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April 16th, 2020, 12:25 #31
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- Nov 2017
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- 4
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April 16th, 2020, 13:03 #32
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- Apr 2020
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- Stockholm, Sweden
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April 16th, 2020, 13:36 #33
If you send me the translated file I will put it to the list of attachments in post #2
The past is a rudder to guide us, not an anchor to hold us back.
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April 16th, 2020, 21:49 #34
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- Nov 2017
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- 4
Sure, toss me a mailadress!
Do you want the other Changes I did?
I added fields for weapons (combat values and Creationstats) and spells but I havn't figured out how to make a field add value to a parameter in a roll in morecore (is it possible to make it to a script on the item?). Atm I added the roll parameters to each item, based on their bonus.
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April 16th, 2020, 22:22 #35
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- Jan 2018
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- 15
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April 17th, 2020, 16:21 #36
It is true that we stay home now due to the coronavirus, but I have always been working remotely due to the nature of my work. And for some weird reason, I have even more work... which is puzzling me but it is fact.
Ping me when you have time to discuss the OGL documentation and project.The past is a rudder to guide us, not an anchor to hold us back.
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April 19th, 2020, 14:20 #37
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- Nov 2017
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- 4
Here are the files.
The upload of the module just didn't work! When I added .ext to it suddenly worked, so .mod.ext is the module.
The majority of the translations is in <skill> and strings_campaign.xml (some in strings_morecore.xml).
Extra info is the one with all information for Items and Spells. I didn't add any rolls to spells since its a basic roll.
I was working on adding a function that can read the bonusvalue of the item and add it as a parameter to a roll but i havn't had anytime so right now I add it outside of FG with my FBLparse.
Updated to 2.1.
Link to DropBoxLast edited by SoMann; April 25th, 2020 at 14:15. Reason: Changed sharing location.
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April 20th, 2020, 17:47 #38
- Join Date
- Nov 2007
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- 31
I've implemented positive and negative modifier resolution based on the modifier stack (the modifier box in the lower left).
This also allows you to use effects and descriptions for modifiers.
My current solution is kind of cheating, since I'm not using the proper FG dice roller and use a simple math.random(6) instead.
I might try to change it to use the proper dice roller, but I'm a bit worried about messing up the reroll/saved dice for pushing your roll.
Just add the following code after line 46 in manager_action_dice.lua:
Code:local skillDicePositions = {}; for cnt=1, #rRoll.aDice do if rRoll.aDice[cnt].type == "d62" then table.insert(skillDicePositions, cnt); end end if rRoll.nMod < 0 then rRoll.nMod = rRoll.nMod*-1; for Cnt=1, rRoll.nMod do if #skillDicePositions > 0 then table.remove(rRoll.aDice, skillDicePositions[#skillDicePositions]); table.remove(skillDicePositions, #skillDicePositions); else local die = {}; die.type = "d62"; die.result = math.random(6); table.insert(rRoll.aDice, die); end rRoll.nMod = rRoll.nMod -1; end elseif rRoll.nMod > 0 then for Cnt=1, rRoll.nMod do local die = {}; die.type = "d62"; die.result = math.random(6); table.insert(rRoll.aDice, die); rRoll.nMod = rRoll.nMod -1; end end
I'm going to send the files to Valyar.Last edited by Tatzelbelm; April 22nd, 2020 at 10:08. Reason: Positive modifiers without any initial skill dice were not working, issue with negative dice while also having gear dice
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April 21st, 2020, 19:14 #39
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- Dec 2019
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- 10
Tatzelbelm, thank you very much for the code: it works perfectly (I substituted the d69 with a d62 so the push works: in fact at the end we know we're using a negative dice, even if changing the color ould be an interesting feature)
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April 22nd, 2020, 10:10 #40
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- Nov 2007
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Just a quick note, I had to change the code to properly work with negative modifiers and gear dice.
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