Yeah, completely understand. Just thinking out loud mainly, making sure I know what I am going to have to work with before putting too much data entry work in and having to redo it all again later.
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Yeah, completely understand. Just thinking out loud mainly, making sure I know what I am going to have to work with before putting too much data entry work in and having to redo it all again later.
If its a common set of conditions just create the roll with them included.
You might end up with 2 or 3 attack rolls for the same weapon and the player just uses the one that is setup right for that situation.
Otherwise in many cases its not that bad - click mod 1, mod4, mod5 and roll.
It isnt very time consuming and it has the advantage of stacking the description too.
Yep - I have zero interest in attempting to code effects for MoreCore. Thats a rabbithole Im not going near.
I am thinking of having a very basic Combat Option with three settings - Off, Over, Under
If you select Over and you drag your attack roll on to the target it will calculate hit or miss based on your roll and whether its equal or higher than the Defence...
If you select Under it will do the same thing but based on equal or lower than the defence.
even that has more granularity required... should it be Off, Over, Equal/Over, Under, Equal/Under
Im not sure how many game systems could benefit from that... but Im mulling over it...
No problems there. The current mods setup does work and I really like the descriptive text that is added to the roll explaining what each of the mods are for. It will probably come down to players becoming familiar with the interface and how best to arrange it for them to make the process quicker. Players also usually have more free screen real-estate than GM's so I may need to spend some time looking at it from their perspective and see how "cluttered" the mod menu would really be.
Well, I doubt it would be something useful in the games I'm currently working with so don't count me as a "I'd like to see that" vote". :D
Is there a wysiwyg editor that can be used to create and edit the ruleset?
No, Rosco. Nor is there one under development, and there is never likely to be one. This would be an enormous undertaking. Rulesets (the good ones) are enormously detailed, and you need a serious programming language to do something serious. Not even Microsoft has wysiwyg editors and uses their visual studio development, which is far from wysiwyg.
Maybe I am misunderstanding what you are asking, but I doubt it.
Creating a ruleset is not for the faint of heart. There have been some who tackled it without a programming background, but most come to it with at least an understanding of scripting languages and the fundamentals of programming (boolean logic, parameters, etc).
Just checking. Yes that answers my question. I am making my way just thought I would see if there was anything more straightforward visually to help.
After using Find in Files my next best tip for you when programming is this:
type /reload in chat and dont hit enter. Drag it to the F1 key.
type /console in chat and dont hit enter. Drag it to the F2 key.
After you make some changes to your code, press F1 and then press F2 to get a quick reload and debug of your code.
Is there a way to easily load MoreCore, but with the standard theme of FG? Thanks!
No Im sorry there is not.
I had to create a few new windows and so I created a whole new theme.
You can certainly build an extension to undo many/most of the MoreCore theme elements but you will have quite a few MoreCore items still which will jar with the base theme.
Thanks for the quick response!
A more fantasy themed layout would have been nice as an option, but I am sure you're a busy individual. :)
Thanks for MoreCore!