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Requesting roll logic for Exalted 1E/2E/3E (Logic also relevant to related issues) #236
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Hey so someone recently submitted a pull request that added an exalted alias. Let me know if that covers the majority of the use case here. They were as follows: ex5 -> 5d10 t7 t10 Exalted system. The number represents number of d10 rolled. ex5t8 -> 5d10 t8 t10 Exalted system modified target. The first number represents number of d10 rolled. The second number modifies the target. Thanks! |
I realize now that if people depended on being able to override the t# value that this will break them. If some macro expands out to using a t# value adding another t# value after will add a second t instead of modifying the one in the macro. If people depend on this behavior let me know and I will take a different approach. |
For now I am going to close this as done with your recent exalted PR. Folks can create a new issue if they find it needs to be expanded. |
@Humblemonk hey, we just tested this out and it works great Thank you :D |
I would like to request the Exalted dice system implemented, possibly with an alias. It is similar-but-not-identical to various other White Wolf and Onyx Path games.
Side note: I am not a ruby dev, but I am a dev, with plenty of spare time.
I'm not sure I could create a PR that would integrate with your script, but I could probably create a PR with a function that solves this issue, if you accept PRs and have the time to integrate it?
I'd create it as a separate logic file like you have for Earthdawn and Godbound.
Related issues that need same or similar logic if they are to be solved:
The components of a roll are:
/re X dY tZ + W
/re
: roll alias for ExaltedX
: number of D10s to rolldY
: optional doubles number (default = 10)tZ
: optional target number (default = 7)W
: optional bonus number (default = 0)(Table of examples at the end)
If the count is 1+, the result takes this format:
On the other hand, if the count is zero, we do a new count of
'1'
s in the roll.Various cases:
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