Is there specific directions you can give to do that? Sorry again for the inconvenience.
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Hi there,
Been a while since I have been on Fantasy Grounds Forums...
But I have come across somethign using MORE CORE. Not sure if it has been reported so here goes.
I have set up the following Dice code on a Skill.
/rk d(a1)+d(b1)+d(p1)x1 Works really well...
Until...
One of the above Dice Values in the associated box is a 0
Then it rolls for eternity... Just one contintuous loop.
Hi Draeus
Im not sure exactly how to replicate what you are rolling above but the syntax is completely wrong. The syntax is:
/rk #d#x#
where we have # how many dice, # what size dice, # how many dice to keep
I apologise the help file says /rk #d#k# instead of /rk #d#x# - Ill get that fixed up.
Hi Draeus
I think I understand now what you are doing.
The syntax you are using is not how it was written but interestingly it works.
I will have a look and see if I can add some error checking for your use case.
Ive written a variant that does some checking and dropped it to you. Please let me know if you encounter any issues - Ill need to test it some more myself to make sure it doesnt break the primary use syntax too.
I will have a test today and see if I can get this to work. It is for use with our GMD CORE RPG we released a few months back, I am attempting to have a more automated version of the game in Fantasy Grounds now so we can play more smoothly without resorting to TTS.
Thank you for sending me the file, I appreciate it, love the rule set!
Going back a bit to this post... thanks for this info. It does take the two stats as a base and add a skill as needed in Deus Vult. The Deus Vult (also Deus Vult =Mongoose Legend if you know that system at all) roll isn't quite the same from seeing the Mythras in action.
Deus Vult Skill Checks:
Roll <= Target: Success
Roll > Target: Failure
Roll <= 10% of Target: Critical Success
Roll <=5: Auto Success
Roll=1: Auto Critical Success
Roll>=96: Auto Failure
Roll>=99: Fumble if Base Score+Skill<=100
Roll=100: Fumble if Base Score+Skill>100
I see this part of the script:
if nTotal > 98 then
Debug.console("Fumbled: ", nTotal);
sSaveResult = "Fumble";
elseif nTotal > 95 then
Debug.console("Automatic Failure: ", nTotal);
sSaveResult = "Automatic Failure";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Herculean: ", nTotal);
sSaveResult = "Herculean Success [+FHSEV]";
elseif nTotal < 6 then
Debug.console("Automatic Success: ", nTotal);
sSaveResult = "Automatic Success";
elseif nTotal <= (tonumber(nTargetNumber)*.5) then
Debug.console("Formidable: ", nTotal);
sSaveResult = "Formidable Success [+HSEV]";
elseif nTotal <= (tonumber(nTargetNumber)*.67) then
Debug.console("Hard: ", nTotal);
sSaveResult = "Hard Success [+SEV]";
elseif nTotal <= (tonumber(nTargetNumber)) then
Debug.console("Standard: ", nTotal);
sSaveResult = "Standard Success [+EV]";
elseif nTotal <= (tonumber(nTargetNumber)*1.5) then
Debug.console("Easy: ", nTotal);
sSaveResult = "Only Successful vs Easy [+V]";
elseif nTotal <= (tonumber(nTargetNumber)*2) then
Debug.console("Very Easy: ", nTotal);
sSaveResult = "Only Successful vs Very Easy";
elseif nTotal >= nTargetNumber then
Debug.console("Failed: ", nTotal);
sSaveResult = "Failure";
end
I might be asking something dumb, but would it screw things up if I changed it to
if nTotal > 98 then
Debug.console("Fumbled: ", nTotal);
sSaveResult = "Fumble";
elseif nTotal > 95 then
Debug.console("Automatic Failure: ", nTotal);
sSaveResult = "Automatic Failure";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Herculean: ", nTotal);
sSaveResult = "Herculean Success [+FHSEV]";
elseif nTotal < 6 then
Debug.console("Automatic Success: ", nTotal);
sSaveResult = "Automatic Success";
elseif nTotal <= (tonumber(nTargetNumber)*.1) then
Debug.console("Formidable: ", nTotal);
sSaveResult = "Formidable Success [+HSEV]";
elseif nTotal <= (tonumber(nTargetNumber)) then
Debug.console("Standard: ", nTotal);
sSaveResult = "Standard Success [+EV]";
