Villain In Glasses Posted July 30 Author Report Share Posted July 30 (edited) Hi all, Version 3.10 is up. New Features and Improvements • Added Haymaker to power maneuvers (via a new selector in the combat shortcut area). • Added CSLs for damage to power maneuvers. • Updated Powers interface for easier expansion of maneuvers and to account for advantages that affect damage. It's a short list, but required a lot of behind the scenes work. The maneuver selector currently has Strike, Multiple Attack, and Haymaker plus Set and Brace. I'll have to think on other maneuvers that would be appropriate. Players can easily create weapon entries for common attacks, but it might be helpful to have Dodge and Block for NPCs and monsters. You may add CSLs for damage to normal and killing attack powers. The "DA" selector is for damage advantage in case your power was autofire or the like. Haymaker follows the advice on "unusual haymakers" discussed in the inset on 6E2 69. Cheers, ViG Edited July 30 by Villain In Glasses Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted August 8 Author Report Share Posted August 8 (edited) Hi everyone, some new updates are live on Roll20. 🙂 Version 3.14 • README updated. Added features: • Added ability to add combat skill levels for OCV, DCV, and damage to standard and martial maneuvers. One exception is standard maneuver STR damage, which will take some interface work. • Added option to reset applied CSLs to zero on a health reset action. • Added range modifier to weapon martial maneuvers. • Changed small arrow buttons from text to graphics for a uniform look across browsers/systems. Fixed: • Fixed issue where power damage modifiers didn't respect priority of xd6+d3 or (x+1)d6-1. • The shield DCV bonus is now added only when the shield is carried. Version 3.16 • Fixed a problem that caused martial arts strength/contest checks to fail. • Fixed an issue that led to new or upgraded characters initially displaying a confusing incomplete martial arts maneuver slide. Edited August 8 by Villain In Glasses Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted August 16 Author Report Share Posted August 16 Hi all, I've updated the HERO Designer import script, which includes an update to the HDE export format. Roll20 will automatically update the script, but you'll need to download HeroSystem6eHeroic.hde either from this site's export formats repository or GitHub. HeroSystem6eHeroic_HDImporter Version 2.1 Supports features of the HeroSystem6eHeroic character sheet as of version 3.16 (early August, 2024). Added features: • Professional Everyman Skills (11-) recognized and set to type EveryPS. • Power notes are appended to power description text fields if exported with HeroSystem6eHeroic_HDImporter.hde 2.1. • Scans powers for advantages that affect damage (DA) as per weapons. • Assigns martial arts maneuver type. • Assigns HTH damage or STR adds for martial arts maneuvers. • Assigns damage class adds and range modifier for weapon martial arts maneuvers. Fixes: • Weapons with the property "Range Based on STR" will now have the option checked automatically. • "Range Based on STR" will only be counted as a damage advantage if it is the HTH advantage, not the ranged power limitation. • Mental Blast will no longer be identified as Blast. • Resistant Protection with an "Only against" limitation will not be counted as a PD or ED characteristic mod. • Fixed import of maneuver DCVs (associated with the bug in the HDE). Updated export format: HeroSystem6eHeroic_HDImporter.hde (version 2.1) • Now includes power notes. • Fixed export of incorrect maneuver DCVs. Added a second sample character with martial arts skills. Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 10 Author Report Share Posted September 10 (edited) Here's a summary of items I've addressed over the last month: New: Added damage (CSL) modifiers for standard maneuvers. (version 3.20) Bug fixes: Fixed roll query related bug where entry of a leading plus sign would cause roll math to fail. (3.23) Fixed tab indexing of Weapon slots 1 & 2. (3.21) Fixed issue where moving a weapon's position didn't move its "range based on strength" setting. (3.18) Edited September 10 by Villain In Glasses Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 24 Author Report Share Posted September 24 An update to HeroSystem6eHeroic_HDImporter (2.2) and the HDE (2.2) is available. Fixes No longer assigns a power as type "Dispel" when it has the advantage "Difficult To Dispel." Fixed "trim error" failure that occurred when importing compound powers. Better formatting of talents, powers, and complications text and notes. Script recognizes Mental Combat Skill Levels and level number and cost. Abbreviates "defense maneuver," "computer programming," combat skill levels, and mental combat skill levels, which are otherwise too long for sheet skill spaces. HeroSystem6eHeroic_HDImporter.hde (version 2.2). This is a minor update that helps the mod better format text. Adds white space between the names and types of perks and talents. Cheers, ViG Quote Link to comment Share on other sites More sharing options...
