Thread: MoreCore Ruleset
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October 30th, 2018, 02:48 #1191
Welcome Ogre92
If you try the Stunt Roll (Fantasy AGE, Modern AGE, Dragon AGE) you will see it throws 2 black and 1 red dice.
The roller Im currently working on for Open Legend RPG throws a Blue plus (potentially) multiple black and green or black and red or just black dice.
Try the following command:
/die 1d4+1d1004+1d2004+1d3004+1d4004
in the chat window
Those same prefixes - 100 thru 400 work for d4 thru to d20.
You can also use the Dice pool to add dice by dragging and dropping or by command: /pool 2d20010
You cannot selectively swap dice out of a pool though.
You can either remove all the dice in a particular slot or all the slots - but not individual dice in slots...
Try it and what Im saying might make more sense....
This stuff applies only to the MoreCore ruleset. Those extra coloured dice are not in CoreRPG. The Dice Pool is available for CoreRPG as an extension by ianmward.
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October 30th, 2018, 23:53 #1192
In my opinion, you can use the upper part of the MoreData tab for spell: 1 field for each spell level, so 9 or x fields where you click and a counter decrease from the number put inside manually to zero. In this way you can keep track of how many spell you used and how many are left.
If someone use spell points (as me, so this is a very interested suggestion), more then the spell level fields, a box with total spell points available, and a row with fields containing spell level costs. Dobule click on the level, decrease the spell cost from the total.
I don't know if i explain my idea in understandable way :-(
I attach an image and hope this made more clear my thought. I think it's simple and effective.
spell tracker.jpgLast edited by graziano.girelli; October 30th, 2018 at 23:58.
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October 31st, 2018, 00:13 #1193
Thanks graziano option 1 is currently there - but limited to only 5 levels.
Option 2 was kinda implemented but clumsily I think. I think your way + an extra field so you can track max and current mana should be added.
Thanks for the clear image.
Keen to hear from others as well.
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November 2nd, 2018, 04:15 #1194Adept
- Join Date
- Jun 2018
- Posts
- 4
Hi damned, I'm fumbling around and making some progress but I've hit a snag that I can't seem to work out. In this function I'm trying to add a new table called aHungerDice:
function createRoll(sParams)
local rRoll = {};
rRoll.sType = "vtm5";
--rRoll.nSize = 10;
rRoll.nMod = 0;
rRoll.aDice = {};
rRoll.aHungerDice = {};
Every time I refer to this table anywhere it gives me an error bad argument #1 to 'ipairs' (table expected, got stirng). Here's the code I'm running:
for _,v in ipairs(rRoll.aHungerDice) do
if v.result ~= "" then
sTest = v.result;
end
end
Everything I'm reading online says I've created a table but it's not working. If I change my code to use the aDice table everything runs as expected but I need a second table to hold these hunger dice values. Do you have any ideas or can you point me towards some documentation that explains why it isn't working?
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November 2nd, 2018, 04:28 #1195
Hola Ogre92 please send me your files and a brief explanation of what you are trying to achieve.
Put them in OneDrive/DropBox etc and send me a link...
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November 2nd, 2018, 18:11 #1196Adept
- Join Date
- Jun 2018
- Posts
- 4
I'm at work right now and don't have my files. If I can't make any headway on my own I'll upload them later when I get home but really my question is can you not declare a new table inside the createroll function and insert that into the rRoll table that is there? From what I'm reading that's what is happening with the rRoll.aDice table. In other words am I doing something illegal in the LUA language or is it probably some kind of syntax error?
EDIT: I'm using Frostbyte's (sorry if I misspelled that) woddice script as a template if that helps you see what I'm talking about.
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November 2nd, 2018, 21:04 #1197
FG when it passes data as part of events/handlers sometimes strips unknown variables/types from record structures that it expects to have a certain format.
You can see exactly what's in the complete record by using the following command in your code: Debug.console("rRoll = ", rRoll);
Make sure you open the console using the /console chat command. You'll probably find it easier to read if you copy the text out of the console and copy it into your text editor of choice. Add the above command just after you've declared all of the rRoll data, and then later when you're trying to access it - this might hep you determine what data is available and what is getting stripped.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!
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November 2nd, 2018, 22:28 #1198
Yes you can definitely declare a new table mid way thru.
As Trenloe says use lots of Debug statements to check if what you have coded is actually happening.
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November 2nd, 2018, 22:31 #1199
Also - that is an older script format.
I would look at the dice scripts in \scripts instead.
Look at explode or afmbe as a starting point.
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November 3rd, 2018, 03:50 #1200Adept
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- Jun 2018
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Trenloe made me rethink my methodology. I just need to look at the aDice table and pull out the "red" valued d10's. My other problem is I'm probably constructing my table incorrectly but I'll figure that out later. The debug command was the ticket. I'm close to having this one working, I think. I'll look at the other scripts you mentioned but what's the real difference between the two? Thanks for all the input guys!
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