DICE PACKS BUNDLE
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  1. #741
    Quote Originally Posted by damned View Post
    I have adjusted the behavior of the /edie roll for the next release.
    Sorry damned, to that one.

  2. #742
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    Quote Originally Posted by Pepor View Post
    Sorry damned, to that one.
    Ahhh excellent. There is also a new /explode roll as well which is very similar.

  3. #743
    Is it already implemented or you still have to release it?

  4. #744
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    Quote Originally Posted by Pepor View Post
    Is it already implemented or you still have to release it?
    For the moment change line 405 of morecore_ikael_dicemechanics.lua to
    rMessage.dicedisplay = 1; -- display total

    /explode will be in the next version which is coming very close...

  5. #745
    Thanks a lot damned!

    /edie 1d10+5 it really works and it shows the total for instance, but it still doesn't add to the roll modifiers from the Modifier box. The command /edies #d#x# doesn't get modifiers either.

    Anyway, it is really an improvement. Thanks again!

  6. #746

  7. #747

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    hello
    I use the following script (symb) for my RPG : dice 1d100 % is ok but

    extract from the script symb (morecore) :

    if nTotal > save then
    Debug.console("Failed: ", nTotal);
    sSaveResult = "Failure";
    elseif nTotal <= save then
    Debug.console("Success: ", nTotal);
    sSaveResult = "Success";

    I would like to add :
    Roll 1d100 % >= 96 to 00 ------- Critical Failure
    roll 1d100 % <= 01 to 05 ----------- Critical Success

  8. #748
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    Quote Originally Posted by meguido View Post
    I would like to add :
    Roll 1d100 % >= 96 to 00 ------- Critical Failure
    roll 1d100 % <= 01 to 05 ----------- Critical Success
    Hi meguido have you read this post yet: https://www.fantasygrounds.com/forum...l=1#post379696
    I am awaiting your reply as to whether this is correct or not?

  9. #749
    Quote Originally Posted by damned View Post
    The Name String is used in the Output Message but has no mechanical value.
    The Roll is what is parsed for values - yes I used /mod 1 thru /mod 10
    You can use the Dice Pool to build up a pool of dice but each person maintains their own dice pool so maybe the GM could build the pool?
    That is what I was thinking, too but some players like to click the button themselves.

    Quote Originally Posted by damned View Post
    How can you do difference automatically? I cant see a way to do that...
    Brain ahead of fingers.. I meant manually.

    Quote Originally Posted by damned View Post
    Look at the code in /orderresult which should give you some clues on comparing dice results.
    I took a look and it is helpful as I mentioned in the other thread. I have an idea how to do it but not sure what to call when you want to roll again. In onLanded I would call the code to check for doubles, say checkDoubles. I could loop through the aDice.result values and see if any match another and set a flag, bDoublesFound, if they do. Once out of the loop, check the flag, create a new rRoll (probably need to save which die and size matched) and then call performAction??

    Hopefully I'll make some more progress on the character sheet design today. May change some things around and then look at changing the actual sheet so that when they click to add a character, it will show the T&T stuff.

  10. #750
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    Here is the results of the new roll.
    /mod 14 etc
    /trolls 1 /trolls 2 /trolls 3 etc



    You can see varying levels of difficulty and rolls 3 and 4 exploded and roll 5 was a critical failure.

    Ive also changed /bane to roll red dice and /boon to roll green dice

    Ive added a full set of red, green, yellow and blue dice

    Ive added the /ave rolls which I need Meguido to comment on

    Almost ready to load up a new version... although someone on Discord is asking about Open Legend.

    trollrolls1.jpg

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