Thread: MoreCore Ruleset
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April 1st, 2017, 05:37 #271
Good stuff steveonzakon
One thing to note with your background image - FG uses a nine slices system of scaling/resizing the background for different resolutions.
Probably the best way to use a large graphic like this is to define it as topleft and also define top and middle
extension.xml is correct for an extension and base.xml is correct for a ruleset.
You want to include \scripts\data_library.lua from CoreRPG in your extension (never overwrite/modify the base ruleset) and remove the Quests etc from this file.
You might also find you will run into trouble with the graphic at the top of the chat window - experiment with this code - add it in the \common\template_wildwest.xml file:
Code:<windowclass name="chat" merge="join"> <sheetdata> <chatwindow name="chat"> <bounds>20,130,-28,-65</bounds> </chatwindow> <scrollbar name="chatscroll"> <bounds>-30,140,18,-70</bounds> <target>chat</target> </scrollbar> </sheetdata> </windowclass>
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April 1st, 2017, 09:48 #272Crusader
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Once I found the xml file, it was actually a pretty easy tweak to remove the "Spells" frame and expand the "Attacks" frame. Here is the completed character sheet.
One item of note, and I think it is probably a CoreRPG issue: If I put enough items in the Attacks frame that I invoke the scroll bar, I can't roll dice on the bottom item. Clicking auto scrolls me back to the top line without rolling dice.
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April 1st, 2017, 09:54 #273Crusader
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All the code corrections are now complete. Looks pretty sweet in my opinion.
Re: Chat box code, I am leaving the native code in place, as it allows me to manually size the frame from inside the client.
Now the hard part begins; designing the campaign and associated plots, characters, maps, etc.
Thanks for all your help.
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April 2nd, 2017, 02:25 #274
Hi steveonzakon
The Chat Window code I posted is merge code so it leaves the rest of the chat window functionality unchanged. It sets the area in which the chat text will flow - eg so it wont flow over your message at the top of the chat window.
I think your rolls could likely do so much more. 90% of them are chat messages only.
What are the dice mechanics you need? In detail please.
Yes - the attacks issue is due to the way that the scroll and the mouse-over features interact with each other.
It looks like you may have changed something else with the charsheet graphic or definition to introduce the black section at the bottom of the frame?
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April 2nd, 2017, 03:20 #275
Have we determined yet if this is something that can be shared? It looks really nice and likely could be of use to some people if it is able to be shared.
Ultimate License Holder GM
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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2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
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April 2nd, 2017, 04:50 #276
The game has been out of print for 30 years. Its hard finding contact info for anyone involved. Ive sent a message via a forum elsewhere to one person involved. Ive no idea if they will even get the message let alone reply...
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April 2nd, 2017, 05:12 #277
Hmm, which one, Boot Hill? If so, good luck with that one. Not even sure who holds the rights to that one anymore.
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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April 2nd, 2017, 06:16 #278Crusader
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The rules in use here is "Wild West" published by Fantasy Games Unlimited Inc. I might put some feelers out next week.
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April 2nd, 2017, 06:31 #279Crusader
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I see what you mean about the chat text scrolling over the background "letterhead. I'll take a look at it when I get a chance.
As far as rolls mechanics, the success/failure resolution is not automation friendly, and damage is done by body location rather than to a single overall health pool, so may be tricky to automate as well.
All rolls are designed to be simple d6 or d100 checks with modifiers, so thats pretty straight forward. Iv'e been pretty busy tweaking the UI and inputting the rules, and just threw stuff onto the character sheet to get a sense of what I can do with each area.
The charsheet background graphic I am using right now isn't properly sized for the sheet length. I'll fix that up next week sometime.
Cheers, and thanks for the feedback.
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April 2nd, 2017, 16:57 #280Templar
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Is it possible with the dice mechanics actually loaded in the MoreCoreRuleset to have this kind of rolls? : i roll 2D6. Result is die1 + die2 +/- X, where X is either a characteristics and/or a skill and/or an external factor (weather, darkness, etc). If a 12 is rolled on the two 6-sided dice, then 2D6 are re-rolled and added to the result, giving 12 + another 2D6 +/- X. If a 2 is rolled on the two 6-sided dice, then 2D6 are re-rolled and substracts to the result, giving us 2 - 2D6 +/- X.
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