I'm going to take another go out a built-out characeter sheet for Dragonbane in XCore.....

vegaserik
January 21st, 2023, 06:20
Ignore me I found my mistake lol

damned
January 22nd, 2023, 12:35
Ignore me I found my mistake lol

Just in case anyone is wondering - you need to tell Items to Show as Rolls in the properties.

vegaserik
January 24th, 2023, 11:29
https://cdn.discordapp.com/attachments/758201260515524619/1067403939995193424/XCore_DrWho2e_Basic_Sheets.mod

I did a Doctor Who 2e rpg XCore sheet.

damned
January 24th, 2023, 11:40
Im loving it! Awesome vegaserik!

albirich
January 26th, 2023, 07:13
I'm gonna be running a vampire the masquerade 5th edition game and didn't want to spend $50 to get the ruleset. Just wanted to let you know this looks perfect for making it work. I'll post updates on it when I get around to it.

Thank you for your hard work.

damned
January 26th, 2023, 10:11
I'm gonna be running a vampire the masquerade 5th edition game and didn't want to spend $50 to get the ruleset. Just wanted to let you know this looks perfect for making it work. I'll post updates on it when I get around to it.

Thank you for your hard work.

Please do share an exported character sheet when you get it going!

albirich
January 27th, 2023, 01:10
is there a way to not let the dice pool go below 0?

damned
January 27th, 2023, 01:21
is there a way to not let the dice pool go below 0?

More info please.

albirich
January 27th, 2023, 01:30
Its not a huge deal but in vtm you replace dice with hunger dice. so what I ended up doing is making hunger an attribute and subtracted it from the number of dice and then added them as red dice. the problem is if theres more hunger than total dice pool it goes into the negative and rolls -(total dice pool - hunger)d10. which is very weird.
it then will subtract any successes from the negative dice rolled from the successes of the red dice pool.
easiest fix is say to your players if the rolls negative ignore that part.

heres a picture of what is going on the top one is 2 dice rolled with 1 hunger bottom is 1 dice rolled with 2 hunger. ideally bottom would just be 2 hunger dice. but like i said its not a big deal honestly.
55985

damned
January 27th, 2023, 01:40
Share an image of your sheet and the mod stack just before you do the Strength part of the roll?

albirich
January 27th, 2023, 01:44
so the mod is 0 for now just to make my life easier but here's what I'm rolling with. 55986
Yes I'm sure there's and easier and smarter way to do this lol.

damned
January 27th, 2023, 02:15
And please explain the mechanic in some more detail.
This roll is just using the CoreRPG inbuilt dice system so we need to work out how to construct the roll.

albirich
January 27th, 2023, 02:28
so everyone has a hunger stat lets say 2. then you make your dice pool with a skill and attribute like normal lets say it comes out to 4. because you have 2 hunger, 2 of those 4 dice from the pool are hunger dice. its an important distinction because if you crit or crit fail with them then special stuff happens.
if your dice pool is say 2 and your hunger is 3, then both the dice from the pool are converted to hunger and you still add the 3rd hunger dice.


what I decided to do is subtract hunger level from dice pool and then add hunger level as red dice, this lets you track which dice are hunger for crits.


That works great so long as your hunger dice pool is less than or equal to your regular dice pool once your regular dice pool goes to negative because you're subtracting more hunger than you have pool things get wonky.

damned
January 27th, 2023, 03:09
I dont think there is a pretty solution for this.

One way might be to change the roll to ([a]+[b]+[getmod]-[Hunger|a])d10s6+[Hunger|a]r10s6
And if the player sees they are too hungry they temporarily put a 1 or 2 in the [b] field

Another way might be to split [Hunger|a]r10s6 onto Hunger and leave the Stats like: ([a]+[getmod]-[Hunger|a])d10s6 and roll each the two separately. If Strength comes up -ive then it gets ignored
Neither are great options but may work for now...

albirich
January 27th, 2023, 03:17
Honestly just have the players ignore the negative black dice and count successes on the hunger dice. one roll, no messing with stats, teach your players to count.

albirich
January 27th, 2023, 04:45
here's the character sheet template. pretty basic still.
only things I have to say is:
the levels of everything goes in the right most box for attributes and skills for them to work.
click a skill then the attribute you want to use for the check.
Ignore negative dice in rolls.

I'm gonna put info in for the disciplines and make clans as classes to make character creation a little easier, maybe some tables too, then I'll be back with a module for it I guess. but for now I'm going to bed.

damned
January 27th, 2023, 09:38
Good stuff - thanks albirich!

albirich
January 27th, 2023, 18:10
I feel real stupid RN. If your whole dice pool is gonna be replaced by hunger dice equal to the hunger level, just let the hunger stat be rolled instead.

damned
January 27th, 2023, 20:56
Sleep is the source of much truth!

damned
January 28th, 2023, 12:54
Ok the CALC option is available in the new build and the Character Sheet is resizable horizontally also. The primary stats section does not scale so nicely.
What this is mostly good for is busy character sheets that would benefit from 3 columns of rolls.

damned
January 28th, 2023, 13:17
Tomorrow I should be finished with:

[gethealth]
[getwounds]
[getn1]
[getn2]
[getinit]
[getsize]
[getreach]
[getspeed]
[getlevel]

and have them working for Rolls and Calcs

I will add new features to doco tomorrow also.

hawkwind
January 28th, 2023, 17:36
im having a little problem with the new feature. im trying to auto populate skill with it starting value which in this case is equal to its INT but its' not happening, what i doing wrong?

Also i have playing around with the damagedr command which works just like i wanted it to apart from there is no mention in the chat log of the damage being reduced although i can see it happening in the CT, it would also be nice if armour items when equipped altered the n1 or n2 boxes.


Im working on a Openquest character sheet . Openquest is kind of retro clone of BRP and the author has given he ok for me to include the whole SRD in the in the reference manual.

damned
January 29th, 2023, 01:59
Ahhhahaha... Im sorry it was late and I wanted to get it up and I didnt post any instructions. One of the reasons it took a while was I was struggling with the UI. It still doesnt excite me but I havent been able to improve on it. Will doco it and post back here shortly.

damned
January 29th, 2023, 10:05
Ok doco updated:

Calculating fields
https://diehard-gaming.com/xcore/#rolls-example-4

Extra Get Commands
https://diehard-gaming.com/xcore/#rolls-cheatsheet

This was a pretty substantial update under the hood.

damned
January 29th, 2023, 13:20
OMG so much more complex under the hood.
Ive "finished" this feature 5 times now.
New build loaded again now that will hopefully be working fully.

Gwydion
January 29th, 2023, 18:42
Does initiative for npc's work? I tried creating an npc and then seeting a roll like 1d10 but didn't seem to work for me.

Gwydion
January 29th, 2023, 18:47
Here is a character sheet for dragonbane. I included rollunder for skills and also for boons/banes. I think this will wokr pretty well.

damned
January 29th, 2023, 20:45
Does initiative for npc's work? I tried creating an npc and then seeting a roll like 1d10 but didn't seem to work for me.

You add the INIT string and when the NPC is in the CT you double click INIT to roll it.
You can add a static value or a dice string.

damned
January 29th, 2023, 20:45
Here is a character sheet for dragonbane. I included rollunder for skills and also for boons/banes. I think this will wokr pretty well.