Notorious-5150 Posted September 27 Report Share Posted September 27 Thanks ViG - I will upload the new files and test with my players in a couple weeks. A couple of my players asked again about additional armor and weapons slots. I think you said that would be doable under a second page - but let me know if that is just not an option. As a GM request - anyway to get the current total OCV and DCV listed on the gear page. I am constantly having to go back on forth between the characteristic and gear page to calculate the enemies current OCV and DCV... If not - do you have a work around you use? Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 27 Author Report Share Posted September 27 16 hours ago, Notorious-5150 said: Thanks ViG - I will upload the new files and test with my players in a couple weeks. A couple of my players asked again about additional armor and weapons slots. I think you said that would be doable under a second page - but let me know if that is just not an option. As a GM request - anyway to get the current total OCV and DCV listed on the gear page. I am constantly having to go back on forth between the characteristic and gear page to calculate the enemies current OCV and DCV... If not - do you have a work around you use? Hi, Adding more slots is the next thing on my list. I've struggled a bit with how to do it, but I think the best way is to have an "A" and "B" switch, which would activate a second set for each. I'm thinking of hiding the function behind an option to keep the interface simple. I thought about using a slider or scrolling system, but I think this leads to more clicks to get things done. As for the OCV/DCV question, I agree this is hard to remember. Maybe the way to fix it is to modify the maneuver card slots so that the character's OCV and DCV is right there. Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 28 Author Report Share Posted September 28 I have a working second weapon set ready for testing. I realized that by making only a few changes to existing code that it could handle two weapon sets. The same will work for armor. I added an option to count both sets or just the visible set towards carried weight. With this option a character could carry everything or they could have an "adventuring set" and a "civvies set." Most likely I'll be ready to submit soon after the pending update is approved by Roll20. Late next week I'd imagine. Quote Link to comment Share on other sites More sharing options...
Notorious-5150 Posted September 28 Report Share Posted September 28 Ok - I will hold off with the new hero import update until the change is approved by roll20. As for the OCV/DCV - I am not sure how easy it is to change the formating, but having it listed in the same area as Body, Stun, End totals - would make it easy to reference the players/enemies current OCV/DCV during combat. Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 29 Author Report Share Posted September 29 (edited) Hi Notorious, I tried out a couple of ideas for OCV and DCV displays this evening. I'm not yet happy with the results. The idea I posted above for standard maneuvers is ok (below), but doesn't look great on the martial maneuvers section. Another idea I started on is to put net OCV and current DCV in bubbles to the right of the headings "Standard Maneuvers" and "Martial and Custom Maneuvers." It doesn't feel right either. I'm not sure I can squeeze OCV and DCV into the health bar. I would definitely need to shrink the existing elements. I can try mocking it up in a graphics program first. One thing I might do is to keep the display of OCV and DCV in the Standard Maneuvers section, but hold off on changing Martial Maneuvers. I did finish the extra weapon and armor slots, so those are ready to push out when Roll20 accepts the pending update. BTW, if you have the game selected as "Hero System 6e Heroic" on the Settings page, it should update automatically. 😊 Edited September 29 by Villain In Glasses Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 29 Author Report Share Posted September 29 I think I may have not fully understood your request. Perhaps the DCV you are wanting is the post maneuver DCV that is shown in chat like in the image below? This value is a tricky one to deal with since it is temporary. It could be made a more permanent variable... Hmm. Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted September 29 Author Report Share Posted September 29 (edited) 19 hours ago, Notorious-5150 said: Ok - I will hold off with the new hero import update until the change is approved by roll20. As for the OCV/DCV - I am not sure how easy it is to change the formating, but having it listed in the same area as Body, Stun, End totals - would make it easy to reference the players/enemies current OCV/DCV during combat. Here's another idea. There is space next to the health status area, which I've shown in the working version below. I've labeled OCV and DCV with a (*) to avoid confusion with the stat values. I think these would update when an action would take place so as to represent the net maneuver values. Or would it be more beneficial to simply show values without maneuver adjustments? Let me know what your thoughts are. 🙂 Edited September 29 by Villain In Glasses Quote Link to comment Share on other sites More sharing options...
Notorious-5150 Posted September 29 Report Share Posted September 29 I like this one. Unless you could list two values in the same field (Base/Total) - then listing the OCV/DCV with CSL and manuevers would be most helpful. Would the reset button remove all adjustments and just show the base value? Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted October 1 Author Report Share Posted October 1 The OCV* and DCV* values shown above update after every maneuver or power roll. A reset returns them to net values, meaning stat base + stat mod plus shield and encumbrance for DCV. The values will reflect OMCV and DMCV if the power is a mental power, although that might lead to some confusion. Because of the way rolls work in Roll20, values from the roll modifiers dialog are not available. For the same reason, OCV* and DCV* have to be calculated separately from the roll function. This will be a pretty big update so I think I want to stop here, submit, and see how it looks before making more changes. Still waiting on the pending update. Quote Link to comment Share on other sites More sharing options...
Villain In Glasses Posted Tuesday at 07:00 PM Author Report Share Posted Tuesday at 07:00 PM Version 3.41 is live. 🙂 Updates: Added secondary sets of armor and weapons ("A/B" buttons). Added option to count either visible or both A and B gear sets towards carried weight. Allows a character to have, for example, alternative gear for traveling, combat, or for a secret identity. For those in the Matrix, the option to carry all the guns. Having two sets is also potentially useful for NPCs that have different loadouts such as "Mook with Bow and Dagger" and "Mook with Maille, Axe, and Shield." Added post-maneuver OCV and DCV displays. Values reset with a "Reset" action or when changing maneuver slide selections. The latter might be too aggressive. Added variable OCV mods to the Multiple Attack and Block maneuvers. Updated README and screenshots. Fixes: Mental combat no longer considers range penalties. Removed errant debug code that could lead to loss of "treasures" data. Fixed issue that caused a weapon's range to be incorrectly reset to zero when moving the weapon. Cheers, ViG Quote Link to comment Share on other sites More sharing options...
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