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Nolgroth
Aug 18th, '11, 05:54 AM
Hero System 6E Campaign Framework v1.2h
42856
version 1.2i, released 04/30/2012


Tweaked the GM Stat Sheet a little.Not the same as the built in stat sheets.
Added the flags to display some of the mouseover stats, should Stat sheets be active.
Added the ability to add or remove Knockback dice.
Changed the radius of AoE attacks (removed x2 multiple).
Added the correct label to Hardened Flash Defenses.
Added a "Full Heal/Reset Token" Macro. This is the spiritual descendant to the old Reset Token to Default macro.
Added the margin by which an attack is missed into the chat output.
Added a Recover End Reserve macro.
Added a Flag to designate if a token's End Reserve recovers at each Post-12 or any other interval.Set in the Characteristics Builder macro.
Fixed an error with the "Explosion" macro under the Quick Macros category.
Applied conditions to using some macros, based on Campaign Parameters or other criteria.
There was an issue with multiple attacks failing. The issue seemed to correct itself when I started adding one additional target to each successive macro call. I have not had that problem since, despite testing multiple times.


Tutorials
Part I: GM Setup (http://www.herogames.com/forums/showthread.php/86664-HERO-6E-Framework-for-MapTool-Release-Version?p=2209147#post2209147)
Part II: Creating a Character (http://www.herogames.com/forums/showthread.php/86664-HERO-6E-Framework-for-MapTool-Release-Version?p=2209148#post2209148)
Part III: Combat Basics (http://www.herogames.com/forums/showthread.php/86664-HERO-6E-Framework-for-MapTool-Release-Version?p=2209150#post2209150)
Part IV: Alternative Methods and Hotkey Reference (http://www.herogames.com/forums/showthread.php/86664-HERO-6E-Framework-for-MapTool-Release-Version?p=2209152#post2209152)
Troubleshooting (http://www.herogames.com/forums/showthread.php/86664-HERO-6E-Framework-for-MapTool-Release-Version?p=2209153#post2209153)

Nolgroth
Aug 18th, '11, 05:54 AM
Framework Tutorial Part I: GM Setup
Campaign Parameters

Before any of the characters are created, it is essential that the GM set a few parameters. The first thing is to setup the Campaign Parameters. To start, press F5. It will bring up a menu with several check boxes.


Use Hit Locations: If checked, Hit Locations and multiples to Body and Stun damage based on location hit will be used.
Use Knockdown: If checked, characters can be knocked back and down slightly. This option is overridden if the Use Knockback button is checked.
Use Knockback: If checked, characters can be knocked back and down. This is the full superheroic option from Champions.
Use Impairing/Disabling Wounds: Right now this does nothing.
Use Bleeding Rules: If checked, characters will take Bleeding damage if they take any Body damage after defenses are applied.
Use Stunned Rules: Applies the state "Stunned" to a character if the amount of Stun taken exceeds the character's Constitution score.
Use Sectional Defenses: Uses defenses per Hit Location area instead of generalized defenses.
Check if you want Systems Operations as an Everyman Skill: In some campaigns, having Systems Operations may be so common that it is an Everyman Skill. If your campaign is set in such a high tech setting, check this box.
Campaign Maximum Combat Value: Set this number to be the highest Combat Value that any attack can reach. If any attack exceeds this value, it is set to the maximum value. If you do not want to limit your campaign, set this value to some really high number like 99.
Campaign Maximum Damage Class: Sets the highest Damage Class available for the campaign. Anything that exceeds this Damage Class is set to the maximum. If you do not want to limit your campaign, set this value to some really high number like 99.
Campaign Maximum Non-Resistant Defenses: Sets the maximum amount of non-resistant defense a character can have per type of defense (PD, ED, Mental, etc.).
Campaign Maximum Resistant Defenses: Sets the maximum amount of resistant defense a character can have per type of defense (PD, ED, Mental, etc.).


Note: This macro now calls up the stored values and, if not changed by the GM, keeps them stored. I figured that's easier to deal with.

Character Tokens
The GM must set the ownership on all tokens before a Player may run the Character Sheet macro.

Double Click on desired Token.
Select Ownership tab.
Click the box next to the Player's name.
Tip: If you want to make things simple until all character creation is done, just check the All Players option. You can come back later and change it to individual owners.

Nolgroth
Aug 18th, '11, 05:56 AM
Framework Tutorial Part II: Creating a Character

Building the Character Sheet

Click on the Hero token.
Press CTRL + C to copy the token.
Hover the mouse button over the map where you want your own token. Press CTRL+V to paste the token.
Press F2. This will bring up the Character and Combat Sheets. I usually overlap the Combat frame over the Character frame and dock them on the left side. You can set them up in whatever way is convenient for you.
On the Character Sheet, you will notice next to the Characteristics, Defenses, Skills, Perks/Talents and Complications headers there is an icon that looks like a Wrench and Hammer. Well it looks like that because that's what it is. Anyway, this is the Builder icon. Wherever you see this, click on it to open the builder for that category. Run each builder in whatever order you feel comfortable with.
In the Everyman Skill List, you will notice that the Area Knowledge (AK) and Professional (PS) skill are hyperlinked. Clicking on either of those will allow you to change the name of that skill. You only need to run the macro once.
Tip:You can even enter in, Skills, Perks and Talents without a roll. Just leave the area after "Roll=" blank. While these don't do anything, they do display on the Character Sheet.

Important!: This framework is only a supplement to the Hero rules. Your character will need to be built before you start, so that you know what values to enter.

Tip!: The portrait is a link to run the character sheet macro. You can either hit F2 or click on the portrait to refresh the character sheet. Sorry, no auto loading stuff. I'm just not that good yet.


Building the Combat Sheet


Click on the Combat Sheet.
The same Builder icon is next to the Attacks and Maneuvers headers. Go ahead and click on the one next to the Attacks header. Whoa! There is a lot of stuff there. Luckily most of it should be pretty easy to understand.
Clarifications:
Use the DC of the attack instead of the dice. The macros figure out how many dice to roll.
The options for Jam and Reduced by Range are dummy values. An older campaign framework used them but they have since been removed. I left them in in case I get around to putting the functionality back in.
A power can calculate END from Strength, have a flat END cost listed, have Charges, have any combination of the three or have nothing related to END or Charges.
Once your Attacks are all built, go ahead and click on the Maneuver Builder icon. Enter in the values for each maneuver.
Your character should now be ready to play.


Tip!: The 6E framework has no error checking, mathematical computation or anything related to helping you build a character. It is up to you to enter the stats correctly and it is up to the GM to check them for errors.

Nolgroth
Aug 18th, '11, 05:57 AM
Framework Tutorial Part III: The Basics of Combat

Initiative Routine

The Initiative Routine should be fairly simple to master.

The GM presses the F10 button selecting which Segment to use (defaults to 12 of course). This will load all of the tokens (PC and NPC) into the Initiative window and sort them from highest to lowest. It will also check for Held actions and display a reminder.
The GM will then press F11. This will move the Initiative list to the top character. It will check for States like Abort, Stunned or Held Action and output whether the character has to recovery from those states (or loses his Held Action). Once the GM determines that the character has completed his action, he will hit F11 for the next character and so on.
Once all of the characters for that Segment have gone, the macro will clear the Initiative table and output a message to the chat window indicating that all parties have taken their initiative. If the combat ends before the Segment concludes, the GM can press the F12 button instead.
Start over from Step 1 with the next combat Segment or Post-12 Recovery.
Post-12 Recovery applies a standard Stun/End Recovery as well as Regeneration and Endurance Reserve Recovery.
Bleeding is always checked for on Segment 1. Even if none of the characters can act on Segment 1, you should always run Segment 1 if you use the Bleeding rules.


