Fantasy Grounds Merchandise
Page 165 of 331 First ... 65 115 155 163 164 165 166 167 175 215 265 ... Last
  1. #1641
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    The easiest way...

    Clone /explode roll to /battled6
    Modify this function
    function getDieMax(sType)
    Debug.console("getDieMax: ", sType);
    local sDie = string.match(sType, "d(%d+)");
    if tonumber(sDie) > 1000 then
    tempmax = tonumber(sDie);
    while tempmax > 20 do
    tempmax = tempmax - 1000;
    end
    else tempmax = tonumber(sDie);
    end
    max = tempmax;
    return max;
    end
    to

    function getDieMax(sType)
    Debug.console("getDieMax: ", sType);
    local sDie = string.match(sType, "d(%d+)");
    tempmax = tonumber(sDie) max = tempmax;
    return max;
    end
    and use the following dice string:

    /battled6 1d2006+1d6

    the green d6 (d2006) wont explode under any circumstances then

    You then want to change this (roughly on line 65 depending on above changes)
    Code:
    if w.result == getDieMax(w.type) then
    to

    Code:
    if w.result == getDieMax(w.type) and aDice[1].result == 6 then
    and that should work...

  2. #1642
    Hi Damned, thanks for the reply. I will look to implement this tomorrow when I am next able to get access to my code and let you know how it goes.

  3. #1643
    Quote Originally Posted by Brotherkelly View Post
    Hi Damned, thanks for the reply. I will look to implement this tomorrow when I am next able to get access to my code and let you know how it goes.
    This works a treat, thanks Damned.

    The final part for this dice string is to check it against a target number and report success or failure. Essentially it is the /battled6 string combined with the /sthrow dice string. The basic premise within A Time of War is any attribute or skill check must be equal to or greater than a specified target number to succeed. The /battled6 string is fine for rolling the 2d6 and adding a modifier, but it also needs to check whether the result is equal to or higher than a target number (as in the saving throw dice string) and report either success or failure.

    I have been looking at the code of the /sthrow string and just cannot see what I need to copy (modify) and put into the /battled6 string to make this work. Any pointers would be greatly appreciated.

  4. #1644
    "Hi, Im a new user of FG and I like it... I saw that in your ruleset, you are able to explode dices... perfect for me !! In my system, I used exploding dices too but and I want to know if it possible to explode one dice between others.
    For example, I throw 1D6+1D8+1D4, and I want to only explode the D6, not the others... Is it possible? And If, How?
    Many thanks !!!

  5. #1645
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by Squeletos View Post
    "Hi, Im a new user of FG and I like it... I saw that in your ruleset, you are able to explode dices... perfect for me !! In my system, I used exploding dices too but and I want to know if it possible to explode one dice between others.
    For example, I throw 1D6+1D8+1D4, and I want to only explode the D6, not the others... Is it possible? And If, How?
    Many thanks !!!
    Welcome Squeletos

    What is your system called?

  6. #1646
    Hi Damned

    A homemade system build by on of my french friend. The main idea is to cast two dices : one more important wich represent the level of the skill the player wants to use and must be exploding ( d4/d6/d8/d10/d12)

    The name is the dices of the dragon: in french les dés du dragon, and I will be glad to send you the french pdf of the core book.

  7. #1647
    Hi everyone, I just bought Fantasy Grounds and I’m fascinated with MoreCore.

    I’m trying to re-create a very simple RPG system but I am stuck trying to use the reference field.

    I have created those 5 attributes which I’m trying to reference 2 of them for an Attack roll.
    My goal is to roll 1d6 and add 2 values, which are the referenced attributes, then show the result. This is what I’m trying but no success:

    /damage 1d6+(a1)+(b1)

    As I try to roll this it only gives me a simple 1d6 roll, nothing more. Would you guys please help me? I really have no idea about what the problem is. Tried the video guides, and the doc page but I don’t find the answer.

    Hope someone can land a hand.

  8. #1648
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Welcome 8bits

    Not all rolls support modifiers etc but this one does (or it should)

    I have just tested the following:

    /damage 1d6+3+2

    and it successfully rolled 1d6+5

    I then created 3 skills and a roll as per the screenshot.

    It may be that you are calling (a1) instead of (a). If the attribute has more than one (p) value then it will have (a1) otherwise it will just have (a).



    damage-roll.png

  9. #1649
    Hello damned!

    Thanks for answer, I tried that but no success at all.

    Here's how my reference field looks like:

    Captura de Tela 2019-11-03 às 08.44.33.jpg

    It seems a little different from yours, am I doing something wrong? I'm dragging and dropping my attributes onto the reference field, should I do something else?
    Last edited by 8bits; November 3rd, 2019 at 11:55.

  10. #1650
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    It does look different.
    If you drag the 1 and the 2 into Ref A and Ref B it should work...

    The Dice String should auto populate with the actual numbers once they are set correctly.

Page 165 of 331 First ... 65 115 155 163 164 165 166 167 175 215 265 ... Last

Thread Information

Users Browsing this Thread

There are currently 4 users browsing this thread. (0 members and 4 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Refer a Friend

Log in

Log in