I think the 2d option is broken... yes... sorry... Im aware of it.
Printable View
Yes, worked like a charm! Thank you! The line numbers in my case were actually 525, 534, 543 - so exactly 2 numbers less than what you listed. Should I be worried about that?
I did download the MoreCore.PAK that's linked on the 1st page of this thread last week and it seemed correct; version listed in the chat window is 1.60 2020927. Oh and I edited my record_char_more.xml with Notepad++, if that makes any difference.
I was afraid of that, but that's the answer I was expecting. For now for the Mythic Britain campaign I hope to soon run, I think I can just create a global mod box and then as GM occasionally check the players' PC sheets to ensure correct value are there. I'm not so concerned about a missed value, so much as an lingering, incorrect value.Quote:
Short answer to modifiers is No.
Longer answer is I have a WiP Mythras project that is (like many others) starved of oxygen/time because there is only so much of both available to me
It handles this nicely
I have poked my co-conspirators and we will try and do some more work on it over Christmas.
I do have some further questions about the /mythras and /trait rolls I see in the fan-made Player Character sheet I have. For skills, this is the roll syntax: /mythras 1d100w(a)x(b)y(p1)z(p3). I understand that the p1 comes from the user inputted skill percentile and that p3 comes from a user inputted modifier such as a difficulty grade percentile. I also noted that p2 is somehow being auto-calculated from p1 and p3, as well as from the 2 base Characteristics (or same Characteristic twice) of the skill and I've confirmed it's working. I'm not sure at all though how those (a) and (b) Ref field parameter valuess are obtained?
Ref field A has this listing; ...clilist1.id-00011.p1 : (a) available. And Ref field B thisl; ...clilist1.id-00014.p1 : (b) available.
I'm guessing those use the code in the new manager_customer_mythras.lua script, but I'm darned looking at the script if I can figure it out how it gets them. Is it possible those reference field know the correct trait based upon their ordering in their Rolls group frame and that it follows the standard Mythras Characteristics ordering; i.e. STR 1st, DEX 2nd, CON 3rd, SIZ 4th, etc? And that the ## part of those id-000##.p1 somehow references those ordered positions?
Note; that on the Player Character sheet I have that I created via a XML file important, that those Characteristics are incorrectly identified as Attributes. Not a big deal as that's cosmetic and just a simple edit, but I wanted to make sure you know what I'm referring to as "Characteristics."
OK, so after some more experimenting and testing, I can now see that the ID's come from that imported XML character sheet and were written into my campaign's DB.XML file. I'm guessing that explains why my newly created Character sheet can't make any sense of them. The /mythras parameter formula as I listed above, won't work for my new character sheet unless I drag & drop the 2 base Characteristic on to Ref Field A and Ref Field B. I then have to edit the x(a) and y(b) in the parameter formula, to x(a1) and y(b1). While that allows me to to get the correct Skill Total to roll under for the actual dice roll, the p2 box never displays the entire Skill Total correctly. It does display the manually inputted Increases value as entered in the p1 box, but never adds in the a1 and b1 values from the base Characteristic(s). I'm guessing its looking for an (a) and (b) parameter, but with a default character sheet I can't provide that - just an a1 and b1 parameter.
And finally, when a modifier is included in the skills p3 box the overall Skill percental becomes a fractional value with 1 decimal place. So it looks like the wrong numeric type is being used, or some rounding isn't working. The modified number is also incorrect; when I use a modifier of +20 on a Skill with a base total of 43, I end up with 51.6 instead of 63.
Many thanks for the link Damned. That XML file is almost identical to the file I used to create my 1st Character Sheet. The exception is that the one I used had a few weapons entries in the Combat roll group frame.
I appreciate the effort that went into creating it. I do have a few issues with it though. The most important being that the skills roll modifiers don't work correctly - same issue I reported above. I created a single, universal modifier box and linked it as Ref Field C for a few skills to test if I'd get the same result, but the incorrect Skill Totals still occurred. As well, the leftmost columns don't shrink when you attempt to resize the sheet, which I believe is due to the very lengthy Roll Group titles used in the XML. As I mentioned above, I don't care for individual modifier boxes for each skill and prefer a single, universal box to better mimics the FG modifier box. I find the sheet a bit too busy and for my sheet omitting the individual skill modifier boxes (p3) IMO helped clean up its look. I'm also not sure what certain features are for or represent in the Mythras rules, such as "n Points"?
Otherwise, with the exception of the skill modifiers that sheet seems to work fine.
Hi Kronovan,
The p3 field is an (admittedly clunky) way of presenting the standard difficulty grades as percentile modifiers to the TN (not the simplified difficulty grade table). Adding a positive or negative number into p3 will reduce the target number by that percentage. (so a 50 in p3 will adjust a skill of 40 to have a TN of 60 and likewise a -50 will reduce it to 20)
It is indeed rounding to 1dp rather than a whole number and we can look into that.
As Damned says, what with Covid, house moves, Theses (and Damned's astonishing self-imposed workload!) things have been quiet over the summer. Hoping to to get back to it at xmas and into the new year.
I would much prefer a single button solution to the modifiers box so if you have the time and inclination im sure an extra pair of hands wouldn't go amiss ;)
Cheers
Many thanks for the feedback monkeyboy.
Oh of course that makes sense and with FG doing the math for players and GMs, there isn't really a need for simplified difficulty grades.
I'm definitely willing to help out where I can. For now I just stuck my global Difficulty Modifier above the Experience Modifier within the Feats roll frame. That works fine, but of course it requires dragging & dropping it to the C Ref for 59 skills. Not having the p3 modifier box for skills looks so much cleaner though, so IMO it's worth the effort.Quote:
I would much prefer a single button solution to the modifiers box so if you have the time and inclination im sure an extra pair of hands wouldn't go amiss ;)
I admittedly know little about FG Character XML files - can that C Ref change somehow be done globally in one of them?
The bigger problem of course is that with needing to input a negative 2 digit number or 3 digit (100) number, as such values don't completely display. That's true even after making the 9 -to- 13 parameter box size change that Damned pointed out to me above. I expect the same setting could be increased to make the boxes wide enough to accommodate 3 digits, but my concern is that the sum total effect would result in parameter boxes taking up too much screen real estate.
The ideal solution of course would be to change the existing FG modifier box to modify TN to be base TN + % of TN, instead of adding to the roll result. With knowing little about the ruleset scripts, I can't imagine that the code that controls that is anywhere but in the coreRPG ruleset. So is it even possible with to do with a MoreCore extension? If that isn't possible, I'm wondering if it's possible to repurpose the Class level box as a global modifier box? Class level is something that isn't required in Mythras and that box can nicely accommodate a 3 digit number. Maybe place a "Modifier" label under it? And on that topic, but more cosmetic...it would ideal if Class could be renamed to Profession and if an underlined text field for Culture could be placed immediately to the right of it.
Probably a lot of wishful thinking, but one can only ponder and ask. ;)
Hey there.
I saw that you can use the "/die" chat command to roll different color dice by substituting r, g, or b for the d to roll different colored dice i.e. "/die 1r6" will roll a red d6.
Is there anyway to utilize the colored dice in a dice pool?
In MoreCore use 100 for red, 200 for green, 300 for blue and 400 for yellow
So /die 2d1006+2d20020 will roll 2 red d6 and 2 green d20
Use /pool 2d3006 to add 2 blue d6 to the pool
Wow. Thank you for the info and for the very quick response!