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  1. #11
    Ikael's Avatar
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    Sample customization

    Here is the sample properties_customized.lua file content that will define the RPG system-related information in Unicore ruleset

    Code:
    defaultGMIdentity = "Gamemaster"
    
    maindie = "3d6"
    
    labels = { 
    	["primaryattribute"] = "Primary",
    	["secondaryattribute"] = "Secondary",
    	["importanttest"] = "Test Bonuses",
    	["penalty"] = "Penalties",
    	["skill"] = "Skills",
    	["quality"] = "Feats",
    	["drawback"] = "Drawbacks",
    	["combatmaneuver"] = "Maneuvers",
    	["metaphysic"] = "Spells",
    	["power"] = "Powers",
    	["vulnerability"] = "Weakness",
    	["description"] = "Description",
    	["background"] = "Character Background",
    	["note"] = "Additional Character Notes",
    	["gmnote"] = "Gamemaster notes",
    	["ally"] = "Current Allies / Contacts",
    	["enemy"] = "Current Enemies",
    	
    	["primaryattribute_short"] = "Attribute",
    	["quality_short"] = "Feat",
    	["drawback_short"] = "Drawback",
    	["skill_short"] = "Skill",
    	["metaphysic_short"] = "Spell",
    	["experience_short"] = "Experience",
    }
    
    primaryattributes = { 
    	{ ["nodename"] = "strength",
    	  ["name"] = "Strength", 
    	  ["short"] = "Str",
    	  ["mental"] = false
    	},
    	{ ["nodename"] = "dexterity",
    	  ["name"] = "Dexterity", 
    	  ["short"] = "Dex",
    	  ["mental"] = false
    	},
    	{ ["nodename"] = "constitution",
    	  ["name"] = "Constitution", 
    	  ["short"] = "Con",
    	  ["mental"] = false
    	},
    	{ ["nodename"] = "intelligence",
    	  ["name"] = "Intelligence", 
    	  ["short"] = "Int",
    	  ["mental"] = true
    	},
    	{ ["nodename"] = "wisdom",
    	  ["name"] = "Wisdom", 
    	  ["short"] = "Wis",
    	  ["mental"] = true
    	},
    	{ ["nodename"] = "charisma",
    	  ["name"] = "Charisma", 
    	  ["short"] = "Cha",
    	  ["mental"] = true
    	}
    }
    
    secondaryattributes = { 
    	{ ["nodename"] = "hitpoints",
    	  ["name"] = "Hit Points", 
    	  ["short"] = "HP",
    	  ["color"] = "redbar",
    	  ["damage"] = true,
    	  ["default"] = "str*1000",
              ["defaultrecovery"] = "con*1000/day"
    	},
    	{ ["nodename"] = "stamina",
    	  ["name"] = "Stamina", 
    	  ["short"] = "Sta",
    	  ["damage"] = true,
    	  ["color"] = "yellowbar"
    	},
    	{ ["nodename"] = "magicpoints",
    	  ["name"] = "Magic Points", 
    	  ["short"] = "MP",
    	  ["damage"] = true,
    	  ["color"] = "bluebar"
    	},
    	{ ["nodename"] = "movement",
    	  ["name"] = "Movement", 
    	  ["short"] = "Move",
    	  ["damage"] = false,
    	  ["encumbranceaffects"] = true,
    	  ["combattracker"] = "Move"
    	},
    	{ ["nodename"] = "level",
    	  ["name"] = "Level", 
    	  ["short"] = "Lvl",
    	  ["static"] = true,
    	  ["hidden"] = true
    	},
    }
    
    importanttests = { 
    	{ ["nodename"] = "initiative",
    	  ["name"] = "Initiative", 
    	  ["short"] = "Initiative",
    	  ["encumbranceaffects"] = true,
    	  ["combattracker"] = "Init",
              ["default"] = "dex*1000"
    	}
    }
    
    penalties = { 
    	{ ["nodename"] = "physical",
    	  ["name"] = "Physical", 
    	  ["short"] = "Phys",
    	  ["description"] = "Physical Penalty"
    	},
    	{ ["nodename"] = "mental",
    	  ["name"] = "Mental", 
    	  ["short"] = "Ment",
    	  ["description"] = "Mental Penalty"
    	},
    	{ ["nodename"] = "movement",
    	  ["name"] = "Movement", 
    	  ["short"] = "Move",
    	  ["description"] = "Movement Penalty",
    	  ["readonly"] = true
    	}
    }
    
    fixednode = { 
    	
    	-- assign nodename from secondaryattributes
    	["hitpoints"] = "hitpoints",
    	["naturalarmor"] = "",
    	["speed"] = "movement",
    	["gatheredessence"] = "",
    	
    	-- assign nodename from tests
    	["initiative"] = "initiative",
    	["feartest"] = "",
    	