Good stuff Gwydion!

damned
January 30th, 2023, 02:34
Next Steps

Once we are confident that the Calculations are working properly I will add something similar to the Core Stats at the top of the Charsheet.
I will add Race similar to Class but with no levels. Should this info be recorded with Name and Class or just on the Notes page?

What other basic rolls do we need to add?

Battlemarch
January 30th, 2023, 05:27
Damned,

I assume that in example 3 of your documentation, where you are again referencing the same image
as in example 2, https://diehard-gaming.com/wp-content/uploads/2023/01/08-rolls-advanced.jpg
that that was an editing mistake?

damned
January 30th, 2023, 08:04
Damned,

I assume that in example 3 of your documentation, where you are again referencing the same image
as in example 2, https://diehard-gaming.com/wp-content/uploads/2023/01/08-rolls-advanced.jpg
that that was an editing mistake?

Ahem. Yes. Fixed now.

wndrngdru
January 31st, 2023, 02:10
What other basic rolls do we need to add?

A Powered by the Apocalypse handler might be nice. Not necessary by any stretch, but nice.

damned
January 31st, 2023, 05:32
A Powered by the Apocalypse handler might be nice. Not necessary by any stretch, but nice.

There is ofc all those rolls that are more specific.
Right now Im unsure if I want to add all of those in.

Not adding them in does put a ceiling on the automation for sure but it also keeps things simple.
You can track all the things you need to and you can make all the rolls you want - but you have to do some around the table calculations yourself.

damned
January 31st, 2023, 06:54
https://diehard-gaming.com/xcore/#core-stats

New feature - Auto calculation of Core Stats (Health, n1, n2).

albirich
January 31st, 2023, 07:05
okay so this has all the disciplines, character sheet, clans as classes. merits and backgrounds, rituals are in there, predator types.

damned
January 31st, 2023, 08:53
okay so this has all the disciplines, character sheet, clans as classes. merits and backgrounds, rituals are in there, predator types.

"When other little girls wanted to be ballet dancers I kind of wanted to be a vampire."
Angelina Jolie

damned
February 1st, 2023, 11:23
I have added the ability to hide the b|c values on a Roll or Weapon now.
This may or may not allow me to add a d value Battlemarch... :ninja:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56034&d=1675250579

Doco can be found at: https://diehard-gaming.com/xcore/

56034

Battlemarch
February 1st, 2023, 13:25
/drools I'll try to look at it again this evening.

Is there a way when calculating to get the max of two values? Like Max([STR|a],[STR|b])?
Secondly, can you think of a way to perhaps get a value out of a table (and I don't necessarily mean from a FG table)?
3-4 = -2, 5-7 = -1, 8-12=0, 13-15=2, etc. There isn't an easy formula for the progressions

Thanks,

Bill

spoofer
February 1st, 2023, 21:56
okay so this has all the disciplines, character sheet, clans as classes. merits and backgrounds, rituals are in there, predator types.

Thank for sharing! Seeing how you did things helps.

Damned, can you add a filter to the records window? It would be very helpful to be able to filter on the group.
56040

spoofer
February 1st, 2023, 22:08
I see that the label "Description" can be changed. That is very useful. The label "LABEL" is not. Please make it editable so I can change it so something else.

Along the same line, please make the label "Languages" editable. I am building for a ruleset without languages and I want to use it for something else.

Thanks!!

damned
February 1st, 2023, 22:12
Thank for sharing! Seeing how you did things helps.

Damned, can you add a filter to the records window? It would be very helpful to be able to filter on the group.
56040

Can do.

damned
February 1st, 2023, 23:43
Thank for sharing! Seeing how you did things helps.

Damned, can you add a filter to the records window? It would be very helpful to be able to filter on the group.
56040

Ok so I said Yes here but in my defence I was on my phone and didnt think it thru very well...
What would I be filtering on?
The right way to filter on Groups is via the Groups interface at the top of the screen.

There are very few things that I can add as a filter here - Level, Show as Roll might be the only ones...

damned
February 2nd, 2023, 05:22
I see that the label "Description" can be changed. That is very useful. The label "LABEL" is not. Please make it editable so I can change it so something else.

Along the same line, please make the label "Languages" editable. I am building for a ruleset without languages and I want to use it for something else.

Thanks!!

LABEL is editable you just have to click the right spot :ninja:
Ill update Languages in the next build. Note that this field is used for FGs language translation thing.

vegaserik
February 2nd, 2023, 08:34
Thank for sharing! Seeing how you did things helps.

Damned, can you add a filter to the records window? It would be very helpful to be able to filter on the group.
56040

I just click on the little down triangle in the group window to filter to the group I need.

spoofer
February 2nd, 2023, 10:23
Ok so I said Yes here but in my defence I was on my phone and didnt think it thru very well...
What would I be filtering on?
The right way to filter on Groups is via the Groups interface at the top of the screen.

There are very few things that I can add as a filter here - Level, Show as Roll might be the only ones...

Yes, I suppose there already is a filter at the top. :o

spoofer
February 2nd, 2023, 10:35
LABEL is editable you just have to click the right spot :ninja:
Ill update Languages in the next build. Note that this field is used for FGs language translation thing.

In that case maybe leave Languages alone and unlock "Senses" on the main tab. I can use that space instead. :rv:

damned
February 2nd, 2023, 11:05
In that case maybe leave Languages alone and unlock "Senses" on the main tab. I can use that space instead. :rv:

That one is used for Darkvision, Blindsight and Truesight for Line of Sight and lighting.

spoofer
February 3rd, 2023, 12:19
Well then, I shall embrace that functionality with open arms. I added French and Australian to the languages, and night vision googles to the equipment. :)

spoofer
February 3rd, 2023, 12:20
The hide the second and third boxes options for rolls does not seem to be working on the NPC sheet.

spoofer
February 3rd, 2023, 12:21
Init Roll is spelled as Init Rol (missing an l) on the NPC sheet.

damned
February 3rd, 2023, 14:12
Init Roll is spelled as Init Rol (missing an l) on the NPC sheet.

have you changed scaling?
the spelling is correct but maybe getting clipped with scaling?


The hide the second and third boxes options for rolls does not seem to be working on the NPC sheet.

Ahhh I havent added that to NPCs yet. I shall do so.

damned
February 5th, 2023, 11:58
Have fixed the Hide Fields for NPCs and Combat Tracker
I have also added support for rolling on Tables.
https://diehard-gaming.com/xcore/#rolls-example-5

[1][2] Rollon is indicated by a # symbol on the Icon. It opens a standard roll window but only the first (a) set of values are used. [3] shows the name of the table. It should support spaces in the table name but avoid using any other special characters in case they conflict with other code functions under the hood. Set the value [4] of the die to be rolled. It does not need to match the die in the table. This can mean some results might not be achievable (eg using a smaller die) with this particular roll or that some results have a higher probability (eg using a bigger die). We can modify the roll [5] using the modifier stack – in this example we have added a +2 modifier to the roll. The syntax for Tables is very simple:

rollon TableName

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56065

56065

ProfDogg
February 15th, 2023, 17:14
Is there a field where you can input a counter for abilities? For example, someone can cast a certain spell 3x/day or they only have 20 arrows to fire... Is there a way I could input that into an ability or weapon or such?

