DICE PACKS BUNDLE
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  1. #321
    Hello Damned and thanks for all the good work.

    Two questions after putting the latest MoreCore.pak in the ruleset folder but not starting up FG just yet.

    1) I have a few self-converted RPG rule systems for which I use CoreRPG (latest, vanilla) to open. No modifications to anything except background art. Will I face any torment opening this stuff with MoreCore as ruleset?

    2) To be honest I haven't read it all thoroughly so I might be asking a dumb question. Does MoreCore support Star Wars D6's "wild die" mechanic in some way? (I know I can just roll a d6 separately, but since FG's dice can't have different colors *Unity gimme this gimme gimme* it's a bit of a hassle).

    3) If I understand what I did read correctly, I can now use MoreCore/FG to simulate the following, am I right?
    Roll 6d10 against Target Number 7. All rolls of 7 or higher count as successes.

  2. #322
    Oh noes, wait.. the stuff is already "trapped" in CoreRPG

    Edit: But I can export all that stuff as a module and load it up in a new campaign using MoreCore?

  3. #323
    1) Export as a module.
    2) Change the .mod to .zip and unzip the module. Use Notepad++ to edit the definition.xml file.
    3) Change <ruleset>CoreRPG</ruleset> to read <ruleset>MoreCore</ruleset>.
    4) Save that and you have now specified the module can be opened in MoreCore.

    Characters can be imported directly without changing anything.

    There should be little effect at all. MoreCore adds a new character sheet tab to the existing CoreRPG character sheet, so everything you had previously should be there intact.
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  4. #324
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    Quote Originally Posted by vodokar View Post
    1) Export as a module.
    You only need step 1. MoreCore has <acceptfrom ruleset="CoreRPG" /> in the base.xml file, so it can read modules exported from CoreRPG without editing.
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  5. #325

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    Quote Originally Posted by vodokar View Post
    1) Export as a module.
    2) Change the .mod to .zip and unzip the module. Use Notepad++ to edit the definition.xml file.
    3) Change <ruleset>CoreRPG</ruleset> to read <ruleset>MoreCore</ruleset>.
    4) Save that and you have now specified the module can be opened in MoreCore.
    You don't need to do all that. Since MoreCore is based on CoreRPG, you can open CoreRPG modules directly.

  6. #326

  7. #327

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    /harp dice command

    Finally got around to poking at the code. I don't think this is really worthy of the title extension so I thought I'd throw it up here if anyone likes.

    It adds /harp which is always a d100 that explodes on 96+ and notes that it exploded.

    Feel free to use and if you run into any issues please get back to me.
    Last edited by xazil; May 4th, 2017 at 11:48.
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  8. #328
    Aside from exporting modules, it seems to me that there was a way to convert your saved campaign directly to MoreCore. That one did entail editing a ruleset tag. That was probably what I was remembering.
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    New School NPC Maker 5E
    New School NPC Maker PFRPG - 3.5E
    Old School NPC Maker

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    1) Adventure Module.
    2) Maintaining and improving released projects.
    3) C.O.O.L. Beasts
    4) Basic Fantasy Ruleset
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  9. #329
    Quote Originally Posted by Wolfheart View Post
    Hello Damned and thanks for all the good work.

    Two questions after putting the latest MoreCore.pak in the ruleset folder but not starting up FG just yet.

    1) I have a few self-converted RPG rule systems for which I use CoreRPG (latest, vanilla) to open. No modifications to anything except background art. Will I face any torment opening this stuff with MoreCore as ruleset?

    2) To be honest I haven't read it all thoroughly so I might be asking a dumb question. Does MoreCore support Star Wars D6's "wild die" mechanic in some way? (I know I can just roll a d6 separately, but since FG's dice can't have different colors *Unity gimme this gimme gimme* it's a bit of a hassle).

    3) If I understand what I did read correctly, I can now use MoreCore/FG to simulate the following, am I right?
    Roll 6d10 against Target Number 7. All rolls of 7 or higher count as successes.
    On your other questions:
    There is a possibility to have different colored die (usually a red d6) - look for AGE Stunt Die.ext or Red d6.ext

    Try /success 2d10x7 as an expression in Morecore.

  10. #330
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    Quote Originally Posted by xazil View Post
    Finally got around to poking at the code. I don't think this is really worthy of the title extension so I thought I'd throw it up here if anyone likes.

    It adds /harp which is always a d100 that explodes on 96+ and notes that it exploded.

    Feel free to use and if you run into any issues please get back to me.
    Thanks xazil can I have your permission to rework it into morecore for the next release?

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