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Villain In Glasses

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Everything posted by Villain In Glasses

  1. Version 2.9 is live. This update completes the stylistic and functional upgrades I've had on my to-do list. I've nearly finished the latest version of the HeroDesigner importer as well. Just a few little things to clean up. I'm hoping to post it very soon. What could be added to the sheet? Off the top of my head, I'd say Token Actions are the last big thing missing. I haven't looked into it, but I imagine it will be something I won't have time to do right now. As always, I welcome comments, bug reports, and feature requests. 🙂 Version 2.9 • Added characteristic modifiers to ease application of adjustment powers (very common for characters imported from Hero Designer). • Overhaul of talents and complications. Style and organization upgraded to current maneuver and powers standard. Added activation rolls and damage/effect rolls. • Increased talents to 10. • Increased complications to 10. • Added weapon element as a skill category for a little more flexibility. • Added city and culture knowledge skill choices. • Added area knowledge based on intelligence skill choice. • Added Untiring (zero END for STR) option. Bug Fixes: • Added intellect skill levels to intelligence-based knowledge skills. • Fixed issue where the Strike Maneuver used a weapon's base damage.
  2. Version 2.83 is live. This one adds some features that I added during my HD testing. The next update will add adjustments to characteristics, which a lot of HD monsters and Kazei 5 characters have. Features: • Added stun modifiers to powers. • Added everyman skill selection option. Bug Fixes: • Fixed tab indexing on Powers Tab. • Fixed variable typos in Power 09 ("Attack?") and 11 ("Roll?"). • Fixed issue where some power costs were not adding to the total correctly. • Fixed issue where "Costs Half END" limitation was not recognized properly and led to incorrect cost. • Fixed problem where the last complication's CP were not tallied. • Fixed under cost of Endurance and STUN when purchased in fractional steps.
  3. Version 2.82 highlights include in-chat damage buttons and an overhaul to the powers tab. Using powers in combat should be much easier, but I would still recommend making a weapon slot for powers that could use a lot of maneuvers. The next update (2.83) adds STUN modifiers to powers, but is mostly bug fixes. The next update to the importer (1.2) is in testing. Full list of changes in 2.82: • Added damage buttons to Chat, splitting attack and damage messages. • Major overhaul of the Powers section, simplifying its appearance for improved usability but also adding variables needed for attacks and in-Chat damage/effect rolls. • Added range table to the Powers Tab and support for the maneuvers Set, Brace, and Multiple-Attack. • Added support for range modifiers and target hit locations to powers. • Attacks show DCV prominently in upper right of Chat messages. • Increased power entries from 17 to 20. • Added option to choose the dingbat character used for Name-Title separation in Chat. • Added option to show power descriptions when using attacks in Chat. • Set weapon STUNx limits to 0 and 2. • The reset button also changes maneuver velocities to the character's running attribute value. • Added END modifier to weapons so default results can be adjusted as needed. Bug fixes: • Fixed issue where STUNx was not added to location STUN modifiers. • Fixed issue where characters with unmodified DCV showing DCV 0 in attack rolls. • (2.81->2.82) removed errant debug code that could cause data loss. Images of before and after below:
  4. Hi, Sounds great. Thanks for the feedback. It wouldn't take much work to add an END override for unusual (without the Real Weapon limitation) weapons or powers listed as weapons. I can add that to the next update.
  5. A new update is live. Version 2.6 Changes: • Expanded damage class range from DC 20 to DC 40 (beyond 40 possible but not checked for accuracy). • Weapon advantage selection options increased from (0 to 1) to (0 to 2). • Added option of "Range Based on Strength" to weapons. Sheet calculates standing throw range based on weapon mass and applied strength. Next up: I'm currently adding damage buttons to chat, which will appear in 2.7. An update to the HD importer is nearly done. It has many code optimizations and brings the importer up to the 2.7 sheet standard.
  6. Hi Soro, Does your dad have a Mac? If so he might try "invert colors" in System Settings -> Accessibility -> Display -> Invert Colors.