Tip!:Turn off the Show Initiative Gain Message under Preferences in order to get rid of the default initiative messages that MapTools uses. They can mislead you.

The Combat Sequence

The Combat Sequence is pretty straight forward as well. I tried to keep everything in the background as much as possible. Important: Always make sure that your character token is selected before running the Attack macro.

The Attacking Character clicks on the Attack button in the Header of his Character Sheet. It is the one that looks like a sword. Alternately, the Attacker can press the SHIFT+F2 button combination to run the macro. A window pops up that has a whole bunch of options;
The input window that pops up is divided into three tabs. One is for Common Modifiers and options. One is for the Primary Hand and one is for the Off-Hand.

Common Modifiers

Situational Modifiers Assigned by the GM is for anything the GM thinks you should input.
Combat Skill Levels to DCV.
Ignore Combat Luck (Surprise Attack!) negates the target's Combat Luck (if any). Use only when the GM determines that you have Surprise. Note that Area of Effect and Explosion attacks negate Combat Luck for all of the targets save the first. When attacking a specific token (as opposed to the Explosion token), make sure you check this.
Apply Damage Automatically does exactly that. It takes the damage output and applies it to each token. In the case of AoE or Explosion attacks, it applies damage to each token.
Output Debug Code is mostly for me or anybody that wants to look at an extended output for nearly all the factors that go into the attack. It is useful for seeing if the macro is doing what it is supposed to do. This tends to clutter the chat up, so it is an optional flag.


Primary Attack/Off-Hand

There are five potential "Target" slots on each tab. These can be different targets or the same one hit up to five times. This is limited by the attack used. If your attack only allows for one or two targets, then selecting all five slots will net you only the maximum number of targets as defined by the AF flag in your attack.
Select Attack has a drop down list of all Attacks.
Select Linked Attack has a drop down list of Attacks that can be linked to the main attack.
Combat Skill Levels to OCV are those assigned to OCV. Note: If using an Off-Hand attack in conjunction with the Primary hand, the Primary Attack Combat Skill Levels and Martial Arts modifiers are applied to OCV until the next phase. The modifiers for the Off-Hand attack are applied only against the current attack and then discarded. If the character is only making an Off-Hand Attack, then those values will carry over until the next Phase.
Combat Skill Levels to Increase Damage are divided by two and rounded down, so you will need two CSLs to increase the damage by +1 DC.
Choose Combat Maneuver allows you to select a combat maneuver and apply the modifiers to the attack. Make sure you pick the right one.
Choose Hit Location allows you to either select a precise location (Head, Vitals, Leg) or a general area (High Shot, Head Shot, Low Shot). If nothing is selected, it uses a generic 3d6 determination. Note that useLocations must be set in the Global Parameters. Otherwise no damage multiples will be used or output will be shown.

Once the Attack macro is executed, it determines whether or not the attack hits, where (if Locations are used) it hits, and how much damage it does after defenses. If the attack is not a standard damage attack, it indicates how long the target is Flashed for or whatever other conditions apply. It does not apply damage to the target. In case the target aborts to block or whatever, the Apply Damage routine is separate.

Applying Damage

Once you have a Stun and Body damage to work with, go ahead and hit the Damage button on the Character Sheet.
Enter the values for Stun and then Body.
Enter the type of Defense you are using.
Enter whether the attack is Normal damage, Killing damage, or Other ( a catchall category).

The macro will then apply the damage to your character token. If you have Damage Reduction, it will calculate what the damage is after Damage Reduction is applied. If your character starts to bleed, is Stunned, knocked Unconscious, or Dying, it will set those states and output a message to chat with whatever conditions apply.

Area of Effect: Radius, Area of Effect: Cone and Explosion

Note: These options have changed in the latest release(9/2/2011).

Area of Effect: Radius is now handled by clicking the Attacks button. But first, you have to build an Attack using the Attack Builder macro. One of the options is Radius. Set that for whatever radius the Area of Effect has. If the attack is an Explosion, click that button instead of changing the Radius. It will calculate the maximum radius of the explosion based on the DC.

Area of Effect: Cone is built with the Attack Builder macro. When building the attack, make sure that you set the Radius properly for Cone Area of Effects. More information regarding that is in the Hero 6E: Character Creation book. Once the attack is built, you can run the attack with the AoE: Cone macro.

GM Warning: Nothing stops the character from running the cone Radius as a regular Attack. Keep an eye out to make sure that the correct power is being run. I suggest naming attacks with the AoE (Radius, Cone, Explosion) added into the title of the attack.

Selection Based Attacks

This has been removed in the latest release.

Nolgroth
Aug 18th, '11, 06:01 AM
Framework Tutorial Part IV: Alternative Methods and Hotkey Reference

Alternative Method: Basic Hero Function
Okay, let's just assume that you do not want to deal with the complexity of the full macro set. Perhaps you are running on a low memory machine. Maybe you don't like the size of the character sheet frame (which is huge on smaller monitors). You can still use this framework effectively to run your games.

All of the basic macro functions reside within the Campaign Window. You can open this window by turning it on in the Window menu. Just make sure there is a check mark next to "Campaign"

The macros you will be interested in right off are in the Quick Rolls section. These macros give you basic functionality. There is no fancy target selection or drawing information from token properties. In a pinch though, they are pretty decent.

With the most recent update, all of these macros have received a bit of an overhaul to get them current with the new token properties.

Alternative Method: No Character Sheet but Everything Else
I admit it, the character sheet is a monster on screen space, especially with laptops and other small monitors. If, even with Auto Hide activated on the frame, it is too much to handle, you're in luck. Aside from the monitoring of stats, you can pretty much do anything the character sheet can do from the Campaign Window.

The Token Builders, Combat, Damage & Recovery and Holdovers areas are your four most useful groups of macros as a player. GMs can add the Initiative group. The Quick Rolls group is also quite useful.

Hotkey Reference

Note: For some reason the hotkeys reset themselves with the last release. These settings listed are the intended settings. You may assign them as you wish.

Character Sheet: F2
Campaign Parameters: F5
GM Stat Sheet: F6
Set Phase: F10
Advance Initiative: F11
End Combat : F12

Perception: SHIFT+F1
Attacks: SHIFT+F2
Mental Attacks: SHIFT+F3
Hold Action: SHIFT+F4
Apply Damage: SHIFT+F5
Apply Healing: SHIFT+F6
Recovery: SHIFT+F7
Special Recovery: SHIFT+F8
Dodge: SHIFT+F9
Area of Effect: SHIFT+F10
Explosion: SHIFT+F11
Mental AoE: SHIFT+F12

Quick OCV: ALT+F1
Quick Damage: ALT+F2
Apply Damage Quick: ALT+F3
Generic Dice Roller: ALT+F5
Explosion Quick: ALT+F6

Token Reset: CTRL+F1
Attack Builder: CTRL+F2
Characteristic Builder: CTRL+F3
Defenses Builder: CTRL+F4
Maneuver Builder: CTRL+F5
Perk Builder: CTRL+F6
Skill Builder: CTRL+F7
Sectional Defeneses Builder: CTRL+F8

Nolgroth
Aug 18th, '11, 06:03 AM
Here are some useful tips for troubleshooting
A couple of things that have come up in testing or from specific complaints. They are not necessarily code fixes, but there is typically a solution or explanation for these issues.

Upgrading to the Latest Version
If upgrading an existing campaign, there are a few steps that will make the transition go smoother. I've found that by following these steps, almost all of the problems I've encountered with upgrading have been fixed.


