Fantasy Grounds Merchandise
Page 215 of 331 First ... 115 165 205 213 214 215 216 217 225 265 315 ... Last
  1. #2141
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by GMpatriotes View Post
    HI can semeone tell me how to change my chat text was purple in the screenshot i will send you. my question is how to change the color i think i can change it in the morecore.pak but i dont find it where is it.

    here the link: https://imgshare.io/image/amazingchat.BqnnP
    These are currently defined in CoreRPG in \graphics\graphics_fonts.xml

    Code:
    	<font name="chatfont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#261A12" />
    	</font>
    	<font name="emotefont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#880000" />
    	</font>
    	<font name="narratorfont">
    		<fgffile name="graphics/fonts/bold-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Bold.ttf" name="Noto Sans Bold" size="12" />
    		<color value="#261A12" />
    	</font>
    	<font name="systemfont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#660066" />
    	</font>
    	<font name="msgfont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#660066" />
    	</font>
    	<font name="oocfont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#005500" />
    	</font>
    	
    	<!-- Chat fonts -->
    	<font name="chatnpcfont">
    		<fgffile name="graphics/fonts/regular-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Regular.ttf" name="Noto Sans" size="12" />
    		<color value="#000066" />
    	</font>
    	<font name="chatgmfont">
    		<fgffile name="graphics/fonts/bolditalic-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-BoldItalic.ttf" name="Noto Sans Bold Italic" size="12" />
    		<color value="#000000" />
    	</font>
    	<font name="whisperfont">
    		<fgffile name="graphics/fonts/bold-10.fgf" />
    		<ttf file="graphics/fonts/Noto_Sans/NotoSans-Bold.ttf" name="Noto Sans Bold" size="12" />
    		<color value="#660066" />
    	</font>

  2. #2142
    Quote Originally Posted by damned View Post
    Hi There.

    The answer to the first part is - it depends.
    Do you have a bunch of predefined skills eg Swimming (Dex + Str) or do you declare - I make a pipe bomb and the GM tells you its (Int + Int) and then you build the roll? Or something else?

    For the second part - there are no existing damage rolls for this because Ive never been told about them. Please provide more detail.
    Damage varies by weapon?
    Armour is the targets Armour? Armour basically does Damage Resistance rather than making it harder to hit?
    Are there any brackets in that calculation?
    (Dmg)3*(Str)3+(SL)2-(Amr)1 = 10
    3*(3+2-1) = 12
    Thanks for taking time to answer!
    There are a lot of predefined rolls and you also have rolls where the GM tells you to combine a skill+ attribute or two attributes. A roll is always: (skill or attribute)+attribute+d10. There is also the option to get a +10 on a single roll for spending a powerpoint or a +5 to every roll for an entire combat when you spent 2 powerpoints.
    Armour is the targets armour. You reduce the damage by armour value. There are different types of damage bash, slash/stab and bullet. Some armour has two value. For example a Bulletproof vest would be 10(5) 10 vs. Bullets. and 5 vs. slash/stab.
    When you do an attack you roll a test (dex + kung fu + d10) and compare it to the targets Muscle Score for example 12. if you reach 12 or more the attack will hit. Then you do damage for example a kick does ((2 x (Strength + 1))+1 for every success level) points (Bash type) damage.
    Success levels are calculated based on the modified attack roll result. 1-8 fail, 1-9= 1 success level, 10-11= 2 success level,12-13=3 success level and so on.
    So for example you (strength 3, dex 3, kung fu 2) do a kick attack on a guy with 2 armour vs. bash and a muscle score of 12 it would go like this:
    dex3+kung fu2+ rolled 8= 13
    13 compared to muscle 12 is a hit
    Damage for a kick is ((2 x (Strength3 + 1))+success level 3) 11 -2 armour = 9 damage

  3. #2143
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    So you have to forgive me for labouring over points but its really important to get it right the first time.

    skill+attribute+d10
    attribute+attribute+d10
    but then you also mention "example you (strength 3, dex 3, kung fu 2) do a kick attack" which is
    attribute+attribute+skill+d10
    but immediately after you total it and only have 3+2+d10

    you mention that success is measured against 9 but
    our target has a muscle score of 12 so you must (two points to clarify here) equal or beat 12 and why is it 12 and not 9?
    in the next sentence you measure the damage at 2x(Str3+1)+SL3
    why is it 2x(Str)? is it ever different? what if you shoot the target? its Buffy so maybe you use a crossbow? and why is it Success Level 3 when you only beat the target (Mus) by 1 (or is it 2)?

    how many attributes do you have?
    how many skills might you have?
    how often would you adlib a roll vs a predefined roll?
    do you ever just do a Str or Dex check? If so is it Str+Str+d10 or just Str+d10?

