Thanks. Ill check it out.
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hello,
can you check manager_action_ability
I must have forgotten a ligne of code or I did not place the line of code that you gave me
thank thank
function onInit()
CustomDiceManager.add_roll_type("vermine", performAction, onLanded, true, "all");
end
function getDieMax(sType)
Debug.console("getDieMax: ", sType);
local sDie = string.match(sType, "d(%d+)");
if tonumber(sDie) > 1000 then
tempmax = tonumber(sDie);
while tempmax > 20 do
tempmax = tempmax - 1000;
end
else tempmax = tonumber(sDie);
end
max = tempmax;
return max;
end
function performRoll(draginfo, rActor, nSkillLev, sAbilityStat, bSecretRoll)
local rRoll = { };
local sDesc1, nMod = ModifierStack.getStack(true);
rRoll.sType = "vermine";
rRoll.aDice = { };
rRoll.nMod = 0;
rRoll.nSkillLev = nSkillLev;
rRoll.sDesc = "";
rRoll.sDesc = rRoll.sDesc .. " " .. StringManager.capitalize(sAbilityStat);
local count = nSkillLev;
Debug.console("count:", count);
while count > 0 do
table.insert(rRoll.aDice, "d10");
count = count - 1;
end
rRoll.bSecret = bSecretRoll;
ActionsManager.performAction(draginfo, rActor, rRoll);
end
function initLastDice(aDice)
aSavedDice = {};
for i , v in ipairs (aDice) do
aSavedDice[i] = { type=v.type, result=0, exploded=true };
end
return aSavedDice;
end
function onLanded(rSource, rTarget, rRoll, nSkillLev)
Debug.console("onLanded: ", rSource, rTarget, rRoll);
if not nSuccesses then nSuccesses = 0;
end
if not nFails then nFails = 0;
end
local nMod = ModifierStack.getSum();
local nSuccessLevel = nMod + 5;
for i , v in ipairs (rRoll.aDice) do
if rRoll.aDice[i].result == 10 then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result >= nSuccessLevel then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result < nSuccessLevel then
nFails = nFails + 1;
end
end
rRoll.nFails = nFails;
rRoll.nSuccesses = nSuccesses;
rRoll.nSuccessLevel = nSuccessLevel;
Debug.console("nSuccesses1: ", nSuccesses, " nFails1: ", nFails, "nSuccessLevel1:", nSuccessLevel);
local rMessage = ActionsManager.createActionMessage(rSource, rRoll, sDesc1);
rMessage = createChatMessage(rSource, rRoll, sDesc1);
rMessage.type = "dice";
rMessage.text = rMessage.text .. "\nDiff = ".. rRoll.nSuccessLevel;
rMessage.text = rMessage.text .. "\nSucces: " .. rRoll.nSuccesses;
if nSuccesses == 0 then
rMessage.text = rMessage.text .. "\n[Echec]";
end
Comm.deliverChatMessage(rMessage);
nSuccesses = nil;
nFails = nil;
end
function createChatMessage(rSource, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.dicedisplay = 0;
return rMessage;
end
exp : attribute 4 --- d10
4d10>= Difficulty medium 5 = number of Successses >= 5
Modcollector ? add difficulty +1 exp Difficulty 6 = Difficulty medium 5 +1 (modcollector) = difficulty total 6
meguido - basics please
what is the command string you are using?
can you describe the roll in english - as in tell me how it works
we Rolls xd10 according to characteristic against an average difficulty 5 with possibility of difficulty from 3 to 15
i want to add difficulty to modcollector and integrated to manager_action_ability.lua
what is the roll string you are using?
so you want to roll xd10.
how do you get the x number?
is it from one source or two sources or any number of sources?
how do you get successes if teh difficulty is 11 or greater?
how do you get the x number? Attributes : 1 to 3 max
is it from one source or two sources or any number of sources? source = attribute
how do you get successes if teh difficulty is 11 or greater? difficulty 3 ,5, 7, 9, 10 max and 1 or + sucesses
I don't know if this is the place to post any errors that are occurring with the MoreCore ruleset, so please direct me to the correct website or thread if it isn't.
Anyhow...I receive these errors whenever I click the [Places] icon in the Library:
I also get similar errors when I try to edit different fields for a place. I receive those errors whether I'm loading a campaign without any extensions or a campaign with an extension, such as The Dark Eye "MoreCore - The Dark Eye.ext" extension.Quote:
Script Error: [string "campaign/scripts/masterindex_window.lua"]:364: attempt to call field 'setRecordType' (a nil value)
Script Error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)
Script Error: [string "campaign/scripts/masterindex_list.lua"]:35: attempt to index field 'idelete' (a nil value)
Hey damned, there's something different in how FGU handles resizing the contents of a window vs. FGC.
https://www.fantasygrounds.com/forum...1&d=1585529464
https://www.fantasygrounds.com/forum...1&d=1585529470