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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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PostPosted: Thu Sep 27, 2007 11:47 am 
jespley wrote:
trevor wrote:
Sir Flak wrote:
Tokens all lost their size which I think you said they would.

correct :)


I'm confused. I just confirmed that on a brand new map, a token set to large does get 2x2 as expected. However, the small and smaller ones do not get smaller.


Two different issues. Loading a pre b16 map will result in everything reverting to Medium (the default size).

The small, smaller issue is because the sizing structure doesn't know how to go sub-cell sizes yet.

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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PostPosted: Thu Sep 27, 2007 11:48 am 
RPMiller wrote:
Make them flash... :shock:


Bwahahaha ! That's Old Skool right there !

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Demigod
 
Joined: Sun Jul 01, 2007 12:23 am
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PostPosted: Thu Sep 27, 2007 11:50 am 
Regarding the new Hero Dice mechanic, NICE!!

However we need the reverse to be done as well. The STUN-->BODY is great for most attacks, but we also have killing attacks which do the reverse.

Killing attack damage is read straight from the dice and the Stun is calculated by rolling 1d6-1 and multiplying that by the Killing Damage rolled.

Killing dice are almost more important to our group right now than the regular dice as we are playing non-superhero games and there are a lot of killing weapons being used. Starting in October we'll be starting a Post-Apocalypse game and we'll be needing the Killing Dice a lot. :twisted:

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Demigod
 
Joined: Sun Jul 01, 2007 12:23 am
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PostPosted: Thu Sep 27, 2007 11:52 am 
trevor wrote:
RPMiller wrote:
Make them flash... :shock:


Bwahahaha ! That's Old Skool right there !


I thought you would enjoy that suggestion. 8)

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Cave Troll
 
Joined: Thu Oct 26, 2006 8:56 pm
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PostPosted: Thu Sep 27, 2007 11:57 am 
Thanks for the clarification, Trevor.

Is there some way for us users to get access to an older build?

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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PostPosted: Thu Sep 27, 2007 12:06 pm 
jespley wrote:
T
Is there some way for us users to get access to an older build?


http://rptools.net/dist/zip/

We're working on cleaning up that directory so it's easier to navigate, and less cluttered.

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Deity
 
Joined: Fri May 12, 2006 7:56 pm
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Location: Las Cruces, NM
 Post subject:
PostPosted: Thu Sep 27, 2007 12:07 pm 
You can always download the the earlier releases as zip files and run those.

I believe you can even make a webstart shortcut for a particular release but I not really up on that.

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Demigod
 
Joined: Sun Jul 01, 2007 12:23 am
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PostPosted: Thu Sep 27, 2007 12:10 pm 
trevor wrote:
We're working on cleaning up that directory so it's easier to navigate, and less cluttered.


When you do that, don't forget my suggestion of using 0 in the tens place so that they are properly sorted. ;)

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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PostPosted: Thu Sep 27, 2007 12:24 pm 
Opinions on the updated toolbar icons ? Suggestions for next improvements ?

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Giant
 
Joined: Fri Mar 17, 2006 10:53 am
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Location: Dexter, MI
 Post subject:
PostPosted: Thu Sep 27, 2007 12:44 pm 
RPMiller wrote:
Regarding the new Hero Dice mechanic, NICE!!

However we need the reverse to be done as well. The STUN-->BODY is great for most attacks, but we also have killing attacks which do the reverse.

Killing attack damage is read straight from the dice and the Stun is calculated by rolling 1d6-1 and multiplying that by the Killing Damage rolled.


Is that really necessary, though? I mean, if you do 1 1/2d6K can't you just roll [1d6] + [1d3]?

The dice code I wrote for ScreenMonkey handled 1.5d6, but to get STUN you either have to support the STUNx die or the Hit Location Chart (which, now with tables you can do).

What might work is allowing multiple roll statements on one line so you could write something like this:

/roll [1d6]+[1d3]; [1d6-1]

Once the multiple results on a single line has been implemented I'd like to look at the code and maybe implement some of the goofier things about the Hero dice (like a minimum of x1 STUN on 1d6-1, supporting Increased STUN Multipliers, and stuff like that).

Just getting STUN & BODY from 6d6h is awesome. That is a HUGE step for us Hero guys. Thank you very much.

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RPTools Team
 
Joined: Thu Jun 01, 2006 1:05 pm
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Location: Buffalo, NY
 Post subject:
PostPosted: Thu Sep 27, 2007 12:56 pm 
trevor wrote:
Opinions on the updated toolbar icons ? Suggestions for next improvements ?


I like them better! Easier to tell at a quick glance.

I still want to kill myself with the Stamp icon though. :wink: :lol:


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Codeum Arcanum (RPTools Founder)
 
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PostPosted: Thu Sep 27, 2007 12:59 pm 
dorpond wrote:
I still want to kill myself with the Stamp icon though. :wink: :lol:


Don't worry the entire icon is going away, to be combined with the pointer tool

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Great Wyrm
 
Joined: Sun Aug 12, 2007 9:49 am
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Location: Midsomer Norton, (Near Bath), UK
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PostPosted: Thu Sep 27, 2007 1:03 pm 
Having the browned out effect on the sub icons as well would be nice for continuity.

Still hate the position of the world icon for maps and the stamp icon makes me want to join the US postal service . . . . . :wink:

edit: opps Trevor got there before I did.

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RPTools Team
 
Joined: Thu Jun 01, 2006 1:05 pm
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PostPosted: Thu Sep 27, 2007 1:10 pm 
Cweord wrote:
Having the browned out effect on the sub icons as well would be nice for continuity.

Completely and 100% agree.


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Giant
 
Joined: Fri Mar 17, 2006 10:53 am
Posts: 140
Location: Dexter, MI
 Post subject:
PostPosted: Thu Sep 27, 2007 1:11 pm 
INTERFACE NOTES

1. Hide From Players has always gotten munged on the menu. Suggestion: Since it is checked when toggled anyway just change the text to "Hidden"

2. Enable Fog of War... ditto. Suggestion: change to "Fog of War". The check already indicates whether it is enabled or not.

3. Like the new buttons - a lot.

4. Color Palettes: this has always confused me. I would find it more intuitive if when I clicked on Pen or Fill that the box highlighted to reflect which was selected, and then I could pick from the quick palette below. If I needed a more specific shade I could double-click to get the current palette dialog. Also, I don't think it would add too much size to that palette to add a Pen and a Bucket symbol above each, and if you clicked on the symbol it would put an X or a / through it to indicate that it isn't active (i.e. no fill or no pen). When hovering over a quick palette color if the color names could be shown it would really help us color blind people (and prevent my players from laughing at my color choices).

5. Grid Line Width doesn't work for me (the times I've tried it in other versions too, Mac or PC).

6. Text Labels: could we add "Hidden" to that dialog as well so you can put GM notes on the map? Also, consider this a request for either: a) text box buttons (click on them to pop up a larger text box); b) text boxes; c) or both a & b.

7. Template Tools that conform to hexes, or standard geometry (circle, cone, line), would be awesome.

8. Show as Player as a separate window would rock. Something you could leave up all the time on say a second screen....

9. Snap to Grid & Token Movement: Tokens that aren't snapped do not report movement in cells/units. It still looks like they are reporting pixels.

More as I see it. Keep up the great work! Thank you.

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