  7. Hi All, A new version is now live on Roll20. This update brings Standard Maneuvers to the sheet. Note that if your weapons do unusual damage dice combinations, you'll need to standardize them or move them to the Martial and Custom Maneuvers section. This change is necessary because Standard Maneuvers rely on using DC, which this update now uses. Due to the nature of the update, I had to do it in one go, which involved changes to about 25% of the code. If you encounter anything weird, please send me a note and I will fix it ASAP. I would like to implement in-chat damage buttons in the next release. Please comment if you have suggestions too. The way maneuvers are now displayed may work well for powers as well. Something to think about anyway. Cheers, ViG Version 2.51 Changes: • Adds complete functional suite of Hero Standard Maneuvers. Each maneuver has a 'playing card' that displays stats and summary rules and a page reference to the big blue Hero System Sixth Edition rulebook. Players may use the general action button provided or, for weapon maneuvers, select one of their weapons or shield to use. Maneuvers that don't need weapons include their own Roll buttons and invoke new Chat messages. • Weapon Roll buttons change their action status and color depending on the selected maneuver. • Adds Damage Class (DC) system for weapons as needed for proper function of Standard Maneuvers. In a new worksheet accessed by clicking a weapon's damage button, DC can be modified by strength, skill levels, and total power advantage. DC algorithm reproduces damage tables in rule book. Added minimum STR to weapons. • Sheet version update function attempts to retain weapon damage, but players may wish to manually update minimum STR values and applied STR for accuracy. • The shield is now treated as a weapon that adds the shield's DCV as OCV for blocks or subtracts it for other maneuvers as per HERO rules. • Combat Roll chat messages always show a character's DCV. • Re-configured Martial Maneuvers so that they follow the new Standard Maneuver format. • Added a 10th Martial Maneuver. • Improved the reliability of the Martial Maneuver keyword-function "Damage by STR" for automatically setting damage. • Improved item, skill, power, etc. movers so that default blank spaces are no longer needed in text fields. • Changed Standard Maneuver/Martial Maneuver/Hit Locations/Text selection to independent buttons. • Removed the strictly informational Standard Maneuvers Table. • A health reset also changes selected standard maneuver to Strike and resets the Brace and Set maneuvers. • Option to limit weapon damages to a maximum of twice their starting values. • Option to favor d6-1 or d3 for weapon damage dice where ambiguous.
  8. Hi Notorious, At the moment I would suggest using the maneuvers section to create some custom maneuvers. “Block” probably being the most obvious. Linking the maneuvers list to the weapon attacks section with a radio button-type function is on my list of things to do. The custom maneuvers section was a step on that path. Thanks for the support and feedback. It is very helpful for prioritizing next steps. :)
  9. Latest update (Version 2.4) New or expanded features: Added ability to change order of weapons and armor entries. Added ability to change order of combat skills and languages. A weapon's RMod is now applied to an attack's range penalty as selected from the Range Table. Added movement ability modifiers (to account for movement powers and items) and display of net movement that includes encumbrance. Fixes: Fixed range penalty incorrectly showing "-10" for range of 65-125m. Fixed movement penalty incorrectly showing "-2" for 10-24% carried weight. Fixed possibility of showing negative DCV values in maneuver roll dialogs. Behind the scenes: Updated styling method for combat, language, and enhancer skills as well as attributes and abilities. Will make future updates easier.
  10. Hi all, Version 2.3 of Hero System 6e Heroic is live. This update features improved maneuvers, color accessibility improvements, and bug fixes. The next update will be to the README, which I decided to do separately. A small update to HD Importer will follow that. New or expanded features: Expanded functionality of martial maneuvers: Roll Buttons for normal and killing attacks and blocks, END costs with buttons for non-martial or advanced maneuvers, and STUNx. Can be used for martial arts or custom maneuvers for weapons. Removed the "Basic Attack" maneuver and added a ninth martial maneuver with the name "Strike." "Damage by STR" is a keyword phrase for maneuver effects. Any maneuver effect that includes this keyword will use and update normal damage and END values according to STR. Maneuver rolls display updated DCV. Added OCV range penalties can be chosen by radio buttons in the existing range penalty table. Changed perception roll boxes to display success chances for each type (general, vision/sight, hearing, and smell). Added the hidden variable "sheet_name," which might by used in the future for mod compatibility (e.g., Hero Roller). Accessibility: Changed the color palette of buttons and matching roll messages to the Okaba and Ito palette for better color vision accessibility. Sheet styling changed to be a majority of tints and shades of the Okabe and Ito palette. Fixes: Fixed super heroic campaign endurance, which had the opposite of the intended effect. Fixed double precision math error causing END calculations to be sometimes rounded incorrectly. Fixed tab index order issue in the Powers tab. Fixed issue where Safari offered to autofill some text fields. Fixed focus outline clipping due to adjacent equipment items. Added sheet version update for maneuvers, perception rolls, and sheet_name. Increased text limit for martial maneuver names (24 to 34). Added floating text labels for power variables.
