Refer a Friend
Page 238 of 331 First ... 138 188 228 236 237 238 239 240 248 288 ... Last
  1. #2371
    Hi damned, I was wanting to know if you would create a dice mod for Mother Ship? It's very similar to Harn, 1d100 with a success based like Harn. The only difference is the critical and fumble method. It's fairly simple. If doubles are rolled on the % roll, such as 11, 22, 33, etc. and it's a success then that is a critical success. If it's a failure it's a critical failure or fumble. Example, if the skill parameter is 36, then 11, 22 and 33 would be a critical success, 44, 55, 66, 77, 88 and 99 would be a failure. So it would be good for the roll to tell us that. That's it, nothing fancy.
    Ultimate License

  2. #2372
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by AWD2 View Post
    Sorry, one other dumb question... messing with the campaign I've been working on in Classic in Unity and all the /rollunder rolls I have are adding an extra d10 to the roll. My formula is /rollunder 1d100x(p3) where p3 is the target value. It ends up rolling a d100 and adding a d10. Thanks.

    edit 2: for what it's worth, /harn 1d100(p3) works ok in unity... curious if there is a way to make the red boxes that house the values bigger on character sheets.
    percentile dice are handled quite differently in FGU vs FGC and most of the rolls will need to be updated for d100...
    i will try and get some more of those done soon.

    Im not going to make teh boxes bigger as a default because... there just isnt enough room for everything.
    You can make an easy extension that includes the following:

    <windowclass name="cli_rolls" merge="join">
    <sheetdata>
    <basicnumberred name="p3" merge="join">
    <anchored to="paramanchor" position="left" width="13">
    <right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
    </anchored>
    </basicnumberred>
    <basicnumberred name="p2" merge="join">
    <anchored to="paramanchor" position="left" width="13">
    <right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
    </anchored>
    </basicnumberred>
    <basicnumberred name="p1" merge="join">
    <anchored to="paramanchor" position="left" width="13">
    <right parent="paramanchor" anchor="left" offset="-7" relation="relative"/>
    </anchored>
    </basicnumberred>
    </sheetdata>
    </windowclass>

    try 13 to start but you will likely want to try a few sizes and see what is the minimum that works for you

  3. #2373
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by Ahoggya View Post
    Hi damned, I was wanting to know if you would create a dice mod for Mother Ship? It's very similar to Harn, 1d100 with a success based like Harn. The only difference is the critical and fumble method. It's fairly simple. If doubles are rolled on the % roll, such as 11, 22, 33, etc. and it's a success then that is a critical success. If it's a failure it's a critical failure or fumble. Example, if the skill parameter is 36, then 11, 22 and 33 would be a critical success, 44, 55, 66, 77, 88 and 99 would be a failure. So it would be good for the roll to tell us that. That's it, nothing fancy.
    There are two mothership rolls already there...
    someone was supposed to share some charsheets etc but I dont think that happened...
    scroll back for at last a dozen pages and you should find some info on it...

  4. #2374
    Really appreciate the response, thanks again.

  5. #2375
    Quote Originally Posted by damned View Post
    There are two mothership rolls already there...
    someone was supposed to share some charsheets etc but I dont think that happened...
    scroll back for at last a dozen pages and you should find some info on it...
    I can't see the rolls on the list in the front post and can't access this sight you mention with the latest rolls...https://www.diehard-gaming.com/mchelp.html#dicestrings
    I really just need the syntax for the roll. I can configure my own character sheets.
    Ultimate License

  6. #2376
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    I honestly cant recall the syntax for these rolls just now. If someone can find the original posts discussing mothership and link them here that would help me...

  7. #2377
    wndrngdru's Avatar
    Join Date
    Jun 2015
    Location
    US, Central (UTC -6 or -5)
    Posts
    547
    Quote Originally Posted by damned View Post
    I honestly cant recall the syntax for these rolls just now. If someone can find the original posts discussing mothership and link them here that would help me...
    Got yer back, mate.

    https://www.fantasygrounds.com/forum...l=1#post498703
    --
    I'm so bassic

  8. #2378
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by damned View Post
    Hi benightedfae

    It would be awesome if you would create it in FG.
    Ive made the two rolls for you - let me know if they are ok and if they work as expected:

    /mother1 1d100+(p2)+(p3)x(p1)
    p1 will contain the skill value and then you can link any number of other things into it in the string
    you can also use
    /mod (p1) on all the other things that might get used - eg (wag) Blaster /mod 15, Expert /mod 15, Advantage /mod 10
    These will in effect add to your skill giving you a higher chance of rolling under

    /mother2 2d10+(p2)+(p3)x(p1)
    p1 will contain the skill value and then you can link any number of other things into it in the string
    you can also use
    /mod (p1) on all the other things that might get used - eg (wag) Blaster /mod 15, Expert /mod 15, Advantage /mod 10
    These will in effect add to your skill giving you a higher chance of rolling under

    So create a character sheet - if you are stuck on how to implement something bounce it off me.
    Clone the character and then make it unique (change its name and some of its stats/gear) so you have two PCs

    Create a couple of NPCs.

    Create a basic map of 2-4 rooms/locations and a basic adventure to go with it.

    Export it as a module (/export) and then create a new thread here and upload it.
    Huzzah - thanks wndrngdru!

  9. #2379
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    It would be awesome if someone can test these and once we know they are right - create and share a character sheet and/or a small prepackaged adventure...

  10. #2380
    I need to change the distance calculation for Cyberpunk, so I did change the
    <script name="GameSystem" file="scripts/manager_gamesystem.lua" />
    <includefile source="gameelements.xml" />
    right now I'm just replacing entire files.
    Can you tell me if there's just a way to replace
    function getDistanceUnitsPerGrid()
    return 1.5;
    end
    in lua

    and
    <distance>
    <base>1.5</base>
    <diagmult>1.5</diagmult>
    <suffix>m</suffix>
    </distance>

    in xml?
    so in the future it won't break any of your changes in MoreCore?
    I can't seem to find that in documentation, or I'm blind.

Page 238 of 331 First ... 138 188 228 236 237 238 239 240 248 288 ... 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
  •  
DICE PACKS BUNDLE

Log in

Log in