STAR TREK 2d20
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  1. #181

  2. #182
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    New Combat Tracker Option/Feature



    The GM can now set the Players Combat Tracker to show the Wounds field. This is set to On in new campaigns. If you change this option you need to reload the table to get it to take effect.


  3. #183
    Quote Originally Posted by damned View Post
    New Combat Tracker Option/Feature



    The GM can now set the Players Combat Tracker to show the Wounds field. This is set to On in new campaigns. If you change this option you need to reload the table to get it to take effect.

    Awesome. Thanks, Damned!
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  4. #184
    I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
    Also, is there a way to enable a checkbox next to a skill or attribute?
    Thanks!

  5. #185
    Quote Originally Posted by GrizzledNoob View Post
    I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
    Also, is there a way to enable a checkbox next to a skill or attribute?
    Thanks!
    Re: the checkmark, you could use one of the letter fields as 0 or 1 and title it "Checked".

  6. #186
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    Quote Originally Posted by GrizzledNoob View Post
    I am pretty new to this so sorry if there is a link somewhere with this function. Is there a way to enable exploding dice on a double? Rolling 2d10 and if they are doubles then adding another 2d10 to the roll.
    Also, is there a way to enable a checkbox next to a skill or attribute?
    Thanks!
    No there isnt an explode on doubles roll. I would add the result of the first roll to the modifier stack and roll again.
    And yes I would do as ProfDog suggests - Show/Unhide the Counter field (it shows red on the character sheet) and set a value for checked.

  7. #187
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    Added new damagen1 roll that will apply damage directly to the n1 value on the targets sheet/ct.
    Also fixed anchoring of teh cog widgets when you make the Character sheet wider.

  8. #188
    I am looking to start a Neon City Overdrive campaign on Fantasy Grounds and looking for suggestions on how to implement the weird dice. You basically roll one pool of d6 called Action dice (determined manually by choosing tags on your character sheet/setting, and a pool of danger dice (set by the GM) and then cancelling out dice in the action pool that match the danger pool and then taking the remainder. I don't think this can be done in either XCore or MoreCore?

    I am new to Fantasy Grounds Unity but I do have a programming background. Do I have to write my own custom extension to support this kind of dice roll? If I did write the extension, would it be available to use in XCore?

    I found a link to Custom Dice Base but it has not been updated in almost 4 years and I don't know if it is supported by Fantasy Grounds Unity, or if it is compatible with XCore?
    https://www.fantasygrounds.com/forum...stom-Dice-Base
    Last edited by kawfeebassie; April 19th, 2023 at 22:34.

  9. #189
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    Hi and welcome kawfeebassie

    Can you explain a bit more? Can you share an image of the rulebooks character sheet?
    How does the cancelling work? is it Sum vs Sum or individual dice are paired off and cancelled?
    Something else?

  10. #190
    Sure, here is an except from the book.

    fu-dice.jpg

    Here is a Freeform Universal dice mod for Foundry showing how the rolls would work as well.

    https://raw.githubusercontent.com/An.../fux_fu_v2.gif
    Last edited by kawfeebassie; April 19th, 2023 at 23:04.

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