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  1. #11
    damned's Avatar
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    A few things -
    wildie is not the same as wilddie
    i dont think this string /die 1d6!1s6f1 does what you think it does
    dont you just want /die 1d6!s6f1 but even then are you counting successes or total of all dice including explosions?
    in which case /die 1d6! covers the wild die

    now you can do simple math in the new die rollers like:
    /die (3-1)d6!
    so /die ({dexterity_number}-1)d6! in theory should work however there is some glitch there in the RW and despite it reporting (eg) /die 2d6! it doesnt work
    so you could create a hidden field and on the hidden field set the value to ({dexterity_number}-1) and then use /die {dexterity_number_hidden}d6!

    Or you can go the route of writing a custom dice handler which is fine - but a little tricky with exploding dice

  2. #12
    In the Star Wars OpenD6 / WEG system, the wild die is the only die requiring logic, so /die 1d6!1s6f1 is working well enough.

    if a 1 is rolled, it highlights as a failure
    if a 6 is rolled, it highlights as a success and rolls another die, continuing if another 6 is rolled.

    My first attempt was to use (3-1)d6.... which reporting 2d6 but only rolled 1, just like the glitch you mentioned.

    I am working on using the hidden field method now.

    Thanks for the reply. I don't feel as stupid now.

    Then I want to work on adding chat text when a success or failure occurs on the wild die.

  3. #13
    damned's Avatar
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    Ok so you do want to count Success and Failure as well as the Dice Total?
    If so I would still drop the 1s6f1 part of the roll because FG will only report the Success or failure and not the Dice total which (I think?) is more important?
    I would report the Success Fail result in the text.

    Create the roll.
    Roll the roll.
    Count Fails
    Count Successes
    Count Total
    Append Custom Messages
    Write to chat

  4. #14
    I need to report the dice total and if a 1 was rolled on the wild die. I had been using a failure to highlight it. With the hidden field it changes the math so I can't use it.

    {nDexterity}d6+d6!+{dexterity_modifier}

    Works except for reporting if a 1 is rolled only on the wild die 'd6!'. Since the die is highlighted in chat if a 6 is rolled, that is enough in that case. The challenge is when a 1 is roiled, the GM decides what the impact is. Right now, I can always use the last die in chat and see if it is a 1, but I would really like to highlight it somehow.

    The script I wrote is for a wild die on the table, which is rolled by itself. The first thing I did was make sure everything can be rolled manually from the table. You would select the number of d6, manually subtracting 1, then roll the wild die & add the 2 rolls together. Since that uses a custom script, I could write to chat.

    Now, I am trying to automate that in the character sheet. It appears I need a slightly modified version of the default script, eh?

    I was really trying to avoid that, but it is what it is.

  5. #15

  6. #16
    Yes.

  7. #17
    damned's Avatar
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    So field one is:

    dex_score it has the following Lua attached
    Code:
    function onValueChanged()
    
        window.dex_hidden.setValue(window.dex_score.getValue() - 1);
        
    end
    field two is:

    dex_mod

    You could add code to dex_score to also set this value

    field three is:

    dex_hidden

    and should be set to Invisible (True)

    Button one is:

    Default using Ruleset Wizard only and gives a partial result using the following settings:

    Dice Roll string: 1d6!+{dex_hidden}r6+{dex_mod}
    Roll Description Text: Dexterity [{dex_score}] Roll
    Use Modifier Stack: (True)

    Button two is:

    My custom button which gives a descriptive result using the following settings:

    Dice Roll string: 1d6!+{dex_hidden}r6+{dex_mod}
    result handler Function: managerRoll.skillRoll
    Roll Description Text: Dexterity [{dex_score}] Roll
    Use Modifier Stack: (True)

    managerRoll is a Script file with the following code:

    Code:
    function skillRoll(rSource, rTarget, rRoll)
    --  Name the function and accept 3 parameters
    
        local nSuccesses = 0;
        -- Set nSuccesses variable - we will track Successes here
        local nFails = 0;
        -- Set nSuccesses variable - we will track Successes here
        local nTotal = 0;
        -- Set nDice variable - we will count # dice here
    
        local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
        -- initialise the message function
    
        for k,v in ipairs(rRoll.aDice) do
        --  Iterate through all dice rolled (explosions)
            nTotal = nTotal + rRoll.aDice[k].result;
            
        end
    
            if rRoll.aDice[1].result >= 6 then 
            --  Test if the  DICE is a 6
                nSuccesses = 1;
                -- increment success count by 1
                rMessage.text = rMessage.text .. "\n[Successes] " .. nSuccesses .. "\n[Total] " .. nTotal;
            elseif rRoll.aDice[1].result == 1 then 
            --  Test if the  DICE is a 1
                nFails = 1;
                -- increment success count by 1
                rMessage.text = rMessage.text .. "\n[Fails] " .. nFails .. "\n[Total] " .. nTotal;
            else
                rMessage.text = rMessage.text .. "\n[Total] " .. nTotal;
            end
    
        rMessage.dicedisplay = 1;
        Comm.deliverChatMessage(rMessage);    
        -- Deliver message to Chat
    
    end

  8. #18
    Thanks. Entering it now.

  9. #19
    Works like a charm. Thank you very much.

  10. #20
    damned's Avatar
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    So you should be able to take that example and expand on it
    Auto generate the modifier value based on the attribute score
    Most likely you will roll from the Skill rather than the Attribute but you can use the same techniques
    Add a hidden field to the Skill that holds the derived number of dice and keep that field up to date with onValueChanged() on the Attribute Score and on the Skill Score
    You might notice that my nTotal is incorrect - I havent included the dex_mod value so you should fix that AND I am not checking the Modifier Stack in my code either so you will also need to add that in

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