I found another odd error. On the NPC sheet if you lock it then unlock it some of the fields can't be changed in the Core section and in Notes.
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I found another odd error. On the NPC sheet if you lock it then unlock it some of the fields can't be changed in the Core section and in Notes.
OK. I think NPCs are fixed.
The Items roll bug should be resolved.
BUT
I think Im going to remove the identified feature from Items.
I dont see any nice way of having the non identified showing in the Rolls view.
The identification is threaded through a lot of pieces at this point. What's the issue with the identification and XCore?
JPG
Damed, love the getmod and damagedr additions, any chance we could get a getlevel or something to pull the class level into a Roll?
I was struggling with how to make it work with my implementation.
In the d20 rulesets when you add a weapon to inventorylist it creates a new attack entry in the database
In this ruleset i use a filtered view of the inventorylist as (its not actually an attack section but close enough) the attacks view rather than creating new entries
It uses different windowclasses etc
But I think I might have wrapped my head around how to do it.
I am working on something that might help you but Im thinking that your list is looking unlikely but I am still working thru it...
Im toying with being able to add a Value calculation string so that you can put in a formula to calculate the [a], [b] and [c] fields in a roll.
I dont think I am going to get it to run automatically when fields change because we could end up with logic loops
Im still experimenting
I will be extremely grateful for anything that you can come up with.
One thought I had was that I can just have the players do their one-time character related calculations offline, but there may be a lot of stats that I'd like to hide (minimize).
If I'm able to get a 4th, [d] field, that would be wonderful, but otherwise I may have a workaround.
The hard part that I can't think past is being able to indicate what the AC of the target is so that when the user rolls, it can determine hit success or failure.
The steps between AC to AC is not always linear. And then there is HP/body and reducing the critical die size.
However, any improvement which XCore already provides is a win!
Thank you,
Bill
Nod and vegaserik I am adding your mod links to the second post. If you update them let me know!