In that case maybe leave Languages alone and unlock "Senses" on the main tab. I can use that space instead. :rv:
Printable View
Well then, I shall embrace that functionality with open arms. I added French and Australian to the languages, and night vision googles to the equipment. :)
The hide the second and third boxes options for rolls does not seem to be working on the NPC sheet.
Init Roll is spelled as Init Rol (missing an l) on the NPC sheet.
Have fixed the Hide Fields for NPCs and Combat Tracker
I have also added support for rolling on Tables.
https://diehard-gaming.com/xcore/#rolls-example-5
[1][2] Rollon is indicated by a # symbol on the Icon. It opens a standard roll window but only the first (a) set of values are used. [3] shows the name of the table. It should support spaces in the table name but avoid using any other special characters in case they conflict with other code functions under the hood. Set the value [4] of the die to be rolled. It does not need to match the die in the table. This can mean some results might not be achievable (eg using a smaller die) with this particular roll or that some results have a higher probability (eg using a bigger die). We can modify the roll [5] using the modifier stack – in this example we have added a +2 modifier to the roll. The syntax for Tables is very simple:
rollon TableName
https://www.fantasygrounds.com/forum...chmentid=56065
Attachment 56065
Is there a field where you can input a counter for abilities? For example, someone can cast a certain spell 3x/day or they only have 20 arrows to fire... Is there a way I could input that into an ability or weapon or such?
Also, for some reason, the Language header drifted northward: Attachment 56210
Possibly just having a new tab where you can just add those counters? It wouldn't need to automatically correspond to the appropriate power/item/etc other than having shared names. This is a simplified ruleset after all and I do like how flexible it is, Damned. You done good again...
Added Counters https://diehard-gaming.com/xcore/#rolls-example-6
Also added a 4th number field [d]
You can also reference the counter via [e]
All of these numbers can be hidden in the individual rolls.
https://diehard-gaming.com/wp-conten...-counterss.jpg
Rolls now have a new [1] counter field which can count up or down between a [5] max and [6] min value.
When double-clicking the [10] value it will increment or decrement by the [7] step value providing there are enough points to use. The default is to decrement and this is set by typing [8] desc/descending or asc/ascending to increment. This will also set the [4] widget so you know which way this counter operates.
You can refer to the current value in other rolls by using [e].
Finally you can [9] hide the counter if not being used.
Damned, you rock...
As much as I dislike FB, I do like the 'like' button feedback, wish we had it here.
I don't have much to say, but Thank you Damned! Mighty fine work. Although I don't post much, I am keenly following this thread and will try out the newer features hopefully this weekend.
Again, Thank you.
When creating a new roll it now only enables [a] by default. This is because the new rolls now have 5 fields and that can create a lot of clutter. After creating a new roll simply open the roll and select which fields (including the new counter field) that you wish to display.
Quick question (I think)... I've missed this detail somewhere along the way because I went from working on a non-AC based combat system to now building an AC based combat system... How do I calculate an item's AC value (i.e. armor) into n1's calculation? I've added the item, it has a value (we'll call it "Armor" in the Item's [a] category), but how does that fit into the formula?
Example: n1 (i.e. AC) is "10+DEX[c]+?" with ? being the Armor value.
Screenshot?
10+[Dexterity|b]+[Armor|a]
Hit the cog at top right of character sheet to recalculate all the values
Everything updates when you edit or open them, but if you say edited your Dex it wont update all the things that link to Dex so click the Cog and it will run through. It isprobably best to hit the Cog twice on complex sheets as some things may be order dependent.
Thats awesome. I just had a quick look.
What is the core mechanic - is there a static target you are rolling against or the GM declares a target based on difficulty?
Some options you might consider -
[1] and [2]
for those skills/stats that are typically 11+ for success change the roll in A to
rollover 1d20+[b]
set A to 11
set B to your modifier
And it can roll Success/Fail for you.
[3]
for Attacks and Damage you could tick the
Report Target Name field
and you get that little extra info in Chat
https://www.fantasygrounds.com/forum...2&d=1676959092
Attachment 56292
We do, it's the star below that person's name. :)
Hello,
First of all, I'm sorry for my English from google translator lol!
Secondly, I would like to know if there is a possibility to use other combat track defense statistics to use in roll attackac. For example some n3 and n4.
Because for my system I have physical evasion and magic evasion. And I also have physical armor and magic armor for damage reduction.
I know that I can simply change the value in n1 and n2. However, having two additional fields would reduce manual filling errors.
Is Possible?
Again forgive me for the english from google translator!
haha!!!
Welcome ThiagoKox
I suppose I could add an /attackn2 field but there is no n3 and n4 fields.
I know it doesn't have a field n3 and n4. I referred to these fields because I also use physical armor and magic armor for damage reduction. Which would be on the roll damager.
But I want to congratulate you for the excellent work. Sensational. Here in Brazil we have a very common expression:
"Você é o Cara!"
My turn for a new feature request!