ProfDogg
February 15th, 2023, 18:12
Also, for some reason, the Language header drifted northward: 56210

damned
February 16th, 2023, 03:05
Also, for some reason, the Language header drifted northward: 56210

I think you might have enlarged the character
and I might have not anchored it correctly!

damned
February 16th, 2023, 03:06
Is there a field where you can input a counter for abilities? For example, someone can cast a certain spell 3x/day or they only have 20 arrows to fire... Is there a way I could input that into an ability or weapon or such?

There isnt right now. You could possibly use the third field to manually track it but it wont show max and current, only one or other. Let me think on it.
MoreCore does have several options for this.

ProfDogg
February 16th, 2023, 10:57
There isnt right now. You could possibly use the third field to manually track it but it wont show max and current, only one or other. Let me think on it.
MoreCore does have several options for this.

Possibly just having a new tab where you can just add those counters? It wouldn't need to automatically correspond to the appropriate power/item/etc other than having shared names. This is a simplified ruleset after all and I do like how flexible it is, Damned. You done good again...

damned
February 17th, 2023, 12:45
Added Counters https://diehard-gaming.com/xcore/#rolls-example-6
Also added a 4th number field [d]
You can also reference the counter via [e]

All of these numbers can be hidden in the individual rolls.

https://diehard-gaming.com/wp-content/uploads/2023/02/16-rolls-counterss.jpg

Rolls now have a new [1] counter field which can count up or down between a [5] max and [6] min value.

When double-clicking the [10] value it will increment or decrement by the [7] step value providing there are enough points to use. The default is to decrement and this is set by typing [8] desc/descending or asc/ascending to increment. This will also set the [4] widget so you know which way this counter operates.

You can refer to the current value in other rolls by using [e].

Finally you can [9] hide the counter if not being used.

ProfDogg
February 17th, 2023, 13:37
Damned, you rock...

Battlemarch
February 18th, 2023, 00:23
As much as I dislike FB, I do like the 'like' button feedback, wish we had it here.

I don't have much to say, but Thank you Damned! Mighty fine work. Although I don't post much, I am keenly following this thread and will try out the newer features hopefully this weekend.
Again, Thank you.

damned
February 18th, 2023, 02:28
When creating a new roll it now only enables [a] by default. This is because the new rolls now have 5 fields and that can create a lot of clutter. After creating a new roll simply open the roll and select which fields (including the new counter field) that you wish to display.

Gwydion
February 18th, 2023, 13:53
When creating a new roll it now only enables [a] by default. This is because the new rolls now have 5 fields and that can create a lot of clutter. After creating a new roll simply open the roll and select which fields (including the new counter field) that you wish to display.

Love this change! Thank you!

ProfDogg
February 20th, 2023, 01:20
Quick question (I think)... I've missed this detail somewhere along the way because I went from working on a non-AC based combat system to now building an AC based combat system... How do I calculate an item's AC value (i.e. armor) into n1's calculation? I've added the item, it has a value (we'll call it "Armor" in the Item's [a] category), but how does that fit into the formula?

Example: n1 (i.e. AC) is "10+DEX[c]+?" with ? being the Armor value.

damned
February 20th, 2023, 02:05
Screenshot?

damned
February 20th, 2023, 02:09
10+[Dexterity|b]+[Armor|a]
Hit the cog at top right of character sheet to recalculate all the values

ProfDogg
February 20th, 2023, 03:46
Hit the cog at top right of character sheet to recalculate all the values

Oh, yeah... that helps doesn't it? ;) Thank you again...

damned
February 20th, 2023, 05:06
Everything updates when you edit or open them, but if you say edited your Dex it wont update all the things that link to Dex so click the Cog and it will run through. It isprobably best to hit the Cog twice on complex sheets as some things may be order dependent.

ProfDogg
February 20th, 2023, 13:17
Everything updates when you edit or open them, but if you say edited your Dex it wont update all the things that link to Dex so click the Cog and it will run through. It isprobably best to hit the Cog twice on complex sheets as some things may be order dependent.

Thanks... I caught a couple of other mistakes I made after hitting the cog a couple of times... Just sent you a mod file with the template and 5 pregens for Atlantis Second Age... I'll be running a PTP/charity game in about a week using the system...

damned
February 20th, 2023, 21:46
Thats awesome. I just had a quick look.
What is the core mechanic - is there a static target you are rolling against or the GM declares a target based on difficulty?

ProfDogg
February 21st, 2023, 04:18
Thats awesome. I just had a quick look.
What is the core mechanic - is there a static target you are rolling against or the GM declares a target based on difficulty?

Based on difficulty with difficulty being set by opposing skill/level/etc. Then reference a chart: generally 11+ on 1d20 is success with variations based on amount of failure/success.

damned
February 21st, 2023, 05:58
Some options you might consider -

[1] and [2]
for those skills/stats that are typically 11+ for success change the roll in A to
rollover 1d20+[b]
set A to 11
set B to your modifier

And it can roll Success/Fail for you.

[3]
for Attacks and Damage you could tick the
Report Target Name field
and you get that little extra info in Chat

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56292&d=1676959092

56292

Nylanfs
February 21st, 2023, 14:09
We do, it's the star below that person's name. :)

ThiagoKox
March 2nd, 2023, 12:08
Hello,
First of all, I'm sorry for my English from google translator lol!
Secondly, I would like to know if there is a possibility to use other combat track defense statistics to use in roll attackac. For example some n3 and n4.

Because for my system I have physical evasion and magic evasion. And I also have physical armor and magic armor for damage reduction.

I know that I can simply change the value in n1 and n2. However, having two additional fields would reduce manual filling errors.

Is Possible?

Again forgive me for the english from google translator!
haha!!!

damned
March 2nd, 2023, 12:30
Welcome ThiagoKox

I suppose I could add an /attackn2 field but there is no n3 and n4 fields.

ThiagoKox
March 2nd, 2023, 12:36
I know it doesn't have a field n3 and n4. I referred to these fields because I also use physical armor and magic armor for damage reduction. Which would be on the roll damager.

But I want to congratulate you for the excellent work. Sensational. Here in Brazil we have a very common expression:

"Você é o Cara!"

ProfDogg
March 2nd, 2023, 18:29
My turn for a new feature request!

I'm building a character sheet for Infinity 2d20 using this set. I ran into a presentation issue where I need 5 fields for Armor (a through e to represent the varying defense values) and about 4 fields for Weapons (Attack, Base Damage, Rolled combat die damage, and another field to drag in Attribute mods to calculate the actual combat die damage). Any chance you could add the "d" & "e" fields for Items?

As for ThiagoKnox's requests above, ThiagoKnox, I'm using the tracker cells in the lower section for calculating the 8 kinds of damage you can take (yes, 8) but only have a couple showing in the "n" fields that show on the Combat Tracker. See here: 56529

ProfDogg
March 2nd, 2023, 19:37
Pushing my luck today... Another feature request: Can you add a gear/reset to the NPC sheets as well? I'm building NPCs off templates I created so it would help auto-populate the fields when I have to change a value.

