Good Day lamorric :)
Thanks for keeping this going and putting it on the Forge will help immensely. :)
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Good Day lamorric :)
Thanks for keeping this going and putting it on the Forge will help immensely. :)
Ok, I'm triggering a Custom skill roll for an Intelligence based skill. The characters INT is 13. it keeps coming back saying the target number is 11, instead of 12. It won't change the target number to 12 until I raise INT to 15, so it doesn't look like its rounding correctly.
Please share the db.xml and identify the character and the roll you are doing.
I'm goign to research how to provide the db.xml file, but in the meantime, I have attached a screenshot of the skill formula, and the roll result. It's correctly drawing the INT of the character (13), but determines the target number to be 11, not 12.
Please remind me how cskill calculations are supposed to work?
9+(Subject characteristic/5) = Target number. Rounds to players favor, so an INT, or any other characteristic of 13 divided by 5, yields a value of 2.6, is rounded up to 3, should yield a target number of 12.
Well the math is definitely rounding down:
rRoll.nCharMod = math.floor(rRoll.nCharacteristic/5);
Before I change it I need to know as close to unequivocally as possible that we are making the correct change and not home brewing it...
Can you perhaps post a screenshot of the rules in question.
Also does this vary between versions of Champions?
pg 10, champions Complete, which uses the most recent 6th edition of Champions. However, this convention has always been applied since the very first edition of Champions. Shot form rulebook attached.
"ROUND-OFFS AND MINIMUM COST
Whenever something in the rules requires multiplication or division, handle round-offs as follows: results ending in .1 to .4 round down to the next whole number, results ending in .6 to .9 round up to the next whole number, and results ending in .5 round up or down, whichever is to the advantage of the Player Character.
This is why the source rules are best to work from as even your earlier description is different :bandit:
Ill push something over the weekend.
Just noticed a slight issue with Killing damage as expressed by the /ckill command.
The ckill roll in the Morecore text description is incorrect. Also, the result it produces isn't in accordance to the current rules.
It is defined as "Champions Kill: /ckill #d6 (roll #d6 for Body damage + 1d6 to determine additional body damage)".
The text description is incorrect when it says "+ 1d6 to determine additional body damage". The command is actually creating a multiplier the Body Damage is multiplied by to produce Stun Damage, which is close to correct, despite the description. It appears to be generating a result of 1d6-1, which was the correct way to generate the multiplier for STUN damage for Killing attacks in earlier editions. However, the multiplier in 6th edition is determined by rolling 1/2 d6, for a multiplier of 1-3.
"Characters may buy individual Damage Classes of Killing Attack if desired, rather than full dice. For example, a character could buy 1d6 Killing Attack for 15 CP, 1d6+1 for 20 CP, 1½d6
for 25 CP, 2d6 for 30 CP, and so on. After a successful Attack Roll, the Effect Roll total is the BODY damage done. The character then rolls another ½d6; this is the STUN Multiplier. Multiply the BODY done by the STUN Multiplier to determine the amount of STUN done." Champions Complete, p. 72. screenshot attached.
Other 2 minor issues: Killing attacks are often not just full d6 attacks; they may end with a half d6 or +1 modifier. So a Killing attack might be 2.5d6 Killing, or 2d6+1 killing. I don't believe ckill currently can express that. And final issue: certain affects can add a modifier to the Killing damage multiple, usually through an advantage. So, ideally, their would be a way to increase the rolled stun multiplier. I don't know if these issues can be addressed, but I thought I'd mention it.
I apologize for not checking in on this sooner, but I think both of these can be blamed on me.
The extension has specialized versions of /ckill and /cskill rolls.
I will look into this more, and post when I have an idea of the issue or a fix.
OK, that was a little faster than I thought.
TL;DR: I'll be posting a fix for my extension this weekend.
Remember, these are for the custom /ckill and /cskill rolls inside my "Champions MoreCore Extension". I did this as a way to offload some of the learning damned would need to do in order to understand the mechanics of Champions. I thought that at some later time, it could be folded into the base MoreCore functionality. Once it was tested and vetted.
The /ckill roll had a cut & paste issue that broke the help. Here is the help for the roll. "Usage: /ckill <number of dice>[<optional partial die>] <message>
The "/ckill" command is used to roll killing attack damage. The dice to roll may be specified in 3 ways: #, #P, or #H. Where # will roll #d6, #P will roll #d6 + 1, and #H will roll #d6 + 1d3. The total results will be the Body damage. An additional red die will be rolled for the 1d6-1 stun multiplier."
The /cskill roll is a little more interesting, as LUA doesn't have a math function to do rounding. I am going to try using the old "target = math.floor(<skill value> / 5 +0.5) + 9" trick. This should make it so 0.1 - 0.4 are rounded down, and 0.5 - 0.9 are rounded up.
Amazing quick work. On the stun multiplier, will it be changed to the 1d3 multiplier that's the current rule?
lamorric I dont know if this is easier or not - I went with:
Code:local nCharMod = rRoll.nCharacteristic % 5;
if nCharMod <3 then
rRoll.nCharMod = math.floor(rRoll.nCharacteristic/5);
else
rRoll.nCharMod = math.ceil(rRoll.nCharacteristic/5);
end
The Forge has been updated with the ckill help fix and the cskill rounding fix (build 2).
