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Brennall

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Everything posted by Brennall

  1. JsonExporter.hde View File This is the hero exporter file to transfer your character into the new Tabletop Simulator Hero System Mod. Submitter Brennall Submitted 03/15/2020 Category Export Formats Output Format HTML (Browser) Rules Version HERO System 6th Edition
  2. Version 1.8

    255 downloads

    This is the hero exporter file to transfer your character into the new Tabletop Simulator Hero System Mod. The TTS Mod can be found here .. https://steamcommunity.com/sharedfiles/filedetails/?id=2023781168
  3. and the Json Exporter zip file is here for the hero designer importing http://www.spellbound.co.uk/tts/JsonExporter.zip
  4. https://steamcommunity.com/sharedfiles/filedetails/?id=2023781168 And it is live .. Public Beta
  5. Well that could be this evening David ... Because of the Pandemic I am deciding to go public beta directly rather than private Beta. All controllers loaded, all copyright material removed, all characters removed from notebook. Just need to find a GM's screen that is not copyright and put it in. Then release to Steam Workshop.
  6. In game view .. Agent X vs Nazi Soldiers, as you can see he opened with a flash grenade, then switched to firing his Gyrojet with a concussion shot. Most of the Nazi's are blind and one is on the floor KO'd
  7. Here is the latest screenshot showing some of the turn management capability. Next weekend we begin the family and friends play test with release hopefully following that.
  8. Attached is an example JSON export from Hero Designer. For those interested in how the export is constructed. It is a text file so can be edited with Notepad etc. In addition there is a basic Export Template for Hero Designer. It is not the final format that will be released with the Mod, but it is close. If anyone wishes to help, please use the Export temptare on 6e characters and PM me the results so I can if any characters cause problems. It should produce the JSON files like the one above, however the more people who try it and give me the results the better it will be at reading characters. If anyone wishes to help, I have some data entry for charts and tables requirements. If you don't mind entering data into spreadsheets to help it would appreciated. Please PM me if you wish to help ChargedCrusader.json JSON Full Combat Record.hde
  9. As we approaching the release of the Mod I thought breaking off a new topic focused on the Mod itself would be wise. Here is an update on the current benefits of the Hero System Mod for Tabletop Simulator. Import from Hero Designer Onscreen Combat Record with sections for: - Primary and Secondary stats Movement types Distance/range finder Ability to alter stats Skills list Maneuvers/ Martial arts list Locational hits Quick dice roller Custom Dice Roll list with roll editor. Where possible all of the above allow the "Click to roll" Dice rolls and modifiers for: - Stat rolls Skill Rolls To hit rolls Manoeuvres Normal Damage Killing Damage Onscreen Combat Turn manager Keeping track of turns, segments and phases for all participants. Displays Speed, dexterity and future phases for all participants. Allows the Gm to activate, hold and abort phases for all participants Logging all combat activities and times. Can hold a full or half phase till it is activated. Add or remove combatants Display a visual turn track of the next 12 segments including post segment 12 Free floating windows for the combat manager and combat records enable players to focus on the action. Gm can have up to 16 active combat records at any time. Each combat record can be used to run multiple characters (mooks) General benefits 3d environment with lighting Lots of models and easy to make your own Supports “flat” figures so any digital assets in Roll20 can be moved. Support for maps from any digital source Hex grid in game over any map Can be scaled to meet your needs Pdf support so you can bring in manuals or character sheets (or just use them in the real world) Voice support in game or via discord
  10. Well the good news is the "lot" of little errors was due to copying over some old code. I went through it today found what was missing and updated. All fixed now. So Stat rolls and skill rolls are now working as expected.
  11. Not yet @bluesguy however if you want a chance to playtest it, drop me a msg on Discord. It is close .. but some time spent playtesting to find issues would be good
  12. And with a simple click Turn view can be enabled.
  13. Turn controller, combat records and the game table. Finally everything comes together. A pleasure to finish the core work on the last day of the year. Ready to start playing after months of work. Golden Age 1936 Britain here I come.