ThiagoKox
March 2nd, 2023, 21:21
My turn for a new feature request!

I'm building a character sheet for Infinity 2d20 using this set. I ran into a presentation issue where I need 5 fields for Armor (a through e to represent the varying defense values) and about 4 fields for Weapons (Attack, Base Damage, Rolled combat die damage, and another field to drag in Attribute mods to calculate the actual combat die damage). Any chance you could add the "d" & "e" fields for Items?

As for ThiagoKnox's requests above, ThiagoKnox, I'm using the tracker cells in the lower section for calculating the 8 kinds of damage you can take (yes, 8) but only have a couple showing in the "n" fields that show on the Combat Tracker. See here: 56529

I do not know if I understand. could be the translation into Portuguese.

does that mean you can roll attack and can choose 8 types of defenses? if yes, how do you do it? my God! If that's what I understand, that's insane!!!!

ProfDogg
March 2nd, 2023, 21:32
I do not know if I understand. could be the translation into Portuguese.

does that mean you can roll attack and can choose 8 types of defenses? if yes, how do you do it? my God! If that's what I understand, that's insane!!!!

Essentially yes but the system uses the same basic mechanics for each type of damage. So really you're just using 4 different "HP" trackers with 4 more corresponding "serious injury" trackers. One set for physical health, one for mental health, one for cybernetic/computer health, and then one for bio-chemical health (i.e. poison, radiation, etc). But the means of dealing damage are mechanically the same for each type. The tracking button for each only matters when you get hit in that particular category. But, yes, it requires more GM oversight just because automation can't really cover it all the variables.

ThiagoKox
March 2nd, 2023, 23:55
Then!
I'll exemplify what I wanted to say to the damned:

Rolling a physical attack would be -> Attackac (for combat tracker value at n1)

Rolling a magic attack would be -> Attackac (for combat tracker value in n3 - And yes, I know there is no n3. I'm just illustrating for understanding)

Rolling damage with physical damage reduction would be -> damagedr (for combat tracker value in n2)

Rolling damage with magic damage reduction would be -> damagedr (for combat tracker value at n4 - also knowing that there is no n4)

That is, in my system I have two stats to test the accuracy (physical and magical), and two stats to reduce the damage that would be the armor (physical and magical)

Again, sorry for my English, but did you understand what I meant?

DelasGoodfelllow
March 23rd, 2023, 18:28
Very nice. I messed a little with MoreCore and have to say I love this so far. So much cleaner on the Character Sheet than MoreCore.

What if you wanted to do something like the D&D 5E Proficiency Bonus that sometimes applies to a roll and sometimes doesn't? (Depending on class and choices. In the 5E Fantasy Ground Ruleset, you can just toggle the attribute to indicate proficient.)

Also, any way to do a table lookup of sorts. Say for instance on your Primary Attributes Modifier, it's not quit as simple as [a]-10. (Like in D&D 1E-2E.)

PS: I'm a web developer and working hard to try and learn creating extensions here, but most tutorials feel a bit lacking. I get it, no complaint - it's all free labor of love from the community and time's valuable.

damned
March 23rd, 2023, 23:32
In 5E isnt proficiency for Skills?
In XCore you would need to add the bonus to the roll string. I dont recall in 5E ever toggling it off again - it is primarily a visual reminder that this roll has bonuses right?
Table lookups are hard coded into elements. They might lookup dynamic data like Attack Bonuses in a Class but the source element doing the rolling has had specific coding written for it. There is some basic lookups in the Class Levelling but due to the generic nature of this ruleset it wont be able to do what you are looking for there.

DelasGoodfelllow
March 24th, 2023, 00:18
It's on several things in 5E and every few levels, the proficiency bonus goes up. That's then added to: Saves (which are basically the 6 abilities), Skills, Armor, and Weapons. I think it works a little different on armor and weapons (as it's just a penalty on certain things if you are not proficient). But, correct, it's a star toggle that you click on. But, it does then change the roll strings the rules you use as it then adds that proficiency bonus to the rolls. Normally, you'd only click it on unless you accidentally clicked it on, then you could remove it. Some level ups and special abilities give you extra proficiencies. So, if you have say a skill or the ability save, and clicked that star, then that roll string would consider that proficiency bonus (which probably could be put in that second slot (n2). If the toggle isn't on, it would not add that in. It saves the poor players from having to go figure out those dice rolls if I have it programmed in for them in click and drag items or rolls.

On the lookups, you'd think since it had the ability to do table die rolls and output results, that it'd be a bit easier to just lookup a value and get another value from a table. Functionally, it's the same, lookup a to get b compared to roll a to get b. But, I get it as from what I've seen, you are right that it does seem to be hard coded into elements.

damned
March 24th, 2023, 01:19
I dont think Im following.

There are two types of tables - rollable tables and arrays of data. What are you referring to? Can you give me an example?

DelasGoodfelllow
March 24th, 2023, 03:17
I'm not sure if you mean the arrays of text data that isn't used in coding? I was referring to functionality like the rollable tables. I think a lot of things integrate those. But, it's the same general principle to do that sort of functionality that instead of making the roll and spitting out the results, looks up a value and spits out the corresponding value in the table. Excel does that with what it calls a lookup table. Apparently, it's not easy to do in Fantasy Grounds because I don't recall seeing that done in a way similar to the rollable tables.

Instead of rollable table that uses say d4:
1 - 1 = this value
2 - 4 = this value

do this - send it a number from some other field (such as Con) and looks up the corresponding value:
12 = +1 modifier
13 = +1 modifier
14 = +2 modifier
etc...

damned
March 24th, 2023, 03:31
Excel contains many millions of lines of code. It is an extremely powerful application.
People often think that because an application cant do something that Excel can do that it must not be very good. Excel is a truly powerful tool written by many thousands of developers.

The short answer is no.
But I am thinking of some things that may or may not help.

Will revert.

DelasGoodfelllow
March 24th, 2023, 17:40
I definitely get that Excel is complex (as I am a web developer). I just didn't get that it's really pretty similar to what the die roll tables are doing. And, I also get that it's not as simple as it seems - if it were, I'd think we'd have seen it before now as it would help solve a lot of things people want to do (here and elsewhere).

And, I don't want to distract from how awesome XCore is - it's huge. The interface is considerably cleaner and simpler than MoreCORE and that's a huge plus. So far, I can find a way to make most things I need happen without having to try and code some changes and additions to the character sheet.

Some minor thoughts - nothing critical, just considerations:
* The top 2 rows of 4 columns is nice and compact, but it might work better as 3 rows of 3 columns to avoid having to abbreviate labels. That could allow adding an n3, which I think might be really helpful.
* I think I'm going to cheat and do race (actually called bloodlines in my game) as a roll so it can link to a full description. But, it'd be nice to have some other place to drop that as race is pretty common in games. (Probably on the tab with the notes and description).
* I know the focus is rolls and that's the most critical thing in these types of games, but some sort of effects would be really cool. I was so used to it in 5E/Pathfinder/etc., that I didn't realize how lacking it was in CoreRPG and we are somewhat limited to what is available for CoreRPG. I don't think it's really an effect, but I sure miss the damage resistance and damage types of the bigger rulesets. To say it's impact damage and have an impact resistance effect is pretty awesome. I do remember missing that when I was trying to mess with MoreCORE (not being able to add effects to spells, etc.).

