@Lonekus I believe damned is asking for your use case. What's the game mechanic you are trying to accomplish with this? There may be a different way to get what you're going for.
Printable View
@Lonekus I believe damned is asking for your use case. What's the game mechanic you are trying to accomplish with this? There may be a different way to get what you're going for.
Trying to find a copy of that Knave sheet mentioned in the first page but I am coming up empty with my searches. Is there a master list of XCore content I can reference?
I'm setting up a new game using XCore. I have created a simple character and added it to the Combat Tracker, but I keep receiving the following two errors when I try to do pretty much anything linked to the CT (e.g. resize the CT, adjust char wounds):
[ERROR] Script execution error: [string "W:ct_entry"]:153: attempt to index global 'sub_targeting' (a nil value)
[ERROR] window: Control (targetingicon) anchoring to an undefined control (sub_targeting) in windowclass (ct_entry)
Could I be missing something basic in terms of set-up to prevent this?
Thank you damned, that's fixed it.
I just tried this ruleset out.
Thanks for making it available.
(1)How can i make initiative random with a dice roll?
My npcs are just placeholders so I can populate the CT and have an initiative order ,but I have had to give them each a number and I wanted random initiative each turn.
What is the step to do this?
https://i.imgur.com/GSuIOpM.jpg
(2) For some reason 2 of my NPCs are greyed out in the CT. I have encountered this in other rulesets ,so it may not be ruleset related. But how can I make them not greyed out in CT?
Add an init value to the NPC sheet - something like 1d6 or 1d10 or 1d10+[Agility|a]
double click on the Order field in the CT to roll that NPCs Init
I have added init of 1d10 to all my place holder npcs.
Then I double click on init box in CT.
This gives them an initiative.
Then I can start next round.
Seems functional.
BUT could 2 other options be introduced please?
(1) Auto roll of initiative for all npcs ,maybe pcs too (toggle all , npcs only) ,at start of round - an option YES or NO in options.
(2)RE ROLL initiative for every new round -an option YES or NO in options.
(how most old school D&D works -Roll 1d6: For each side at the start of each round.)(but i will choose the die type though on npc sheet)
Without an auto initiative option ,
I have to double click the init box on the CT for all my participants at the end of every round.
It is a bit slow.
It would be perfect with auto initiative.
https://i.imgur.com/dbiZxE2.jpg
What do the 2 boxes in the middle signify on the CT?
The 1st is health, 2nd is wounds , 3rd not sure , 4th not sure , 5th is INIT.
I have worked out the 2 middle boxes in CT are user configurable ,n1 and n2 I am using for basic attack and basic defence now.
So all good on that front.
I have progressed a bit further with using the NPC sheet now (rather than all my hot bar die strings -they are good too as backup).
New question I have given my Troll NPC a punch attack ,which works perfectly. This ATTACK shows up in sword tab in CT -I like that.
I click on this and the dice rolls.
I have set this up in the attack tabs as shown in screen.
(maybe not perfectly BUT it does work well).
Very good.
I have given all my NPCs a defence string ,which I have to drag to roll the dice. Does work.
BUT ,my question -
how do I make the DEFENCE (shield tab in CT) function like my ATTACK (sword tab in CT) ,where I just click to get dice roll ,rather than drag my dice string?
How do I make the defence the same functionality as the attack (ie I click to roll dice) ?
For the DEFENCE CT tab ,is there some tabs I can access in my NPC sheet (like I have shown for attack tabs in NPC sheet in my screen) ?
So that in effect I can mirror the click only functionality of the ATTACK.
https://i.imgur.com/Z0lC9ai.jpg
I dont understand everything you wrote but I have some suggestions for you.
Your attacks/rolls should just be named Punch or whatever is appropriate.
A suggestion on your roll string -
/die 7d6s4 PUNCH
would be much better as
/die [getn1]d6s4
Then if Attack score changes your roll auto updates
How is Punch used? is it a damage roll or an attack roll?
If Damage what stat does it reduce?
If Attack what is the target value?
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
Attachment 60398
How is Soak used? Does it reduce damage?
