Thread: MoreCore Ruleset
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March 10th, 2018, 11:16 #771
- Join Date
- Jun 2016
- Posts
- 141
That would be really helpful damned. I have even tried to take into consideration "modifiers" without success.
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March 10th, 2018, 11:57 #772
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March 10th, 2018, 12:01 #773
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March 10th, 2018, 12:06 #774
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March 10th, 2018, 12:07 #775
- Join Date
- Jun 2016
- Posts
- 141
Is it already implemented or you still have to release it?
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March 10th, 2018, 14:05 #776
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March 10th, 2018, 14:24 #777
- Join Date
- Jun 2016
- Posts
- 141
Thanks a lot damned!
/edie 1d10+5 it really works and it shows the total for instance, but it still doesn't add to the roll modifiers from the Modifier box. The command /edies #d#x# doesn't get modifiers either.
Anyway, it is really an improvement. Thanks again!
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March 11th, 2018, 00:01 #778
/explode does support the modifier box as well.
Coming soon - once I work out the Trolls exploding dice on doubles thing...
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March 11th, 2018, 00:58 #779
- Join Date
- Sep 2017
- Location
- France (Gard)
- Posts
- 44
hello
I use the following script (symb) for my RPG : dice 1d100 % is ok but
extract from the script symb (morecore) :
if nTotal > save then
Debug.console("Failed: ", nTotal);
sSaveResult = "Failure";
elseif nTotal <= save then
Debug.console("Success: ", nTotal);
sSaveResult = "Success";
I would like to add :
Roll 1d100 % >= 96 to 00 ------- Critical Failure
roll 1d100 % <= 01 to 05 ----------- Critical Success
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March 11th, 2018, 01:29 #780
Hi meguido have you read this post yet: https://www.fantasygrounds.com/forum...l=1#post379696
I am awaiting your reply as to whether this is correct or not?
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