Gwydion
March 24th, 2023, 21:44
I definitely get that Excel is complex (as I am a web developer). I just didn't get that it's really pretty similar to what the die roll tables are doing. And, I also get that it's not as simple as it seems - if it were, I'd think we'd have seen it before now as it would help solve a lot of things people want to do (here and elsewhere).

And, I don't want to distract from how awesome XCore is - it's huge. The interface is considerably cleaner and simpler than MoreCORE and that's a huge plus. So far, I can find a way to make most things I need happen without having to try and code some changes and additions to the character sheet.

Some minor thoughts - nothing critical, just considerations:
* The top 2 rows of 4 columns is nice and compact, but it might work better as 3 rows of 3 columns to avoid having to abbreviate labels. That could allow adding an n3, which I think might be really helpful.
* I think I'm going to cheat and do race (actually called bloodlines in my game) as a roll so it can link to a full description. But, it'd be nice to have some other place to drop that as race is pretty common in games. (Probably on the tab with the notes and description).
* I know the focus is rolls and that's the most critical thing in these types of games, but some sort of effects would be really cool. I was so used to it in 5E/Pathfinder/etc., that I didn't realize how lacking it was in CoreRPG and we are somewhat limited to what is available for CoreRPG. I don't think it's really an effect, but I sure miss the damage resistance and damage types of the bigger rulesets. To say it's impact damage and have an impact resistance effect is pretty awesome. I do remember missing that when I was trying to mess with MoreCORE (not being able to add effects to spells, etc.).

I do know he is working on Race, he just has had other priorities. I'm loving Xcore as well. I've used if for Shadowdark and Dragonbane so far....

damned
March 25th, 2023, 05:14
New feature added - Arrays

https://diehard-gaming.com/xcore/#rolls-example-7

You can create Arrays - like BaseAttackBonus or Skill Proficiency progression tables that can be referenced in Rolls and Items

Rolls Example 7 – Data Arrays

[1][2] A new data type called Arrays has been added. Non strictly linearly progressing tables are common particularly in older games. A common example is a Base Attack Bonus that is based off your Class and your Level. In this sample [3] we have a simple string of comma separated numbers (no spaces) that indicate the Base Attack Bonus per level for this class. These values can be addressed by indicating their position in the list.

It is best to have no spaces or special characters in your Array Names.

[4] We use the BaseAttackBonus array to populate the value in A by using getdata in the calc field. We use the [5] getlevel keyword to reference the characters level directly so it doesnt need to be edited as the character develops. [6] uses getdata within the roll. You might simplify this by using getdata in an unused line and referencing the Auto Calc value by letter.

The syntax for accessing Arrays data is very simple:
getdata|ArrayName|position

Some examples are:
getdata|ClericBaseAttackBonus|getlevel
getdata|RogueSkills|3


https://diehard-gaming.com/wp-content/uploads/2023/03/17-rolls-dataarrays.jpg

damned
March 25th, 2023, 09:07
Have added Races also.
Have not written up doco for that yet.

damned
March 25th, 2023, 09:26
Race and Class doco
https://diehard-gaming.com/xcore/#race-and-class

damned
March 25th, 2023, 14:05
I have made some enhancements to getdata see doco for more info.
Latest build is 1.31

DelasGoodfelllow
March 25th, 2023, 14:29
New feature added - Arrays

WOW. You totally rock. I'm so excited and can't wait to try all this new stuff out! I was impressed before this, but this is just huge as far as the flexibility it adds to a lot of games.

DelasGoodfelllow
March 25th, 2023, 18:22
LOVE the new changes. It's awesome.

Found this weird situation in calculating [b]+[c]. The roll works fine, so it's only in the calculation that I'm displaying. I was trying to give the total modifier for quick reference before they did the roll. I like the roll showing the full modifiers. Image below. I think I only notice that problem when one number is a negative.

56836

damned
March 26th, 2023, 02:09
For the moment try reversing them - do [c]+[b] while i work ouot wth is going on

ProfDogg
March 26th, 2023, 02:21
Just wanted to say it again... Thank you, Damned...

damned
March 26th, 2023, 04:06
I think I have solved negative numbers and some other minor tweaks. New build uploaded.

damned
March 27th, 2023, 06:31
Death Markers now supported.
https://diehard-gaming.com/xcore/#death-markers

snakh
March 28th, 2023, 13:52
Hi Damned, excellent ruleset! Super clean and usable.

Sorry if the question has already been asked and answered, but is there any way of de-leveling a character who was accidentally leveled up, aside from going into the campaign data and editing the xml?

damned
March 28th, 2023, 14:00
Unfortunately there is not.
I suppose I could enable a GM edit option on that field.
It was originally coded for MoreCore (based off some code celestian wrote for D&D2E) and I used to do more stuff in an Automated fashion which meant rolling back was really non-trivial.
As the level up now only really reports to chat, whites to log and updates a number I could probably make that editable...
Ill think on it.

damned
March 28th, 2023, 14:08
Hi Damned, excellent ruleset! Super clean and usable.

Sorry if the question has already been asked and answered, but is there any way of de-leveling a character who was accidentally leveled up, aside from going into the campaign data and editing the xml?

What are you playing Snakh?
Share a character sheet (and an NPC too if you like) and Ill add in an option for the GM to edit that field. You will need to manually clean up the Advancement log on the 2nd tab...

snakh
March 28th, 2023, 15:48
I'm using my own flavor of GLoG (https://madqueenscourt.blogspot.com/2020/07/glog-for-gretchlings-or-notes-towards.html).

56869

Regarding manually cleaning up the log, that's totally reasonable.

Something I was wonder though is how extensible is the roll handling? What I mean is how difficult would it be for me to add a different kind of roll myself using an extension? Are there hooks available for that, or would I need to override the roll handler entirely?



Edited to add: Working on autocalc for health and I encountered a negative number bug.

I have the following formula:

[Constitution|a]+[HealthMod|a]+getdata|BaseHealth|getlevel
Given these values:


Constitution a
10


HealthMod a
0


getdata|BaseHealth|getlevel
-4



The health is correctly set to 6.
However, if I put a negative value in HealthMod, the health is set to -7 (and not 5 as expected)
I tried wrapping the array call in parentheses, which doesn't help, however it works if I reverse the last two terms AND wrap the array call in parentheses.
Entirely possible that I'm not seeing the intermediate parsing steps and if I were it would be obvious why it works the way it works.

damned
March 28th, 2023, 21:22
The GM Edit is available now.
The -ive bug I thought I had previously solved - needs more work it seems.

I have to also think on the extensible part.

damned
March 28th, 2023, 22:27
Thanks for the Icon snakh
I think I have fixed the -ive you have reported

Can you upload a Charsheet export when you are happy with it?

snakh
March 29th, 2023, 15:34
Thanks for the Icon snakh
I think I have fixed the -ive you have reported

Can you upload a Charsheet export when you are happy with it?

Works great, thanks! Here's the template character, the template NPC and the arrays I'm using. Let me know on discord if you have any questions.