Update the Campaign Parameters. Even if you don't change anything, just run the macro.
Run the Update Token to Post 8/15/2011 Stats macro for each token.
Run the Attack Builder on all attacks for each token. This is important, as new stats have been added to the attack string. When the windows start popping up, just accept the default values. Double check all the stats when the actual input window pops up.
(very optional and depending on if the characters are currently in combat) Run the Reset to Default macro for each token.


General Troubleshooting


Some of the macros require that Vision be on in the Map settings.
Remember to set token Facing when Vision is on.


Issue: I Click on the Attack Macro but Nothing HappensSolution: Make sure your token is selected.


Issue: Range Mods Don't Seem Quite RightSolution: For some reason, the range finder was written with a square grid in mind. A hex grid increases the Range Mod penalty. Change your grid to square. I don't ever use the built in grid for anything. The range measurement tool is good for judging distances and hexes pull me out of the mindset of telling a story.

Map > Edit Map
Click on the Square image under Cell Type
Click OK.

EDIT: Now I am not 100% certain that it matters which grid this macro was coded for. I simply think that the distances involved are slightly different based on the grid that you use. This will take a little bit of testing to determine. It might also be that MapTool was originally written by folks wanted to play D20 games with the square grid and so the distance between cells might be biased by that design philosophy. I don't honestly know to be truthful. The difference seems awfully small (a difference of -1 at 18 cells) but that -1 might accumulate over greater distance and it certainly isn't small to the guy that just missed by one point.


Issue: I Get a -1 RMod, Even at Point Blank RangeSolution: It seems that sometimes a token becomes corrupted. The only solution I have found is to note down the stats, delete the offending token, and start from scratch. This has only happened to one token so far that I know of.


Issue: Explosion and Area of Effect Return an "Invalid Condition in IF(targetOCV > maxCV) roll option." statementSolution: Any token on the token layer that does not have stats creates this error. I often use an "Empty" token property set. As long as the token has the Basic properties ( double click on token > config tab > properties list) you should be fine. This took me forever to debug, as I thought there might be a problem with the code itself. Then "boom" it suddenly occurred to me that one of two things might be happening. After that, it was easy to narrow it down. One the upside, I saw a huge error in the Calc Defenses macro. Actually it looked like I got cut off in mid-coding by something and never finished. It is fixed for the next release.


Issue: While I am at it, the Explosion damage results seem "off" somehow.Explanation: I use the built in HeroStun and HeroBody for Normal damage attacks and a macro that generates the Body damage as a whole. While I could rewrite my Killing Damage macro and write a macro to handle each die of normal damage, that is beyond the scope of what I want to do. As such, the way I did Explosions is to have a gradual tapering off of damage. If somebody wants to write a damage routine that handles each die of damage as a separate variable, I will be happy to attempt to integrate it into the framework.


Issue: Autofire does not work correctly (e.g roll once and you attain a hit for every 2 you make the roll by). Explanation: You are absolutely correct. It doesn't. I thought it was really dumb that two mechanics for basically doing the same thing, existed. So I chose the option for Multiple Attacks to code in. I may or may not revisit this one day, but for now, there is a viable method of hitting one person a bunch of times or hitting a few people one time. Hint: It also doesn't drop Charges for distance between tokens, effectively giving everybody Skipover Sprayfire for free. :)

Nolgroth
Aug 21st, '11, 03:28 AM
I just posted version 1.1 of the Framework. I believe I tracked down (and fixed) everything that was messed up. Please, if you downloaded v1.0, delete it. That version is broken in a bad way.

Nolgroth
Aug 22nd, '11, 03:19 AM
Pruttm requested the ability to have the Attack macro automatically apply damage to the target token. Here is a replacement Lib:Combat token for that purpose. It is a good idea that everybody download this token and use it, as it also fixes errors with the Mental Attacks.

File: 39715

Instructions:

Download the file and decompress the Lib-Tokenv1_1.rptok into your Campaign Repository folder. If you don't have one, I'll show you how in a moment.
From inside the framework, switch to the Hidden Layer. Select the current Lib:Combat token and rename it to Lib:Combat_backup. Just in case.
Drag the new Lib-Tokenv1_1.rptok from your Library window onto the map. Make sure the name stays just Lib:Combat though. Otherwise 90% of the macros won't fire.
If you don't have a Campaign Repository, here is how you do it.
Create a Folder on your Hard Drive.
From inside MapTool, go to File>Add Resource to Library.
Browse to the folder you just created. Click on Install >>
Return to Step 1.

Nolgroth
Aug 22nd, '11, 07:18 PM
A user asked if I could post code for additional debugging options. Here it is!

Instructions:
Copy code block below and paste it into each of the macros labeled "weaponAttackResolution" that reside on the Lib:Combat token. This code block is to be placed at the very bottom of the macro code and overwrites the existing code block that starts with "if (debug==1), CODE:"

This is an entirely optional addition for those that like to see what it looks like under the hood.




[if (debug==1), CODE:
{
<br>
Base OCV: <b>[r: getProperty ("baseOCV", getSelected() )]</b><br>
Combat Skill Levels: <b>[r:CSLs]</b><br>
GM Mods: <b>[r: GMMod]</b><br>
Attack Roll: <b>[r: hitRoll]</b>.<br>
DCV Hit: <b>[r: dcvHit]</b>. <br>
Charges Paid: [r: chargesPaid] (1 = Yes or Not Applicable, 0 = No )<br>
};
{}]

Nolgroth
Aug 24th, '11, 07:28 PM
Some exciting things in the future. They are small, but definitely neat. I added non-Familiarity penalties to the attack roll at the request of Starwolf. Also, he pointed out that there is no way to see the existing weapon stats, for a given slot, with the weapon builder. That is now changed. Added extra debug output as well. Changed the kludge listed above so that it deliberately has a DCV target of 3, rather than each target's DCV. All in all, I am rather excited about the changes.

EDIT:
Lost my internet connection last night around midnight and didn't get it back until about 4 PM today. Amazing how much work one can accomplish without the distraction of browsing, chatting, etc. Anyway, I need to make absolutely sure that it all works well, but I have added Off-Hand attacks back in to the framework in a way that is seamless with the existing Attacks. I also added Linked Damage in for both Primary and Off-Hand attacks. It was a pain that took about 10 hours to troubleshoot all the problems and get the whole mess to work right. Now I am getting good results but I want to run a very thorough test and debug of the macro. Again, preliminary tests seem to indicate that it is working like a charm.

One more thing I want to add in is a method of automatically firing the Explosion / Area of Effect macros. Once I get that fit in and tested (after confirming the other changes worked) I will post a new update.

/EDIT

Nolgroth
Aug 27th, '11, 09:50 AM
Here is quick patch to a fairly important issue. There is an error within the CalcDefenses macro on the Lib:Combat token. It only affects Armor Piercing attacks, but it will cause problems. Also, for some brain dead reason, I had Combat Luck working as a general defense for everything (flash, mental, power, you name it). Fixed that so it only applies to PD and ED attacks.

Patch:39751

Instructions:

Unzip CalcDefenses.Zip into a folder.
From inside MapTools, with the Campaign Loaded, Click on the Hidden Layer.
Select the Lib:Combat token.
Right-click> Edit. Rename to CalcDefensesBackup. Click OK.
Right-click in the faint square area near the CalcDefensesBackup macro. Select Import. Browse to the folder you unzipped the CalcDefenses.Zip file to.
Click on CalcDefenses.mtmacro and then click Open.

Nolgroth
Aug 29th, '11, 04:29 AM
Progress Update:
I am nearly done with the next release. Targeted Area of Effect: Radius and Explosive Radius are working perfectly. As an unforeseen, but should have expected, side effect, splash damage can hurt the person firing off the area of effect attack.

