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March 18th, 2015, 02:30 #11Private 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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March 18th, 2015, 02:31 #12
Further info: https://www.fantasygrounds.com/refdoc/customdie.xcp
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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March 18th, 2015, 02:33 #13
Thank you guys again.
For anyone else who is trying to do this - no changes are required to the npc_roll.lua - you just need to define the custom dice as suggested by Valarian and explained by Trenloe:
Add the following in base.xml or extension.xml
Code:<!-- MoreCore specific Funky Dice for DCC --> <includefile source="common/funky_dice.xml" />
Code:<!-- Please see the license.html file included with this distribution for attribution and copyright information. --> <root> <customdie name="d3"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(3); end </script> </customdie> <customdie name="d5"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(5); end </script> </customdie> <customdie name="d7"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(7); end </script> </customdie> <customdie name="d14"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(14); end </script> </customdie> <customdie name="d16"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(16); end </script> </customdie> <customdie name="d24"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(24); end </script> </customdie> <customdie name="d30"> <model>dF</model> <menuicon>customdice</menuicon> <script> function onValue(result) return math.random(30); end </script> </customdie> </root>
Last edited by damned; March 18th, 2015 at 02:51.
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March 18th, 2015, 03:41 #14
Oh, this is great! Now dF will have to stand for funky dice.
Can't wait to try this out!DCC Ruleset Wiki: https://github.com/bwgibs/dcc-ruleset/wiki
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March 22nd, 2015, 05:11 #15
Another Funky Dice question!
Can I add the funky dice to the Table Top? At the moment the CoreRPG table top has the following default dice:
d4, d6, d8, d10, d12, d20, dF aligned beside the Modifier box.
Is it possible to add more physical dice and set the number on them?
I need the dice on the table to take advantage of the awesome Attributes/Skills in CoreRPG for DCC. Many DCC rolls use the Funky dice. They need to be dragged into the field to work and I cant see anyway to drag something in thats not actually there to start with!
Specifiying a number to be face up on the die would be one way to identify which Funk Dice we are looking at....
If you cant nominate a number, and any number, for any dice - eg still using the Fudge dice but putting a 14 on it - does anyone else have any clever ideas how one might handle this?
I have one idea - I could incorporate some code from Psicodelix's excellent CoreRPG Improved Character Sheet extension but I think having the dice on the table might be easier for players...
Last edited by damned; March 22nd, 2015 at 05:46.
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March 22nd, 2015, 05:16 #16Private 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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March 22nd, 2015, 05:34 #17
Actually, you might be able to get it working (sort of).
Look at the Star Wars EotE ruleset. Look in classes\desktop at the dboost.xml file - this defines a windowclass "dBoost" with a diepanel for the dBoost custom dice type. This windowclass is used in definitions\desktop.xml to position a "panel" using the <class> dBoost (defined in dboost.xml). The dBoost custom die type is defined in definitions\dice.xml - but this is similar to the custom dice defined earlier in this thread. You may need to add a specific icon definition with the same name as the custom die in order to display something on the dekstop in the panel (e.g. <icon name="d30" file="graphics/icons/d30.png" /> )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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March 22nd, 2015, 05:55 #18
Thank you! To drag these dice onto the Char Sheet you need to do:
Right click dFudge
At 11 oclock Left Click Custom Dice
Left Click your required Dice
Move to the target and Left Click again to drop the dice
I must have been trying Right Click options and didnt think this was possible
I am downloading SW now to look at this.
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March 22nd, 2015, 09:09 #19
Hi Trenloe - I think your code is quite a bit more complex again - there are other files included too.
I can add them to HotKeys and then they are draggable - this is not the best solution but Im running with it just for now.
and I swapped the customdice icon
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April 19th, 2015, 05:54 #20
Did you ever release this as an extension or has it been taken forwards for DCC? This has been recently asked about here: https://www.fantasygrounds.com/forum...regarding-dice
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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