Jump to content

Starwolf

HERO Member
  • Posts

    3,413
  • Joined

  • Last visited

Everything posted by Starwolf

  1. Re: Gemini Ascendant Campaign Yes it can. The base figure is the Daz Freak which uses the same bones as the Micheal model used as the base for TaRang. Then I applied a creature morph called the devourer. I next added a chimpanzee morph to the head, and dialed it so that you get a mix of human/chimp/alien lizard dude. Finally I added a werewolf texture to give him his furry look. The rest was just choosing weapons and armor.
  2. Re: Gemini Ascendant Campaign Hah and I have a working alias macro... For a bribe I will share
  3. Re: Gemini Ascendant Campaign from the "features that you want that will never see the light of day", all of them except the alias macro exist in Brads Hero 5th edition campaign file. he has even built a working power builder that supports up to 60 powers on a character. He has the damge thing working and the targeting thing working. Though it would take some major work to convert it to Hero 6E due to that stat changes and the slight differences in the way damage works (like 1d3 vs 1d6-1, and the way normal defenses work vs killing attacks).
  4. Re: Gemini Ascendant Campaign Now to get our boy genius (Killian hint hint) to juryrig an engine to burn raw lumps of energonium ore Without blowing us up (thats Wades job), Shifting reality (thats Sams job), or getting us into an interstellar war (thats TaRangs job)...
  5. Re: Gemini Ascendant Campaign Cool, I like the new macros all is working now. I fixed the 1/2 string error that you pointed out. Sorry I missed the server today... had grandson issues to deal with (he wanted me to take him to the park). In any case all is good and I will have completed Doc, TaRang, Wade tokens by Wednesday including weapons. I will have a basic ship toekn built too and then you can just tweak/add the properties and macros you desire.
  6. Re: Gemini Ascendant Campaign One more note on the autofire and kahla blade macros.. On the Kahla blade it works intermittently. It will fire on 1 target everytime, but if you select to sweep more than one target sometimes it fires and sometimes it give the math error. I don't its a problem with the code, I think its a glich in MT itself and the way it is clearing the variable from memory. On the Autofire it is consistent, I can select up to three shots and it fires... more than three and I consistently get the math error. Also there are two types of autofire and both macros assume (hardcoded) the first type where there is a -2 DCV for each additional target/meter in the line of fire. The second type that is not addressed is where you are firing multiple shots at a single target. In this case there is a cumulative -1 for each extra shot, and then all shots either hit or miss. For example if I AF 3 shots at Alvarez, I have a -3 to my OCV to hit and then either all three shots hit or miss. I am going to post the math error to the RPtools board and see if there is a solution.
  7. Re: Gemini Ascendant Campaign Hmm... I am getting an illegal argument math.bigdecimal error on the Kahla blade if I select more than 2 on the sweep drop down, and I get the same error if I select more than three shots on the J-88 Autofire macro.
  8. Re: Gemini Ascendant Campaign Ok you are now the master coder!!! That rocks and works great for damage negation too. I agree with your assesment of stun only attacks. Just roll normal and ignore the body.
  9. Re: Gemini Ascendant Campaign That is for a killing explosion. I came across another thing we might want to consider, Doc has damage negation, and I assume we will run across the occasional bad guy that has it too. The way it works is you subtract however many DCs of damage negation from the damage roll of incoming attacks. The book says you reduce thew DCs before the damage roll. So in Docs case you would subtract 1 dc from any incoming attack. I am not sure how to approach this from a macro point of view.
