DICE PACKS BUNDLE
Page 64 of 114 First ... 1454626364656674 ... Last
  1. #631

    Join Date
    Nov 2017
    Location
    North Carolina, USA
    Posts
    269
    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

  2. #632
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    27,247
    Blog Entries
    1
    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.

  3. #633

    Join Date
    Nov 2017
    Location
    North Carolina, USA
    Posts
    269
    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

  4. #634

  5. #635

    Join Date
    Nov 2017
    Location
    North Carolina, USA
    Posts
    269
    Quote Originally Posted by damned View Post
    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.
    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?

  6. #636

    Join Date
    Nov 2017
    Location
    North Carolina, USA
    Posts
    269
    Quote Originally Posted by damned View Post
    if NPP is a number (and not a string) then that will be outside the tonumber() function
    So like this:

    local nSkillScore = tonumber(rRoll.SkillScore)-nPP;

    or

    local nSkillScore = tonumber((rRoll.SkillScore)-nPP);

  7. #637
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    27,247
    Blog Entries
    1
    Quote Originally Posted by greybeardgunner70 View Post
    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?
    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.

  8. #638
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    27,247
    Blog Entries
    1
    Quote Originally Posted by greybeardgunner70 View Post
    So like this:

    local nSkillScore = tonumber(rRoll.SkillScore)-nPP;

    or

    local nSkillScore = tonumber((rRoll.SkillScore)-nPP);
    One of these examples is not outside the tonumber() function

  9. #639
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    27,247
    Blog Entries
    1
    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.

  10. #640

    Join Date
    Nov 2017
    Location
    North Carolina, USA
    Posts
    269
    Quote Originally Posted by damned View Post
    One of these examples is not outside the tonumber() function
    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.

Page 64 of 114 First ... 1454626364656674 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
GI JOE RPG Launch

Log in

Log in