DICE PACKS BUNDLE
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  1. #1621
    Trenloe's Avatar
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    Quote Originally Posted by Ahoggya View Post
    The problem is I don't have that capability. I don't see the characters as a box with the protrait, character name & owner. I see a window with a list like the images list where I can only open the charater sheet. Right click on them only allows delete and there is no ability at the bottom of the window to import.
    Where are your pregens? Are they in a module? Or did you create them in a campaign? If in a module, you'll need to open that module and import the pregens into the character management screen from the Pregens entry in the library for that module. If in a campaign then the characters will already be in the character management screen for that campaign.
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    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!

  2. #1622
    Hi all, this has probably been asked before but I am struggling to find the answer:

    When you cretae new dice strings, is it best to put them in an extension or a module? I think it would be an extension but could be wrong.

    Any help would be appreciated.

  3. #1623
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    Quote Originally Posted by Brotherkelly View Post
    Hi all, this has probably been asked before but I am struggling to find the answer:

    When you cretae new dice strings, is it best to put them in an extension or a module? I think it would be an extension but could be wrong.

    Any help would be appreciated.
    Extension. Modules are for content.
    The past is a rudder to guide us, not an anchor to hold us back.

  4. #1624
    Thoughs as much. Thanks Valyar.

  5. #1625
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    Quote Originally Posted by pming View Post
    Anyone have any ideas how the structure of the dice roll is supposed to be? 2d10+number doesn't work, nor does 2d10xnumber, etc. Is this particular Dice Roll borked or am I, yet again, just being dense?

    For example /mbook 3d10x8 seems to be working for me.


  6. #1626
    I have created an extension for use with MoreCore - testing out how I can generate new dice strings and have a problem. The extension has all the right elements to it (as far as I can see) and I have put it in the Fantasy Grounds/Extensions folder on my PC. However, when I run Fantasy Grounds and create a new campaign, the extension is not listed.

    I have attached the extension for anyone to check over and let me know if I am missing anything.
    Attached Files Attached Files

  7. #1627
    damned's Avatar
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    Brotherkelly

    You ZIP the contents of the extensions folder not the folder as well.
    Also make sure you use stock standard zip compression and nothing else.

  8. #1628
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    pming as per the instructions Rolls are not really intended to be used from the command line. Make sure you are testing it from a Roll.
    If you do want to use from teh command line you usually need to add a description after the Roll syntax.

    In this case the doco is in error.
    The syntax is
    /mbook 2d10x#
    as per rpotor

  9. #1629
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    Option 1

    pming do it like this:

    Set up Roll called Skill Check
    /rollunder 1d12x(p1)

    Setup each skill (or conversely each group plus the smaller subset of skills that have been improved) with a [Name only - eg Vigor 5 and Swimming 7. These will report to chat only. Chance uses Vigor 5.
    Setup some modifier rolls like this:
    Easy
    /mod 1
    Very Easy
    /mod 2
    Hard
    /mod -1
    Very Hard
    /mod -2

    When Chance wants to do an Easy Climbing Check he clicks Vigor 5 (as he has no specific Climb skill) and this reports to chat Chance uses Vigor 5
    He then clicks Easy and this adds a +1 modifier
    He then clicks in the Skill Check p1 field and overwrites the existing number with a 5 and then clicks the roll button

    Option 2

    Setup each skill (or conversely each group plus the smaller subset of skills that have been improved) with a /rollunder 1d12x(p1) and add the skill level in the p1 field

    Setup some modifier rolls like this:
    Easy
    /mod 1
    Very Easy
    /mod 2
    Hard
    /mod -1
    Very Hard
    /mod -2

    When Chance wants to do a Hard Swimming Check he clicks Hard and this adds a 11 modifier
    He then clicks Swimming and it rolls 1d12 and compares it to the p1 value -1

    Option 3
    Edit the rollunder skill and add some additional math
    Set it to count successes as equal to the Dice Result if the Dice Result is equal to or less than the Skill + Modifier

    Then when you roll Easy Swimming 7 and you roll an 8 it reports Success = 8, when you roll a 4 it only gives you 4 Successes and if you rolled a 9 you'd get none.

    That shouldnt be too hard to do.

  10. #1630
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    Quote Originally Posted by Ahoggya View Post
    Hi Damned, this is a request for another die roll ability for AFMBE. Damage and armor rolls roll a single die and then use a multiplier. The dice can be any type, d4, d6, d8 etc. So is it possible to make a formula like /afdmg d# x# like /afdmg d8 x 5 where a d8 is rolled and the result multiplied by 5? Also I found and correct an issue in the /afmbe.ext you made for me. In the list of results, it is missing the result of > 15 "Very Good 4". It covers the roll of 15, 16.
    Ahoggya did you resolve your questions or do you still need some help?

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