  14. Given the work today .. I suspect we are getting very close. I would say just around Christmas with worst case early Jan. Load time is down to 1.4 seconds per Controller (from around 3 seconds). Interface has changed slightly, but refactoring the code has tightened performance significantly. With another 3-4 days work I could lower it down into around 1 - 1.1 seconds per controller I think. The combat record now "detaches" from the controller when in use (which increases ongoing performance by reducing "onscreen" items. It can also be attached again (both options via the green top left button) So time estimates currently running around 36 seconds to load 26 controllers. Compared to 90 or so seconds before. This is all dependant on the computer being used and to some degree network/internet speed, which is why I am focusing on reducing it as much as is possible. PM me @ScottishFox if you are interested in giving it a trial?
  15. Stress testing .. Got 20 active controllers now ... With 6 "Players" and GM .. GM has 14 controllers with loaded characters also This view shows 4 open windows .. and the turn controller with 20 loaded and active. This view shows the same game from the blue players perspective .. Note the blue player see's his own combat record and not the ones in use by the GM or the turn tracker. This shows 14 active NPC's for the GM .. and all six players are active in their own sessions. And finally the same view with some windows "minimised" .. and others fully open and operational. Things start to slow down as we add more controllers after this ... becoming challenging to use around 27 controllers.
  16. The white box at the end of the To Hit line can be used for modifiers such as PSL etc. Normal manoeuvres are in the Martial arts section and modify OCV and have their own white box at the end (see the haymaker section in the video). The range mod fits into that for range OCV mod also (if ticked). All of the white boxes are stable and should remember their content in a session. They can handle positive and negative numbers from -99 to 999. Hopefully that should cover what you require.
  17. Added Distance calculator and range modifiers.
  18. Looks like it is all working .. multiple controllers .. with Multiple NPC's .. all working through the turn controller .. with floating combat record windows open and ready to roll dice on the dice roller (bottom right)
  19. One of the things happening in the Background of the Hero System for TTS I do not talk about is the logging. As the logging has grown during development, I have come to realise the potential value of this tool. It represents an accurate record of all dice rolls, turns, aborts, holds and other activities occuring within the game. You can see a simple version below. The Dice rolls (and associated skills, ocv, etc) are also recorded in an accurate time sequence for the game (including hidden rolls). The true value I suspect from my perspective, will be an effective reference for game write-ups. Combined with the potential to record (video or audio) online games fairly easily, it acts as a "Skeleton" of events and a source of truth for time. I am certain I will add the ability to add to the time log .. so you can record "Scene" information (1 line of text) quickly, or just ad-hoc gm notes. I also noticed the other day someone had written a Discord webhook for TTS, which enabled all chat and logs to be written live out to a discord channel (in real time). That might also be appealing.
  20. @bluesguy thank you very much for the kind words, I appreciate the support. @Tywyll yes, it is not orientated to any individual Hero System Genre, this will work with heroic, fantasy hero, star hero etc. some small piece of work will be required for vehicles, AI, etc (they lack some Characteristic). But the system is general enough to support what is required in any genre.
  21. Abort action now working After being attacked Nazi Soldier #3 has aborted his segment 6 action (as seen next to his name in Aborted Phases). His Next Phase is now shown as 12 (next to his name in Next Phases). The GM clicked on the cross next to his name to abort. Once aborted that cross goes and will not return till the player has gone past his aborted phase. Tomorrow night is Held Phases night and one day tidy up. So should be ready to try out properly by Thursday. Final piece of work will be transplanting all the Controllers (Player, NPC and Master) out of the Development game and over into the real Hero System Mod.
  22. Well this bit should please you ... Turn Controller Beta is working, remaining work is for Abort and Hold. Finalised Combat record with Quick Roller and To Hit Locations At this rate the beta should be no more than two weeks away.
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