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December 25th, 2021, 19:48 #631
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I was able to get the drag and drop to work with my skills list. However, its not quite what I wanted for the skills. (It will certainly help me understand how to get the drag and drop weapons and armor to work.)
What I would like is for the skills and their links on the CS to be permanent. As I have them built right now (following Damned's tuts) they do not carry over from CS to CS. I can create and link a skill description (see the image), but when I open a new CS, none of those skill links exist. What do I need to do differently to have the links imbedded in the CS and the skill descriptions themselves a permanent part of the ruleset?
skillslist.PNG
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December 25th, 2021, 23:10 #632
You need to look at the Gumshoe/Esoterrorists/TrailofCthulhu extensions for MoreCore - they will auto add the skills on when a new toon is made
You can also add the link in to their source data at the same time.
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December 25th, 2021, 23:45 #633
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See below where I have pasted in the rollsManager script you posted (with some changes I made to better fit what I wanted).
I have a scripting question. From what I understand, I will need two different rollsManager scripts, the first that applies a "physical penalty" to any physical attribute based skill checks, and a second which adds a "universal penalty" to any skill check that is not based on physical attributes.
The pertinent line for this is line 7 (in the lua script): local nSkillScore = tonumber(rRoll.SkillScore);
This is just a guess at what this should look like in this case for the physcial skill checks:
I need to add a line for the penalty -
local nPP = DB.getValue(nodeWin,"total_phys_roll_pen",0);
The tonumber line will then look something like this -
local nSkillScore = tonumber(rRoll.SkillScore-nPP)
Is that even close?
function Skill(rSource, rTarget, rRoll)
local nSkillScore = tonumber(rRoll.SkillScore);
local nResult = rRoll.aDice[1].result;
local sResult = '';
if nResult > nSkillScore then
if nResult % 5 == 0 then
sResult = ' = Critical Failure (' .. nResult .. " vs " .. nSkillScore .. ")";
else
sResult = ' = Marginal Failure (' .. nResult .. " vs " .. nSkillScore .. ")";
end
else
if nResult % 5 == 0 then
sResult = ' = Critical Success (' .. nResult .. " vs " .. nSkillScore .. ")";
else
sResult = ' = Marginal Success (' .. nResult .. " vs " .. nSkillScore .. ")";
end
end
local rMessage = ActionsManager.createActionMessage(rSource, rRoll);
rMessage.text = rMessage.text .. sResult;
Comm.deliverChatMessage(rMessage);
return true
end
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December 26th, 2021, 00:05 #634
if NPP is a number (and not a string) then that will be outside the tonumber() function
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December 26th, 2021, 00:07 #635
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I looked at esoterrorists. You have 7 different scripts in there, just for the skills list. That's way more complicated than what I want to tackle. I see a mass of code like that and I just want to say the hell with it and go watch the second season of Witcher. You mentioned a "link to their source data." I think that's what I want. I want the buttons on the CS to link to permanent description windows (I dont know if those have to be in the "Skills" list or not). Thats all. Is that possible without multiple scripts?
How do I create the database with the skill descriptions and have each skill description linked to a button (linkfield) on the CS?
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December 26th, 2021, 00:09 #636
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December 26th, 2021, 00:40 #637
There are 6 different lists so there are going to be different scripts for each list
If you look at the Low Fantasy Gaming extension - same concept - but it adds more data.
You will need to know the ids of the skills and then send that as a property - the same way the other data is being sent in these examples.
Alternatively you can create the content via a Lua script and do the same process.
It will take me a long time to go thru the examples myself and show you step by step.
If you are going down this route you will need to learn from the examples provided.
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December 26th, 2021, 00:41 #638
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December 26th, 2021, 01:19 #639
greybeardgunner70 it is true that sometimes what we perceive as small things can sometimes take a lot of effort.
On the scripts in those Gumshoe extensions there are also some scripts that filter out (dont display) skills that have not had any skill points spent on them.
Dont let those parts distract you.
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December 26th, 2021, 02:49 #640
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OK, I can see that. Does that mean this should work:
local nPP = DB.getValue(nodeWin,"total_phys_roll_pen",0);
local nSkillScore = tonumber(rRoll.SkillScore)-nPP;
Where nPP is a number from the CS and the SkillScore is the base target number.
Its not working when I test it, but if I know the script is at least feasible, I can try to troubleshoot it.
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