DICE PACKS BUNDLE
Page 171 of 331 First ... 71 121 161 169 170 171 172 173 181 221 271 ... Last
  1. #1701
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    You have my permission to reuse that code and republish.

    Game mechanics/rules cannot be copyrighted so there is no issue there.

    Lists of skills is most likely ok - particularly if the skill lists contain nothing that is totally specific to that game - eg Dodge, Climb, Disguise etc are obviously not protectable.

  2. #1702
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Some comments from the video.

    Change the Extension Name to MoreCore - Rifts rather than retaining Damned Basic Dungeon
    You could replace the fonts with something more Rifty
    You could redefine the basicnumberred increase width and offset by the same amount and include that in the extension
    Code:
    			<basicnumberred name="p1">
    				<anchored to="paramanchor" position="left" width="9">
    					<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
    				</anchored>
    				<default>0</default>
    				<tooltip><text>Parameter 1</text></tooltip>
    				<tabtarget next="p2"/>
    				<script file="scripts/parameter_field.lua" />
    			</basicnumberred>
    If everyone has the same skills you could autopopulate them all - have a look at the Trail of Cthulhu extension
    if you tell me the exact parameters for the Racial Rolls I will create a /riftsracial roll to use instead of /sthrow
    For all your rolls - once you add in the strings - click in and out of the Dice String field and it will update the icons on the char sheet - many of yours were not showing correctly
    I sent you an extension that adds a set of Psi Points. Let me know if you will use that and I will add the /psipoints command to help you track them...

    That was a quick over view...

  3. #1703
    Thanks, I will look into changing the Basic Numbered width, that would help smooth things over.

    The skills rolls aren't racial specific the frame was just titled that way because your race can give you skills or your class can give you skills. Once you have them its just a skill. The way I see a skill roll that could be mostly automated by inheriting numbers either from p1,p2,p3 and a, b, c would be:

    Skill level: (a) or (p1)= level, inherited from a class level stat elsewhere. Rift characters can have multiple classes so this would be manually dragged over from a level statistic, so this could be (a). This gets tricky because of multiple classes AND the classes can get skill at various levels. example, if your class gets a skill at level 5, that skill now increments per level in lockstep with your class but starts at level 1. If you don't get this skill at your 1st class level it's easier just to use (p1) and update it when you level.
    IQ bonus: (b) easily dragged from the IQ ability subfield.
    +% per additional level: (p2)
    Base starting percentage: (c)
    Class and/or race bonus (they stack): (p3)
    So the formula would be:
    /skillcheck d100< (base skill level)+[(skill level)x(%per level)]-(%perlevel)+(IQ bonus)+(Class/Race Bonus)
    /skillcheck d100<(c)+[(p1)x(p2)]-(p2)+(b)+(p3)
    This can _almost_ be done now but the multiplier breaks it.

    I ended up not using the psipoint frame so far. The frames that can actually make rolls are at a premium. All I need for both the spellpoints and psipoints are "maxpsipoints", "currentpsipoints", "maxspellpoints", "currentspellpoint". That 4 boxes total. Then a command like "/spellpoints x" and "/psipoints x" to decrement the current values. Adding your psi points extension added 20 fields I wouldn't ever use. I actually tried to make the "/psipoints x" command by copying and modifying the existing "/spellpoints x" command but I failed.

    If you did implement the "/psipoints x" I would try to consolidate the psipoints current/max and spellspoints current/max onto one frame. At that point it would be pretty awesome.

    What I would love to see is an option to use the "/spellpoints x" command AND make die roll. However, as you can see from what I put together I worked around it.
    Last edited by danielfruth; December 2nd, 2019 at 02:27. Reason: Correct the emoji's

  4. #1704
    Quote Originally Posted by damned View Post
    Some comments from the video.

    Change the Extension Name to MoreCore - Rifts rather than retaining Damned Basic Dungeon
    You could replace the fonts with something more Rifty
    You could redefine the basicnumberred increase width and offset by the same amount and include that in the extension
    Code:
    			<basicnumberred name="p1">
    				<anchored to="paramanchor" position="left" width="9">
    					<right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
    				</anchored>
    				<default>0</default>
    				<tooltip><text>Parameter 1</text></tooltip>
    				<tabtarget next="p2"/>
    				<script file="scripts/parameter_field.lua" />
    			</basicnumberred>
    If everyone has the same skills you could autopopulate them all - have a look at the Trail of Cthulhu extension
    if you tell me the exact parameters for the Racial Rolls I will create a /riftsracial roll to use instead of /sthrow
    For all your rolls - once you add in the strings - click in and out of the Dice String field and it will update the icons on the char sheet - many of yours were not showing correctly
    I sent you an extension that adds a set of Psi Points. Let me know if you will use that and I will add the /psipoints command to help you track them...

