Thread: MoreCore Ruleset
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June 29th, 2022, 01:24 #3171
Sure...So as I mentioned in my other posts, I've changed everything on the Character Sheet that used term "Abilities" to "Talents". Here's a screenshot of the Abilities tab (not Talents) for which all is fine other than my tab icons text not being the right font and not centering within the tab.
Talents-Screenshot.png
However, changing that tab has also caused the 2nd/lower tab on the class window to change, as it uses uses whatever tab icon file is assigned to the tab_abilities record. Here's a screenshot of it for my Rogue class with the tab highlighted.
Class-Screenshot.png
What I'd ideally like to do, is have that 2nd/lower tab on the class forum be independent of the tab_abilities record. Note that all of these are set within the CoreRPG ruleset. So not knowing whether this should be handled here or CoreRPG, I created this thread at the CoreRPG forum
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June 29th, 2022, 01:32 #3172
in MoreCore record_char.xml see lines 228-231
Code:<tab> <icon>tab_abilities</icon> <subwindow>abilities</subwindow> </tab>
Code:<icon name="tab_abilities" file="graphics/tabs/tab_abilities.png" />
create an icon name for it tab_talents and in your extension redefine the charsheet windowclass so that line 229 uses tab_talents
you may find it easiest to include the whole record_char.xml in your extension
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June 29th, 2022, 01:56 #3173
Feedback much appreciated Damned.
Yep, I went the route of reassigning the file that the tab_abilities record references, so that it instead uses my custom tab_talents.png. So now that line 32 in the CoreRPG is replaced with this line in my extention.xml:
<icon name="tab_abilities" file="graphics/tabs/tab_talents.png" />
I was hoping to avoid including an entire file like record_char.xml, as that would lessen the chance of my extension becoming broken with future MoreCore updates. Would it be possible for me to just create a new XML and LUA files that adds a new [Levels] tab and changes the class window so that it references it for that 2nd-lower tab?
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June 29th, 2022, 02:02 #3174
record_char.xml changes very infrequently... however it will have to change in the next build as CoreRPG has some big changes in that space.
yes - Im sure you could make similar change in class and it might be less prone to breaking
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July 24th, 2022, 21:59 #3175
There is a minor error on the MoreCore Startup, where it says "data_desktop_5e" does not exist.
To fix it, I would recommend changing two lines in the base xml file
Line 167 - Change name="LibraryData5E" to name="LibraryDataMC". This doesn't fix anything, but it does unify the name under MC.
Line 169 - Change file="scripts/data_desktop_5E.lua" to file="scripts/data_desktop_mc.lua". The data_desktop_mc.lua file DOES exist, but the system isn't referring to it.
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July 26th, 2022, 05:54 #3176
- Join Date
- May 2016
- Posts
- 24
Hello all,
I installed MoreCore via the Forge today and I've been having a bit of an issue with the /edie and /edies rolls.
Below is what shows on the chat window when I enter /edies 2d6x4:
s'onExplodingDiceSuccessesSlashCommand(sCmd, sParam)'
s'processExplodingDiceSuccesses(draginfo)'
s'decodeDiceResults(sSource)'
s'encodeDiceResults(aDieResults)'
s'aDieResults: ' | { }
s'processDefaultSuccessesResults draginfo: ' | dragdata = { type = s'explodingDiceSuccesses', desc = s'2d6x4', #slots = #1, slot = #1, string = s'', num = #0, diceexpr = {}, shortcut = {}, asset = {, instance = }, custom = { s'rollresults' = s'', s'successlevel' = #4 } }
s'decodeDiceResults(sSource)'
s'decodeDiceResults(sSource)'
2d6x4
Target=4
0 Successes
And below is the output to the log:
[7/25/2022 10:49:32 PM] s'nSuccessLevel: '|#4
Thanks.
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July 26th, 2022, 06:02 #3177
Hey technocrat13 there is an issue with edies that is unresolved.
My recommendation is to try this command instead of edie
/die 4d6e4
For the other - you need to count the number of dice rolled at 4 or over right?
And the exploded die would each be counted as additional dice rather than making the initial number higher?
I may have to write a new roll...
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July 26th, 2022, 07:55 #3178
- Join Date
- May 2016
- Posts
- 24
For the other - you need to count the number of dice rolled at 4 or over right?
And the exploded die would each be counted as additional dice rather than making the initial number higher?
/die 4d6e4 is pretty interesting, but it doesn't appear that it'll work for what we're doing, as it explodes on any result of 4 or better. If that's the way /edie was intended to work, then it would have been a bust for me anyway. No harm, no foul there.
If you do happen to write a new roll, I would be very grateful and would love to hear about it. I know you already spend quite a bit of your time working on this stuff and an edge-case die roll is a big ask.
Thanks for your time.
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July 26th, 2022, 08:35 #3179
so you want to count the number of dice over a certain value and you dont want it exploding right?
in that case use:
Count Successes: /successes #d#x# (roll #dice and count #+)
/successes 2d6x4
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July 26th, 2022, 08:36 #3180
Or you are looking for it to explode on 6 and you count all values of 4+ as successes?
Do you count a 6+6+4 as 1 success or 3?
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