    How does health work? Do you have one or more types of health/hp?
    I see Armour might have two values? Is Armour always Damage Reducing or can it also make you harder to hit?
    Do you always do at least 1 point of damage on a successful hit?

    You can have a one time or a duration of combat bonus.
    can you have more than one bonus?
    are there also negative modifiers? Buffy has had her arse kicked all night and her health is at 25% does that affect her rolls?
    are there situational modifiers or equipment modifiers?

    grrrr argh

  4. #2144

    answer

    [QUOTE=damned;499353]So you have to forgive me for labouring over points but its really important to get it right the first time.

    skill+attribute+d10
    attribute+attribute+d10
    but then you also mention "example you (strength 3, dex 3, kung fu 2) do a kick attack" which is
    attribute+attribute+skill+d10
    but immediately after you total it and only have 3+2+d10

    you mention that success is measured against 9 but
    our target has a muscle score of 12 so you must (two points to clarify here) equal or beat 12 and why is it 12 and not 9?
    <ou either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.

    in the next sentence you measure the damage at 2x(Str3+1)+SL3
    why is it 2x(Str)? because there is a table with weapons and Combat maneuver. This is the line for a kick. There are lots of different combat maneuveris it ever different? yes there is a whole range of Combat skills. To shoot a pistol for example does fixed Damage. Not changing because of your attributeswhat if you shoot the target? its Buffy so maybe you use a crossbow? Crossbow Shot Dexterity + Getting Medieval, Damage 16 Slash/stab and why is it Success Level 3 when you only beat the target (Mus) by 1 (or is it 2)?if you succeed you calculate the success Level from a fixed table. So if you have a 24 it is Always 7 no matter if you beat him by 3 or 10

    how many attributes do you have?let me explain the reasoning behind this System. Players roll all the dice. GM never Needs to roll. A single roll tells you if you hit or not and how much Damage you did. enemies have fixed Attributes you roll against. Muscle, Brains and Combat (I actually messed up combat and muscle in the examples above) Players have 6 Attributes and 18 skills. every roll is a combination of skill and Attribute or Attribute+ Attribute. you Always roll against a (sometimes modified) 9 or the enemies Attribute.
    how many skills might you have?18
    how often would you adlib a roll vs a predefined roll? you roll vs 9 (with possible modifiers for difficulty and Count success) or you roll vs another score like an enemies Combat, Brains or muscle.
    do you ever just do a Str or Dex check? If so is it Str+Str+d10 or just Str+d10? yes this is possible. When you Need to force something open for example you would use strength and not add a skill but instead another strength. So you would at strenght 2 times vs. 9. If it would be a super heavy Lifting you could get modifiers on the roll.

  5. #2145
    How does health work? you have HP. the Damage reduces your current hp Do you have one or more types of health/hp?no
    I see Armour might have two values?actually 3 are possible. bash,slash/stab, bullet. It is the same for weapons. A fist or stick does bash, a knife or Sword Slash/stab and a bullet well bullet. An armour 5(10)Slash/stab for example would protect you from 5 Points of bash Damage (since bash Damage is the regular armor Bonus and not extra mentioned in the description and 10 Points of Slash/stab Damage. Actually there is one more Thing. The last I hope. Slash/stab Damage and bullet Damage gets doubled vs. living things after reduced by armour. Is Armour always Damage Reducing or can it also make you harder to hit?only reducing damage
    Do you always do at least 1 point of damage on a successful hit?you Always do the damage for the Combat manuever you choose only difference is the number of success Levels that you ad as Damage.

    You can have a one time or a duration of combat bonus.yes. You can have a +10 to a single roll for spending one PowerPoint or a plus 5 for a whole Combat if you spent 2 powerpoints
    can you have more than one bonus?yes because you can get a malus for climbing a hard to climb Surface but spent a PowerPoint to add 10 for example.
    are there also negative modifiers? yes they cann be used by the GM if the Thing you try is harder Buffy has had her arse kicked all night and her health is at 25% does that affect her rolls?no but she could spend powerpoints to heal 50% of her actual damage
    are there situational modifiers or equipment modifiers? yes and not that I know of

    grrrr argh[/QUOTE]
    and if it is portant. It uses cinematic unisystem. And there are no exploding dice.
    Last edited by amanwing; April 22nd, 2020 at 08:57.