If so
Thanks for "keep your init request in mind".
I have another issue I have identified-
The 2nd tab for actions on the NPC sheet does not seem to come up in CT.
The 1st ,3rd and 4th tabs work perfectly, as seen in my screen.
Can this be checked please.
Where i have entered a Pistol ,it does not come up and a delete symbol is present when I did not select such. Normally a number 1 comes up where the delete slash appears.
https://i.imgur.com/UsRTWFW.jpg
I will look at your formula ,that could come in handy.
Have you read the doco?
https://diehard-gaming.com/xcore/
Section 2 is for ITEMS. If you add equipment it will also appear in section 2. If you add roll strings to it and want it to appear in the CT then tick the Show As Roll option in the item.
Getting some some progress I think now.
Thanks for all the pointers.
https://i.imgur.com/U6saMlr.jpg
https://i.imgur.com/k3fTNiL.jpg
Very good. I see you have worked out the reference to [a]
It was just an example but may be useful if the Success TN changes
Please answer the other questions above
I am trying to play Shadowrun 2e ,but with my own damage mechanic.
So I will try to get a hit with Shadowrun 2e mechanic ,no dodge ,just a success test.
Roll a few d6s ,succeed depending on range , somewhere between 4,5,6 generally.
Short range success is 4. Med range success is 5. Long range success is 6.
The number of d6s thrown depends on attack stat.
6 attack gives 6 dice.
Then if a success is achieved then (1) do damage ,and then (2) finally check result of damage soak.
I sorta house ruled the damage bit and the damage soak bit.
This is because vanilla Shadowrun damage mechanic I don't like.
How is Punch used? is it a damage roll or an attack roll?
Attack Roll
If Damage what stat does it reduce?
Damage reduces Health.
Most npcs have health of 4.
That means they can take 4 damage points total.
Damage is a set number of dice that succeeds on a 4 plus.
Pistol would be 2 dice, smg 3 dice ,shotgun 4 dice.
Each dice success is a damage point.
For example 4 dice thrown , 3 success achieved. 3 damage points done.
Now the target can see if he can soak any of the damage.
If Attack what is the target value?
That's a bit complicated. 1 success is a hit. another 2 success would give 1 more damage point.
Example 3 success achieved ,that means damage will be rolled AND an extra damage point is inflicted automatically.
If a hit is achieved then the next step is damage roll.
After that is soak roll.
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
How is Soak used? Does it reduce damage?
If so
The soak reduces damage points.
For example if 3 damage points are being checked.
Number of dice thrown is based on Defence stat.
Defence of 4 would give 4 damage soak dice.
2 success on SOAK roll would mean only 1 damage is done.
The soak roll only has a success with a 6 on a d6.
Have you read the doco?
No but I looked at them briefly after your reference to them.
I am not sure these are the answers you wanted.
There is an free forge extension that shows an example of coding your own roll.
You could for example code a /soak roll that when defender uses would roll the dice and add the success to n2
Then code a /srdamage roll and when the attacker uses it rolls damage and then reduces successes by targets soak and then applies the damage to the targets Wounds
They are things you could consider trying to code.
It is actually relatively easy to do in a XCore extension.
I will look at the extension.
Will take me a while I think to be able to implement it though.
I am happy with some piecemeal changes to my game at present.
Slowly but surely seems to work.
I did work out something new.
I found ,from looking at the docs with close reference to the included pics ,how to increase n1 with my weapons.
Quite happy with the result.
My screen shows an attack of 5 (n1) upped to 6 from the equipped weapon.
The round brackets to include my formula to change n1 worked.
https://i.imgur.com/3P2xO2p.png
You could even change the 1 to [b] and use the second number control to store that bonus.
Hide the third number control.
Did not realize the extra numbers could be hidden.
Looks much neater.
And the variable [b] works.
https://i.imgur.com/kDErtbi.png
NEWQUESTION-
How do I make the success on a d6 higher than a 6?
For example my target number is 9.
I need to roll a d6 ,score a 6 ,then a reroll is added to the 6 for the total result for that die.