  10. Re: Gemini Ascendant CampaignThanks for the macro code. I can use those as a base for all ranged and HTH killing attacks.Here is my explosion macro. It works great except for the sort sequence, which has me stumped. Every few rolls is will sort at least one of the damages out of sequence. And then it will work correctly for a couple rolls, then be out of sequence again. Other than that it works great. Maybe you can see what I am doing wrong. [h:input("CSLs", "GMmod", "Rmod")][h: fail=input("dice | 1 | How many dice? | TEXT","type | killing, normal, stun_only, flash | What type of attack? | LIST | VALUE=STRING","type2 | pd, ed | What type of attack? | LIST | VALUE=STRING","stun_type | 1d3, x3 | StunX? (If killing attack) | LIST","step | 1 | How many meters per step? | TEXT")][h: abort(fail)][h: roll_list= "0,"][h, c(dice): roll_list=roll_list + 1d6 + ","][h: total=0][h, FOREACH(add, roll_list): total=total+add][h: body_list=""][h, c(dice+1): body_list=body_list + table("body_count", listGet(roll_list, roll.count)) + ","][h: body_total=0][h, FOREACH(add, body_list): body_total=body_total+add][h: stunx= (1d6)-1][h, IF(stunx==0): stunx=1][h: stunx=if(stun_type==0, stunx, 3)]I attack with my hand grenade I hit DCV [(11+ocv+CSLs+GMmod+Rmod)-3d6] [r, for(dc, dice, 1, -1, ""), IF(type=="killing"), CODE: {[h: dam= eval("0 +" + table("dckilling", dc))][r: "*Killing(" + type2 + ") body/stun at " + (dice-dc) + " meters: " + dam + "/" + dam*stunx + " "]}] [r, c(dice, ""), IF(type=="normal" || type=="stun_only"), CODE: {[h: step_body_total=body_total][h: step_total=total][h: subtract= roll.count+1][r, IF(type=="normal"):"*Normal(" + type2 + ") body/stun at " + roll.count*step + " meters: "; "*Stun Only(" + type2 + ") stun at " + roll.count*step + " meters: "][h, c(subtract, ""): step_body_total=step_body_total-eval(listGet(body_list, roll.count))][h, c(subtract, ""): step_total=step_total-eval(listGet(roll_list, roll.count))][r, IF(type=="normal"): step_body_total + "/" + step_total + " "; step_total + " "]}] [r, c(dice, ""), IF(type=="flash"), CODE: {[h: step_body_total=body_total][h: subtract= roll.count+1][r: "*Flash body at " + roll.count*step + " meters: "][h, c(subtract, ""): step_body_total=step_body_total-eval(listGet(body_list, roll.count))][r: step_body_total + " "]}]
  11. Re: Gemini Ascendant Campaign Yeah, based on her size and makeup, I expect her FTL to be more of a short range slow type thing. She was really designed to use the Star Carrier for her primary means of long range transport. She is more of a short range armed cargo transport. Probably more nimble, sublight than a larger vessel like destroyers or carriers, but not quite as fast or nimble as a real fighter.
  12. Re: Gemini Ascendant Campaign Actually she is closer to 30 meters. About the size of a C-130 aircraft, and her cargo [ods attach into a belly nich similar in profile to a Sykorski Sky Crane.
  13. Re: Gemini Ascendant Campaign Thanks for the macro code... That rocks. If you can either post or PM me some ship stats I will get that token you asked me for built.
  14. Re: Gemini Ascendant Campaign You rock!!! can I get you to post the code so that I can add it to my 6E base campaign file. Then I'll upload it to the 6E MT thread and the RP board as well.
  15. Re: Gemini Ascendant Campaign Or we can just enter the called shot penalty into the GM mod input box when you fire the shot. If you really want to get it working though, Brads 5th edition macro does both the autofire and the called shots. You could take a look at his code. The modified hit locatons roll makes sense to me. I sometimes have to grin when you swing at an opponnent with your club and hit him in the foot
  16. Re: Gemini Ascendant Campaign Yeah Solron... Many Happy Returns You look great for a man of 80
  17. Re: Gemini Ascendant Campaign Ok so for Autofire we need two macros... one to roll the hit and one to roll the damages?
  18. Re: Gemini Ascendant Campaign On my explosion macro... most of the time it sorts just fine and the damage is rolling correctly assuming stunx of 1d3, but every few rolls the sort is out of order. SO most of the time you will get the explosion sorted properly but every once in a while we may need to actually read the damages and apply them in their correct order instead of the order shown. I still can't figure why it's doing that though....
  19. Re: Gemini Ascendant Campaign Short answer yes. Long answer we need to do a caluclation based on DCV hit and number of shots fired. I am thinking DCV Hit/2 and compare to the number of shots fired, then loop whichever number is the lesser of the two. So if you fired a five round autofire and intially hit DCV 8 the macro should loop 5 times (at DCVs 8,6,4,2, and 0), but if you only fired three rounds it would loop 3 times (at DCV 8, 6, and 4). Is this correct, or should it exit in the first example at 2 and not roll vs DCV 0?
