Thread: MoreCore Ruleset
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February 21st, 2022, 21:09 #3041
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February 21st, 2022, 22:32 #3042
Unfortunate.
Im probably not going to have time to dig into this for you kronovan
Roll your changes back and consider trying to add one column into the ct_client at a time.
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February 21st, 2022, 22:42 #3043
Hey no problem damned. My son is going to be my 1st player and he's currently on reading break, so I'll make diving into the XMLs and scripts a co-project for us; son's in 3rd year of Comp Sci. Of course he's got all sorts of activities to catch up on this week, so we'll see.
Otherwise, I did start reading through a few of the XMLs and LUA scripts and I found a discrepancy in one (it defines 3 choices for the CT Health and Defence columns; "Player", "GM "and "Both"), but I can't recall the exact file name. I had the thought that might explain some of the inconsistencies I'm seeing on the client side; such as the CT Health and Defence columns occasionally displaying for the player.
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February 24th, 2022, 21:03 #3044
I'm seeing a warning on loading a new MoreCore campaign: "could not load script file (MoreCore)(DesktopMC)(scripts/data_desktop_5E.lua)". I've confirmed that I see that entry in the MoreCore base.xml and that the file in question is not present in the scripts dir, and that it's build 163b, which I believe is current. Should I just copy this file over from the 5E ruleset, where I do see it?
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February 24th, 2022, 21:57 #3045
No. I do not know how they got there.
It looks like it first appeared in the first build of 1.63 but it is not valid.
It will be gone in the next build.
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February 24th, 2022, 22:01 #3046
On a possibly related note, getting warnings for these button types with no defined template in data_library_mc:
aGMListButtons = { "button_npc_letter", "button_npc_cr", "button_npc_type" },
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February 25th, 2022, 03:36 #3047
I added the NPC filters functionality in quickly last build for kronovan
Ill check into those warnings but they are not going to break anything.
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March 1st, 2022, 21:33 #3048
My son and I barely touched the script and XMLs, but we did begin exploring it this past week. I'd forgotten you can display the C4 and C5 numeric fields on the CT. I've being using those for Attack and Damage a NPC deals, so I enabled them for the CT and labeled them accordingly. That's been a world of difference as the connecting player now has a quick view of most of their miniature figures core stats, which greatly aids in combat decisions - really only Health is missing.
I've started a new project adapting the Force on Force tabletop miniature rules to MoreCore. It's a bit of an odd-person-out in terms of miniatures, as the smallest unit are teams of 4 to 11 figurines (tokens for FGU) and they're always treated as a cohesive single unit; fireteam or a squad. It's been easy to implement with MoreCore, as I just use a single NPC for a unit and represent it on the map with a token consisting of a graphic of their IRL historical unit type or army insignia. Meanwhile the fireteam/squad members are just tokens placed directly on the map. All targeting per the FoF rules are done from center of unit to center of unit and line of sight is always performed from unit leader figurine to unit leader figurine. Center of unit - center of unit is just done by targeting between my NPC-unit tokens and for LoS checks we've just been using the stretchable pointer, which as with the experience in my other miniature adaptation, is an excellent tool for the job. Once again MoreCore is proving to be a very good ruleset for this and this adaptation is perhaps an even better fit because the NPC sheets required to be open by the connecting player are kept at a minimum.
One thing that would make my adaptation more effective, is if it were possible for me to create an extension that displays some dice results in a different color - only ever seen it in the Savage World Adventure Edition ruleset where they're recolored for critical failures. For attacks in Force on Force, players roll a dice pool equivalent to their unit's current strength + special weapons. For defense they do the same, but the max number of dice in the pool is capped by what they're being attacked with. Only results of 4+ are kept and successful Attack results are compared against successful Defense results. I've been using the /pool roll in CT formulas with very good results. Reading the results in the chat window is a bit of a challenge though, as sometimes a number of dice in double digits are rolled. It would terrific if I could somehow have dice resulting in a 3 or less displayed in a different color; i.e. red. Another approach would be to only display the results of dice pool roll that have a 4 or higher result.
So...I'm wondering if it's possible to code such a extension and whether it's something that would involve the MoreCore of the CoreRPG ruleset?Last edited by kronovan; March 1st, 2022 at 21:52.
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March 1st, 2022, 22:28 #3049
The simplest way to address this would be at the start of each session (so add it to a hotkey) type the following in chat
/pooltype orderresult
And then it will order the dice making it easier to count starting from 4
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March 1st, 2022, 22:37 #3050
Alternatively skip the Dice Pool and create a roll or rolls like this:
Action Roll
roll: /rollover (this will auto change to reflect the values below)
enable formula: yes
param: /rollover (p1)d6x4
hide parameter: p2, p3
You can then set the base number of dice in the p1 field.
You can create various mod rolls like this:
Armour
roll: /mod (this will auto change to reflect the values below)
enable formula: yes
param: /mod (p1)
hide parameter: p2, p3
Flanking
roll: /mod (this will auto change to reflect the values below)
enable formula: yes
param: /mod (p1)
hide parameter: p2, p3
then to use you add whatever mods from these prepared rolls, and you can simply add a value straight to modifier box, they all stack
then click the Action Roll
the results will display normally but there is an additional message on the roll that tells you how many dice were 4+
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