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  1. #2801

  2. #2802
    Quote Originally Posted by damned View Post
    Typo - I meant neighbours not neighbour.
    There is only 1 (long) page there on MoreCore you should be able to see it all.
    Ah ok! I see now the links reference the same page, thank you Damned

  3. #2803
    Hello, using MoreCore I had made an extension to play L5R 1st edition on old FG, sadly after the transition to FGU I keep incurring in some issues, the main of which is the /rnk roll, which does not appear to be working anymore... any solution to this?

  4. #2804

  5. #2805
    This works but the die doesn't explode as it used to

    you know 10 -> explode 10 -> explode 5 = 25
    with a clean strike of your katana you pluck your enemy head off
    rnk.png

    What's worse now also all the buttons have disappeared without cause :'O

  6. #2806

  7. #2807

    Join Date
    Mar 2020
    Location
    Grovetown, GA USA
    Posts
    6
    Those /die strings work for most of the cases I needed for 1st edition 7th Sea, which uses basic rnk rolling mechanics that are very similar to early L5R: Roll (p1) d10s and keep the highest (p2) of them. Most of the rolls in that version of 7th Sea explode on 10s, but if the character is unskilled or sufficiently wounded, the dice don't explode. There's one edge case that isn't quite covered by those strings, but it's very rare. It involves only letting the highest exploded die keep its full value and treating any other exploded dice as 10s.

  8. #2808
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
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    24,754
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    1
    Hi bal

    We did have a bunch of /rnk variants mostly for L5R and they were quite good.
    Damage rolls and several other variants.
    Unfortunately that roll is very complex and makes my head hurt trying to troubleshoot it.
    /explode is another base roll that could be expanded.
    I will have to do the L5R rolls again at some point but too many competing priorities.

  9. #2809

    Join Date
    Mar 2020
    Location
    Grovetown, GA USA
    Posts
    6
    Quote Originally Posted by damned View Post
    Hi bal

    We did have a bunch of /rnk variants mostly for L5R and they were quite good.
    Damage rolls and several other variants.
    Unfortunately that roll is very complex and makes my head hurt trying to troubleshoot it.
    /explode is another base roll that could be expanded.
    I will have to do the L5R rolls again at some point but too many competing priorities.
    damned I'm aware - I was the one who reported that the /rnk family of rolls had stopped working in FG Unity a little while ago. I've been looking for what might cause that, too, but so far without much luck.

  10. #2810
    Since the latest update, I'm getting a script error and couple of runtime notices whenever opening or creating a MoreCore campaign (tested without any extensions).

    Code:
    Script Error: [string "ref_world_stats:race_label"]:1: 'end' expected near '<eof>'
    Script Error: [string "world_pcedit:button_pcsubmit_pcnotes"]:1: 'end' expected near '<eof>'
    Runtime Notice: s'aMajor: ' | { s'CoreRPG' = #4, s'MoreCore' = #1 } | s' aMinor: ' | { s'CoreRPG' = #1, s'MoreCore' = #61 }
    Runtime Notice: s'onInit: registerResultHandler'
    Runtime Notice: s'onInit: '
    In addition, when I open any entry in World Builder, I get this additional line:
    Code:
    Script Error: [string "race_label"]:1: 'end' expected near '<eof>'
    The campaign is otherwise running fine so this doesn't seem to be causing crashing or corrupted data. Tried looking at the contents of the .pak such as some .lua files but couldn't immediately locate any issue.

    Using FG Classic.

    This issue didn't appear in the previous version (in which the /die rolls were broken, I believe it was v1.60).

    Sorry if this issue is already known, tried looking through the thread but wasn't sure if this was already reported.

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