The ckill stun multiplier fix will be on the Forge early this week (build 3).
Good Day lamorric :)
Wow you guys don't mess around!! Thanks for keeping this alive! :)
The last update may have affected some things. When hovering over man stat boxes, the text is white and unreadable. Also, whenever a token is moved, I get the following error.
[ERROR] window: Control (token) anchoring to an undefined control (leftanchor) in windowclass (ct_entry).
Also seemed to happen whenever a value on the combat tracker was altered.
Hi WJP can you do a test for me - load our Champions campaign without the Champions extension and repeat the tests.
Please confirm results.
Also please share your db.xml
damned,
I was able to reproduce the issue with a new MoreCore campaign. To get the error I just dragged a new character onto the combat tracker. The character just had a name, portrait, and a token.
Here is a zip of the db.xml and a screen shot that shows the error, and the hover issue (on the right).
Thanks - im desperately coding up something for tonights game and off to the footy tomorrow so it might take a couple of days.
Sorry missed the notification. Same error ; loaded campaign without the champions extension. db attached.
I have made and pushed an update.
Should "fix" the tooltip being white on white (now black on white), the errors on the combat tracker, and the left justification issue on the combat tracker.
damned, let me know if you want specifics on what I hacked into the extension to fix things.
Yes please - I havent had a chance to look.
bawsr,
I was unable to reply to you private message, something about exceeding a quota.
Glad things are working better for you.
The deprecated errors are nothing to worry about at this point. Slightly annoying, and will need to be addressed at some point.
Good job on using google to figure out the die rolls. Do you remember which links were most helpful? Maybe post them to the forum to help others.
As for the colors, a couple things.
1) Unfortunately, there isn't an easy way to change the fonts and colors through the options within the FantasyGrounds while it is running. Most of that stuff is actually a graphic.
2) I am a software developer, and a graphics artist I am not. Suggestions of colors that would fit the theme that is already there would be helpful.
3) I not exactly sure which areas you are talking about. I assume it is the right hand sidebar, and I agree that the color scheme is not the best.
4) If you make a graphic showing which areas you think need to be a higher contrast it would help me a great deal.
Keep up the suggestions and comments.
Enjoy,
LaMorric
brawsr and anyone else within insight,
Does this look like it might work for a higher contrast? I know there is some dark (black) text on the CT window, and I am looking into the best way to change that.
Attachment 62135
Under Library, Modules, assets, books, sound sets, under Player all of the options and user Campaign..
abilities.. etc etc.
The latest update made it much better but still a little hard to read for some.
Thanks for the work and the new colors you chose above are MUCH brighter.
And also. This link helped the most.
https://www.diehard-gaming.com/mchelp.html#dicestrings
Pushed new update with higher contrast.
The Combat Tracker headings are a little small in order to provide something meaningful for the columns.
Thanks!
Hi all, just added MoreCore and this awesome extension today!
Looks great, but I must be overlooking something really easy -
I made a new character, was able to type the name, but I can't edit the characteristics, cannot add anything to the Skills tab, or the Powers tab.
The Notes tab works fine, and is the only area (Language) where there's the + and pencil icons for adding and editing.
Q - how do I Unlock the character sheet so I can add items to every area?
Thanks in advance!!!!!!!!!!!!!!!!!
P.S. Lamorric, you're awesome!!!!!!!!!!!!!!!
Good Day GM_Champion :)
I have not had the chance to play with this one in a bit, but I can create a character and type the characteristics and it does adjust the skill rolls. As far as adding Skills and Powers, I believe it was a right click to add with the old radial menu, but with the new drop down there is no option, so perhaps the latest version messed with it? :)
I was unable to modify in Champions or MORECORE. I guess this might be morecore issue. I can modify stats but not enter information on the second page. I am going to see if I can follow up.
Hi all,
Sorry I haven't responded sooner, but "real life" has intruded into my gaming life.
As far as editing a character goes, I know that FG updates have added pad locks to many of the screens. Look at the tab your on and see if you can find a padlock to unlock it.
I know that the FG updates have messed with the extension. Truthfully, the extension probably needs a massive overhaul. A lot of the changes to FG have narrowed the functionality gap between Core and MoreCore. I will try to look at things this weekend to get to a limping a long state, at the very least.
Happy gaming until then!
Bonkon,
I see what you mean about the radial menu vs. the new menu. I'll have to look into how to add things to the new context menus. Until then, I recommend dragging a previous item to make a copy, and edit that. On the skills tab, you can even drag from one side to the other.
I had a new character. I will have to look at copying between characters or even duping a character to use as a baseline. I had bought a friend a copy of FG Ultimate a long time ago and this extension convinced my friend to start using FG. Thanks for the extension.
Iamorric,
First, thank you so much for making the Champions extension to MoreCore!
Second, I add my voice to the list of "please fix it, if possible, pretty please" as I wanted to use it when a player in my in-person group is sick but wants to game and can connect to FGU but...
Functional tabs: Notes, and Main (only the text entry stuff up top like Name and Alt ID)
Non-Functional tabs - Main (Characteristics, everything below the text entry stuff at the top), Skills, and Powers.
Maybe check with HERO Games and see if you could work out a contract with them to make this official, so you could set a price on the Forge and be paid for your work?
Safe travels!