Thread: MoreCore Ruleset
-
April 22nd, 2018, 15:04 #861Warrior-Priest
- Join Date
- Oct 2011
- Posts
- 36
Thanks Damned, that's what I am looking for.
I'm already working on putting what I have done with my own files into an extension for use in Torg: Eternity. Sorry if that wasn't clear.
I was looking for advice on what "I" needed to do in order to get the frames to work the way I want them.
Which is, I think, what you just gave above
-
April 22nd, 2018, 15:54 #862
I havent tested it - but that should make #3 also be Images instead of Abilities.
-
April 24th, 2018, 16:11 #863
MoreCore 1.43 is live now. Report any bugs here and we will get them cleaned up asap.
Some new rolls and some new spell options.
Rolls can now reference other rolls in PC and NPC sheets.
Basic User Guide here: https://www.diehard-gaming.com/mchelp.html
-
April 24th, 2018, 16:58 #864Templar
- Join Date
- Jun 2016
- Posts
- 139
Thank you damned !
Do you think that /edies could work the same way /explode does in the next update?Last edited by Pepor; April 24th, 2018 at 19:03.
-
April 24th, 2018, 21:49 #865
I am building a Morecore for a game called Bare Bones RPG. I want to create a d100 roll that gives a critical success or failure on 00, 11, 22, 33, 44, 55, 66, 77, 88 or 99. The Harn roll crits on numbers divisible by 5 so I thought I could use that as a model. Is their somewhere on here that goes through how to make rolls from scratch or a way to add the kind of modification I am talking about? I kind of want to do this myself so I can learn how to create rolls but I need help finding the right tutorial.
-
April 24th, 2018, 22:09 #866FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
April 24th, 2018, 22:44 #867
-
April 25th, 2018, 00:04 #868
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
-
April 25th, 2018, 00:34 #869
I found out I had to do that. Now that I have all I have to do is figure out how to change this part of the script to what I want... wish me luck... I think I did a good job just getting this far since I didn't even know what LUA was until five minutes ago.
function getDiceResults(rRoll)
nTotal = 0;
local save = tonumber(rRoll.nSave);
Debug.console("Save (dropresults): ", save);
for _,v in ipairs(rRoll.aDice) do
nTotal = nTotal + v.result;
Debug.console("rRoll.nMod 1: ", rRoll.nMod);
end
nTotal = nTotal + rRoll.nMod;
Debug.console("rRoll.nMod 1a: ", rRoll.nMod);
if nTotal > save then
Debug.console("Failed: ", save, nTotal);
if nTotal % 5 == 0 then
sSaveResult = "Critical Failure";
elseif nTotal % 5 ~= 0 then
sSaveResult = "Failure";
end
elseif nTotal <= save then
if nTotal % 5 == 0 then
sSaveResult = "Critical Success";
elseif nTotal % 5 ~= 0 then
sSaveResult = "Success";
end
end
Debug.console("sSaveResult: ", sSaveResult);
rRoll.aTotal = nTotal;
rRoll.aSave = save;
rRoll.aSaveResult = sSaveResult;
return rRoll;
end
-
April 25th, 2018, 00:50 #870
Thread Information
Users Browsing this Thread
There are currently 2 users browsing this thread. (0 members and 2 guests)


Reply With Quote


Bookmarks