The other difference is it will report some of the specific rolls like Fantastic.
In either case you can have it auto-update using:
1d6+1dMarvel+1d6+[a]
or
marvel [a]
Printable View
The other difference is it will report some of the specific rolls like Fantastic.
In either case you can have it auto-update using:
1d6+1dMarvel+1d6+[a]
or
marvel [a]
Love the fantastic add! A couple question on what xcore can do out of the box with the die roller and some set up....
1. Can I reroll any of the 3 dies if a trouble or edge is in play?
2. Can I pull the rolled marvel die and multiply by the damage modifier?
3. If so, can that damage modifier be adjusted based on a damage reduction number?
Out of the box? No. Will need some coding. All is possible to some extent.
I'm playing around with making an Ascendant character sheet, but having an Array issue. I create an array called VariableAttributes with the following (no quotes, of course) "15,20,30,40,60,80,120,160,240,320,480,640,960,128 0,1920". I have an Attribute called MIG (for Might) with a static value (essentially the "a" value) of 3.
Health I set calculation to "getdata|VariableAttributes|[MIG|a]" and it returns "0"
If I set it to "getdata|VariableAttributes|3" it returns "30", as expected.
Hmm... so I then tried "getdata|VariableAttributes|0+[MIG|a]"and get "[ERROR] Script execution error:[string 'C:health_set:health_calc"]:135: attempt to concatenated local 'nDataResult' (a nil value')"
Ok, so I try "getdata|VariableAttributes|1+[MIG|a]" for grins and get "18"? Look like that performed a return from the array of a value of "1" (which is 15) and then added MIG|a to it.
So maybe "getdata|VariableAttributes|(0+[MIG|a])"? But that just returns 0..., as does "getdata|VariableAttributes|([MIG|a])"
Thinking maybe it's an order of operations problem I think modified MIG itself setting a b value of "getdata|VariableAttributes|([MIG|a])" on MIG itself, figuring then at least MIG|a is set and referenceable since it normally would be but all of the above provide the same results.
How should I be properly referencing that array?
Firstly this one wont work:
getdata|VariableAttributes|0
There is no 0 value in the array
Second There is limited support for string math operations together - it makes the code much, much harder to write if I need to try and accommodate all the possible permutations that people might write.
Why are you doing 0+[value]? Its the same as [value].
However this getdata doesnt support the math at all so do it something like this:
In one of the unused fields on your roll (D in this example) add [MIG|a] in the autocalc (second) line and this should fill that value out
Then in your primary line do getdata|VariableAttributes|d so you are referencing your derived value in d
Sorry, I think I just caused confusion with the extra things I tried. All I really wanted to do was "getdata|VariableAttributes|[MIG|a]". The others were my way of playing around to see if I could figure out why it was behaving like it did. I was trying to use this for Health, so there is no separate unused field on that.
That led me to the right place, even if it's a little roundabout. I used the "b" field of MIG to just do a "getdata|VariableAttributes|a" and in Health just set the Calc to "[MIG|b]" and that works. Thanks!
Great thanks for confirming.
Damned, thank you for doing this for the new Marvel game. I really don't want to go back to Roll20.
I do have a few questions when folks have time, please.
1. I do not understand the "marvel [a]" that is being mentioned. Is this some behind the scenes coding? Sorry, not an FG coder. /roll 1d6+dMarvel+1d6 seems to work fine out of chat, I just do not understand the other command. My hat is off to you next generation of coders, but sometimes it would be great if you could dumb-it-down for us older folks. :)
2. Looking at the screenshots from Talen ... how are you getting the character sheet entries for the stats to come out like that? More coding? Is it possible someone could upload a sample sheet we can use as a template?
3. Is there a way to re-scale the background (which is awesome, BTW)? On my laptop (1600x900) it looks all wonky. This might be more of an FG thing than the extension itself, I'm just not sure how to change the scale of the background to fit better. I know some of my players are going to have the same issue.
Thank you in advance!