elseif nTotal >= nTargetNumber then
Debug.console("Failed: ", nTotal);
sSaveResult = "Failure";
end
The typical Deus Vult 99 or 100 fumble seems covered by the first line. Less than 10% of the target number rounded up is a critical success covered by "elseif nTotal <= (tonumber(nTargetNumber)*.1) then" labeled the Formidable Success? Standard Success is less than or equal to target, failure is greater than target, auto success is 1-5... those all seem covered already. Is it possible to add
elseif nTotal = 1 then
Debug.console("Automatic Critical: ", nTotal);
sSaveResult = "Automatic Critical";
and have it work? Apologies, as mentioned I'm really new to scripting. I'm not sure what the [+EV] or [+HSEV] stuff refers to specifically... can it just be deleted? Another dumb question... looking through Mythras and manager_custom_rolllow.lua side by side, I can't tell what makes modifiers in mythras change the die roll and modifiers in the latter (I'm guessing the latter is the /rollunder roll) change the target number.
I ran my first Deus Vult Session with Morecore in Classic and it worked well. Unfortunately one of my players let me know five minutes before we started that he has the latest version of OS X and can't run classic. BRP now works in Unity and gets close in a lot of ways but I don't think I could make the changes needed to get it to really work. Morecore's flexibility lets me basically do what I need with my almost non-existent coding abilities but the d100 thing in Unity seemed like it might trip us up. Real coders could probably make a pretty well-oiled character sheet, but I definitely got it to cover what I need it to do. Here's how I ended up doing the character sheet, shown in FGU...
Attachment 38211
I never got the ext to increase the red box size to work but I was going to take another look at that (it's more legibile in classic). Not sure if there's a better way to track the info, but the formula boxes seemed like the easiest way. With a skill, the first box is the base from some combo of two Attribute values. Middle box is the added skill points, third box is the total the roll checks against. The Mythras roll would simplify that. With Hit points and Damage, I use the boxes to track Armor/Hit points for the location or the object. That's just data that can be adjusted on the fly, no rolls against that info. Bane and Boon work for damage modifiers except for -1d2, so I just did a regular 1d2 roll and make sure I remember that has to be subtracted (hasn't come up yet). I made the +0 roll an /ability just to have a place holder. Same with Fatigue... put a 1 in the level you're at with winded and below throwing a skill check modifier.
The BRP with Glornatha extensions is cleaner in some ways but I don't know how to change Initiative (I found it in the scripts but I don't know how to change it yet), I would need to add AP to items, and I would need modifiers to change target numbers, not the dice roll. I'd also have to ignore ciritcal success type feedback but that's okay. Feels like Morecore is a lot closer for me and my capabilities. Anyway, not sure if any of that is useful. Appreciate all your work on Morecore, thanks again.
next time you're in your code (if it is not too much trouble), mind removing the height property from pcclasslink in record_char.xml
I am working on my next game and my console gets flooded with those errors. I can work around it and it hurts nothing, but it is easier to find my errors with it cleaned up.
(switching to Unity question): is function onSizeChanged() not supported in Unity or maybe just has a bug? my character sheet is working in classic, but when I move it over it is not re-framing when I change the size of the sheet.
Thank you a million times for MoreCore my group is loving that we can play so much more than just DnD.
Thanks - varsuuk highlighted this one and another to me too.
I have had that resize issue reported to me this week also but havent yet investigated - hopefully this weekend.
Me too - thats what MoreCore is for!