I still want to do more testing on linked damage and off-hand attacks. What I have done so far indicates that they are working fine, but I want to be sure.

Another plus; I found out that you can have the properties from the lib token retrieved (or set) by adding "Lib" in just behind get or set as in getProperty or setProperty so it becomes getLibProperty or setLibProperty. This allows the Lib:Combat token to pretty much hang out wherever you want it.

To do:

Code the target AoE for Mental attacks and do a variant for the "Selected" Combat macros.
Code in the procedure for missed area of effects (where they hit).
(possible) Code in Skill Checks to be based off of Stats plus built-in levels. Might not make it into this release, or at all.
Finish testing everything.

Nolgroth
Sep 2nd, '11, 12:56 PM
New version released today. Check out the first post in the thread.

pruttm
Oct 16th, '11, 05:41 PM
I have begun building my stuff into your latest campaign. I was excited to see you had fixed the need for the combat token on the map that I am running the combat, but it still works the same way for me. Not sure why.

error:
Error executing "getProperty": the token name or id "Lib:Combat" is unknown.

Nolgroth
Oct 16th, '11, 06:11 PM
Yeah. Still having a problem with that myself. In theory, by changing the getProperty call to a getLibProperty call should have fixed it. I think what is happening is that because I have the "house rules" stored on the Lib token, it is causing some issues. I meant to (just haven't had time) try moving those to another token (probably titled Lib:GM). I just haven't done so yet. Maybe I can take a look at all of that tomorrow or the next day and see what is happening.

Nolgroth
Oct 17th, '11, 05:47 PM
Is this when you are trying to load the character sheet or with something else? I just fixed the error with the character sheet. Forgot to change a single instance of getProperty to getLibProperty. That now works. Was there anything else?

pruttm
Oct 17th, '11, 05:48 PM
when I hit F2, I don't get all the character sheet windows.

Nolgroth
Oct 17th, '11, 05:55 PM
Then we are in business my friend. I just fixed it and tested it. Worked like a charm for me.

Edit: I may have to upload it to the RPTools forum as it is too large for the Hero forum.

Nolgroth
Oct 17th, '11, 06:16 PM
Okay. Latest update is linked from the 1st post in the thread. I just could not reduce the file size enough to post here, so it is linked to the RPTools forum.

Nolgroth
Oct 23rd, '11, 04:03 PM
Hey everybody who has been following this thread. I am taking a long break from gaming and coding. Effective now, I am no longer looking to update the Hero framework. If anybody else wants to take a crack at it, you are welcome to it. I am hoping to have my batteries recharged after the holiday season is over but we'll have to see where the framework stands at that point in time. Thanks for the feedback and support during the development process.

pruttm
Nov 16th, '11, 08:04 PM
It looks like CON stunning stuns you when you match the target's CON which shouldn't be:

[h, if (adjFinalStun >= currentCon && useStunned==1), CODE:

I have removed the = from both the Apply Damage and autoAppyDamage macros. Not sure if it is any where else.

Pete

Nolgroth
Nov 17th, '11, 08:04 PM
Thanks for the input. I'm not really delving into the code right now, but it is something to look at when I get back to it.

pruttm
Nov 18th, '11, 10:55 AM
I also noticed that it looks like when you enable sectional defenses it ignores the standard defenses that I input. Was this intended? So, If you enable sectional defenses all characters need to have their defenses set through that interface and you do not use the other standard defense macro any longer?

pruttm
Nov 19th, '11, 07:03 AM
in setParams there is a bug:


[if (useImpair==1), CODE:
{
[h: setLibProperty ("useImpairment", 1, "Lib:Combat")]
};
{
[h: setLibProperty ("useImpairment", 1, "Lib:Combat")]
}
]

Should the second setLibProperty be set to 0?

pruttm
Nov 19th, '11, 07:05 AM
For combat luck the framework seems to apply it for normal attacks, but not killing. I think this is because the combat luck is added into tDef, but it should really be added at the rDef level so that it is factored in to apply against the body of killing attacks.

Nolgroth
Nov 19th, '11, 08:55 PM
I also noticed that it looks like when you enable sectional defenses it ignores the standard defenses that I input. Was this intended? So, If you enable sectional defenses all characters need to have their defenses set through that interface and you do not use the other standard defense macro any longer?For the most part. yes. The Sectional Defenses condition still pulls base PD and ED values from the character. I have been tempted to change that so that they stack. Just got a little burned out on the project so I put it on hold. Thoughts?


Should the second setLibProperty be set to 0?Yes. Thanks for bringing this up.


For combat luck the framework seems to apply it for normal attacks, but not killing. I think this is because the combat luck is added into tDef, but it should really be added at the rDef level so that it is factored in to apply against the body of killing attacks. I don't have the framework right in front of me, but I will take a look as soon as I can.

EDIT: Okay, yeah. Fixed the setLibProperty and Combat Luck issues. The stacking defenses thing would take a bit more effort, but is still doable should I need/want to. I'll post an update in a few minutes with what I have so far.

Thanks for the feedback. Good to know somebody is using the framework so that these little oversights can be fixed.

Nolgroth
Nov 19th, '11, 09:34 PM
New version posted. The link on the first page should take you to the RPTools download link.

pruttm
Nov 20th, '11, 05:31 AM
Would you do the sectional defense stacking if I say...pleeeeeeeeeeeeese?

Pete

pruttm
Nov 20th, '11, 05:37 AM
I also was thinking that it would be very useful to have a global list of weapons available to a brand new token. This would allow a new token to be generated and have some basic combat abilities. I was thinking of making some sort of prefab tokens for various character types so if a weapons list was available to those tokens you could pretty quickly add a character to a combat on the fly.

pruttm
Nov 20th, '11, 05:41 AM
I was also trying to figure out how to do block. I see some evidence of block in there, but I can't get it to work.

Nolgroth
Nov 20th, '11, 10:35 AM
Would you do the sectional defense stacking if I say...pleeeeeeeeeeeeese?

Pete
Not going to be nearly as quick as the other fixes, but I can do it.


I also was thinking that it would be very useful to have a global list of weapons available to a brand new token. This would allow a new token to be generated and have some basic combat abilities. I was thinking of making some sort of prefab tokens for various character types so if a weapons list was available to those tokens you could pretty quickly add a character to a combat on the fly.For your own campaign framework, that would probably be very nifty. One of the biggest overheads when posting a campaign framework is the token graphics files. I suppose, as a possible side project, you/I/we could make a collection of tokens for that purpose.


I was also trying to figure out how to do block. I see some evidence of block in there, but I can't get it to work.That appears to be bugged. I keep getting an error message that I have to go track down. The process would be just like an attack though. The only difference is that the "attack" blocks the incoming attacks. As I said, I am getting an error message though. I'll try to fix that soon as well. Probably not until after Thanksgiving though. Unless the mood strikes me on Wednesday after I get some sleep.

pruttm
Nov 26th, '11, 12:34 PM
I don't understand how to do AoE and explosion attacks.

Pete

Nolgroth
Nov 26th, '11, 07:35 PM
Method 1: Enemy token is center of AoE.


Build an attack with either the Explosion box checked or the radius of the AoE designated.
Run the Attack as normal. It should take care of the rest.


Method 2: Targeting an area without a specific target.


Same as above, but use the Explosion token as the "target." It will (should) exclude the Explosion token from the output results.

Nolgroth
Nov 26th, '11, 07:51 PM
Sheesh. Glad you're asking questions. Found a slight error in the Area of Effect macro. It now assumes that an AoE supersedes an Explosion. Before it would just ask the value of Explosion.