56890

damned
March 29th, 2023, 23:25
Cheers - thank you snakh!

damned
April 7th, 2023, 05:14
New Combat Tracker Option/Feature

https://diehard-gaming.com/wp-content/uploads/2023/04/ctview.jpg

The GM can now set the Players Combat Tracker to show the Wounds field. This is set to On in new campaigns. If you change this option you need to reload the table to get it to take effect.

https://diehard-gaming.com/wp-content/uploads/2023/04/ctoptions.jpg

Gwydion
April 7th, 2023, 12:18
New Combat Tracker Option/Feature

https://diehard-gaming.com/wp-content/uploads/2023/04/ctview.jpg

The GM can now set the Players Combat Tracker to show the Wounds field. This is set to On in new campaigns. If you change this option you need to reload the table to get it to take effect.

https://diehard-gaming.com/wp-content/uploads/2023/04/ctoptions.jpg

Awesome. Thanks, Damned!

GrizzledNoob
April 9th, 2023, 00:23
I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
Also, is there a way to enable a checkbox next to a skill or attribute?
Thanks!

ProfDogg
April 9th, 2023, 02:10
I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
Also, is there a way to enable a checkbox next to a skill or attribute?
Thanks!

Re: the checkmark, you could use one of the letter fields as 0 or 1 and title it "Checked".

damned
April 9th, 2023, 05:14
I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
Also, is there a way to enable a checkbox next to a skill or attribute?
Thanks!

No there isnt an explode on doubles roll. I would add the result of the first roll to the modifier stack and roll again.
And yes I would do as ProfDog suggests - Show/Unhide the Counter field (it shows red on the character sheet) and set a value for checked.

damned
April 12th, 2023, 15:09
Added new damagen1 roll that will apply damage directly to the n1 value on the targets sheet/ct.
Also fixed anchoring of teh cog widgets when you make the Character sheet wider.

kawfeebassie
April 19th, 2023, 22:28
I am looking to start a Neon City Overdrive campaign on Fantasy Grounds and looking for suggestions on how to implement the weird dice. You basically roll one pool of d6 called Action dice (determined manually by choosing tags on your character sheet/setting, and a pool of danger dice (set by the GM) and then cancelling out dice in the action pool that match the danger pool and then taking the remainder. I don't think this can be done in either XCore or MoreCore?

I am new to Fantasy Grounds Unity but I do have a programming background. Do I have to write my own custom extension to support this kind of dice roll? If I did write the extension, would it be available to use in XCore?

I found a link to Custom Dice Base but it has not been updated in almost 4 years and I don't know if it is supported by Fantasy Grounds Unity, or if it is compatible with XCore?
https://www.fantasygrounds.com/forums/showthread.php?46371-Custom-Dice-Base

damned
April 19th, 2023, 22:35
Hi and welcome kawfeebassie

Can you explain a bit more? Can you share an image of the rulebooks character sheet?
How does the cancelling work? is it Sum vs Sum or individual dice are paired off and cancelled?
Something else?

kawfeebassie
April 19th, 2023, 22:57
Sure, here is an except from the book.

57098

Here is a Freeform Universal dice mod for Foundry showing how the rolls would work as well.

https://raw.githubusercontent.com/Anderware/Foundry-Vtt-Sandbox-Macros/main/Modules/FUx-Dice-Roller/readme.assets/fux_fu_v2.gif

damned
April 19th, 2023, 23:13
What happens if you roll 4 Action Dice and 2 Danger Dice with result:
[1][4][4][6]
[2][5]
There are no matching dice. What is the result?

How do i get the Yes But / Yes And / No And / No But results?

The examples in that page are unfortunately very specific and probably not the most likely results with all Danger Dice matching Action Dice.

kawfeebassie
April 19th, 2023, 23:32
What happens if you roll 4 Action Dice and 2 Danger Dice with result:
[1][4][4][6]
[2][5]
There are no matching dice. What is the result?

How do i get the Yes But / Yes And / No And / No But results?

The examples in that page are unfortunately very specific and probably not the most likely results with all Danger Dice matching Action Dice.

I am sorry I have not provided the appropriate level of detail. Only exact matches between the danger dice and the action dice count. In your example above, since none of the danger dice match any of the action dice, you take the highest remaining action dice as the result. In your example, it would be 6.

[1][4][4][6]
[2][6]

In the above example, the danger 6 would cancel the action 6, and the highest remaining action dice would be 4.

In terms of the results:

BOON = If you have 2 or more Action dice remaining (after canceling any matching danger dice), and two of them are 6's, you get a Boon (a Critical Success).
6 = Yes, and... (you succeed and gain some advantage)
5 = Yes, You Succeed
4 = Yes, But (you succeed, but with a cost)
3 = No, But (you fail, or you partially succeed and with a cost)
2 = No (you fail)
1 = Not, And... (you fail and things just got much worse)
BOTCH = If you have no dice left in your Action pool (after canceling matching danger dice) it is equivalent to a 1.

I know you don't want to have to read the whole ruleset, but it is posted free online in case you are interested. It is a fantastic system.
https://www.perilplanet.com/wp-content/uploads/2021/02/FU2-Beta-V1.1-Oct-2020.pdf

damned
April 20th, 2023, 02:10
OK. So my intention with XCore was not to end up writing new dice rollers for every game (MoreCore has 150+ rolls) but rather let you have the ability to at least get the right amount of the right dice to roll and then there may be some adjudication done by GM and/or players. Im going to maintain that plan for now.

However I have added a new roll called order which will sort the dice lowest to highest making comparing dice easier.

One way you might use this for Peril Planet is as per the image below.

[1] is the Action Dice value and the field that the [3] order roll is configured on.
[2] is the Danger Dice
[3] is an example roll. I have used d6 for Action Dice and r6 (red dice) for Danger Dice
[4] is some examples of the output

Some easy variations - you could setup skills and attributes and equipment (anything giving you Action Dice) as mod rolls and then in the [3] roll use getmod to collect the modifier stack and use that to supply Action Dice. This allows everyone to see where the actor got her dice from.

You could have a single field on the main roll and use getn2 (example) to store/access the Danger Dice

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57099

57099

damned
April 20th, 2023, 02:19
Now some other options available to you are:

MoreCore You could start with (im guessing) Stunt Dice script and expand that so you can evaluate the roll out fully.

There is also a rumor that another community member is developing an extension to allow you to register your own rolls in XCore. That is pretty cool - I dont know how far away it is just now but early signs look very promising.

I hope that gives you something to think/work on for now.

kawfeebassie
April 20th, 2023, 02:26
Oh, that was very nice of you. I am sorry, I didn’t expect you to add a custom dice roll. Having read through the earlier forum posts and the documentation, I think you are absolutely right to keep that out of XCore and rely on the dice support in the underlying Fantasy Grounds engine. Being new to Fantasy Grounds, intending to use XCore for the character sheet, and your expertise, I had only been hoping that you might steer me towards what was possible in terms of using that custom dice mod, or writing my own custom extension.