    	-- assign nodename from penalties
    	["movementpenalty"] = "movement",
    	["mentalpenalty"] = "mental",
    	["physicalpenalty"] = "physical",
    	["magicalfatiquepenalty"] = ""
    }
    
    externalnodes = {
    	{ ["nodename"] = "character.level",
    	  ["name"] = "level"
    	},
    	{ ["nodename"] = "character.experience",
    	  ["name"] = "experience"
    	},
    }
    
    
    npc_main = { 
    	{ ["nodename"] = "skills",
    	  ["name"] = "Skills",
    	  ["type"] = "skill"
    	},
    	{ ["nodename"] = "feats",
    	  ["name"] = "Feats",
    	  ["type"] = "value"
    	},
    	{ ["nodename"] = "powers",
    	  ["name"] = "Powers",
    	  ["type"] = "value"
    	},
    	{ ["nodename"] = "experience",
    	  ["name"] = "Experience",
    	  ["type"] = "number"
    	}
    }
    npc_other = { 
    	{ ["nodename"] = "description",
    	  ["name"] = "Description",
    	  ["type"] = "string"
    	},
    	{ ["nodename"] = "posession",
    	  ["name"] = "Posession",
    	  ["type"] = "string"
    	}
    }
    
    npcSkills = { "Skill 1", "Skill 2", "Skill 3" }
    
    npcDefenses = { "Dodge", "Parry" }
    
    
    encumbrance_lift = {
    	{ ["filter"] = "str > 25",
    	  ["formula"] = "(str-25)*5000+10000",
    	},
    	{ ["filter"] = "str > 20",
    	  ["formula"] = "(str-20)*1000+5000",
    	},
    	{ ["filter"] = "str > 15",
    	  ["formula"] = "(str-15)*500+2500",
    	},
    	{ ["filter"] = "str > 10",
    	  ["formula"] = "(str-10)*200+750",
    	},
    	{ ["filter"] = "str > 5",
    	  ["formula"] = "(str-5)*100+125",
    	},
    	{ ["filter"] = "str > 0",
    	  ["formula"] = "str * 25",
    	},
    	{ 
    	  ["formula"] = "10",
    	}
    }
    
    encumbrance_penalties = {
    	{ ["percentage"] = 200,
    	  ["penalty"] = -5,
    	},
    	{ ["percentage"] = 150,
    	  ["penalty"] = -3,
    	},
    	{ ["percentage"] = 100,
    	  ["penalty"] = -2,
    	},
    	{ ["percentage"] = 50,
    	  ["penalty"] = -1,
    	},
    	{ ["percentage"] = 0,
    	  ["penalty"] = 0,
    	}
    }
    
    armorencumbrance = { 
    	"None",
    	"Light",
    	"Medium",
    	"Heavy"
    };
    
    armorencumbrance_values = { 
    	["None"] = 0, 
    	["Light"] = -1, 
    	["Medium"] = -2, 
    	["Heavy"] = -5
    };
    
    
    characterpoints = {
    	["increaseAt"] = 5, 
    	["regularCostLow"] = 1, 
    	["regularCostHigh"] = 2, 
    	["specialCostLow"] = 2,
    	["specialCostHigh"] = 4, 
    	["elementalCostLow"] = 3,
    	["elementalCostHigh"] = 6, 
    	["specialityCost"] = 1,
    	["attributeCostLow"] = 1, 
    	["attributeCostHigh"] = 3,
    	["attributeSkillExchangeRate"] = 3
    }
    
    
    miscellaneous = {
    	["specialityIncrease"] = 3,
    	["actionPenaltyIncrement"] = 1
    }
    
    function setDamageColor(win, max, current)
    	if current < 1 then 
    		win.setColor("#FFCD0000");	
    	elseif current > 0 and current < 11 then 
    		win.setColor("#FF660000");
    	elseif current < (max/2)+1 and current > 10 then 
    		win.setColor("#FF9C661F");
    	else 
    		win.setColor("#FF000000") 
    	end
    end
    
    function getDieRoll(dicetable) 
    	local total = 0
    	if dicetable then
    		for n = 1, table.maxn(dicetable) do
    			total = total + dicetable[n].result;
    		end
    	end
    	return total, 0;
    end
    
    function getSuccessLevel(total)
    	if not total or total < 10 then 
    		return 0, "Failure"; 
    	else
    		return total-9, "Success"
    	end
    end
    
    function getAttributeLabel(label, isdoubled)
    	if isdoubled then
    		return "2 x " .. label;
    	else
    		return label;
    	end
    end
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  2. #12
    Ikael's Avatar
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    Unicore version 0.92 is under development at the moment and mainly it has focused on making the client combattracker more modular and customizable. Currently features are implemented and now being tested. If you have any additional ideas or request that could be included to this update please send me private message about it.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  3. #13
    Ikael's Avatar
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    At least! The Unicore customization manual is now published and can be found from the Unicore FGWiki page. This manual will help you to to create your RPG system that will be used in the Unicore ruleset.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  4. #14
    Great ruleset! While there's not a ruleset editor yet; Unicore fills it's role very well. Saved me a LOT of time in doing my ruleset.
    "A saint does what is right. A leader does what is necessary."

  5. #15
    Ikael's Avatar
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    Update 0.92

    Thanks for the support and feedback Alanrockid!