Got the other macro to work. For some reason I had to reset the darn Campaign Properties (using the macro so easy enough). Now I just need to have it output a successful Block. For the moment, DO NOT apply damage automatically and just ignore the damage output. I think it is even targeting DCV for the block instead of OCV and I need to fix that. Give me a day or three to "chew the cud" on that one.

Nolgroth
Nov 26th, '11, 08:09 PM
I have the Block maneuver drawing from the OCV of the target now. Still have to figure out a way to remove damage output. Will post more later.

EDIT: Okay, lots of changes in the way attack resolutions are output. Now, unless the attack maneuver has the "Strike" or "Throw" elements involved, the output will not show Hit Location or Damage. Only attacks with the "Strike" element will show Knockback/Knockdown.

So in this fix, we have the above, plus the correction to the AoE macros. For now, the quick fix is just to download the new Lib:Combat token, as I have not made any changes to the the Campaign Properties or Campaign Macros. Everything I adjusted is on the Lib:Combat token.

Other note: Don't use the Dodge maneuver from the attack macro. I built in a separate Dodge function that works better. I will remove that function in the next update so that only the individual Dodge function is available.

New Library Token: 40749

Note/Warning: Make sure that the token is named Lib:Combat without any version numbers. I would rename your existing Lib:Combat to something else, just in case there is a problem with the zip file or something equally strange.

Arc Esu
Nov 29th, '11, 01:08 PM
Nolgrath, I just wanted to let you know that I plan to start an online 6e Champions game after the holidays using Maptools, so while I haven't fully explored your framework yet, I've taken a preliminary look and think that it works very well. Just wanted to let you know that others appreciate the hard work you put into programming it. Repped.

Nolgroth
Nov 29th, '11, 10:08 PM
Thanks for the kind words. If there are any questions that pop up, please feel free to post and I will do my best to answer and/or fix the issue.

AlHazred
Dec 10th, '11, 08:56 PM
Let me just say, this is insanely cool. We played around with MapTool at the D&D game I play, and it looked handy. Of course, the Hero game I want to use it for, that's going to be a problem -- we play at a hobby shop without easy access to computers or large TVs to double as monitors. Still, something to look forward to using some day!

Nolgroth
Dec 10th, '11, 09:12 PM
Let me just say, this is insanely cool. We played around with MapTool at the D&D game I play, and it looked handy. Of course, the Hero game I want to use it for, that's going to be a problem -- we play at a hobby shop without easy access to computers or large TVs to double as monitors. Still, something to look forward to using some day!If you ever do get to use it, let me know how it works out.

Nolgroth
Dec 14th, '11, 12:20 AM
Just a quick status update. Probably no later than Thursday, I will have Sectional Defenses stacking with regular Defenses. I just want to modify the Sectional Defenses macro and the campaign properties to remove some of the damage types. It will necessitate a complete release, as I will be modifying the Campaign Properties, but it should not be too hard to do.More later.

Edit: I realized that I somehow got my versions mixed up and have to migrate the Sectional Defenses stacking over to the latest update. Some other changes will be adding Reduced Negation to attacks and modifying the character sheet to display Sectional Defenses. Removing non-resistant sectional defenses as well. At this juncture, probably after the holidays.

pruttm
Dec 23rd, '11, 05:19 AM
Can you double-check your explosion stuff in the new build? It was generating some divide by zero errors some of the time for me.

Pete

Nolgroth
Dec 23rd, '11, 09:04 PM
Can you double-check your explosion stuff in the new build? It was generating some divide by zero errors some of the time for me.

PeteYeah. Not until after the New Year though. I am strictly enforcing my hiatus through the holidays. :)

Nolgroth
Dec 25th, '11, 07:09 PM
Ug. Went in to mess around with some things. The AoE Cone stuff was all sorts of ate up. I think I have that situation finally resolved, but there is no way for me to test it. Whenever I enter into the View as Player mode, everything goes dark. No tokens at all. On the upside, I think I have merged the two disparate campaign files successfully. I am still in the process of testing both of those things out now.

I have to admit, my brain has not been geared for coding lately. It has been harder to sift through the macro scripts than I could imagine. I'll keep on keeping on though. Need to get this off of my plate.

pruttm
Dec 25th, '11, 07:18 PM
well, I am looking forward to it, but take the time you need.

Nolgroth
Dec 25th, '11, 08:57 PM
well, I am looking forward to it, but take the time you need.I've been doing just that. :)

Got the Area of Effect Cone to work sortof. It used to set the token's vision to a 60 (or 30 for thin cone) degree arc, fire off the macro, then set it back to the previous vision mode. Now it is still doing that, but for whatever reason it is still adding people who should be outside the vision arc to the list of targets. For the life of me, I can't figure out why.

Also, could you tell me how you were getting the divide by 0 errors. It might make things easier to trace back to the guilty culprit.

Nolgroth
Jan 2nd, '12, 12:55 PM
Back to the grindstone. I think I have explosions and area of effect worked out. Added Sectional Defenses on to the character sheet. Just need to actually output the defense value. Did some generic cleanup on the output for explosions. Still not entirely happy with the format of the output, but it is functional. Guessing sometime later this week will be the next update. Then I am going to leave it out there for testing and get all of the kinks worked out before I try to tackle auto adjusting Adjustment powers. Once I get that done, I think we are pretty much in the home stretch.

EDIT: Update posted in first message of thread.

Fixes/Updates:

I think I have Explosion and Area of Effect working again. Let me know if there are still errors.
Sectional Defenses, if used, now stack with regular defenses.
Added Sectional Defenses to Character Sheet.
Did some pretty massive "behind the scenes" changes to the way attacks output. It still looks pretty much the same for you, but allows for me to customize output based on campaign rules and other factors.
Tracked down some additional errors with lib property stuff.

Arc Esu
Feb 16th, '12, 09:41 AM
Nolgroth-

Any updates to the framework? I'm hoping to use it to run an online Champions game in a month or two.

Nolgroth
Feb 16th, '12, 01:36 PM
Nothing recent. I have not been "there" mentally. As is, the framework should be sufficient to handle almost anything but the most exotic of situations. I still want to get a handle on auto-applied Adjustment powers, but there is a workaround in place.

Arc Esu
Apr 3rd, '12, 06:54 AM
Nolgrath-

I was playing around with the framework last night and had an issue with Hardened Resistant ED. Whenever I assigned a value other than 0 to Hardened Resistant ED, it wouldn't "take," that is, the value would be reset to 0. Although I didn't test extensively, this only seemed to happen for Hardened Resistant ED, not for other defense types. Any ideas on how to fix the issue?

Nolgroth
Apr 7th, '12, 02:19 AM
Nolgrath-

I was playing around with the framework last night and had an issue with Hardened Resistant ED. Whenever I assigned a value other than 0 to Hardened Resistant ED, it wouldn't "take," that is, the value would be reset to 0. Although I didn't test extensively, this only seemed to happen for Hardened Resistant ED, not for other defense types. Any ideas on how to fix the issue?Sorry to take so long to get back. I've been really busy at work. Looking real quick at the area, it looks as if the value actually is being set, but not showing on the character sheet. I am currently tracking down why and will post an update when I figure it out.

Edit: No, actually it is setting the value back to 0 when the character sheet macro is run. I need to look deeper into how that all relates. It seems to have done it with both Hardened Resistant PD and ED. I am willing to bet it goes deeper than that. I will look into it in order to find out why it is resetting those values.

Edit 2: Okay, I think I figured out how to fix it. I will test it more tomorrow and post an update later this weekend/early in the week.

Arc Esu
Apr 7th, '12, 05:26 PM
Nolgroth-

No apology needed! Just creating this framework at all is a major accomplishment. Thanks for all the work you've done.