  6. #2146
    It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

    Ty all, MoreCore!!!

  7. #2147
    Quote Originally Posted by RocksFall View Post
    It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

    Ty all, MoreCore!!!
    I can only agree. Thank you!

  8. #2148
    Hello, I would like to master Fading Suns for friends, also in view of the huge work to develop a ruleset, I would like to know if it is possible to use the power and flexibility of MoreCore.
    For an example of the system: Features and skills are out of 10.
    During a test you determine according to the action you want to perform the characteristic and the skill that you accumulate and you have to perform a throw less or equal:
    A roll below the total is a pass.
    An equal roll is a critical success.
    A jet of 20 is a fumble.
    The little plus in the system is that the closer you get to the limit of the roll, the more successful you are at that roll (the closer you get to the limit of your skills, the greater the success:
    1 = 0 VP (but still likely a success)
    2-3 = 1 VP
    4-5 = 2 VP
    6-7 = 3 VP
    8-9 = 4 VP
    10-11 = 5 VP
    12-13 = 6 VP
    14-15 = 7 VP
    16-17 = 8 VP
    18-19 = 9 VP
    20 - Fumble.
    Knowing of course that if the action is complicated the GM can give a malus to the total of the characteristic + skill.
    So I was wondering how to customize or create an extension that could manage the dice rolls for a greater fluidity of the games, whether it was possible to choose the skills and characteristics more malus or bonus to define the level of success and display the number of Victory Points.

    Thanks, and you did a great job on your ruleset.

    Cheers.

  9. #2149
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    you either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.

    So all checks are against 9 unless they arent?
    How any modifiers could you possibly add to a roll on top of attribute+skill or attribute+attribute?

    And all attacks are against Muscles?
    Unless they are against Brains or Combat?
    Unless M/B/C is less than 9 then its against 9?

    If you beat the M/B/C you measure success not against M/B/C but against 9?

    For Checks it sounds like you need:
    Each Attribute setup as a Modifier Strength /mod (p1)
    and each Skill setup as a Modifier Going Medieval /mod (p1)
    and 3 modifiers called Hard/Harder/Hardest (/mod -1/-2/-3)
    and a Generic Roll Check /buffy 1d10x(p1) (this roll does not exist at this time)

    To make a check of any sort you click the appropriate combination of Attribute/Skill/Modifier and then click Check which will roll 1d10+attr/skill/mod and check it vs (p1) which will 90% of the time be 9.
    It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

    For Attacks its more complex.
    You still have each Attribute setup as a Modifier Strength /mod (p1)
    and each Skill setup as a Modifier Going Medieval /mod (p1)
    and an Attack Roll Attack /buffyac 1d10 (this roll does not exist at this time)

    On the NPC sheets you will need 3 Rolls - Muscle/Brains/Combat and they will use a roll something like:
    Muscle /tset (p1) and when you click this roll it will set the NPCs defense to the (p1) value (this roll does not exist at this time AND I need to test of this can work in the CT...)

    To make an Attack of any sort you declare the type of Attack, the GM determines the defensive attribute and clicks it, then you roll the Attack which will check the Defense value and calculate the Roll result.
    It will report on the result including the number of successes. The number of successes will need to be drag/dropable.

    On the NPC sheets you will need a Roll for Armor, or because these are NPCs they probably dont live long enough to need to change Armour values so you could just set the C4 as Armour. This value will be used to modify the Damage roll.
    To Roll Damage you will need a new Roll Damage /buffdmg
    Scratch that. You need to come up with a consistent formula or expression for damage. I cant guess at all the combinations.

    The human mind is incredibly good at handling this type of variable input and rules. Coding this sort of stuff is non trivial.

  10. #2150
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by RocksFall View Post
    It is amazing. So much hard work. Much appreciated. MoreCore is extremely powerful for other systems and especially Homebrews!!!

    Ty all, MoreCore!!!
    Huzzah!

Page 215 of 331 First ... 115 165 205 213 214 215 216 217 225 265 315 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 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
  •  
DICE PACKS BUNDLE

Log in

Log in