So I roll 6 ,the reroll is 4 ,thus total number is 10 for that die.
It would succeed on the target number of 9.
What is syntax for such a roll.
If I write
/die 1d6s9
then that is not correct.
How do I write this-
I don't want a new number ,rather a success or not on the exploded d6 itself.
I would like my result to read ,for that die ,10 OR alternatively read maybe white text 6 and next to it to right green text 4,this would maybe show 5 dice rolled as an example as 6 numbers ,but will only give the success where my total is 9 across my 5 results -one of the results in my example being the amalgam of 6+4=10 ,if that makes sense.
Thank you.
I think what I have made now works,
https://i.imgur.com/fzLaagW.png
That's pretty cool- I like the jumping dice when a reroll happens in the chat box.
https://i.imgur.com/zrXN0hI.png
Must of rolled 5 6's and a 2 on this last screen.
Could I ask for a feature request?
In your COD (chronicles of darkness) ruleset ,which I just briefly tried ,
When an actor makes a test ,then his portrait/2D image comes up in chat with his result.
This is really neat.
Could this be added to XCore too please?
Screen from COD ruleset to show feature in action.
https://i.imgur.com/ECGm0T7.png
When players roll their portraits will be displayed.
I pretty well have just played with NPCs.
I just checked ,the Player does get his portrait in chat.
That's good.
Could an option be added for NPCs too?
Rather than the generic Xcore demon logo.
Like a tab in options.
I dont believe any ruleset has support for NPC tokens - they all use a GM icon of some sort.
There is a couple of extensions on the boards or in the Forge that allow you to change the GM Icon (demon logo in this case) but it wont change per NPC.
There is a 5E extension that does this but it is broken (its not a trivial thing).
Thanks for your prompt and informative reply.
I have made a Module.
It is house ruled D6 pool near future arena combat basically.
I have just played with NPCs.
It is really a wargame -
you may add some rpg elements to it yourself maybe.
https://www.fantasygrounds.com/forum...457#post713457
https://i.imgur.com/jqcDaP9.png
How can I correctly write this formula?
My A is not being picked up.
I wanted a result rolled that has as a starting point -
/die 2d8s4
and then add to that another dice string which is -
the value of [a] less 2 and then in a similar format but with a d6s4 .
I seem to just be getting my extra bit (good on that front) but only a single d6s4 in addition , irregardless of the number I input ,I assume my number input is [a].
Sometimes you have to sully spell out the source eg:
/die ([DAMAGE archaic ammo|a]-2)d6s4+2d8s4
You cannot just add more /die commands you need to use standard syntax.
That works.
Thanks.
I am trying to make a roll that adds to a value whenever player rolls it. In this case I have built a few "Stats" called Blood, Echo, Fortune, Mind, and Supplies, and put them in the stats box. Initially I was building this as a counter, so that players could increment (since generally they will increase this score), and am using the counter, e.
Attachment 60748
I then built a roll using "add" at the front of the string - there are four different rolls, a d4, d6, d8, and d10. The string I wrote is pretty simple, and relies on two stats - I am asking it "add [Blood|e] 1d4 - ([Blood Protection|e])" I want it to add to the counter in e by 1d4, minus the counter in another stat called Blood Protection, which also utilizes a counter.
Now, it took me a while to sort this out, but I managed to get it to work - I am pretty excited by that outcome.
Initial status:
Attachment 60749
Rolls:
Attachment 60750
Results on Character Sheet:
Attachment 60751
But that appears to be something only I as the GM can do. When players attempt to roll this against one another or against a NPC, they get "s'Could not find target state' | s'Blood'. I don't know why the roll works when I make it, but not when a player does. Any suggestion, or experience with this that could lead me to a place where players can make this roll?
As an experiment, I updated the dice string to increment another field on the stat instead of the counter in |e. I used "add [Blood|a] 1d4 - ([Blood Protection|a]). That roll works fine for me, and I have not yet tested it on a player - hoping to do that today (See edit below - this did not actually work for me). If it works, I will probably just resort to using this field instead, but I thought I (and they) liked the feel of the counters. Any thoughts would be greatly appreciated!