While continuing to play around with the framework, I noticed a similar "stat resetting" issue. When I was building attacks, sometimes some of the values would be reset to the default. The ones I noticed were the defense the attack went against (i.e. PD, ED, etc.) and the type of damage (killing, normal, etc.). I wasn't testing everything, so possibly other values reset as well. I think you're right that it has something to do with the macro, because if I looked at the token properties directly, they seemed correct until I tried to build a new attack.

Also, while running through a mini combat with myself, I noticed that Knockback seemed to be calculated incorrectly. By looking at the debugger stats, it appears that knockback is calculated by doubling the body done and subtracting the KB roll. This is incorrect; the formula should be (Body rolled) - (Knockback roll), then multiply by 2 for the number of meters. Example: 12 Body, with a 7 on the Knockback roll, does 10m Knockback (12-7 = 5, 5x2 = 10). Double Knockback would double the initial Body roll before subtracting the Knockback roll. Example above with Double Knockback: 12x2 = 24, 24 - 7 = 17, 17 x 2 = 34m Knockback.

Finally, the Damage Classes for Sight Group Flash seems to be wrong. Based on a bunch of sample attacks, it seems to roll 1d6 per 2 DCs. Sight Group Flash costs 5 points per die, so each DC should be 1d6 (counting the Normal Dice Body as Segments Flashed).

Other than that, it looks pretty good. The sample combat I ran which discovered all of the above went pretty fast, and as I get more used to the framework it will get faster.

Thanks again for putting all this together!

Nolgroth
Apr 8th, '12, 10:23 AM
No apology needed! Just creating this framework at all is a major accomplishment. Thanks for all the work you've done.You're welcome!


While continuing to play around with the framework, I noticed a similar "stat resetting" issue. When I was building attacks, sometimes some of the values would be reset to the default. The ones I noticed were the defense the attack went against (i.e. PD, ED, etc.) and the type of damage (killing, normal, etc.). I wasn't testing everything, so possibly other values reset as well. I think you're right that it has something to do with the macro, because if I looked at the token properties directly, they seemed correct until I tried to build a new attack.I think both issues are related to how the builders are coded. I am going to, essentially, have to rewrite both of them so that the values are stored in a temporary variable before being written to the token properties. At least, that's what I think is the problem. I'll have to test out that theory after I got off duty today.


Also, while running through a mini combat with myself, I noticed that Knockback seemed to be calculated incorrectly.I'll look into it. I rarely, if ever, actually use Knockback. I would not be surprised if I got it wrong. :)


Finally, the Damage Classes for Sight Group Flash seems to be wrong. Based on a bunch of sample attacks, it seems to roll 1d6 per 2 DCs. Sight Group Flash costs 5 points per die, so each DC should be 1d6 (counting the Normal Dice Body as Segments Flashed).I might have done that on "purpose" thinking that Flash was similar to Drain. Again. I'll look into it.


Other than that, it looks pretty good. The sample combat I ran which discovered all of the above went pretty fast, and as I get more used to the framework it will get faster.

Thanks again for putting all this together!And thank you for both the kind words and the feedback. Sometimes, the code starts to look like ancient Babylonian or something and other folks feeding back into the process makes it easier for me to go back and find out what I need to do in order to fix the problem. I am now thinking that it will be closer to mid-week. Not that it is going to be difficult or complex, but the amount of code is going to be pretty tedious. I'll post here when I have it all resolved. Thanks again.

Nolgroth
Apr 9th, '12, 11:46 AM
More thoughts and developments. It appears as if there is something wrong with the way the actual character sheet is coded. This one is turning out to be a tough one. I will keep plugging away at it. My focus is somewhat challenged right now, so it might take a while to shift up from first to second gear.

Nolgroth
Apr 14th, '12, 06:08 PM
Good news. I figured out the defenses and changed the Knockback and Flash calculations. Still haven't looked at the weapon resetting, but I am willing to bet a dollar to a donut as to what is happening. That should be a relatively easy fix, assuming I am correct. More later tonight.

Edit: I was not able to get the stats for attacks to reset in the same manner as the defenses. I think what may be going on is that all Attacks default to PD when the macro is run. If it is not explicitly set to another defense, it will set the value to PD. I will look to see if I can just have it set to the value that already exists within the builder macro. For the moment, just be aware of that. I'll keep looking for any other errors, but I have not been able to replicate any resetting other than the PD default thing.

Edit II: Because of the way MapTool handles Input windows, there has to be a default. Basically, that means that the fixes I've made seem to be all that is needed for now. I strongly recommend that you double check all settings when editing or creating an Attack.

Nolgroth
Apr 14th, '12, 06:31 PM
New file posted in the Original Post. New file fixes the recently noted errors.

Arc Esu
Apr 15th, '12, 10:11 PM
Thanks for the update, Nolgrath. I'll download it and try to test it out sometime this week and let you know how it looks. Should I delete the tokens I originally created, or will they be unaffected by the changes?

Also, I tried to add rep for you, but must spread it around.

Nolgroth
Apr 16th, '12, 01:10 AM
I would rebuild the tokens. Any existing ones would have the older, duplicated variables that cause the interference. Good question to ask.

And don't worry about rep. I mean, it's nice and all, but I'll take the troubleshooting and feedback you've been providing over rep any day.

Nolgroth
Apr 17th, '12, 09:09 PM
Gah. I just realized that I did not update another macro with the new sectional defenses variables. Look for another update in the next couple of days.

Arc Esu
Apr 18th, '12, 01:22 PM
Nolgrath-

Since I don't use sectional defenses in my superhero game, if I tested the current version it should still work fine for my purposes, yes?

Nolgroth
Apr 18th, '12, 06:15 PM
Nolgrath-

Since I don't use sectional defenses in my superhero game, if I tested the current version it should still work fine for my purposes, yes?Should. I am having a problem with a Java string error when I try to make an Attack roll. It's weird. Are you having any problems with the Attack macro?

Arc Esu
Apr 19th, '12, 06:17 AM
I didn't get a chance to do much testing last night, but the attack macro seemed fine. I did get one error, but I realized it was because I hadn't reset the campaign DC limit. Once I changed that, it worked fine. I also was testing the knockback changes, which seemed to work except once when I used a killing attack. It was just once, though, so it be that I was screwing something up. As I do further testing I'll let you know.

Nolgroth
Apr 19th, '12, 11:11 AM
I didn't get a chance to do much testing last night, but the attack macro seemed fine. I did get one error, but I realized it was because I hadn't reset the campaign DC limit. Once I changed that, it worked fine. I also was testing the knockback changes, which seemed to work except once when I used a killing attack. It was just once, though, so it be that I was screwing something up. As I do further testing I'll let you know.Thank you.

Arc Esu
Apr 19th, '12, 09:49 PM
Nolgrath-

Further testing has revealed that knockback for killing attacks is bugged. While it does seem to correctly add +1d6 to the knockback roll, it seems to subtract the knockback roll from the body that gets through defenses rather than the base body rolled. So far everything else looks good, but I did have a question. On the characteristics sheet, there's a checkbox for mental powers, but I don't see any way to actually add mental attacks to a specific character. Is there something I'm missing?

Nolgroth
Apr 19th, '12, 09:58 PM
I'll look into the Knockback thing again.

You are not missing anything. Being a "work in progress" the framework is still missing some things. The underlying mechanics are in place, but I have not made it user friendly yet. You can edit the properties for Mental attacks directly in the token, but there is no macro to make things easy. At least not yet. :)

Nolgroth
Apr 20th, '12, 12:11 AM
I'll look into the Knockback thing again.Yup, I was calculating Knockback from killing attacks after I subtracted Defenses. That is now fixed and appears to be working. Update coming soon.