  20. Re: Gemini Ascendant Campaign As to your question concerning calling a macro based on an "if" condition, I don't see why not. You would just make one of the if options a code block, but IRRC there can be only one code block within a given macro until full java becomes available in 1.4, but that will make most of what we are doing archaic by comparison.... Having said all of that I have had some sleep and am ready to take another run at autofire. we should be able to handle it with one macro, There are two types of autofire, one for single targets and one for a line of meters. Basically they have different penalties, but the penalty will vary from shot to shot so they can be handled by an "input" then use a variable to hold the roll.count and loop through the damage a number of times equal to the number of shots.
  21. Re: Gemini Ascendant CampaignOk my brain hurts now... I put the AF on the back burner and have been working on the explosion... and I have it working... mostly. Ther is something wrong with my sort order... and I can't seem to get it figured out. Here is the code so far... [h:input("CSLs", "GMmod", "Rmod")][h: fail=input("dice | 1 | How many dice? | TEXT","type | killing, normal, stun_only, flash | What type of attack? | LIST | VALUE=STRING","type2 | pd, ed | What type of attack? | LIST | VALUE=STRING","stun_type | 1d3, x3 | StunX? (If killing attack) | LIST","step | 1 | How many hexes per step? | TEXT")][h: abort(fail)][h: roll_list= "0,"][h, c(dice): roll_list=roll_list + 1d6 + ","][h: total=0][h, FOREACH(add, roll_list): total=total+add][h: body_list=""][h, c(dice+1): body_list=body_list + table("body_count", listGet(roll_list, roll.count)) + ","][h: body_total=0][h, FOREACH(add, body_list): body_total=body_total+add][h: stunx= (1d6)-1][h, IF(stunx==0): stunx=1][h: stunx=if(stun_type==0, stunx, 3)]I attack with my hand grenade I hit DCV [(11+ocv+CSLs+GMmod+Rmod)-3d6] [r, for(dc, dice, 1, -1, ""), IF(type=="killing"), CODE: {[h: dam= eval("0 +" + table("dckilling", dc))][r: "*Killing(" + type2 + ") body/stun at " + (dice-dc) + " hexes: " + dam + "/" + dam*stunx + " "]}] [r, c(dice, ""), IF(type=="normal" || type=="stun_only"), CODE: {[h: step_body_total=body_total][h: step_total=total][h: subtract= roll.count+1][r, IF(type=="normal"):"*Normal(" + type2 + ") body/stun at " + roll.count*step + " hexes: "; "*Stun Only(" + type2 + ") stun at " + roll.count*step + " hexes: "][h, c(subtract, ""): step_body_total=step_body_total-eval(listGet(body_list, roll.count))][h, c(subtract, ""): step_total=step_total-eval(listGet(roll_list, roll.count))][r, IF(type=="normal"): step_body_total + "/" + step_total + " "; step_total + " "]}] [r, c(dice, ""), IF(type=="flash"), CODE: {[h: step_body_total=body_total][h: subtract= roll.count+1][r: "*Flash body at " + roll.count*step + " hexes: "][h, c(subtract, ""): step_body_total=step_body_total-eval(listGet(body_list, roll.count))][r: step_body_total + " "]}]
  22. Re: Gemini Ascendant Campaign after I get the autofire working I will tackle... Explosions
  23. Re: Gemini Ascendant CampaignOh yeah here is a quickie macro code for Luck rolls... it only displays how many levels of success you achieve. Just edit the number of d6 in front of the s6 notation to refelct your characters number of luck dice. The Fickle gods of fate intervene I achieve [2d6s6] levels of Good Luck
  24. Re: Gemini Ascendant Campaign Actually one of the lib tokens in the campaign file already has the hit location table on it. If we want to have autofire follow the Hero 6E canon, we are either going to need two macros or one very complex macro, as the to hit roll works differently depending on whether you are firing a burst at a single target, or at seperate targets in a line of hexes. For now I am working on two seperate macro types... just easier coding Ok I am silly, there actually is a hit location table in th campaign file, it was just hidden. But there is a hit location in the lib:gm token too
  25. Re: Gemini Ascendant Campaign I don't have any sample code right now, but I am working on code today and tomorrow. I will let you know if I can work it out. If not then for right now a seperate click for each round fireed might be the way to go, until we cab get an actual autofire working.
×
×
  • Create New...