The code is in the next post.
https://www.fantasygrounds.com/forum...l=1#post316068
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The code is in the next post.
https://www.fantasygrounds.com/forum...l=1#post316068
I am not overly bothered about the d66. it was how Damned achieved this...I cant see that anywhere!
Attachment 19019
The roll mechanics to achieve the result in the .jpg
Navigation (2d6+1) = +1 for the skill. (How does the roller know it's Navigation +1)
[Education +1] +1 for the Characteristic (How does the roller know the Characteristic modifier)
[Success] Not sure where the example gets the target number from. (How does the roller know it know is a success)?
How easy is it to implement Boon/Bane to this?
Yes I could just run a game on the 'other' RPG interface that shall remain nameless as the intelligent character sheet has macro's built into it.
But I want to stay loyal to FG
Martin
Up-to-date dice string info here: https://www.fantasygrounds.com/forum...l=1#post334355
Incidentally, the mechanics are described here: https://www.fantasygrounds.com/forum...l=1#post316167
Ok thank guys. I am nearly there just one final question.
How do I nest these together.....I can see they work if entered separately ..Quote:
/mod 1 Education
/trav 2d6+1 Navigation
I am not sure what version of Traveller you are using but the target in Mongoose 2nd Ed can change..
Attachment 19022
You don't nest them together. The way the script is currently designed, you have the primary skill that you use. It can take more than one mod from complimentary inputs, which are clicked on prior to making the roll. The mod step and the skill roll step are separate in order to give maximum flexibility. So, let's say that both Intellect and Education gave you a mod to the Navigation Skill. You click on one and then the other, then make your roll.
That is a completely separate thing from whether you use a Target Number of 8 or if the TN is variable. /mod is not changing the Target Number. /mod adds or subtracts from the number rolled. If you need a variable target number, I'm not sure if that is currently implemented for that specific traveller skill roll script. It can certainly be made to do so. I already told you I would put it on my list to work on. If you can't wait till I have the time to work on it, then you won't have much choice but to roll up your sleeves and do it for yourself. I'm not saying to do that, I'm just saying that there are only a few of us community developers and no matter how much we might want to help, there is only so much free time. However, if your patient, I can make it work like you need and likely go much further than that.
Classic Traveller and Mongoose Traveller v1 use this mechanic. And while I have yet to GM Mongoose V2, I'd like to know when. This is what my Mongoose Trav v2 book says (pg 56):
Edit: found a section with adjustments for task difficulty. This is simple to implement with modifiers:Quote:
MAKING CHECKS
To make a check, the Traveller rolls 2D and includes any appropriate Dice Modifers (DM). If the total is 8 or more, the Traveller succeeds.
/mod 6 Simple
/mod 4 Easy
/mod 2 Routine
/mod -2 Difficult
/mod -4 Very Difficult
/mod -6 Formidable
Attachment 19024