Sorry to be stupid, but where does this file go?
wr
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Not a stupid question. It simply a template character sheet for Dragonbane. Open FGU and start a campaign with the Xcore ruleset. Once loaded go to characters under the player section and theng click the blue button at the bottom right of the window to import the sheet wherever you saved it.
Let me know if you have add'l questions.
Request for Next Update
Please make it so that an Error for nil value is not thrown when you make a calculation that calls an array where the ability source is 0. Per haps you can add a 0 place in the array to account for nil values. It would also allow for skill rules more similar to Rolemaster where having no ranks gives a -25 modifier to the skill check.
For instance, I have skill called Athletics
You put Ranks in skills to increase the modifier on the skill roll (this is not a one-to-one result, hence the need for an array)
[a] is the where the calculation is being made to call the array to transform the Ranks value in [b] to the appropriate modifier
[a] is also the d20 roll + Other Modifiers [c]
The array is as follows: 1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,4,4,4,4,5
Hi, is there a way how to rollunder and rollover within one roll? E. g. OSR game Errant rolls under attribute, but over difficulty value. E. g. Presence 14, Difficulty 4, so rolls 4 - 14 are successfull.
We just noticed that when Player clicks on the character sheet Cog to update it resets anything tied to an array to 0. The GM has to click the cog for the changes to take effect.
Unfortunately work and life has gotten on top of me. This has coincided with a period of wider changes going on in CoreRPG.
I am looking to see if anyone would like to take over the XCore project from me? Please DM me if you are interested.
with the last few updates I am experiencing more a more quality of life issues. Most of them are bearable, but now I am unable to load a portrait into a character sheet, maybe there is a work around?
Also the small icons (see image) in bottom of Combat Tracker are now gone. the Icons you use to drop the entire party onto a battle map.
Attachment 65159
FYI, the Marvel Multiverse mod is completely broken. The NPC is completely unusable. This saddens me as it is going to put an end to my current game, and I REALLY don't to have to move to Roll20.
I hope someone can pick this project up and to fix.
I downloaded the XCore ruleset from the Forge; and I was able to open NPC sheets without issue.
Also, I wasn't able to find a Marvel Multiverse mod anywhere.
Regards,
JPG
Just pushed a new build of XCore that adds some legacy template support, which should help.
Regards,
JPG
There's an extension by Damned that helps with setting up a roll. No mods that I'm aware of. I am getting a bunch of script errors when I open an X-Core campaign.
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I'd need information on where to get the files and the steps to see that issue. Basically, a walkthrough to that error condition.
The changes I made to the XCore were just to add retired templates that XCore still used directly into the ruleset to put a bandaid on it. Also, you'd need to run a new Check for Updates to get the latest version from the Forge, and make sure you don't have an unzipped folder for XCore under the rulesets subfolder in the FG Data Folder.
Regards,
JPG
@Moon Wizard - I believe the extension he's talking about is linked at the bottom of the first post. I don't remember exactly what's in it but it explains creating a roll handler for xcore. I'm not in a place where I can test atm.
Ok, I was able to recreate a similar error; and I just pushed another build to the Forge that should help with that one along with some more templatizing as I was figuring it out.
Please run a new Check for Updates.
Regards,
JPG
Thanks,
I don't know who did it or what they did but all glitches I posted are now fixed.
Awesome!
First of all, thanks to Damned for XCORE ruleset and all the explanations. And thanks to all that make community content for this ruleset.
I tried the Candela obscura extension and works perfectly (some errors of deprecated functions) and now, I'm triyng the Dragonbane character sheet of Gwydion but I have some questions:
1. I think that to automate calcs is necessary to create all the Arrays, true?
2. In that case, what is the correct array to calculate zDamageBonusStrength or zDamageBonusAgility?
I tried to create an array 0,0,0,0,0,0,0,0,0,0,0,0,D4,D4,D4,D4,D6 but I'm not sure tha it is correct to add a D4 o D6 at the, for example, damage from a hammer. Because the sentence damage 1d6+1d[zDamageBonusStrength|a] make a 1D6 + 1D3
The BaseChance array is more intuitive and easy for me...
Cheers!!!
El Furna.
Sorry for my lack of feedback on the Marvel extension; real life sucks sometimes.
Thank you Moon, it looks like things are back to normal as far as basic functionality goes for this XCore extension. Awesome job. I really didn't want to have to spend money on Role20! :p
Cheers,
WR
I'm sorry, and think it may have been asked before in 59 pages of a thread; is there a way to design a Roll so that it adds a value and rolls against a target number instead of referencing another score?
I'm sorry if this does not make sense - I'm not sure how else to ask.
Basically, the character rolls a D20, adds their ability score, and always needs to bet a 12, which may be adjusted as needed by NPCs.
It's kinda like Cypher, but the challenge number is flat.
If I'm reading what you wrote correctly, yes. See my XCore Target 20 extension in the Forge, it's setup to have a TN of 20, but no reason it couldn't be changed to have a TN of 12. The extension is un-vaulted so you should be able to see how it works.
Thanks! So should I change all the 20s in the extenstion to 12s?
Awesome! It seems to work on the rolls I have now!
Thank you :)
Hey all, happy to have been pointed to this post. I have an xCore question which I hope hasn't already been answered, making me look lazy:
Is there a code string that will take the results of a roll and then rollon a specific table? This is basically for Talislanta. For example, player rolls an attack, which is already coded to take the skill + STR but then goes 1 step further and takes that result and references a row on my ACTIONTABLE and prints that result to chat?
thanks
Cal
Was at a funeral recently and a group of us got to talking about rpg's we played in with the deceased. This lead to stories about our early 80s Dragonquest campaign. One thing led to another and we decided to try and see if could revive the campaign via a VTT (all in different states). I've looked at Morecore and while powerful it looks very dated (I understand it hasn't been updated in years). I fired up Xcore and was able to get a lot of things working with just a few hours of work... except attack rolls.
