DICE PACKS BUNDLE
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  1. #861
    Quote Originally Posted by damned View Post
    Hola Ramza0Tyr

    Each of the lists that accept the drag and drop data need to know what type of data is being dropped into them.
    Its kinda like dropping Spells into Inventory and vice versa.

    My recommendation if you are playing other games on MoreCore that you do create a theme extension to tweak the generic aspects to your game.
    The extensions are not complex and there are several good examples.
    And then this code could easily be added to the extension.

    It would probably look like:

    Code:
    <?xml version="1.0" encoding="iso-8859-1"?>
    <root>
    	<windowclass name="charsheet_more" merge="join">
    	<sheetdata>
    	<list_abilities name="refdrop3" merge="join">
    		<class>picslist</class>
    	</list_abilities>
    	<sheetdata>
    </root>
    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

  2. #862

  3. #863
    damned's Avatar
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    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

  4. #864
    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.

  5. #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.

  6. #866
    Trenloe's Avatar
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    Quote Originally Posted by kevdog45 View Post
    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.
    https://www.diehard-gaming.com/mchelp.html#newrolls
    FG 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!

  7. #867
    Ok, I saw that there is a /scripts folder? If so where is this? I tried entering into the morecore and it just gives me a list of slash commands.

  8. #868
    LordEntrails's Avatar
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    Quote Originally Posted by kevdog45 View Post
    Ok, I saw that there is a /scripts folder? If so where is this? I tried entering into the morecore and it just gives me a list of slash commands.
    Did you unzip the morecore .pak file? Inside there you will find a bunch of files, including the scripts folder.

    Problems? See; How to Report Issues, Bugs & Problems
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    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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  9. #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

  10. #870
    damned's Avatar
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    Quote Originally Posted by Pepor View Post
    Thank you damned !

    Do you think that /edies could work the same way /explode does in the next update?
    Hi Pepor sorry - no. /explode was a 100% rewrite. Massive change in code. Close your FG down - open the db.xml in Notepad++ and doa find/replace on edies with explode and you can use the new roller.

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