    The new version 0.92 is now uploaded to the FGWiki and the customization manual was also updated and uploaded there. Changelog from 0.911 to 0.92 is following:

    • Client combattracker was revised to be more modular. New 'clienttracker' property was added to secondaryattributes customization. When this property is presented in secondaryattribute item or in combattracker_additional item, that item will be used in client combattracker. In addition action penalty counter was revised to display penalties separately for attack and defense actions.
    • Combattracker's initiative order had minor bug deciding who will start to combat in tie initiative situation [Fixed]
    • Combattracker secondaryattribute link restoration didn't work [Fixed]
    • "Show NPC's conditions" preference option was updated to affect also to the action penalties.
    • adventure_gear.xml was updated to be more clear
    • Combat tracker's Effect-button always hide the opened effects window [Fixed]
    • Combat tracker's global section visibility selection didn't work correctly [Fixed]
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  6. #16
    Ikael's Avatar
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    Version 0.93 was just released and uploaded to FGWiki! Changelog is the following:

    • Minisheet buttons were revised from icons to more easily configurable controllers. Now the label anad tooltips can be set up in customization file as label properties.
    • Combat tracker's activate defense icon didn't work [Fixed]
    • Gearsheet's code was refactored to be more readable.
    • Copying Items didn't work correctly for all types of items [Fixed]
    • Combat Maneuver list didn't create instances correctly for all drop types [Fixed]
    • Combat Maneuvers can now be created to Storylist as ability or to Items list as gear.
    • Abilities in Storylist have new fields. One is for determining the type, which can be either "ability" or "maneuver". Use "maneuver" type to create combat maneuvers and "ability" type for creating other ability descriptions.
    • Anything can now be dragged and dropped to Storylist which will create new ability.
    • In Items list the default type "item" won't be displayed anymore. Only custom types such as "gear" or "spell" will be displayed.
    • Gear and combat maneuvers reference windows were refactored to avoid duplicate code.
    • New option was added to GM preferences: "allow PCs to move allies". When this option is set to true players can move friendly token on the map.
    • Use Hex grid option was removed from preferences because built-in FG feature was made to replace it.
    • Preferences may now contain function in their parameters. That function will be called whenever the preference changes.
    • Minisheet still had static labels where customization didn't affect [Fixed]
    • Damage calculator's last adjustment can now be switched to be either multiplier or divider.
    • Switcher template was added to remove unnecessary duplicate code.
    • Combat tracker invoked recursive setValue when changing valueitems [Fixed]


    I have also uploaded five new theme extension for the ruleset into Unicore ruleset page at FGWiki. These themes are made long time ago and some might be little bit outdated (icons might be old ones) but they are usable with the ruleset.

    EDIT: I have uploaded new patched version to FGWiki that contain few additional changes that meant to be included but I totally forgot them during the implementation previously.
    Last edited by Ikael; January 11th, 2011 at 18:37.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  7. #17
    Is it possible that someone has the customization LUA file for a standard unisystem game because I cant seem to get it right and its all screwed up in my game. I cant even get the character sheet to work. I feel like a total fool

  8. #18
    Ikael's Avatar
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    Because I (and seems like nobody else) has got any response/permission from Eden Studios to publish Unisystem-related stuff in FG, I can't make my unisytem extension available. However I would be happy to help you doing the customization extension, just pm me and send me your current extension and I can take a look what's the problem there.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  9. #19
    Alright so I am trying to get the primary abilities on my sheet. I'm an XML idiot as I stated earlier but I played around and I got them to show up on the sheet. problem being is in the value fields where I should be able to input the attribute levels they are all 0s and I cant click on the field to enter the value instead I pick up a d10 and roll it when trying to get the cursor in the field. How do I fix this. I will post what I did with the primary attribute section of the lua.

    }

    --[[Primary Attributes
    -- Compulsory properties:
    -- nodename -- string
    -- name -- string
    -- short -- string
    -- mental -- boolean, is given primary attribute mental or not
    --]]
    primaryattributes = {
    { ["nodename"] = "strength",
    ["name"] = "Strength",
    ["short"] = "Str",
    ["mental"] = false
    },
    { ["nodename"] = "dexterity",
    ["name"] = "Dexterity",
    ["short"] = "Dex",
    ["mental"] = false
    },
    { ["nodename"] = "constitution",
    ["name"] = "Constitution",
    ["short"] = "Con",
    ["mental"] = false
    },
    { ["nodename"] = "intelligence",
    ["name"] = "Intelligence",
    ["short"] = "Int",
    ["mental"] = true
    },
    { ["nodename"] = "Perception",
    ["name"] = "Perception",
    ["short"] = "Per",
    ["mental"] = true
    },
    { ["nodename"] = "Willpower",
    ["name"] = "Willpower",
    ["short"] = "Will",
    ["mental"] = true
    }
    }


    PLease please please tell me how to fix this

  10. #20
    Ikael's Avatar
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    clarification

    First thing I would recommend you to read the Unicore manual. You can download it from
    here. It explain most of the stuff. The thing why you cannot straightly input numbers into primary attributes, nor to secondary attributes in not a bug, it's feature. You can input all those values from the formulawindow, which you can open/access by clicking the circle button on character sheet's right bottom corner. Read the manual to understand the power of this feature.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

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