DICE PACKS BUNDLE
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  1. #2481
    If you're trying to come up with a totaling of # of dice [d6], I've never found a solution for that. It's a capability I'd love to see.
    Last edited by PhilAdams; September 12th, 2020 at 05:41.

  2. #2482
    Quote Originally Posted by PhilAdams View Post
    If you're trying to com up with a totaling of # of dice [d6], I've never found a solution for that. It's a capability I'd love to see.
    Yes I am, have you found another way around it?

  3. #2483
    Unfortunately, it's not graceful. I use the dice pool. OR I have people manually type the values in. It's not elegant, and this is the mechanism behind things like the MYZ engine and a lot of other systems (which add Attribute + Skill [+ Situational + Gear].

    Another solution you can use is the modifier window. So, if you have Attribute dice/rating, and you have a Skill rating, you can roll for plain Attribute (unskilled) or you can roll Skill + (type in the Attribute rating in the modifier window). It's clunky, but maybe there's a limitation with Lua or something that limits the timing of dice string parsing?

    When I ran Alien, I simply hard coded the final # of dice into p1. So Agility might be 4(d6), and Piloting might be 3. If so, I'd have the skill on the character sheet as Piloting 3 (the actual skill name), then the p1 box was 7 (Agility + Piloting 3), and the dice string used only p1.

  4. #2484
    I thought about using Pools, but you cant apply the /sfdice condition to pool rolls can you? THey are just plain rolls?

  5. #2485
    Right. I think if you're using the pool, you end up having to do the dice resolution manually. For some systems (like MYZ), that's pretty easy.

  6. #2486
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    Quote Originally Posted by TheYak View Post
    Hi all,
    Hopefully a quick one, is there a dice string for multiply in morecore?
    I did some searching but no luck so far, I want to do something like /afmbe 1d8 x3 or /die 1d8*3.
    A basic multiplier to the dice roll
    use the afmbedmg roll
    AFMBE Damage Roll: /afmbedmg (p1)d6x(p2) (roll #d6 * #)

  7. #2487
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    Quote Originally Posted by Brotherkelly View Post
    Hi all, is there a variable within MoreCore or CoreRPG that allows you to determine the range between attacker and target on a map, which can then be used in a script to select the correct range category for applying range modifiers within an attack roll?
    There is not.
    2E and SR4 rulesets both include code to do this.
    An upcoming Star Wars d6 Extension may do this but it is not quite yet ready.
    Its not on my radar....

  8. #2488
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    Quote Originally Posted by flynnkd View Post
    /sfdice ((p1)+(a1))d6s5f1

    This throws an error... bad argument #2 to min...

    What do I need to do pls.
    The valid syntax is:

    Success/Fail: /sfdice #d#s#f# (roll #dice, count #s[Success] and #f[Fail])

  9. #2489
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    Quote Originally Posted by flynnkd View Post
    I thought about using Pools, but you cant apply the /sfdice condition to pool rolls can you? THey are just plain rolls?
    You can change the pool to use some rolls - eg /pooltype explode but sfdice also requires arguments that are not supported by /pooltype

  10. #2490
    Quote Originally Posted by flynnkd View Post
    /sfdice ((p1)+(a1))d6s5f1

    This throws an error... bad argument #2 to min...

    What do I need to do pls.
    What system are you playing?

    I had to make a dice system that did this. It was very custom to a homebrew game so I didn't think to share it with Damned. If you want to steal the code it is back on page 251 Mage5.ext. But I should have corrected SuccessFail dice to do what I revised.

    So what i started doing was using the modStack. I would click attribute, and it would add that number to Mod, then click Skill it would also add, then run my dice mod which would take the mod stack as number of dice, then go from there. I plan on doing an upcoming video on how to make dice systems for MoreCore. But I just started school and work roughly 50+ hours, so expect that within a couple+ weeks.

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