Thank you very much for the order function. Ordering the dice presentation as you have demonstrated will certainly improve the user experience.

damned
April 20th, 2023, 07:58
Im so sorry - I thought I had uploaded the new build but hadnt...
Anyway... I was meant to be on a plane this morning and it got delayed and then cancelled so I wanted to try out your roll.
I dont know if this is the best way but I read the dice results into a loop and wrote two new tables - one for d6s and one for r6s.
Anyways... try this extension use the same syntax...
order #d6+#r6
The extension works today but as the codebase changes it will possibly break.
Fingers crossed this other extension might make it to the light of day!

DelasGoodfelllow
May 17th, 2023, 00:11
It's working good on my first combat test. Thanks for a great system.

However, I noticed that it kept resetting initiative on the next round. Ouch. I didn't see a way to turn that off in the options. Am I missing something? I know some systems and house rules do reroll initiative every round.

damned
May 17th, 2023, 00:44
Thanks for the report DelasGoodfellow

I dont have any Init options built in just yet.
I will add this to look at but Im not expecting to get to it immediately.

Nod
June 5th, 2023, 23:41
With the dice pool rolls, i love how you can select a Failure and a Success, but is there a way to simply report on both rather than have them cancel each other out?

damned
June 6th, 2023, 02:02
That is part of the FG implementation.
It could be hand coded but there is nothing in the command line that does that right now.

atanamar
September 3rd, 2023, 05:50
Absolutely loving xcore in playtesting a new system I'm working on. I did have one question that I haven't been able to find an answer for: what is the preferred way to create spells so that they're re-usable?
Thanks!

vegaserik
September 8th, 2023, 07:51
Absolutely loving xcore in playtesting a new system I'm working on. I did have one question that I haven't been able to find an answer for: what is the preferred way to create spells so that they're re-usable?
Thanks!

I just make them as rolls even if there is no roll associated with them. Then they can be drug to the sheet as needed.

atanamar
September 8th, 2023, 17:46
I just make them as rolls even if there is no roll associated with them. Then they can be drug to the sheet as needed.

That had not even occurred to me, thanks so much for the suggestion!

atanamar
September 9th, 2023, 02:53
I'm also having problems implementing effects using xcore. I feel like there must be something I'm missing. For example, I'm trying to make an effect that decreases a character's armor class by 2 in the combat tracker. In another system you might be able to use: Flanked; AC:-2. Assuming I'm using n1 as AC as suggested, is there some different way I should go about it? Thanks in advance!

Swissman65
September 20th, 2023, 16:25
Awesome ruleset!
I'm having a blast creating the rolls etc for an , soon to be released, unofficial ruleset

I do have one question, can the "CLASS" and "RACE" labels in the character sheet be changed? (I tried to change it with the string from the core ruleset with no success)

Also, I'm guessing that's a bug, the "Language" label in the "notes" section in the character sheet when stretched remains fixed (doesn't follow)

Luvgod
September 22nd, 2023, 01:01
Does XCore support effects that apply modifiers on the combat Tracker? In other words I can put ATK:-2 in an effect, and that effect will modify the character's attack rolls? Or does someone know of an extension that does that?

damned
September 23rd, 2023, 03:06
I'm also having problems implementing effects using xcore. I feel like there must be something I'm missing. For example, I'm trying to make an effect that decreases a character's armor class by 2 in the combat tracker. In another system you might be able to use: Flanked; AC:-2. Assuming I'm using n1 as AC as suggested, is there some different way I should go about it? Thanks in advance!

Hi atanamar there is no support for effects. It is too hard at least at this stage to build something that is flexible enough to work for enough different mechanics.

damned
September 23rd, 2023, 03:30
Awesome ruleset!
I'm having a blast creating the rolls etc for an , soon to be released, unofficial ruleset

I do have one question, can the "CLASS" and "RACE" labels in the character sheet be changed? (I tried to change it with the string from the core ruleset with no success)

Also, I'm guessing that's a bug, the "Language" label in the "notes" section in the character sheet when stretched remains fixed (doesn't follow)

Ive uploaded to Forge an extension that you can duplicate and rename (so I dont overwrite your changes) and then you can change any/all strings.

https://forge.fantasygrounds.com/shop/items/1389/view

damned
September 23rd, 2023, 03:30
Does XCore support effects that apply modifiers on the combat Tracker? In other words I can put ATK:-2 in an effect, and that effect will modify the character's attack rolls? Or does someone know of an extension that does that?

Hi Luvgod there is no support for effects. It is too hard at least at this stage to build something that is flexible enough to work for enough different mechanics.

damned
September 23rd, 2023, 03:31
Regarding Language Ill fix that.
Also it looks like I have a chunk of work to do on the theme since 4.4.3...

Swissman65
September 24th, 2023, 12:24
Regarding Language Ill fix that.
Also it looks like I have a chunk of work to do on the theme since 4.4.3...

thanks!

while you're at it, there's also a bug in the NPC sheet: we can't interact with the "attacks" box (if we create an item it goes into the "actions" box, we also can't drag anything into it)

Fender Rick
November 23rd, 2023, 22:37
Hello all. This is not an xcore question but more about the Manual - I cannot get the hosting site to load so I can view the manual. Same for morecore manual - tried multiple days and multiple browsers.
Is the xcore manual located anywhere else than (https://diehard-gaming.com/xcore/)??




Thanks!
RF

snakh
November 24th, 2023, 02:58
Not sure if it was a temporary issue or what, but it's working for me now (a few hours after your post).

snakh
November 24th, 2023, 03:13
thanks!

while you're at it, there's also a bug in the NPC sheet: we can't interact with the "attacks" box (if we create an item it goes into the "actions" box, we also can't drag anything into it)

There is a bug there, but not the one you might expect. The "attacks" box has changed to be a place for items to go into, particularly items with rolls included in them. AS for dragging things into them, you'll find that you should be able to drag items into it, but not normal rolls.

That said, the behavior of the add button is totally a bug. Also, there could certainly be more specific language to indicate that section is different.

Regarding that bug as well as the theme issues, I've submitted some updates and bugfixes to damned. I didn't do anything to the messaging on the sheet, but the visual style for item rolls is subtly different from normal rolls. As for when it will be published, that will depend on damned's time. He's been busy IRL lately so it may be some time before he has a chance to review my changes and potentially publish it to the Forge assuming there are no issues he notices. But the majority of what needs doing has been done I think.

Soon™ (hopefully)

Ronlack
November 25th, 2023, 22:45
Hi, I compliment with Damned for Xcore, it's really nice and easy, I am trying to see if I can use it for my own roleplaying game.

Sorry for the noob question but how can I modify the Level value (the red number among class and race)?

Thanks, Ronlack

snakh
November 27th, 2023, 20:14
Hi, I compliment with Damned for Xcore, it's really nice and easy, I am trying to see if I can use it for my own roleplaying game.

Sorry for the noob question but how can I modify the Level value (the red number among class and race)?

Thanks, Ronlack

It may or may not throw an error, but the GM can hold CTRL and scroll the mouse wheel up and down (this also works on basically every other number field as well).

Ronlack
November 27th, 2023, 20:25
Thanks! (I knew this option from 5e but for some reason I did not think about using it). Hower, it works but it produces an error.