Nolgroth
Apr 20th, '12, 12:20 AM
You are not missing anything. Being a "work in progress" the framework is still missing some things. The underlying mechanics are in place, but I have not made it user friendly yet. You can edit the properties for Mental attacks directly in the token, but there is no macro to make things easy. At least not yet. :)Oh fiddlesticks! I just went over the code for the Mental attacks. I have a lot to do. I was going to post an update tonight, but it looks like probably tomorrow night. Old code comes back to haunt me (again).

Nolgroth
Apr 24th, '12, 11:27 AM
Update posted. See original post for details.

Arc Esu
Apr 27th, '12, 07:07 AM
Nolgrath-

I plan to do a lot of work on my upcoming online Champions game over the weekend, so hopefully that will include more testing of the framework. I'll let you know if I find anything interesting.

I do have one feature request: Would it be relatively easy to have an option when rolling an attack to add or subtract Knockback dice? You already factor in that Killing attacks add +1d6 (and maybe that Martial maneuvers also add +1d6, although I haven't checked that yet), but there are factors that are based on the target, not the attacker, such as clinging, flying, underwater, etc. If there was an input box in the attack macro to add or subtract KB dice, I would find that very helpful. I understand if it would be too much extra coding, though.

Nolgroth
Apr 27th, '12, 08:29 AM
Well I can't have it this weekend, but yes.

Arc Esu
Apr 27th, '12, 02:19 PM
Nolgrath-

Didn't mean to make it seem like I wanted it this weekend. I was just curious about feasibility of such a feature. If it's added, I'll be sure to test it! And thanks again for the framework; I think my players are going to love it once I finally get my game started.

Nolgroth
Apr 27th, '12, 03:41 PM
Oh yes. Didn't mean it if I came across as defensive. Just wanted to let you know that I cannot have it this weekend BUT I can add it. Just have to go through the steps of adding another input variable and having the macro sequence carry that variable until the damage resolution. Not difficult, but painstaking. Any missed steps and the whole process chokes. Soon though. :)

Arc Esu
Apr 29th, '12, 04:12 PM
Nolgrath-

I've done a fair amount of playing around with the framework this weekend. Below are my thoughts (some bugs, some questions, and some feature requests)

When using an AoE radius attack, the radius seems to be double what you actually enter, and the framework calculates it in hexes regardless of the size of the hex.

Example:
T is Target of a 1 radius attack, H are other targets that are hit

HHTHH

With a radius of 1, it should be

HTH

I noticed the same thing at other radius sizes (not that I tested them all). For example, with a 4 radius:

HHHHHHHHTHHHHHHHH

If I cut the radius to half of what I thought it should be, it worked correctly. In the process of all this, I tried a .5 radius, which worked and only affected the target I selected. But it seemed to be impossible to get a "true" radius of 1, because any fractional value resulted in targeting only a single hex, whereas a value of 1 gave a true radius of 2, as outlined above.


I can't seem to get multiple attacks to work correctly, as I get the following error when I try: Error executing "switchToken": the token name or id "" is unknown.

On the defenses screen, Hearing Flash Defense and Resistant Hearing Flash Defense are both listed twice. Not sure whether the first or the second listing is correct.

When I try to do a quick explosion roll with killing damage, I get the following error message: "varsFromStrProp()" requires exactly 1 parameters.


I think those are all the bugs I noticed. A few questions/feature requests:

Could you add a "full heal" button/macro? This would fully restore Body, Stun, End, End Reserve, etc. While it might not be used frequently during gameplay, to prep for a session or to heal up the tokens for use in a future session, it might be useful.

Right now when you hover over a token, the only stat that is visible is combat luck. I would rather have Body, Stun, End, End Reserve, and maybe movement visible so that when I hover over a token I can get immediate useful info. I think I know how to do this, but it would involve editing the properties of all basic tokens, and I'm worried about how that might affect other things, specifically the tokens I've already made and saved.

Finally, would it be possible for the attack macro to display how much you missed by in the event of a miss? Most of the time it wouldn't matter, but if an AoE misses you need to know by how much so you can determine how far it scatters.

That's all for now. Can't wait to actually see the framework in action!

Nolgroth
Apr 29th, '12, 05:45 PM
I've done a fair amount of playing around with the framework this weekend. Below are my thoughts (some bugs, some questions, and some feature requests)Good deal.


When using an AoE radius attack, the radius seems to be double what you actually enter, and the framework calculates it in hexes regardless of the size of the hex.Don't know about the doubling, but the "regardless of hex size" is correct. Each "hex" is defined as a map unit. Since the map units can change size, the radius thing works with it. Now the fun part; I did not write the range finding macro. The kind person that did could probably point out how I misused the range finding code to cobble together AoE attacks. I will look at it again, but I make no promises that things will get fixed.


I can't seem to get multiple attacks to work correctly, as I get the following error when I try: Error executing "switchToken": the token name or id "" is unknown. I did too, at first. Not sure how I fixed it, but it seems to be working for me now. I'll look deeper into it.


On the defenses screen, Hearing Flash Defense and Resistant Hearing Flash Defense are both listed twice. Not sure whether the first or the second listing is correct.The second entries should have "Hardened" in front. Fixed for next update.


When I try to do a quick explosion roll with killing damage, I get the following error message: "varsFromStrProp()" requires exactly 1 parameters. Fixed for next update.


Could you add a "full heal" button/macro? This would fully restore Body, Stun, End, End Reserve, etc. While it might not be used frequently during gameplay, to prep for a session or to heal up the tokens for use in a future session, it might be useful.Yes. I can do that.


Right now when you hover over a token, the only stat that is visible is combat luck.I used to have all the information requested. I abrogated that in favor of the character sheet. To add in the other stuff would be simple enough, but you would have to go back over all of the tokens you already made and add it in. I might be able to create a macro that does this for you.


Finally, would it be possible for the attack macro to display how much you missed by in the event of a miss? Most of the time it wouldn't matter, but if an AoE misses you need to know by how much so you can determine how far it scatters.I think so. In fact I am pretty sure of it.


That's all for now. Can't wait to actually see the framework in action!Hope it serves you well.

Nolgroth
Apr 29th, '12, 06:43 PM
When using an AoE radius attack, the radius seems to be double what you actually enter, and the framework calculates it in hexes regardless of the size of the hex.

Don't know about the doubling, but the "regardless of hex size" is correct. Each "hex" is defined as a map unit. Since the map units can change size, the radius thing works with it. Now the fun part; I did not write the range finding macro. The kind person that did could probably point out how I misused the range finding code to cobble together AoE attacks. I will look at it again, but I make no promises that things will get fixed.

Okay, looking closer I found that I had it compute AoE x2. I seem to recall that coming from somewhere. I have provisionally removed the x2 multiple. We'll see how that works out, but there is this nagging thought in the back of my head that somebody else argued that it should be doubled. *shrug*

Moving right along.....

Nolgroth
Apr 29th, '12, 07:31 PM
I used to have all the information requested. I abrogated that in favor of the character sheet. To add in the other stuff would be simple enough, but you would have to go back over all of the tokens you already made and add it in. I might be able to create a macro that does this for you.After testing this, I stand corrected. It does automatically apply to all of the tokens. As it is, I have Speed, Phases, Recovery, END, Stun, Body, End Reserve and Reserve Rec. Anything else?

Nolgroth
Apr 29th, '12, 09:22 PM
Finally, would it be possible for the attack macro to display how much you missed by in the event of a miss? Most of the time it wouldn't matter, but if an AoE misses you need to know by how much so you can determine how far it scatters.


I think so. In fact I am pretty sure of it.Done and done.

Nolgroth
Apr 30th, '12, 01:09 AM
Update posted. Keep those bug reports coming so I can iron them all out. Thanks. :)

Arc Esu
Apr 30th, '12, 05:46 AM
Wow, fast work Nolgrath! I'll try to download and test the new version tonight after work.

