Uploading 1.48 now.
No instructions as yet - ran outta time - its 1am - some instructions tomorrow if I can sneak them into work time.
See post #1.
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Uploading 1.48 now.
No instructions as yet - ran outta time - its 1am - some instructions tomorrow if I can sneak them into work time.
See post #1.
Thanks!
My apologies good people - uploaded a fubar'd ruleset there.
New version uploaded.
Thanks for the fix, damned.
The mod should = 0 instead of 1 but that was an easy fix.
The +# (labeled a.Mod in the params) before the drop number still doesn't do anything, but the MOD box works with the rolls, so I've eliminated that function in the roll formula (no sense having to type useless data). If someone could figure out how to make that work it would help with skills in F12, but the current function as fixed by damned will work in the meantime.
Edit: example of what I need:
/factwelve 2d12+1d10+12 1
Would roll 2d12 and 1d10 keeping the best 2 dice and then add 12 to those two dice.
What I've changed it to:
/factwelve 2d12+1d10 1
with a 12 in the MOD box.
This gives me the result I need, but requires filling in the MOD box each time. Being able to plug the roll into skill rolls would allow each skill to have a proper roll.
Quote:
Originally Posted by changed script
DMReckless have a look at this one.
/factwelve 1d#+#
You always roll 2d12 and you always roll one extra dice and you always only keep 2 dice.
So always just insert 2d12 and also insert one more variable sided dice and pass a mod.
Collect the Modifier StackCode:local sNum, sSize, aMod = sParams:match("(%d+)d([%dF]*)+(%d+)");
local nSize = tonumber(sSize);
Debug.console("sNum, sSize, aMod, nSize: ", sNum, sSize, aMod, nSize);
rRoll.aDice = {"d12","d12","d" .. nSize};
Debug.console("rRoll.aDice: ", rRoll.aDice);
Sort the Dice Biggest to SmallestCode:local sModDesc, nMod = ModifierStack.getStack(true);
Collect the first two dice resultsCode:table.sort(rRoll.aDice, function(a,b) return a.result > b.result end);
Do some mathCode:local nResult1 = rRoll.aDice[1].result;
local nResult2 = rRoll.aDice[2].result;
Build the messageCode:nResult = rRoll.aDice[1].result+rRoll.aDice[2].result+rRoll.aMod+rRoll.nMod;
And I also added some code to replace the generated SUM with the derived Result so you can drag and drop the results.Code:rMessage.text = rMessage.text .. ", " .. rRoll.sModDesc;
rMessage.text = rMessage.text .. "\n[Kept] " .. rRoll.nResult1 .. " " .. rRoll.nResult2;
rMessage.text = rMessage.text .. "\n[Modifiers] " .. rRoll.aMod .. " " .. rRoll.nMod .. "\n";
rMessage.text = rMessage.text .. "[Total] " .. rRoll.nResult;
Attachment 25698
Make it even better by combining it with Parametrised Rolls!
https://www.fantasygrounds.com/forum...chmentid=25698
Thanks, that works as I need it to. (One exception: the MOD box is being doubled; I was able to fix this by changing the initial "roll.nMod = 0" to "eatroll.nMod = nMod" and the second from "roll.nMod = nMod" to "roll.nMod = 0"; now it only populates the mod collector on the initiation instead of twice.)
Great work! Thanks again.
Wow!!! Grat job Damned.
The new magic system you adopted is absolutely perfect. I wait the online help to understand how to use spell library, since it's changed, but still right now it's exactly what my group need.
Thanks again for your great job.
DMReckless please share the whole file for me and Ill update the base ruleset.
graziano.girelli fantastic - Im glad it is working for you. The Spells Library is unfortunately likely to be removed at some point in the near future as I think the current spell trackers are generally the more useful method. Spells can be added as Rolls still where appropriate. I am still open to additional feedback. I will get the doco updated soon.
I know your system is in Italian but Id love it if you guys could upload a FG Mod and some exported characters for others to try!
Here you are....
@damned It isn't fixed. It's still doing the same thing as before.