Thread: MoreCore Ruleset
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March 25th, 2020, 22:42 #1991
- Join Date
- Dec 2019
- Posts
- 4
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March 27th, 2020, 04:01 #1992
I don't think it's working in FGC either. I had noticed the disappearing token behavior too, so I just ran a test. The token disappears from the combat tracker (the monster entry remains, however). The token does not disappear from the map. It doesn't replace the token with a skull on either the CT or the map.
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March 27th, 2020, 21:10 #1993
Fixed the Ubiquity Dice
Damned,
I fixed the issues with the Ubiquity dice and negative modifiers. I also restored the ability to specify dice type (d6, d8, etc.). I did this so that anyone running a campaign with ubiquity dice won't have to re-code every existing roll.
This fix also allows you to add an arbitrary number of dice pools together. For example,
/ubiquity 1d4+2d6+3d8+4d10+5d12+6d20+7d100+8d4+9d6+10d8+11d1 0+12d20 would be valid.
Note that while you can code any die type you want, what actually gets rolled are d6's. For ubiquity it doesn't really matter which dice you use, as long as they have an equal number of odd and even numbers (so d3's don't work).
Also note that FG (classic, at least) has a hard upper limit of 60 dice, so the above example would just roll 60 dice.
Modifiers work as they should for Ubiquity, by adding or subtracting dice from the pool.
If anyone has problems making this work, or questions about how it works, please don't hesitate to ask!
~Phystus
Attachment: MC_Ubiquity_die_fix.ext
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March 28th, 2020, 01:58 #1994
Very good phystus Ill push the new build out this weekend with some luck.
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March 28th, 2020, 02:16 #1995
Ive just posted a new alt theme for MoreCore
https://www.fantasygrounds.com/forum...Theme&p=486784
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March 28th, 2020, 22:14 #1996
- Join Date
- Sep 2017
- Location
- France (Gard)
- Posts
- 44
hello damned,
I create Ext to CoreRPG..
I want to add Modifier (Modcollector) To Difficulty ? in my manager_action_ability.lua...
base difficulty : 5
mananger_action_ability
function onInit()
CustomDiceManager.add_roll_type("sr5ability", performAction, onLanded, true, "all");
GameSystem.actions["sr5ability"] = { bUseModStack = true};
end
function getDieMax(sType)
Debug.console("getDieMax: ", sType);
local sDie = string.match(sType, "d(%d+)");
if tonumber(sDie) > 1000 then
tempmax = tonumber(sDie);
while tempmax > 20 do
tempmax = tempmax - 1000;
end
else tempmax = tonumber(sDie);
end
max = tempmax;
return max;
end
function performRoll(draginfo, rActor, nSkillLev, sAbilityStat, bSecretRoll)
local rRoll = { };
rRoll.sType = "sr5ability";
rRoll.aDice = { };
rRoll.nMod = 0;
rRoll.nSkillLev = nSkillLev;
rRoll.sDesc = "";
rRoll.sDesc = rRoll.sDesc .. " " .. StringManager.capitalize(sAbilityStat);
local count = nSkillLev;
Debug.console("count:", count);
while count > 0 do
table.insert(rRoll.aDice, "d10");
count = count - 1;
end
rRoll.bSecret = bSecretRoll;
ActionsManager.performAction(draginfo, rActor, rRoll);
end
function initLastDice(aDice)
aSavedDice = {};
for i , v in ipairs (aDice) do
aSavedDice[i] = { type=v.type, result=0, exploded=true };
end
return aSavedDice;
end
function onLanded(rSource, rTarget, rRoll, nSkillLev)
Debug.console("onLanded: ", rSource, rTarget, rRoll);
if not nSuccesses then nSuccesses = 0;
end
if not nFails then nFails = 0;
end
local nModUpdate = ModifierStack.getSum();
local nStackMod = nModUpdate;
local nSuccessLevel = nStackMod + 5 ? --- Diificulty base 5 I want to add Difficulty to Modifier (modcollector) ?
for i , v in ipairs (rRoll.aDice) do
if rRoll.aDice[i].result == 10 then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result >= nSuccessLevel then
nSuccesses = nSuccesses + 1;
elseif rRoll.aDice[i].result < nSuccessLevel then
nFails = nFails + 1;
end
end
rRoll.nFails = nFails;
rRoll.nSuccesses = nSuccesses;
rRoll.nSuccessLevel = nSuccessLevel;
Debug.console("nSuccesses1: ", nSuccesses, " nFails1: ", nFails, "nSuccessLevel1:", nSuccessLevel);
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage = createChatMessage(rSource, rRoll);
rMessage.type = "dice";
rMessage.text = rMessage.text .. "\nDiff = ".. rRoll.nSuccessLevel;
rMessage.text = rMessage.text .. "\nSucces: " .. rRoll.nSuccesses;
if nSuccesses == 0 then
rMessage.text = rMessage.text .. "\n[Echec]";
end
Comm.deliverChatMessage(rMessage);
nSuccesses = nil;
nFails = nil;
end
--[[function onResolve(rSource, rTarget, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
Comm.deliverChatMessage(rMessage);
end]]
function createChatMessage(rSource, rRoll)
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.dicedisplay = 0; -- don't display total
return rMessage;
end
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March 29th, 2020, 00:01 #1997
Played a game of 2300 AD on MoreCore today. Was a great time (one character died...Kafer shot him in the head!). One thing I did note with tokens is that when they would be moved by players, only a green spot would appear on the map where they were moved to. The actual token didn't move. This could be remedied by grabbing the green spot and shaking it, which caused the token to appear. Another issue we had is that I couldn't move some token, nor approve their moves when the tokens were locked. Any ideas what may be causing this off the top of your head?
GBFFUltimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
Timezone: Eastern Standard Time (EST) United States; GMT -5 hours
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March 29th, 2020, 01:48 #1998
I have had this happen on other rulesets as well. I'm not sure what is happening and it doesn't happen all the time. I've seen it both as a player and as a GM. Next time it happens I'll be sure and grab as much data as possible and report it to the SW Wizards. I suspect it may have something to do with the grid. When it's happened, it has generally been on a map that had a large number of grid lines. Not a large map as far as pixels go, but it did cover a lot of ground.
--
I'm so bassic
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March 29th, 2020, 01:57 #1999
@damned
I'm not sure if you've started working on FGU compatibility for MC yet. I've not really noticed any issues in my playing around with it, other than the missing icon for Assets (Tokens is no longer used in FGU).
However, I do have a feature request whenever you get to that point (and if you're taking them ).
It would be reeeeaaally swell if the various damage dice(/dbdamage, /damagedr, etc.) could be able to use the new expressions available in FGU.--
I'm so bassic
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March 29th, 2020, 02:36 #2000
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