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November 4th, 2013, 06:39 #21
If there are not any effects coded into the ruleset, then you will need to code them up. I'm not sure what effect handling there is already in the CoreRPG 3.0 ruleset.
In the 2.9.4 3.5e ruleset have a look at the modDamage function in \scripts\manager_action_damage.lua - there are a lot of sections of code within that large function that process effects. You'd have to code in your ruleset to recognise the specific effect string you have used and then add/substract the dice from the dice pool based on the value of the effect. e.g. if your effect was DICEPOOL:2 then you'd need to program in the dice rolling code of your ruleset to check effects for DICEPOOL and then apply the result.
For example, here is some code in manage_action_damage.lua that applied the value of the DMG effect to the roll modifier:
Code:if rTarget then if rTarget.nOrder then if rSource and rSource.nodeCT then local nAddEffect; aAddDice, nAddMod, nAddEffect = EffectsManager.getEffectsBonus(rSource, "DMG", false, aAttackFilter, rTarget, true); if nAddEffect > 0 then nAddMod = StringManager.evalDice(aAddDice, nAddMod); rRoll.nMod = rRoll.nMod + nAddMod; if nAddMod ~= 0 then rRoll.sDesc = string.format("%s [SPECIFIC %+d]", rRoll.sDesc, nAddMod); else rRoll.sDesc = rRoll.sDesc .. " [SPECIFIC]"; end end end return; end end
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 4th, 2013, 06:41 #22
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Thanks for your reply.
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November 4th, 2013, 22:43 #23
Supreme Deity
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There is no specific effect handling code in the CoreRPG ruleset, as effects are completely game system dependent.
The CoreRPG does handle the concept of effects for maintaining a list of campaign effects, and dropping them on the combat tracker or tokens. However, the effects have no duration or any impact on the rolls. They are merely a method of tracking information.
Cheers,
JPG
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November 12th, 2013, 20:05 #24
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Hello i release the v1.7 of the ruleset for FGIII BETA :
- Bug fixed on initiative roll (PCs), exemple :
Initial roll : TOTAL DEX (4) + TOTAL WITS (3) = 7D10.
Now : DEX (4) + WITS (3) + 1D10 = 7 +1D10 = A number between 8 to 17.
- Maneuvers has not 10D10 limit (for old PCs vampire).
- We can add effect (PCs) like :
EFFECTNAME[DICEPOOL:X;DIFFICULTY:Y] where X and Y is a positive or negative number.
Soon : Same for Mental/Physical/Social Feats.
Same for Attributes/Abilities,… at page 1.
Same for NPCs.
Link : https://dl.dropboxusercontent.com/u/...set/VtM1.7.pak
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November 14th, 2013, 18:10 #25
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Release 1.8:
- Physical feats can roll more than 10D10 for PCs and NPCs.
- Mental feats can roll more than 10D10 for PCs and NPCs.
- Social feats can roll more than 10D10 for PCs and NPCs.
- Now Maneuvers can roll more than 10D10 for NPCs.
- Initiative roll fixed for NPCs.
- NPCs effects works perfectly with : EFFECTNAME[DICEPOOL:X;DIFFICULTY:X] where EFFECTNAME is the name of the effect and X is a positive or negative number.
Link : https://dl.dropboxusercontent.com/u/...set/VtM1.8.pak
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November 14th, 2013, 18:17 #26Originally Posted by earthworm3;
- NPCs effects works perfectly with : EFFECTNAME[DICEPOOL:X;DIFFICULTY:X
Cheers,
SF
EDIT: I just thought of something. You might want to remove the extra dice off the table seeing that there is only a d10 used in the game; but save it for a future update. It's not that big of a deal at the moment.Last edited by S Ferguson; November 14th, 2013 at 18:34.
Aliens.... Go fig?
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November 14th, 2013, 18:38 #27
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EFFECTNAME can be BLINDED for example (V20 edition).
For now we can use effect when we spent blood pool.
You want i remove D20,D12,… except D10 ?
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November 14th, 2013, 18:45 #28
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November 17th, 2013, 04:41 #29
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Anyone has try a play test ?
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November 19th, 2013, 15:17 #30
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Just to say i think the 1.8 ruleset is the final release (just need to stay up-to-date).
So i am starting an extension for Vampire The Dark Ages for this 1.8 ruleset.
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