GI JOE RPG Launch
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  1. #21
    damned's Avatar
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    Quote Originally Posted by hawkwind View Post
    Yes for systems where damage reduces damage.

    So do all the morecore dice settings work with this ruleset?
    You are kidding right?
    MoreCore has more than a years worth of man hours spent on it.
    It has more than 150 rolls...
    XCore has about 7!
    Maybe one day...

    Ive added damagedr but I have a bug report for Items that Im working on that is leaving me scratching my head...
    New build some time tomorrow (well its today already but later!).

  2. #22
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    Quote Originally Posted by hawkwind View Post
    So do all the morecore dice settings work with this ruleset?
    I'm gonna go out on a sequoia-like limb here and say no. However, all the built-in core dice logic should work. That's what damned showed in his post.

    Dice expressions can be found in the wiki. There's quite a bit you can do with just that, especially when you start using parentheses.
    --
    I'm so bassic

  3. #23
    Quote Originally Posted by damned View Post
    Cant you do that now?
    If your Roll is the Result of your Attack Skill and your Strength Modifier it might look like: 1d10+[a]+[Strength|b]
    More for during the game. If one roll may call for attribute 1 and skill 1, then the next roll call for attribute 1 and skill 2 for example. I'm working on a Buffy/Angel sheet. Instead of having a static list of skill (attribute) it can change things up. Any skill can be paired up with just about any attribute. The way I figured to do it was just leave the second box blank and type in the appropriate skill rank and have it Roll 1d10+[a]+[b] and it works.

  4. #24
    Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.

  5. #25
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    Quote Originally Posted by vegaserik View Post
    Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.
    Im working on another Items bug.
    I also found that the active name may have been the non-id name rather than then name.
    Hopefully the next build will fix your reported issue.
    Please do advise after the next build.

  6. #26
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    Quote Originally Posted by vegaserik View Post
    Inventory names don't seem to be transferring. When I make a new inventory item, the name never changes in the inventory list and when I drag it onto the sheet it's blank. When I open the record it's there.
    What I would do here if you have a skill like

    Defy Danger [3]

    that could be paired with any of the following:

    Strength [2]
    Dexterity [0]
    Constitution [1]
    Intelligence [0]
    Wisdom [-1]
    Charisma [1]

    I would create the first as
    1d10+[a]

    and the others as
    mod [a]

    And then you can double click which attribute you wanted to pair with the skill first and then the skill.

    I think that should work.

  7. #27

  8. #28
    damned's Avatar
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    New build uploaded which fixes 2 bugs in items (hopefully)
    I have left a single line of Debug in intentionally - it will be removed once issue is confirmed resolved.

  9. #29
    Quote Originally Posted by damned View Post
    New build uploaded which fixes 2 bugs in items (hopefully)
    I have left a single line of Debug in intentionally - it will be removed once issue is confirmed resolved.
    Inventory seems good! Thanks damned!

  10. #30

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