  11. A small update (2.2) this month: The sheet uses the Hero System Compendium as the default compendium. More importantly, I added Heath H. as a co-author, who made a lot of updates last May (to 2.1). These include: 1) significant behind the scenes code optimizations. 2) an option to show 'Hit DCV' in roll results 3) better shield blocks 4) an option to send rolls to the GM as whispers 5) There are also now eight martial maneuvers instead of six. Apologies for not posting the news then. Real life has been in the way. Lately I've been looking into getting Hero Roller fully compatible with the Heroic sheet. It mostly works, but there are problems with the CVs. The author, Timmaugh, is looking into a way to implement a configuration tool for Hero Roller. There isn't a default way for a mod to identify which sheet it is being used on. Maybe this will be offered in the future. For now we'll either have to have the GM select it or use a custom hidden variable that the mod would call.
  12. No worries. You're not the first person to do that. It took me some time to sort out a 'bug report' that turned out to be using my importer with the other sheet.
  13. Hi Ndreare, Yes, the sheet I maintain is the Hero-themed one on Roll20 (HeroSystem6eHeroic), which I recently updated to handle 17 powers. The API script for importing HeroDesigner characters is in the API one-click install menu. You will need the HeroDesigner export definition file, which can be found here:
  14. The import script was approved and is now available in the one-click menu. 🙂
  15. I updated the Hero Designer importer (HeroSystem6eHeroic_HDImporter 1.1) so that it will recognize all 17 power slots. The API Github repository is updated less predictably than the sheet repository. I'll post a note when it is live.
  16. Hi everyone, I've made an update to the sheet, which is now live on Roll20: The Power Tab now has seven more slots for powers (17 total). To make room I added an expand/collapse functionality so that only one power per column is fully visible. The Power Tab has a health status widget similar to the Characteristics and Gear Tabs, which will give players immediate feedback when they use a power's END or REC or heal themselves and so on. I sacrificed space for an 18th power to add this, but I think it is worth it for playability. I fixed an issue where the text in roll templates was hard to see when using Chrome and dark mode. Finally, I made a small update to the readme to reflect the changes. The next planned effort will be to the HeroDesigner importer so that it will recognize the extra power slots. Cheers, ViG
  17. I wish I could help, but the code bases are completely different. If I had the time, I would prefer to spend it adding another 10 powers to my sheet. There is an easy way, but I'd like to make it bit more elegant than adding another tab of ten. In any case, my sheet wasn't really intended to be supers-friendly.
  18. Hi C.R., There are export formats for Hero Designer for both Roll20 character sheets. For the sheet I maintain, Hero System 6e Heroic, use the export format HeroSystem6eHeroic_HDImporter. The import script for the sheet is installable from the Mods (API) Scripts setting using the 1-click install menu or from its GitHub folder, which also has the manual and a sample character. As the name implies, HeroSystem6e_Heroic is intended for Heroic campaigns such as Fantasy Hero or Star Hero. It will work in a pinch for Supers, but this wasn't the design intent. For the other sheet, Hero System 6e, use ImportHS6e. The script is installable using the 1-click install menu. The export format file is available from its GitHub folder. I don't support this script and can't comment on its status. Be advised that you need a Roll20 Pro-level subscription to use API scripts. Cheers, ViG
  19. The import script is now available in the Roll20 1-click install menu for the sheet.
  20. The importer is now available in the 1-click install menu. A little quality of life update.
  21. We traced the trouble drophammer was having to an issue unrelated to the script. There are two character sheets for Hero on Roll20: one for supers and one for heroic games. An understandable error to make since navigating Github to find API's is not easy as it could be. And I'm still struggling with Support to get HeroSystem6eHeroic_HDImporter to show up in the 1-click install menu. *sigh*
  22. It turns out that the pairs of single quotes issue was related to the text editor (Notepad++) used to open the character files. I was not able to repeat the issue, but the user who reported it found that switching text editors solved that particular problem.
  23. A useful troubleshooting test would be to see if Darci, the sample character file in the GitHub repository, will import. Thank you for reporting an issue, by the way. It is really helpful. -ViG
  24. Hi, I was made aware of a problem a few days ago that I was able to track to an issue where exported characters from HD have instances of two single quotes where double quotes should be. This seems to be a new issue. I haven’t had time to fix it due to RL interference, but I hope to get to it ASAP. Not sure if this is the same problem you are encountering, but I expect it is. If you have a chance, would you send me one of your exported characters via private message to https://app.roll20.net/users/633423/villain-in-glasses ?
  25. Hi Jkeown, Would you let me know which script was causing compatibility problems? If it is something that is likely to be used in parallel to mine, I might be able to sort out the problem. The importer should make a new character sheet or overwrite one with the same name if that option is selected. If there is a particular character that is causing problems it would be great for me to try it out myself. Thanks for posting, by the way. Feedback is always welcome. Cheers, ViG
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