Thread: Modifiers
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May 26th, 2023, 10:40 #1
Modifiers
Studing ModifierStack I found that I can use addSlot to add modifiers.
So I've 2 question:- why there is a limit in the slots I can add and how can I exceed them?
- Is there a way to add a modifier invisible to the client? (there could be a modifier I don't want the player be aware of)
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May 26th, 2023, 12:36 #2
You can redefine the modifier stack to accept more slots
no not using modifiers. you could use GM only effects - or if you are building your own thing then anything is possible
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May 26th, 2023, 13:15 #3
See the dots at the bottom of the modifier stack - these are the "slots". Info in the Modifiers wiki page here: https://fantasygroundsunity.atlassia...our+Dice+Rolls
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May 26th, 2023, 21:05 #4
First of all ty both.
Continuing to study I noticed that the ruleset panel of Rolemaster behaves differently from that of D&D. In Rolemaster
when I choose a modifier the others are deselected, while this does not happen in CoreRPG or D&D. I've combed through
the code, but it appears to be the same control, with no further scripting or redefinition.
What can't I see?
Immagine.png
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May 26th, 2023, 21:22 #5
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In 5E, there not supposed to deselect each other; as they are independent modifiers that can cancel each other out.
In RMC, those buttons you are showing are setting a difficulty rating, which makes sense that they select/deselect each other. (Also used in Conan, Traveller, and a few others). There is no coding currently to automatically support button groups for the desktop buttons, so each of those rulesets implements their own.
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May 26th, 2023, 21:38 #6
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May 26th, 2023, 22:12 #7
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Actually, it does look like I added a set mechanism.
Look at RolemasterClassic:scripts/data_desktop_RMC.lua; and the ModifierManager.addKeyExclusionSets(_tModifierExcl usionSets); call plus the _tModifierExclusionSets variable.
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May 27th, 2023, 11:51 #8
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