*Edit on 5/5/ around 4:14 PM: actually it turns out that using "add [Blood|a] 1d4 - ([Blood Protection|a])" gives me the ""s'Could not find target state' | s'Blood' " error, and the value will not update. Interestingly, if I set it as "add [Blood|a] 1d4 - ([Blood Protection|e])" it still works for me, but I have not tested this with players.
So players can only change/edit/update/delete records they own.
Players only own their character sheets and any notes they create (and sometimes other extensions like Player Agency will add additional data types players can own).
So players cannot directly edit another character or NPC.
Under the hood there is code (OOBM) that allows things like damage rolls to be executed as the GM so that they work.
Please share your campaign db.xml and full steps as to how I should test the use case.
The add command should be using this OOBM but maybe its not working or has broken.
Not sure where to post this, so I'll start here.
As anyone tried to duplicate the Marvel Multiverse d616 dice rolling mechanic in Fantasy Grounds?
Seems like it should be pretty easy, but unfortunately I don't know enough about Unity FG programming to take a stab at it. And, I really don't want to give Roll20 a dime to be able to play the game online.
In case you're not familiar, here is the die rolling mechanic from the rulebook.
Any feedback is appreciated.
WR
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++
When you’re asked to roll d616, roll your three six-sided dice and add up the numbers.
Example: You roll 3 5 4, so your total is 12.
Note that when we list the results for a d616 roll, we always list the Marvel die as the middle die. Think of it as the number 1 in the 616.
There is one special exception when you add up the dice. If your Marvel die comes up with a Marvel logo, that’s a Fantastic result. Count the Marvel die as a 6 instead of a 1 and then add up the numbers like usual.
When we list an action check that has a Fantastic roll as its result, we use an M to represent the middle (Marvel) die. If the dice come up 6M6, that is an Ultimate Fantastic result, the best roll in the game.
You can 100% do that but it will need an extension.
There is an example of a Dice Roll extension in the Forge.
Please download it and see if you can determine how to do it.
Things to consider before you start
what will you call the roll? m616 is my suggestion (you should not use d616)
is the roll always exactly 3d6 or do you add modifiers?
in my mind i would also create a custom dice that actually displays an M on the 1 of the dice. I would also make that dice a red dice.
See how you go - I dont think it will be too hard.
Can't find it, or it's called something other than "Dice" or "Dice Roll"?
d616 is the official termQuote:
Things to consider before you start
what will you call the roll? m616 is my suggestion (you should not use d616)
Straight 3d6 with mods, but I'm not looking to building an entire ruleset. All I want to do is have an FG interface that can roll d616 and tokens that interact with maps. Some of the data can be put in an XCore sheet, but only minimal. Players can manually add mods, the roll is the most important. [/QUOTE]Quote:
is the roll always exactly 3d6 or do you add modifiers?
The "M" and color would be preferred, color optional. The most important part is the M and 6 both = 6 against the dice total.Quote:
in my mind i would also create a custom dice that actually displays an M on the 1 of the dice. I would also make that dice a red dice.
The reason I say dont use d616 in creating a new dice is that I think there are issues with calling a new dice roll d### it can be another letter at the start or your second character should not be a number - ofc I could be wrong.
Create a custom roll:
https://forge.fantasygrounds.com/shop/items/1541/view
Create a custom theme:
https://forge.fantasygrounds.com/shop/items/1588/view
Change String Defaults:
https://forge.fantasygrounds.com/shop/items/1389/view
Build a new custom dice.
https://www.fantasygrounds.com/forum...l=1#post707654
Thank you for all the info, dammed. This is VERY cool stuff. Thank you for putting it all together for the community.
Unfortunately, my programming days are a bit behind me (mostly due to age, experience, and life bandwidth). I was hoping someone out there already had this ready to go. I guess I'm going to "wing it" the hard way and have the players just roll d6s manually. Like I said previously, I refuse to give Roll20 a dime and not just because I have years invested into Fantasy Grounds.
Thank you again for your advice and links. :)
WR