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August 22nd, 2024, 07:13 #391
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- Dec 2004
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Is there a way to reference a target's attribute values in a roll? I've read over the documentation a few times, but I may be missing something. I'm basically looking for a way to check a roll against various attribute values much like an attack vs. AC would be handled.
If not, it's on my wish list for XCore. Fantastic work, Damned.
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August 22nd, 2024, 07:47 #392
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Marvel Roll Bug
The truncated version of the marvel roll (e.g., marvel [a]) has a reference issue when coming out of a different roll box. However, the longform (e.g., 1d6+1dMarvel+1d6) can successfully reference attribute values on rolls in other boxes. Please see the attached image. I tried to clarify. Hope this makes sense!
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August 22nd, 2024, 07:50 #393
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- Dec 2004
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I saw that somebody posted their version of a Marvel character sheet. I'm not savvy enough to actually update labels (I tried using the XCore Strings extension, but it's beyond me how to do that stuff). However, I think I have a useable solution for damage rolls. Please see the attached image. The player just needs to update the roll and multiplier values and double-click, which is pretty fast with CTRL+Mousewheel. Anyway, I hope that helps!
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August 22nd, 2024, 12:40 #394
See a better way to do the Marvel roll .
marvel-calc.png
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August 22nd, 2024, 12:41 #395
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August 22nd, 2024, 16:44 #396
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August 22nd, 2024, 17:06 #397
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Okay, I'll try to break all of this down for the new Marvel Multiverse RPG.
There are 6 stats for a character/NPC: Melee, Agility, Resilience, Vigilance, Ego, and Logic (which conveniently spells MARVEL).
Each of these stats ranges from 0 up. This is the base modifier used for actions/skills associated to each stat (e.g., punching somebody would be a Marvel die roll + the Melee score).
Each of these also provides a Defense score, which is basically the score plus 10 (e.g., Daredevil has Melee 2 and therefore a Melee Defense of 12).
Lastly, each stat also has a 'Non-Combat Check' modifier, which is usually the same as the base modifier.
However, each of the three numbers here (Score, Defense, Non-Combat Check) can each be individually modified for things like traits, powers, or equipment.
By far the most common examples would be Melee attack vs. target's Melee Defense or Agility attack vs. target's Agility Defense (equal to or higher, like D&D's AC).
But powers mix an match all of the six in various ways (e.g., Telepathic Link has the character making a Logic attack vs. target's Vigilance Defense).
Please see the attached image.
While we're on the topic, if you look at the [Martial Arts] Leg Sweep example, you can see that I have two rolls setup here. The first is to cover the Focus cost (n1) for using the power (it costs 5); the second is for the actual attack itself. Is there a way to combine the two roll strings into one? So with one roll I could both spend the 5 Focus and make the attack roll?
Thanks for all of your help and guidance!
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August 22nd, 2024, 21:48 #398
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- Dec 2004
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Half damage issue
I'm trying to code a roll to apply half damage to a target (please see attached image).
The formula I use for full damage works fine, but once I add the parenthesis and the /2 it results in a 0. Should I be able to do this?
So...
damage [c]*[d]+[Ego|a] works fine (for full damage)
damage ([c]*[d]+[Ego|a])/2 doesn't (for half damage)
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August 23rd, 2024, 00:21 #399
For the half damage use the trick I showed you in the marvel roll above.
Try use the calc field to calculate the full damage so it would look something like this
Full Damage
damage [a]
[c]*[d]+[Ego|a]
Half Damage
damage ([b]/2)
[c]*[d]+[Ego|a]
see if that works
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August 23rd, 2024, 00:31 #400
Because there are so many possible combinations here I think the best way to do this (best being simplest overall) would be to break it down into 2 rolls.
Attacker declares his target and their defense stat.
Defender "activates" their defense stat by double-clicking the appropriate stat (we would code a roll to do this)
Attacker does their attack roll and it will use that stat value and reset it to 0
If that would work we then a field to store this activated defense in. Does Karma need to be in the CT? I dont have to store it in CT but it might be best stored there.
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