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October 19th, 2016, 23:44 #1
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Incorporating difficulties into 6e?
Can skill difficulty levels be done easily in FG?
Player rolls a skill check, and gets the following output:
- 1-5 Yes (CRITICAL)
- 6-[skill level] Yes
- [skill level +1] - [skill level +10] Yes, but
- [skill level +11] - [skill level +20] No, but
- [skill level +21] - [95] No
- 96-100 No (FUMBLE)
The goal would be to expedite gameplay by not having to calculate your success level every time you roll a die. Ideally the above would occur automatically when clicking on the skill check, but I'm not above using a table. I tried to create a table for this, but couldn't figure it out.
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October 19th, 2016, 23:50 #2
Supreme Deity
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You won't be able to create a table for this, because it is specifically tied to the result of the skill dice roll and the results. It would need to be built into the ruleset code.
There's no plans to update this ruleset at this time, but damned and ianward are working on the 7E version and you could try asking them to include in that version.
Regards,
JPG
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October 19th, 2016, 23:53 #3
Depends what you mean by "easily". You'd need to write an extension.
Have a look at IanMWard's cool 7E extension (that runs on the 6e ruleset) here: https://www.fantasygrounds.com/forum...ension-Release It does the auto calc of Extreme, Hard or normal success in scripts\manager_action_skill.lua, manager_action_ability.lua and manager_action_attack.luaPrivate Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 19th, 2016, 23:54 #4Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 20th, 2016, 05:11 #5
And the 7e ruleset has this feature (plus a guide for spending luck).
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October 20th, 2016, 18:53 #6
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That's a bummer. I'm not planning to use 7e, but a house rule.
Can the chat interface do custom functions? If I do
/skillcheck [skill level] [difficulty]
FG would roll dice and tell which result comes up?
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October 20th, 2016, 19:04 #7
Look at the 7e extension for what you can do pretty easily with the 6e ruleset - I highlighted which files in post #3. Strip out the 7e specific stuff and use the resulting extension for your 6e games.
Yes, this can be done, but it would require coding. Probably more coding than taking the 7e extension and modifying it to do what you want in 6e.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 20th, 2016, 23:45 #8
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The file in this post here only has .ext, no .lua files?
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October 20th, 2016, 23:54 #9
Supreme Deity
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EXT files for Fantasy Grounds are ZIP files containing an extension.xml file, and any referenced XML or Lua files. Just use Windows or your favorite compression tool to unzip. (To unzip in windows, it's usually easiest to rename the file to *.ext.zip)
Cheers,
JPG
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October 21st, 2016, 11:18 #10
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Thank you Mr Wizard, got it to work!
Here the edited snippet:
-- Debug.console("onSkill: ", rRoll.aDice[1].result, nRating);
if rRoll.aDice[1].result < 6 then
rMessage.text = rMessage.text .. " [CRITICAL]";
elseif rRoll.aDice[1].result <= nRating then
rMessage.text = rMessage.text .. " [Yes]";
elseif rRoll.aDice[1].result <= nRating+10 then
rMessage.text = rMessage.text .. " [Yes, but...]";
elseif rRoll.aDice[1].result <= nRating+20 then
rMessage.text = rMessage.text .. " [No, but...]";
elseif rRoll.aDice[1].result <= 95 then
rMessage.text = rMessage.text .. " [No]";
elseif rRoll.aDice[1].result > 95 then
rMessage.text = rMessage.text .. " [FUMBLE]";
else
rMessage.text = rMessage.text .. " [Fail]";
end
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