Thread: MoreCore Ruleset
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April 28th, 2019, 04:05 #1501
MoreCore v1.51 has been uploaded.
Contains fixes for the Gumshoe systems, plus new rolls for Exalted (thanks SmileyMan), Dr Who and Legend of the Five Rings.
Contains other minor tweaks.
See first post for download link.
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April 28th, 2019, 11:37 #1502Patriarch
- Join Date
- Jun 2005
- Posts
- 347
damned, just wanted to give you a shout for working on this. I'm incredibly impressed with your efforts and grateful for them. Thank you.
Ram
If I am walking with two other men, each of them will serve as my teacher. I will pick out the good points of the one and imitate them, and the bad points of the other and correct them in myself. -- Confucius
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April 28th, 2019, 12:53 #1503
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May 13th, 2019, 20:12 #1504
Just a quick note that the Champions killing attack damage roll doesn't calculate properly. Currently, it's calculating the roll as if it was counting BODY damage from a normal attack. The dice results should be added for BODY damage, with the extra d6-1 used as a multiplier for STUN damage.
For example, /ckill 4d6 resulting in a 1, 3, 4, and 6, with a 4 on the multiplier die, should result in 14 BODY and 42 STUN; currently, it produces 4 BODY and 12 STUN.
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May 14th, 2019, 01:14 #1505
Very possible.
I received much conflicting advice on the correct rolls.
I stopped working on them as another community member was building a kickarse extension that included the improved rolls and combat tracker and more. Unfortunately real life has snafu'd him away and he's not been back.
If at least one other person corroborates the roll Ill adjust.
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May 17th, 2019, 20:33 #1506
I am not sure what else is in the pipeline for MoreCore, but what i personally would find very useful is a way to put somewhat more complex equations into a roll.
So at the moment you can roll (p1)d6+(p3)
Ideally, you would be able to roll ((p1)-(p2))d6+(p3) or whatever.
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May 18th, 2019, 04:32 #1507
Yes this is something that would increase its flexibility.
Coding the logic to handle that into all the rolls would be very time consuming however - multiple hours per roll and there are over a hundred roll scripts.
The approach Ive been mulling over is having another section or roll type that would allow you to build basic math strings using the variable value and then the results of these could be dragged into your rolls.
But I have not yet resolved how to do that yet.
It will likely break a bunch of extensions again.
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May 18th, 2019, 20:18 #1508
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May 20th, 2019, 19:08 #1509
Is there a way to use another supported math library that could be plugged in?
Paul Grosse
PCGen BoD
PR Silverback
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May 21st, 2019, 00:27 #1510
Its not a match issue. Lua handles math fine.
The Dice Strings are Parsed and they must fit the expected format for that Roll.
If you start adding multiple values and math in then the Roll breaks or you have to significantly increase the Parse logic - for every single Roll.
I can probably build something like the Roll Parameters and have [#](operator)[#] [result] and the [#] accept links to other fields and the [result] being draggable into other Roll parameters.
But I also need to put it on the Char sheet - thats fine - but adding another new section will mean that a lot of the more advanced MoreCore Ruleset extensions will break and will require updating which imposes time commitments on other people as well.
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