I'm building a character sheet for Infinity 2d20 using this set. I ran into a presentation issue where I need 5 fields for Armor (a through e to represent the varying defense values) and about 4 fields for Weapons (Attack, Base Damage, Rolled combat die damage, and another field to drag in Attribute mods to calculate the actual combat die damage). Any chance you could add the "d" & "e" fields for Items?
As for ThiagoKnox's requests above, ThiagoKnox, I'm using the tracker cells in the lower section for calculating the 8 kinds of damage you can take (yes, 8) but only have a couple showing in the "n" fields that show on the Combat Tracker. See here: Attachment 56529
Pushing my luck today... Another feature request: Can you add a gear/reset to the NPC sheets as well? I'm building NPCs off templates I created so it would help auto-populate the fields when I have to change a value.
Essentially yes but the system uses the same basic mechanics for each type of damage. So really you're just using 4 different "HP" trackers with 4 more corresponding "serious injury" trackers. One set for physical health, one for mental health, one for cybernetic/computer health, and then one for bio-chemical health (i.e. poison, radiation, etc). But the means of dealing damage are mechanically the same for each type. The tracking button for each only matters when you get hit in that particular category. But, yes, it requires more GM oversight just because automation can't really cover it all the variables.
Then!
I'll exemplify what I wanted to say to the damned:
Rolling a physical attack would be -> Attackac (for combat tracker value at n1)
Rolling a magic attack would be -> Attackac (for combat tracker value in n3 - And yes, I know there is no n3. I'm just illustrating for understanding)
Rolling damage with physical damage reduction would be -> damagedr (for combat tracker value in n2)
Rolling damage with magic damage reduction would be -> damagedr (for combat tracker value at n4 - also knowing that there is no n4)
That is, in my system I have two stats to test the accuracy (physical and magical), and two stats to reduce the damage that would be the armor (physical and magical)
Again, sorry for my English, but did you understand what I meant?
Very nice. I messed a little with MoreCore and have to say I love this so far. So much cleaner on the Character Sheet than MoreCore.
What if you wanted to do something like the D&D 5E Proficiency Bonus that sometimes applies to a roll and sometimes doesn't? (Depending on class and choices. In the 5E Fantasy Ground Ruleset, you can just toggle the attribute to indicate proficient.)
Also, any way to do a table lookup of sorts. Say for instance on your Primary Attributes Modifier, it's not quit as simple as [a]-10. (Like in D&D 1E-2E.)
PS: I'm a web developer and working hard to try and learn creating extensions here, but most tutorials feel a bit lacking. I get it, no complaint - it's all free labor of love from the community and time's valuable.
In 5E isnt proficiency for Skills?
In XCore you would need to add the bonus to the roll string. I dont recall in 5E ever toggling it off again - it is primarily a visual reminder that this roll has bonuses right?
Table lookups are hard coded into elements. They might lookup dynamic data like Attack Bonuses in a Class but the source element doing the rolling has had specific coding written for it. There is some basic lookups in the Class Levelling but due to the generic nature of this ruleset it wont be able to do what you are looking for there.
It's on several things in 5E and every few levels, the proficiency bonus goes up. That's then added to: Saves (which are basically the 6 abilities), Skills, Armor, and Weapons. I think it works a little different on armor and weapons (as it's just a penalty on certain things if you are not proficient). But, correct, it's a star toggle that you click on. But, it does then change the roll strings the rules you use as it then adds that proficiency bonus to the rolls. Normally, you'd only click it on unless you accidentally clicked it on, then you could remove it. Some level ups and special abilities give you extra proficiencies. So, if you have say a skill or the ability save, and clicked that star, then that roll string would consider that proficiency bonus (which probably could be put in that second slot (n2). If the toggle isn't on, it would not add that in. It saves the poor players from having to go figure out those dice rolls if I have it programmed in for them in click and drag items or rolls.
On the lookups, you'd think since it had the ability to do table die rolls and output results, that it'd be a bit easier to just lookup a value and get another value from a table. Functionally, it's the same, lookup a to get b compared to roll a to get b. But, I get it as from what I've seen, you are right that it does seem to be hard coded into elements.
I dont think Im following.
There are two types of tables - rollable tables and arrays of data. What are you referring to? Can you give me an example?
I'm not sure if you mean the arrays of text data that isn't used in coding? I was referring to functionality like the rollable tables. I think a lot of things integrate those. But, it's the same general principle to do that sort of functionality that instead of making the roll and spitting out the results, looks up a value and spits out the corresponding value in the table. Excel does that with what it calls a lookup table. Apparently, it's not easy to do in Fantasy Grounds because I don't recall seeing that done in a way similar to the rollable tables.
Instead of rollable table that uses say d4:
1 - 1 = this value
2 - 4 = this value
do this - send it a number from some other field (such as Con) and looks up the corresponding value:
12 = +1 modifier
13 = +1 modifier
14 = +2 modifier
etc...