Nolgroth
Apr 30th, '12, 09:54 AM
Wow, fast work Nolgrath! I'll try to download and test the new version tonight after work.Sometimes it just works out that way. Other times I could spend six hours looking at the wrong part of the code to fix something. Once I figure out where I am messing up, it usually falls into place pretty fast.

Besides, I am trying to get a stable version before I start planning my next game.

Arc Esu
Apr 30th, '12, 09:56 PM
Nolgrath-

I got home from work late, so I haven't done much testing, but here's what I found (pardon that slight disorganization, as it's late):

First, the new Knockback adding dice thing is bugged. I added 1 KB die to a 10d6 normal attack, rolled 11 body, KB roll of 3 , (11-3) = 8, x2 = 16 meters KB, but output displayed 18 meters. Next time, base body was 8 with a KB roll of 3, so 8-3 = 5, x2 = 10, but output was 12. I then added 2 extra KB dice, base body was 16, KB roll was 9, so 16-9 = 7, 7 x2 = 14 meters, but it displayed 18 meters. Then I tried putting in -1 KB die (if a target was flying, for example), the base body was 10, the KB roll was 8 (which should be impossible on 1d6), but 10-8=2, 2x2 = 4 meters, but it displayed 2 meters. Somehow it’s adding 2 meters to base KB per extra KB die, and subtracting 2 meters per negative KB die, and it won't roll the correct number of KB dice if you put in a negative number.

REC is not displaying on DM Stat Sheet.

The size of AoE radius is correct now. As a note, if you want a radius to only hit a single hex (such as for an Accurate attack), putting in .5 as the radius does work, which is nice. You may want to note that somewhere.

Cone hits in all directions, and a cone of AoE 4 hit out to 17 hexes away, but I think you mentioned in a much older post that cone was broken and not getting fixed soon.

Multiple attack only works on the first three targets. As a related feature request, would it be possible to add a multiple attack option that used the same attack roll/damage on each target? This could be helpful to simulate non-standard AoEs like Line or Any Area.

Can you add the ability to use Quick Adjustments (for Drains, Aids, etc) on OCV, DCV, OMCV, and DMCV? Would it be possible to add Defenses to that as well (maybe as a separate macro to avoid clutter?)

Could you add Knockback Defense as a defense stat? It would then just subtract directly from the final KB done.

Being Flashed, Stunned, etc does not change target DCV, OCV, etc. This is fine, and honestly better especially for Flash because you don't know what other senses a character may have, but it should be noted so that those new to the framework don't assume it works that way.

Feature Request: A way to multiply the Stun, Body, or both of an attack before defenses by 1.5 or 2. This would be useful to for Vulnerabilities, or for attacking an already KOed target (as KOed targets take double Stun).

That's it for now. It's bedtime. Thanks for all your hard work on this framework. It just keeps getting better and better!

Arc Esu
Apr 30th, '12, 09:59 PM
One thing I forgot: I know how to make the various stats appear in the mini token window now. However, I wouldn't want the same stats to appear for all tokens (i.e. a non-flier doesn't need their fly speed of 0 displayed). If I made a bunch of custom token properties, all of which where identical to your base set except for the name of the property set and the display options, would that interact badly with any of your macros?

Nolgroth
May 1st, '12, 02:47 AM
One thing I forgot: I know how to make the various stats appear in the mini token window now. However, I wouldn't want the same stats to appear for all tokens (i.e. a non-flier doesn't need their fly speed of 0 displayed). If I made a bunch of custom token properties, all of which where identical to your base set except for the name of the property set and the display options, would that interact badly with any of your macros?I don't think so, as long as the properties called by the macros are present on any given token.

Arc Esu
May 1st, '12, 06:33 AM
Nolgrath-

I'll make some dummy tokens and try experimenting with the various macros and see if it causes any problems. Hopefully it won't. I'd love to, for example, only have END Reserve displayed if a given token actually has an END Reserve. I could do that by having a token property set called "Basic with no END Reserve," and have it be a copy of your basic set except for noting which things are displayed.

Nolgroth
May 1st, '12, 11:37 AM
Nolgrath-

I'll make some dummy tokens and try experimenting with the various macros and see if it causes any problems. Hopefully it won't. I'd love to, for example, only have END Reserve displayed if a given token actually has an END Reserve. I could do that by having a token property set called "Basic with no END Reserve," and have it be a copy of your basic set except for noting which things are displayed.Let me know how it works out. I think you shouldn't have any problems. I am really curious to see how it works out.

Arc Esu
May 1st, '12, 07:25 PM
Nolgrath-

While I didn't do extensive testing, it seems to work fine. And you're right, there's no reason it shouldn't. The only problem would be if you added new token properties in the future and I loaded an old token property set without them. Therefore, I'll hold of on customizing until just before I run my game.

Arc Esu
May 1st, '12, 07:27 PM
I also just realized I've been misspelling your name this whole time. Sorry, Nolgroth (with an "o," not an "a")

Nolgroth
May 1st, '12, 08:05 PM
I also just realized I've been misspelling your name this whole time. Sorry, Nolgroth (with an "o," not an "a")I knew who you were talking to. :)

Nolgroth
May 1st, '12, 08:11 PM
Nolgrath-

While I didn't do extensive testing, it seems to work fine. And you're right, there's no reason it shouldn't. The only problem would be if you added new token properties in the future and I loaded an old token property set without them. Therefore, I'll hold of on customizing until just before I run my game.Well, I don't foresee adding any new properties. At most, I sort of have a vague plan to change the attack powers so that they calculate DC based on Active Points, instead of a direct DC input. That way I can build macros for Aids and Drains against specific powers. Mind you, this is entirely just an idea for the moment. I have more immediate concerns with the framework as it stands. I built it piecemeal, with no overarching plan of attack. It does a good job, but I see little things here and there that I can tweak. And that's even secondary to making sure that what I do have works correctly.

That's where you and this fellow named Severick on the RPTools forum have been helping me out a lot. Kicking the tires and taking the whole thing for a test run has exposed some pretty severe flaws that I was able to fix. Thanks for that.

Nolgroth
May 16th, '12, 10:30 AM
One of the guys over at RPTools.net stumbled onto something. The Hero token from the latest version has a maxed out CSL value for OCV (9999). He also has 10 END Spent. The best way to fix this, in the short term, is to just run the Initiative sequence (F10 to start, F11 for each token on the map until all tokens have been given initiative and the table cleared) and then a couple of Recoveries. I'll be adding CSL value reset to the Heal All macro, in the next release.

Arc Esu
May 17th, '12, 07:11 AM
Nolgroth-

I guess it's good to know about the Hero token bug, but does it really matter? I never use the default Hero token except maybe as a punching bag while testing other tokens, and I certainly wouldn't use him in an actual game (I'd make my own tokens). Does this bug have any broader effects?

Nolgroth
May 17th, '12, 10:40 AM
No broader effects and, unless you use some sort of alternate initiative system, is sort of inevitable. CSLs and MA Maneuver bonuses don't reset until the next Phase by default. That's the way I coded it. As to whether it matters, yes it does. The person who found the quirk (not really a bug) used the default token as a "master" token and copy + pasted that token for all of the others. I don't expect everybody will have done that, but for those that have, this could have a serious impact. Mind you, the maximum CV value is probably going to be dictated by the Parameters set on the Lib:Token. It will just skew results. I figure that it never hurts to let folks know about a potential drawback to the framework so that they will know how to adapt to it. There is no fix, as the behavior is absolutely how I intended it to be. I just also intended everybody to use the Initiative macros as well. :)