    That was a quick over view...
    Okay, I got this in the extension. It looks a lot better with wider data boxes/frames. Thanks!

  5. #1705
    I was modifying the NPCs. I renamed a few fields and unlinked the Hit Dice and Thaco fields so I could reuse them for something relevant to Rifts. However, when I made a test NPC and dragged it into an encounter I got an error. I thought I had broken something but then I installed the basic MoreCore extension I got the same error. Do you know what this is and how to fix it?

    NPCEncountererror.png
    Last edited by danielfruth; December 3rd, 2019 at 00:35. Reason: fixed typo

  6. #1706
    The latest question I have on the road to tweaking my extension is getting the CT to take the values of the NPC to the CT4 and CT5 fields. I thought I could use the code you have in the 7th tutorial but I must be missing something. Probably something obvious to a real programmer. I tried two variations, one where I uses the real variable names from the NPC sheets and another where I used the updated names defined in strings_dbd.xml. At best there is no change, at worst I broke functionality.

    Code:
                local nHP = DB.getValue(nodeCT, "health", 0);
                local nHD = DB.getValue(nodeCT, "hd", 0);
                local nHHP = DB.getValue(nodeCT, "npc_label_move", 0);
                local nSDC = DB.getValue(nodeCT, "npc_label_hd", 0);            
                DB.setValue(nodeCT, "fieldfive", "number", nHHP);
                DB.setValue(nodeCT, "fieldfour", "number", nSDC);    
                if sClass == "npc" and nHP == 0 and nHD ~= 0 then
                    local sCleanHD = string.gsub(string.lower(nHD),"[^%d%-d%+]",""); 
                    nHP = math.max(StringManager.evalDiceString(sCleanHD, true), 1);
                        DB.setValue(nodeCT, "health", "number", nHP);
                end
    NPCtoCT.png
    Last edited by danielfruth; December 6th, 2019 at 02:54. Reason: fixed code type

  7. #1707

  8. #1708
    Quote Originally Posted by damned View Post
    This is already slated for the next MoreCore build.
    Dont go down that road just yet.
    Okay, good to know, I look forward to it!

  9. #1709
    Hello everyone. Not new to Fantasy Grounds, but new to MoreCore. I'm trying to create a mod for the Five Torches Deep RPG . I am looking to create Races and Classes but there does not seem to be any tabs to do that. Is that something I would be able to do using MoreCore or not? Thanks everyone.

  10. #1710
    There are no tabs for races and classes. MoreCore basic doesn't have a devoted method for races or classes. What it does have is the ability to use either "Notes" or "Story" to record race or class statistics. While it isn't at the level of the 5e ruleset it can be pretty good. By adding basic abilities and then linking them to the pseudo race/class you made it can get pretty close. These, in turn, can be dragged to the character sheet. Instant popup races and classes. Damned (Damien) also has created an extension with a lot of functionality that he plans to put into the base ruleset. It actually has a new classification called Classes. Basically a more formal set of identifications that can be used to record custom races or classes. The downside of this extension is that he built in some hardwired rules for leveling for a few supported classes for some game system I am not aware of. Keep in mind this extension is intended to be a practical tutorial to make your own supported classes.

    My skills are more in the copy and paste arena and the ruleset I am interested in (Rifts) must have well over a hundred races and classes. So I took the extension and removed the hardwired classes. You could probably take that modified version and easily rename the MDC and SDC to something relevant to your game system and just use the new class functionality like I did. Or, if you just want to use the Notes and Stories section you can look at my tutorial at the time in the link and use the base MoreCore ruleset. https://youtu.be/2H-Et68jWco?t=2286
    Last edited by danielfruth; December 20th, 2019 at 02:22.

Page 171 of 331 First ... 71 121 161 169 170 171 172 173 181 221 271 ... Last

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 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