Saibot393 / LocknKey

A Foundry VTT module to handle locking and unlocking of doors and other objects
MIT License
10 stars 7 forks source link

Cyberpunk Red compatbility #105

Open PestoPosta opened 3 months ago

PestoPosta commented 3 months ago

Can Cyberpunk Red get some love?

Thanks in advance for the time. I really hope to be able to use this mod :)

Saibot393 commented 3 months ago

The basic formula for for example lock picking should look like this for the Cyberpunk RED system: 1d12 + @actor.system.stats.tech.value + @skills.Pick_Lock.system.level I am however not very familiar with the system. I would guess that thinks like critical roles and such are lacking, could you give me quick run down of all the relevant system rules and rolls that would be relevant for the modules function?

PestoPosta commented 3 months ago

Thanks much, d10s not d12, but I think I can wing it from here. :) I never know "@actor.system.stats.tech.value" these things format, is it more or less the same from system to system?

1 = crit fail, you roll a d10 again and subtract it from your roll. 10 = crit success, roll a d10 again and add it to your roll.

Cyberpunk Uncensored does really good tutorials. https://www.youtube.com/watch?v=D_iQP6-4F3k

And someone was kind enough to make the players hand book actually usable https://www.worldanvil.com/w/cyberpunk-konigskind/c/player-handbook-category

Saibot393 commented 3 months ago

Yes the rough format is more or less the same between many systems (though there is technically nothing forcing system developers to abide by that), though the specific keys of course change between systems. For D&D5e it would for example look like this @actor.system.abilities.dex.mod. The skills part however is Lock & Key specific, the problem here is that some systems use items to represent skills, which would normally make it very hard to use them in rolls. In these cases Lock & Key maps them so that they are accessible for use in roll formulas.

I will look into adding the crit rules with one of the next updates, might take a couple of weeks though.

PestoPosta commented 3 months ago

Thanks much. With technical I am know enough to get 80% there, but there always seems to be something either finicky or dumb that I just miss. XD Yeah I am just glad the convention has been established. Its one of the things that bugs the snot out of me in other modding communities.

Thanks again Your a scholar and a gent.

PestoPosta commented 3 months ago

Sorry to double post, but is it possible to add multiple formulas? Because there is also electronics / security tech.

Saibot393 commented 3 months ago

You can add a third formula type (in addition to Lock Picking and Lock Breaking). To do that, enter the name into the world setting "Custom check name" (some settings will only show up in the object configuration once this name is set) and the appropiate formula into "Custom check formula". This custom check will work just as the other two and has a seperate lock DC

PestoPosta commented 3 months ago

Cool cool that is what I thought that was for.

I assume that the skill is something to the effect of @actor.system.stats.tech.value + @skills.Electronics/SecurityTech(x2).system.level

Thanks again :) This is one of those mods/features I've wanted in a vtt since we move to a vtt as the primary method of play. So I am really looking forward to fiddling around with it. :)

Saibot393 commented 3 months ago

Happy to hear that you enjoy the module.

Saibot393 commented 3 months ago

I just had a closer look at the roll formula for Electronics/Security Tech: In the old version there was a small problem with the / in the name which prevented the formula from working, also the internal name is actually Electronics/Security_Tech, i would recommend updating to v3.0.6, where the following formula should work: @skills.Electronics_Security_Tech.system.level

PestoPosta commented 3 months ago

Awesome :D

You are rapidly climbing your way up the list of my favorite modders ;)

TheMothpriest commented 2 weeks ago

Is it possible to set up a formula with the base number ? (i.e the combination of stat + skill + mod) as it would be useful to keep track of condition modifiers. If so how would I go about doing this.

Saibot393 commented 2 weeks ago

I am not really familiar with the system, how/where would these mods be applied? Also, what exactly are you refering to with "base number"?

TheMothpriest commented 2 weeks ago

image The Base number is the total value of an actor's Stats (Int , Ref, Dex, Etc) + Skill level ( in this example I'm using resist torture and drugs as it has a mod applied to it but) + a ( Plus/minus from a specific condition in this case being pulled from an item.)

image - How conditions are laid out on the sheet

As far as I can tell all mods are pulled from the effects tab on the sheet. Also in speaking with the system module developers skills are considered items the way it is currently programed from the sounds of things based on what I've seen by looking through the conditions this seems to be the case for most things. I am unsure if that helps diagnose the issue.

Saibot393 commented 2 weeks ago

So to get a value for let's say tech + electronics security + bonus the formula would look something like this: @actor.system.stats.tech.value + @skills.Electronics_Security_Tech.system.level + @actor.bonuses.accounting.electronicsAndSecurityTech How exactly should do you want the formula to work?

TheMothpriest commented 2 weeks ago

The bonus in most cases would not be from another skill (This assuming the accounting in the formula example for security is not part of the formula expression ) But from an effect mod say +/- 2 from the use of a specific drug or from a critical injury. So Ideally the formula would be expressed as Stat (Tech) + The level in said skill (Electronic security) + MOD value +/- . In simplest terms I can get the formula to pull the Stat value and Level value but not the MOD value.

Saibot393 commented 2 weeks ago

I mistyped the bonus formula, for the specific example it should have been @actor.bonuses.electronicsAndSecurityTech. Does that work for you? It seemed to work in my test

TheMothpriest commented 2 weeks ago

Yes that worked perfectly . Thankyou very much for your time. Also great module will probably end up using this quite a bit now

Saibot393 commented 2 weeks ago

Glad to hear that

TheMothpriest commented 2 weeks ago

So one last thing (hopefully) I tried to copy the same syntax for the Pick Lock and Pick Pocket skills but that doesn't seem to work how would I write those for the bonuses ? actually seemed Pick_Pocket didn't work at all so probably have that completely wrong. Thank you in advance

Pick lock formula I used "1d10 + @actor.system.stats.tech.value + @skills.Pick_Lock.system.level + @actor.bonuses.pickAndLock" (Pick_Lock for the bonuses also didn't work).

And Pick pocket - "1d10 + @actor.system.stats.tech.value + @skills.Pick_Pocket.system.level + @actor.bonuses.Pick_Pocket"

Saibot393 commented 2 weeks ago

The skills seem to work for me, more specifically, these formulas seem to have the right results: 1d10 + @actor.system.stats.tech.value + @skills.Pick_Lock.system.level + @actor.bonuses.pickLock 1d10 + @actor.system.stats.tech.value + @skills.Pick_Pocket.system.level + @actor.bonuses.pickPocket

TheMothpriest commented 2 weeks ago

Yup those worked