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 GVM, Updates, and Dice Roller Questions 
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Joined: Fri Apr 22, 2011 5:04 pm
Posts: 4
Post GVM, Updates, and Dice Roller Questions
So, I've been away from OpenRPG for a while, and some of my friends wanted to start back up. Haven't touched it since 1.6.2, but I was pleased to discover that a lot of my detailed work with custom character sheets was still around. Trying to load them into 1.8.0 left me a bit disappointed, though.

I've done some searching in the forums and didn't come up with much in the way of info on this so far, but basically what I did with my old sheets was pre-program every roll, with each also including references to previously coded modifiers and variables. They were also programmed with Game Variable Manager in mind, to make easy use of Power Attack and attribute modifiers for raging barbarians and the like. 3.5 D&D's what I mostly play, as you can likely tell.

Example: Point Blank longbow attack for my cleric.

PB Longbow {Q1d20+!@Dex Mod@!+!@BAB@!+2} - <b>Damage:</b> {Q1d8+1}

Where, my calculated mods are things like: ((!@Dex@!+$Dex)/2)-5

$Dex being the GVM variable I'd assign to any temporary Dex modifiers.

I know it's a lot of text, but basically my issue is... 1.6.2, perfect. 1.8.0, no dice. I think from my testing that the curly bracket rolling doesn't work anymore, but even after replacing with standard brackets I get $Dex showing up in my dice rolls, ruining the format as opposed to the actual number.

Can anyone help me out with some knowledge about the new versions and how the diceroller's changed? I'd really love to avoid starting from scratch on these projects.


Fri Apr 22, 2011 5:17 pm
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Joined: Wed Dec 09, 2009 9:39 pm
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Post Re: GVM, Updates, and Dice Roller Questions
Can you post a copy of one here. Link it for download and I will take a look at it.

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Fri Apr 22, 2011 6:07 pm
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Joined: Fri Apr 22, 2011 5:04 pm
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Post Re: GVM, Updates, and Dice Roller Questions
I have four or five of them, but I think this is one of my more recent examples with some of the extra little things I did.

Edit: Just realized .xml extensions don't work with the board, attachment forthcoming.


Sat Apr 23, 2011 12:29 am
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Post Re: GVM, Updates, and Dice Roller Questions
Use megaupload.

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I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Sat Apr 23, 2011 2:14 am
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Joined: Fri Apr 22, 2011 5:04 pm
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Post Re: GVM, Updates, and Dice Roller Questions
Forums noob is noobly. Link: http://www.megaupload.com/?d=XLS7DB0J


Sat Apr 23, 2011 2:25 am
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Post Re: GVM, Updates, and Dice Roller Questions
no worries. :lol:

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The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
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Sat Apr 23, 2011 2:33 am
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Post Re: GVM, Updates, and Dice Roller Questions
I see something cause me to question:

Str Mod node = ((!@Str@!+$Str)/2)-5 What is the GVM setting for $Str ? And why not just use the regular method (Ability Score/2)-5 = Ability Mod

Please understand that the 1.8.0 you are using is not actively developed anymore. I was working with DJ and David developing OpenRPG but DJ kicked me off the team. David spent a good amount of time working on that fork but I have not seen any activity in roughly a year. I am working on my own fork of OpenRPG called Traipse OpenRPG, so all that I am looking at is mixed with my work.

I can get the nodes to work with my Standard Namespace plugin active ... to a degree. It appears the either the node or the die roller does not take all the GVM variables into consideration, apparently after a certain depth of node has been reached. Of course with the grid support I now provide the end user can do away with some of the needs the GVM provided.

And that just might be your problem with the 1.8.0 you are using. After a certain depth of node the GVM material is not taken into account.

_________________
I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Sat Apr 23, 2011 2:55 am
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Joined: Fri Apr 22, 2011 5:04 pm
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Post Re: GVM, Updates, and Dice Roller Questions
Yeah, I did notice that there hadn't been any updates to OpenRPG stuff in quite some time when I went to the official plugin page and saw everything there was five years old. I noticed Triapse when I was doing my downloads and installations this morning and it's something I'll look in to for sure, but my main concern is being compatible with whatever my DM wants to run and doing a minimal amount of work to get my character sheets up and running again.

In the instance you referenced, the $Str and similar variables are coded into my sheet to stand for temporary modifiers to attributes. For example, there should be a set of macros for activating rage in there which set $Str to 4, etc. I found it to be an easy way to handle buffs and debuffs from spells and effects when they came up. I may have an older version of the sheet before I implemented this device, or just be able to do a search/replace to fix up my modifiers. I know there's some alternatives to GVM out there as well, but I haven't had any success digging them up. I'll see what I can figure out and perhaps check out Triapse on my next day off, but if you think of anything else I'd love any suggestions.


Sat Apr 23, 2011 3:06 am
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Joined: Wed Dec 09, 2009 9:39 pm
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Post Re: GVM, Updates, and Dice Roller Questions
Sure. I hope you take the Traipse plunge. I have plans on supporting Traipse for a long time. I am turning it into a cornerstone for my business, so I am more than committed to it's longevity.

_________________
I ate your Death Knell.
The Traipse Movement
Please show your support for Traipse OpenRPG http://www.facebook.com/MadMathLabs
Send me Traipse OpenRPG Ideas, Bugs, Complaints, Praises here: https://getsatisfaction.com/mml


Sat Apr 23, 2011 4:19 am
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