WR
Ok ... my old brain figured out #1 and #2. Would still like to see a character sheet template if someone has one, please. I have at least 15 heroes to build. :)
#3 still an issue. I'm guessing 1600x900 is not a compatible FG background resolution.
WR
Attachment 61294
Attachment 61295
The second attachment is from the default character sheet. The WEAPONS field Add Item option is missing, you can't add anything to the field.
Lastly, I'm having an issue with the Initiative Dice Roll entry. I have a hero with a +2 to their initiative. In the Init field when you enter the roll: /roll 1d6+dMarvel+1d6+2 it does not add the "+2" to the roll. What am I doing wrong?
Thanks again for this. Any help is appreciated. :)
WR
Start by checking the documentation here:
https://diehard-gaming.com/xcore/
I did create the background for 1920x1080 so yeah spidey loses his head at 900...
I'll have to recreate it or supply an extension for the 900 high screen.
You dont add Rolls to Weapons - the rolls for Weapons are inherited from Items that have rolls enabled - see doco.
marvel [a] refers to using the marvel roll and the stat from field [a].
How to reference fields and many roll examples are in the doco.
There is no marvel [a] example in the doco as marvel is introduced from the extension.
Hi,
I am very new to FGU and I am trying to adopt the Xcore ruleset for a Swedish RPG from the 80-ies :-)
Is it somehow possible to use two strings in the same roll - ie roll damage AND use a rollon table function.
Ie damagedr 1d6+1 and rollon HitBodyLocation
There might also be another simple way to do that - or just make two rolls of course
Thanks
Welcome sweden
This isnt possible in XCore. Something similar is possible in MoreCore but the XCore roll support is more complex and Im not sure if I can add it in.
Right now the answer is no.
The other way to do this would be to make a custom roll that also rolls on a table.
It would not be overly hard to do.
What is the dice mechanic and what does the table look like?
I like to explore what you can do in a system and how far you can stretch the functionality. But it is also very useful to know when you have arrived at the end of the possibilities for a certain function - many thanks
I was also considering a custom dice role, but I have yet to start working with this option.
The specific game mechanics I tried to solve was a combination of weapons damage and a table for where on the body the character/npc will be hit.
For example
Scimitar damage value: 1d8+2
Hit location table: 1D8
1: Right leg
2. Left leg
3. Abdomen
4-5. Chest
6. Right arm
7. Left arm
8. Head
However to put this into context I will present the full dice mechanics for an attack
Normal hit: First the character makes an attack roll. It is based on a 1d20 roll which should be equal or under the skill value (ie 14)
Special hit: If the roll is 5 or lower there should be another roll. If this second roll is under the skill value it is considered a "special hit" and would yield full damage value
Perfect hit: If the roll is 1 there should be another roll. If this second roll is under the skill value it is considered a "perfect hit" and would yield full damage value and with no reduction or armour value
Once the hit success (normal, special or perfect) is determined the damage should be rolled. Each weapon has its own damage characteristics as shown above. For instance a scimitar has 1d8+2.
The damage is reduced by any armour value (damagedr)
Secondly the hit should be allocated to a specific part of the body using the HitLocation table
------
I have figured out the following:
* How to make a rollunder for a successful hit
* How to define different kinds of damage b|c|d etc
* How to assign damage as wounds
* How to reduce for any armour value (n-2)
* How to roll on HitLocation table
So I can do everything I want - but have not really put the pieces together
This is how I do it now:
1. Roll for the skill
2. If it is successful and below 5 or being a 1, I roll again and manually determine if it normal, special or perfect
3. I roll a corresponding damage roll (I have defined one for normal, one for special and one for perfect
4. I roll once on the HitLocation table
All in all - I am fine with current setut, but I always want to explore if it is the best way to go about it and soon I will be ready to host my first Story as a GM :-)
Question - if I hit the Left Arm (example) do I apply DR still?
Yes, that is still applied
One more thing - can you share your current damage reduction roll - the string and a screenshot
Sure. I use the following string damagedr 1d6+1
Attachment 61342
Try this extension: https://forge.fantasygrounds.com/shop/items/1859/view
Feel free to it pull apart and experiment with.
two new rolls:
damaget #d#
drdamaget #d#
WOW - many many thanks!!! I have subscribed to the extension and will start to learn it. I really appreciate this!
