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September 17th, 2024, 03:04 #491
Dont edit the ruleset. When I push an update it will overwrite your edits.
Have a look at the XCore - Strings extension - it contains all or most of the strings - if something is missing let me know.
Have a look at the XCore - Marvel extension - it contains graphic examples and 2 custom rolls
Check out this extension with various examples of changing Dice Faces etc
https://www.fantasygrounds.com/forum...l=1#post707654
Copy one of the extensions to a new name and then edit the extension.xml file
Code:<announcement> <text>XCore - Walking Dead</text> <icon>damned</icon> </announcement> <properties> <name>XCore - Walking Dead</name> <version>0.1</version> <description>Adds support for the Walking Dead Roleplaying Games</description> <ruleset> <name>XCore</name> </ruleset> </properties>
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September 17th, 2024, 21:41 #492
- Join Date
- Aug 2024
- Posts
- 17
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September 18th, 2024, 17:01 #493
- Join Date
- Jul 2020
- Posts
- 251
Hey damned can you give me some pointers on the optional Level field, what it does and what the intent here is?
I cannot seem to find anything on it here: https://diehard-gaming.com/xcore/
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September 19th, 2024, 02:16 #494
Check Race and Class in the guide.
Level is attached to Class.
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September 19th, 2024, 20:02 #495
- Join Date
- Sep 2018
- Location
- Pueblo West, Colorado
- Posts
- 47
Amazing work! I have just started a project in this ruleset and so far, so good. I was wondering if it is possible to use "leech rolls." The spell in my game, Vampiric Touch, causes 1d10 of damage and then transfers that damage to the caster as healing. I have attempted to manipulate the Mod Stack to achieve this, but since you can only [getmod] once before it resets, I cannot get the three different results to string together: loading the stack, damaging the target, and healing the caster.
Is there an expression included that I am missing that achieves this? If not, then is it possible to have a roll function where damage loads the mod stack (eg...damagemod)?
Thank you for all your work, amazing stuff here.
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September 20th, 2024, 00:48 #496
Great to hear Fistan77
One of my goals with XCore was to not make every conceivable roll like we did with MoreCore which has somewhere close to 200 rolls.
But I do want people that use XCore and need a new roll to build one and share it out as an extension.
There are several extension examples in the Forge to show what is required broadly to achieve this.
Am happy to help...
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September 20th, 2024, 02:03 #497
The change should be relatively simple.
Firstly what roll are you using to do the damage?
1. We want to grab that roll code into a new extension
2. Compare the damage roll to the attackers wounds
3. After damage applied top the target, if damage is greater than attacker wounds set the damage variable to the attackers wounds amount (eg cant over heal)
4. Reduce attackers wounds by the attacks damage amount
Will also need to assign it a string and an icon.
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September 20th, 2024, 02:18 #498
Full guide here:
https://diehard-gaming.com/xcore-custom-roll-api/
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September 20th, 2024, 04:33 #499
- Join Date
- Sep 2018
- Location
- Pueblo West, Colorado
- Posts
- 47
Okay cool,
I threw this together and it shares the exact same behavior as your 'mod' and [getmod] functions, so it overheals and will stack damage rolls if it is rolled more than once.
The function is 'damagemod'
I will work on it further a bit later to improve its functionality.
Thanks for the tips!
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September 20th, 2024, 04:36 #500
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