The mechanic is basically the [Strike Chance %] - [Defense %] (stored in N1). Roll that number or less on d100 and you hit. Unfortunately, the only automation for attack seems to be attackac, which is roll over the N1 value. I did a search here for attackac to see if this issue had come up before and didn't find anything.
Is there a way to do this type of attack in Xcore, or should we just do a rollunder on the attack an manually figure out if it is successful?
Use a skill instead of attack. The first line (die roll cube) enter rollunder 1d100. The second line (gear autocalc) and enter [getn1] to make the value of the skill equal to n1/AC.
kewl beans, that worked! Thank you very much.
edit: I was mistaken because of a flaw in my test. [getn1] appears to be getting the attacker's N1 value, not the target's N1.
Apologies, I thought you were using the PC's N1/AC for the target number.
Since XCore doesn't do roll under attacks, maybe make an effect for the target to apply a modifier to the character's N1 and then have the PC make the rollunder skill check. I think the Modifier Box at the bottom left of the screen will also modify the Stat being rolled when using rollunder.
I decided that we could just use the modifier field, but then I remembered why DQ is a young person's game. There's so many fiddley bits. Calculate 30% greater than the strike chance to see if the defender can parry. Calculate the critical %. Damage can go against multiple attributes. Coming out of a wargaming background, I loved it back then. I remembered that there were a lot of things that needed to be calculated with arcane formulas in advance and even more on the fly, but my memory had forgotten just how many there were... for everything! XCore just doesn't have enough oomph to do all that heavy lifting and I don't want to invest a whole ton of time on this. So, we'll have a very basic character sheet that will allow us to use the CT (which presents even more problems), tokens and maps.
From the developer you can check out the documentation for the system here:
https://diehard-gaming.com/xcore/
I'm trying to get a shadowrun roll to work.
/roll 10d6es5
This works, but I want it to also keep track of failures, and not decrease successes.
/roll 10d6es5f1
This almost works, but the failures, decreases successes.
Both of these always have the e. Is there a way to have it only do the exploding if something is selected on the character sheet?
Is there a way to have it display successes and failures as separate totals?
** Edit: I realized after I posted this that these roll features are part of core RPG. So not sure who to talk to about this.
The Rolling Dice page shows the ability to do math before the d in the roll expression.
Their example is (3*2)d6 and it's supposed to roll 6d6.
Attribute: Agility, [a] = 5; [b] = 2
If I use ([Agility|a]+[Agility|b])d6 I get 0d6 and it rolls 1 die.
If I use ([a]+[b])d6 I get 0 + 2d6 rolled
If I do /roll (5+2)d6 in chat this does add the two numbers together and roll 7d6.
If I use [a]d6 it rolls 5d6.
If I use [a]d6+[b]d6 it puts in chat 5d6+2d6, and rolls 7 dice.
I'm thinking the ([a]+[b])d6 should be replacing the values of [a] and [b] in the above regardless if where they are so that the /roll gives (5+2)d6
More stuff:
So I have the following:
Attribute
Name: Agility
[a]: Base -- set to 5
[b]: Augment -- set to 2
[c]: Dicepool - roll: [c]:d6s5 - calc: [Agility|a]+[Agility|b] -- calcs to 7
For [c] I tried using [a]+[b] but it always gave me 0 as the result.
Skill:
Name: Pistols
[a]: Base -- set to 5
[b]: Augment -- set to 3
[c]: Attribute - calc: [Agility|c] -- this always calcs to 0; I tried using [a] and [b] with agility and got 0 with them as well. -- should be 7
[d]: Dicepool - calc: [Pistols|a]+[Pistols|b]+[Pistols|c] -- calcs to 8 -- should be 15 if [c] was calculating properly.
I noticed that if I modify a or b I end up with d not update to include the new value. I have to go into d and modify the text for either roll or calc for the value to update.
I also noticed that even though I have a value in calc in c and d I can still edit either of those textboxes. If I then edit the text in either calc or roll it puts the correct value back into the textbox.
I tried replacing [d] with [Pistols|a]+[Pistols|b]+[Agility|c] and it still displays 8. rolling with calc this way rolls 8 dice.
I then created an item.
Name: Ares Predator IV
[a]: Single Shot - roll: [Pistols|d]d6s5; calc: [Pistols|d] -- It's not displaying anything for the first entry of the item in the weapons section of the main tab.
If I put the above in [b]. The textbox shows up, but... The calc value is 0. When I double click the textbox for [b] it rolls 2 dice. I'm unsure where it is getting that value from.
Thanks
Robert
Hi, i am relatively new to this, i was searching the thread for an answer, but i also noticed some bugs to the rule set. Most seemed fixed, like the issues here, but i was wondering where the Tabletop Combat Icon to switch between the two views is. It seems to be specifically an Xcore problem, because the Core RPG Ruleset still has it.
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Attachment 66632
It's not a bug, just not enabled by the ruleset. The ruleset developer would need to enable it and get it setup. The developer for this project has stepped away currently. I think this ruleset might be using an older version of the CoreRPG ruleset that might not have access to this feature as it's currently version locked.
Oh i see. My group and I really like the feature and AFAIR it was there not long ago.
Thank you for the Quick Reply.
If it's vaulted and not accessible from the ruleset folder, then you would have to reach out to the developer directly for that access.