Thread: MoreCore Ruleset
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March 21st, 2017, 03:05 #261
New L5R 4th Edition die rolls for MoreCore
Greetings.
I have finally been able to write the*code*for*two new L5R4E rolls. I attach two files:
common\scripts\morecore_rolls.lua
desktop\scripts\morecore_ikael_dicemechanics.lua
You can find two new dice slash*commands:
/rnkdk #k# [Description]
This roll is used to determine the damage of a katana, when the user has a Kenjutsu skill of 7 or more.
The dice mechanic is simple: 9s and 10s explode (instead of the usual 10s explosion). It is a damage roll.
/rnke #k# [Description]
This roll is very frequent in L5R 4th Edition, and it is used for rolling any skill with 'emphasis' (meaning specially experienced skills of*the character).
The dice mechanic goes as follows: before exploding 10s as usual, player can re-roll the ONES obtained, but only ONCE.
I hope it is useful for XenophageX and any other L5R fans. Damne*d will include the changes in next 1.39 MoreCore version, although you can install these files beforehand to start using the new rolls.
Let me know if you find any flaw or suggest any change by PM.
Sibelius
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March 21st, 2017, 14:57 #262
Well done Sibellius - I will add these to MoreCore v1.39 which will come out after CoreRPG 3.3.0
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March 30th, 2017, 23:29 #263Crusader
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Just "finished" a module in MoreCore ruleset for "Wild West" PnP game system. I don't think I would have gotten this done without your flexible character sheet and adding the dice rollers. Thanks for providing this rule set to us!
I would like to modify the character sheet layout to make it feel more "Old West" (eg. get rid of spells area, etc.), but not sure what that would entail, and it could break my brain.
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March 30th, 2017, 23:48 #264
Making an extension to overhaul the character sheet isn't too difficult of a task. It's still programming, don't get me wrong. But, it can be done. It just depends on how much time you are willing to put into the project.
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Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
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Current Projects:
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March 31st, 2017, 00:02 #265Crusader
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I don't mind tinkering around with stuff. Building the db.xml for my module was more tedious than technically challenging

I'd be more than happy to poke around under the hood, but the dev guides haven't enlightened me as to what I need to do. Maybe I need to have another look at the guides.
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March 31st, 2017, 00:25 #266
The best way to learn is to start cracking open rulesets and inspecting the code and then asking questions. I would also, for the most part, call modifying a character sheet, more tedious than it is brain busting or technically challenging. Move this thing 1 pixel, /reload. Not where I want it. Move it 5 pixels, /reload. ad nausium.
Last edited by vodokar; March 31st, 2017 at 00:27.
Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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March 31st, 2017, 04:03 #267
Hi steveonzakon I think you might find building a basic MoreCore theme easier than you think.
If you download one of the existing MoreCore Themes (probably try the Symbaroum theme as it is the newest one) you should find it relatively easy to build.
Would you try emailing the copyright holder and sending them some screen shots and ask them if they would give you permission to share the FG module? You never know. Otherwise you can still likely export your Rolls and export those.
If you really get stuck with the theme I will build one (especially if you ask the publisher for sharing permission and/or share the rolls!).
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March 31st, 2017, 16:08 #268
Look its not perfect... but this is a sample of what you can do building off the MoreCore Theme examples...
Now go email the publisher or rights holder!
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April 1st, 2017, 04:26 #269Crusader
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Modifying the extension is coming along. Everything is the way I want except
1. Character sheet: I haven't touched this yet, so not asking for help... yet.
2. The side bar default icon set that shows up. I have added the manager_library_mc.lua file to the extension scripts folder and modified the following lines in an effort to stop the "Quests" icon from showing up for the GM, and turn on the "Tables" for players. No luck, so I modified the MoreCore.pak lua script as well. Still no change. Any help would be very... helpful
aDefaultSidebarState = {
["gm"] = "charsheet,note,image,table,story,npc,battle,item, treasureparcel,cas,char_ability",
["play"] = "charsheet,note,image,story,item,cas,char_ability" ,table,
["create"] = "charsheet,cas,char_ability",
};
Also, the extension appears to have a file called extension.xml instead of the base.xml file that I found in the ruleset. I added the following line to extension.xml
<!-- Load Desktop -->
<script name="LibraryManager" file="scripts/manager_library_mc.lua" />
I assume that should work.
Thx in advance.
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April 1st, 2017, 05:10 #270Crusader
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Wild West Extension Screen Shots
Here are a couple of screenshots of the Wild West Extension I m working on.
Big shout out to Dr_Venture. You may recognize many of the side bar icons from work he did several years ago.Last edited by steveonzakon; April 1st, 2017 at 05:14.
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