Wulfgangrpg
December 17th, 2023, 04:30
Hi, Is it possible to link your Stat to your skill, for example I want to be able to click on a skill and have it roll the die for the stat..

in the game I am working on, stats have different dice values 1d4, 1d6, 1d8, etc and skills are ranked from -2 to +5. so what I am trying to do for example athletics skill is under the agility stat, so if my athletics is a +1 and my agility is a 1d6, I like to be able to click on the athletics skill and have it roll a 1d6+1. Also the success is any number over 4 or 6 depending on how difficult the task is...I am not worried about the check saying a success or fail since the difficulty is always changing....let me give you word for word on how skills work.

1: Determine the Associated Stat: Each skill is linked to a specific stat. Roll the dice corresponding to that stat.

2: Apply Skill Modifier: Modify the dice roll with any applicable skill rank modifiers. For instance, if you have a skill rank of +1 in car repair, include this modifier in your roll.
3: Compare the Modified Dice Roll: Compare the modified dice roll of each person who made the check. The participant with the highest total wins the check. In case of a tie, follow these criteria in order:
a. The person with the highest skill rank.
b. If the skill ranks are also tied, the person with the highest result on the associated stat.
c. If everything is still tied, consider it a tie, and both parties must make another check.

At times, situations may not neatly fit this process, and the referee will need to make a judgment call. For instance, if both parties in a negotiation stand firm, they might make another check in the next round.

Lawlesslisa
December 23rd, 2023, 12:37
Hello,

Is there a way to create a d66 table in XCore? A table that goes from 11-16, 21-26, 31-36, 41-46, 51-56, 61-66?

Thanks

damned
December 24th, 2023, 10:11
A new build has been posted with some fixes and some feature adds.
the_zenith has added some functionality and Ill let him post about it.

@Lawlesslisa you can now use a d60 and a d600 which act like the traveller equivalents. They can be used with d60 and d600 or from the d6 Custom Dice.

Lawlesslisa
December 24th, 2023, 14:05
Thank you so much, Damned. You really do an amazing amount of work and assistance for this platform. It really is appreciated by us all.

I hope you are able to have a great holiday!

Wulfgangrpg
January 1st, 2024, 21:41
Hi so I got my skill to work they just give a bonus to the Ability checks rolls, everything was working just fine but now I get this error

59628

damned
January 1st, 2024, 23:21
Please share your db.xml and instructions on how to recreate the error

Wulfgangrpg
January 2nd, 2024, 02:41
Ok so when you are clicking on the Skill Modifier button to add the Modifier into the Modifier box for rolling the dice, it does not but the modifier into the modifier box by the dice tray, instead I get the Error code.

damned
January 2nd, 2024, 03:01
I am investigating. It does appear that the last change might have broken this roll...

Wulfgangrpg
January 2nd, 2024, 03:44
Ok and Thank you

vegaserik
January 2nd, 2024, 22:11
mod [a] seems to not be working. I get an error when trying to send a score to the mod box.

damned
January 3rd, 2024, 01:24
mod [a] seems to not be working. I get an error when trying to send a score to the mod box.

See above couple of posts.

I have just uploaded a new build which fixes mod and also adds one new roll to the base - selfharm which applies damage/wounds to the same character.

Please see the Candela Obscura https://forge.fantasygrounds.com/shop/items/1525/view extension which is unvaulted to see how you might add new rolls for your own game. It is generally significantly easier to add new rolls here than in MoreCore.

wndrngdru
January 3rd, 2024, 03:11
Bug: The option to turn off Wounds in the CT is not working.

New campaign, no extensions.

damned
January 3rd, 2024, 04:09
Pushed build v1.53 live just now wndrngdru
Your players might have to flush cache before they see it take effect.
It only affects player view too.

wndrngdru
January 3rd, 2024, 04:34
Thanks damned!

I've also noticed that clicking the sheet calculation gear at the top will change any calculable CT field without an actual calculation to "0". Is this intended behavior?

damned
January 3rd, 2024, 05:18
Im not quite sure what you mean. Could you share a db.xml and instructions?

wndrngdru
January 3rd, 2024, 21:38
Sorry. I knew I should have just screenshotted it to start with but my bed was calling. :D

New, blank character.
1. Enter numbers into fields as shown below.
2. Click gear icon
3. Gasp as numbers are changed to 0.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59640&stc=1&d=1704317798

damned
January 4th, 2024, 02:38
Thanks wndrngdru. I have found the issue and uploaded a new build.

graziano.girelli
January 4th, 2024, 21:15
Good evening Damian and thanks for your great job!!!
Maybe i found en error: during the setup of languages, the font's fields are empty and i can't choose any font for the language. Is it my problem or some bug?

Edit: is it possible to create an object who give bonus/malus to characteristics? For Example belt of physical might adding +2 to Stregth.

damned
January 5th, 2024, 00:28
You can download various font extensions. I have created one for you here: https://forge.fantasygrounds.com/shop/items/1532/view containing 14 Fantasy Fonts. Ill try and do a Modern and Sci Fi one in the future also.

damned
January 5th, 2024, 01:36
Uploaded some Sci Fi fonts too. https://forge.fantasygrounds.com/shop/items/1533/view

damned
January 5th, 2024, 01:58
Edit: is it possible to create an object who give bonus/malus to characteristics? For Example belt of physical might adding +2 to Stregth.

If you edit your post I dont get any notification of the edit so best to just add another reply.

There is no way to do this in that direction.
You can create the Girdle as an item and Show as Roll.
best not to use spaces in name - eg GiantGirdle
Then on Strength set [d] to Base and [a] to Derived with calc [Strength|d]+[GiantGirdle|a]

damned
January 5th, 2024, 03:59
Added some Modern fonts.
All three font sets are listed as XCore but will load with any ruleset.

graziano.girelli
January 5th, 2024, 10:12
Many thanks Damian! When i go home this evening i will try to use this solution.

graziano.girelli
January 6th, 2024, 00:35
It works very well! Thank you very much.
Another question: is not possible to revert the level update on the character sheet, and it's fine, but is it possible to reset totally the level?

damned
January 6th, 2024, 01:48
I think the GM can edit the level but the player cannot.

graziano.girelli
January 6th, 2024, 10:40
I think the GM can edit the level but the player cannot.

I have tried deleting the cell contents, writing another number but the level does not change. I probably did not do the operation correctly. I will try again later.

graziano.girelli
January 6th, 2024, 13:54
Maybe i found a bug. Please check the image. It's more easy to see then explain.
In short, the first box for insert number in the fifth row on the record is floating. I try to attach a picture but i can't. i don't have any error message but the picture is not upladed.59659

damned
January 6th, 2024, 14:02
Thanks Ill get that fixed.

graziano.girelli
January 7th, 2024, 00:07
Hello again Damian and i apologize for the huge number of questions :-(
In NPC sheets, which is the AC/Defense record?
I finish to create a pc, and now i like to test the combat.

damned
January 7th, 2024, 00:17
Defence on the NPC is typically n1 but some rolls allow you to target different stats.
The floating fields have been fixed and the new build is live.

graziano.girelli
January 7th, 2024, 00:35
Sorry Damian, which is n1 field? i can't find it
59661

graziano.girelli
January 7th, 2024, 00:43
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

damned
January 7th, 2024, 01:01
If you update again you will get a(nother) new build. New NPCs will have n1 and n2 names in those fields - you can then replace them with the right words.