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February 16th, 2023, 03:06 #131
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February 16th, 2023, 10:57 #132
- Join Date
- Mar 2017
- Posts
- 577
Possibly just having a new tab where you can just add those counters? It wouldn't need to automatically correspond to the appropriate power/item/etc other than having shared names. This is a simplified ruleset after all and I do like how flexible it is, Damned. You done good again...
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February 17th, 2023, 12:45 #133
Added Counters https://diehard-gaming.com/xcore/#rolls-example-6
Also added a 4th number field [d]
You can also reference the counter via [e]
All of these numbers can be hidden in the individual rolls.
Rolls now have a new [1] counter field which can count up or down between a [5] max and [6] min value.
When double-clicking the [10] value it will increment or decrement by the [7] step value providing there are enough points to use. The default is to decrement and this is set by typing [8] desc/descending or asc/ascending to increment. This will also set the [4] widget so you know which way this counter operates.
You can refer to the current value in other rolls by using [e].
Finally you can [9] hide the counter if not being used.
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February 17th, 2023, 13:37 #134
- Join Date
- Mar 2017
- Posts
- 577
Damned, you rock...
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February 18th, 2023, 00:23 #135
- Join Date
- Mar 2020
- Location
- Boston Northshore
- Posts
- 37
As much as I dislike FB, I do like the 'like' button feedback, wish we had it here.
I don't have much to say, but Thank you Damned! Mighty fine work. Although I don't post much, I am keenly following this thread and will try out the newer features hopefully this weekend.
Again, Thank you.FG:Classic/Unity Ultimate License Holder
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February 18th, 2023, 02:28 #136
When creating a new roll it now only enables [a] by default. This is because the new rolls now have 5 fields and that can create a lot of clutter. After creating a new roll simply open the roll and select which fields (including the new counter field) that you wish to display.
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February 18th, 2023, 13:53 #137Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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February 20th, 2023, 01:20 #138
- Join Date
- Mar 2017
- Posts
- 577
Quick question (I think)... I've missed this detail somewhere along the way because I went from working on a non-AC based combat system to now building an AC based combat system... How do I calculate an item's AC value (i.e. armor) into n1's calculation? I've added the item, it has a value (we'll call it "Armor" in the Item's [a] category), but how does that fit into the formula?
Example: n1 (i.e. AC) is "10+DEX[c]+?" with ? being the Armor value.
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February 20th, 2023, 02:05 #139
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February 20th, 2023, 02:09 #140
10+[Dexterity|b]+[Armor|a]
Hit the cog at top right of character sheet to recalculate all the values
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