Hey @damned. I've noticed the Arrays icon doesn't follow theme coloration the way the others do. It's always black.
Weird stuff, i've gotten the Xcore Marvel extension but it doesn't appear anywhere under Game Systems (Rulesets) in my FGU list but I see it in my ext. folder???
okay.. had to re-acquire it a second time.
Its an extension not a ruleset so you will always need to load it in a XCore campaign.
Is there a way to reference a target's attribute values in a roll? I've read over the documentation a few times, but I may be missing something. I'm basically looking for a way to check a roll against various attribute values much like an attack vs. AC would be handled.
If not, it's on my wish list for XCore. Fantastic work, Damned.
The truncated version of the marvel roll (e.g., marvel [a]) has a reference issue when coming out of a different roll box. However, the longform (e.g., 1d6+1dMarvel+1d6) can successfully reference attribute values on rolls in other boxes. Please see the attached image. I tried to clarify. Hope this makes sense!
I saw that somebody posted their version of a Marvel character sheet. I'm not savvy enough to actually update labels (I tried using the XCore Strings extension, but it's beyond me how to do that stuff). However, I think I have a useable solution for damage rolls. Please see the attached image. The player just needs to update the roll and multiplier values and double-click, which is pretty fast with CTRL+Mousewheel. Anyway, I hope that helps!
See a better way to do the Marvel roll .
Attachment 61676
Okay, I'll try to break all of this down for the new Marvel Multiverse RPG.
There are 6 stats for a character/NPC: Melee, Agility, Resilience, Vigilance, Ego, and Logic (which conveniently spells MARVEL).
Each of these stats ranges from 0 up. This is the base modifier used for actions/skills associated to each stat (e.g., punching somebody would be a Marvel die roll + the Melee score).
Each of these also provides a Defense score, which is basically the score plus 10 (e.g., Daredevil has Melee 2 and therefore a Melee Defense of 12).
Lastly, each stat also has a 'Non-Combat Check' modifier, which is usually the same as the base modifier.
However, each of the three numbers here (Score, Defense, Non-Combat Check) can each be individually modified for things like traits, powers, or equipment.
By far the most common examples would be Melee attack vs. target's Melee Defense or Agility attack vs. target's Agility Defense (equal to or higher, like D&D's AC).
But powers mix an match all of the six in various ways (e.g., Telepathic Link has the character making a Logic attack vs. target's Vigilance Defense).
Please see the attached image.
While we're on the topic, if you look at the [Martial Arts] Leg Sweep example, you can see that I have two rolls setup here. The first is to cover the Focus cost (n1) for using the power (it costs 5); the second is for the actual attack itself. Is there a way to combine the two roll strings into one? So with one roll I could both spend the 5 Focus and make the attack roll?
Thanks for all of your help and guidance!
I'm trying to code a roll to apply half damage to a target (please see attached image).
The formula I use for full damage works fine, but once I add the parenthesis and the /2 it results in a 0. Should I be able to do this?
So...
damage [c]*[d]+[Ego|a] works fine (for full damage)
damage ([c]*[d]+[Ego|a])/2 doesn't (for half damage)
For the half damage use the trick I showed you in the marvel roll above.
Try use the calc field to calculate the full damage so it would look something like this
Full Damage
damage [a]
[c]*[d]+[Ego|a]
Half Damage
damage ([b]/2)
[c]*[d]+[Ego|a]
see if that works
Because there are so many possible combinations here I think the best way to do this (best being simplest overall) would be to break it down into 2 rolls.
Attacker declares his target and their defense stat.
Defender "activates" their defense stat by double-clicking the appropriate stat (we would code a roll to do this)
Attacker does their attack roll and it will use that stat value and reset it to 0
If that would work we then a field to store this activated defense in. Does Karma need to be in the CT? I dont have to store it in CT but it might be best stored there.