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Giant
 
Joined: Fri Aug 01, 2008 8:18 am
Posts: 103
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PostPosted: Fri Aug 01, 2008 8:28 am 
I'm having an issue that appears to be a result of the []/{} fix. This macro:

<table>
<tr><td colspan=2 nowrap><b>Melee basic attack (STR vs AC)</b></td>
<span style="font-size:0">[Roll = d20]
[Attack = Roll + HalfLevel + STRMod + WeaponMagic1 + 2]
[Crit = floor(Roll / 20)]
[Damage = max((1d8) * abs(Crit - 1), (8 + CritDamage1) * Crit) + STRMod + WeaponMagic1]</span>
<tr><td>Attack: <span style="color:rgb({255 * Crit},0,0)">{Attack}</span></td>
<td>Damage: <span style="color:rgb({255 * Crit},0,0)">{Damage}</span></td> </table>

Is prompting me for the Damage that is displayed. Also, it it's treating Attack as if it were a string and concatenating my property values onto the dice roll. It outputs the following (I entered 0 when prompted for damage):

Melee basic attack (STR vs AC)
Attack: 7floor(Level/2)floor((Strength-10)/2)12 Damage: 0

I love the program, btw. My group came over from OpenRPG a couple months ago and have been blown away by the features and the frequency of updates.


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Great Wyrm
 
Joined: Fri May 09, 2008 9:45 am
Posts: 1852
Location: Doylestown PA
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PostPosted: Fri Aug 01, 2008 8:44 am 
dorpond wrote:
Wanna hear something funny? We had the ability to move templates in Maptool 1.1 :P

Yeah, I jsut loaded up MT 1.1 and I was able to move the templates. Heh, too funny. All this time and I had no clue.. :)


That's awesome.

I wonder who else didn't know.

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Dragon
 
Joined: Mon Jul 28, 2008 11:23 am
Posts: 558
Location: Oshkosh, WI
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PostPosted: Fri Aug 01, 2008 8:46 am 
I'd like to be the first to say WOO HOO!!!

(I'll save the Snoopy dance for after I actually try it out. Downloading now.)

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
Posts: 11386
Location: Austin, Tx
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PostPosted: Fri Aug 01, 2008 8:53 am 
BigO wrote:
I'd like to be the first to say WOO HOO!!!

(I'll save the Snoopy dance for after I actually try it out. Downloading now.)


And definitely save it until after the bugs are fixed :)

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
Posts: 11386
Location: Austin, Tx
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PostPosted: Fri Aug 01, 2008 8:55 am 
Could you email me your campaign file so I can test your exact setup ?

the_meek wrote:
I love the program, btw. My group came over from OpenRPG a couple months ago and have been blown away by the features and the frequency of updates.


Awesome !

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Great Wyrm
 
Joined: Sun Mar 16, 2008 7:12 pm
Posts: 1816
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PostPosted: Fri Aug 01, 2008 9:06 am 
dorpond wrote:
Wanna hear something funny? We had the ability to move templates in Maptool 1.1 :P

Yeah, I jsut loaded up MT 1.1 and I was able to move the templates. Heh, too funny. All this time and I had no clue.. :)


That's hilarious. I had no idea as well.


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Giant
 
Joined: Fri Aug 01, 2008 8:18 am
Posts: 103
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PostPosted: Fri Aug 01, 2008 9:20 am 
My DM's being a slacker about getting the campaign file to me, so for the time being I can tell you which of the variables are stored in properties and how they're defined.

Level = 3
Strength = 18
HalfLevel = floor(Level/2)
STRMod = floor((Strength-10)/2)
WeaponMagic = 1
CritDamage1 = 1d6+1d8

None of Attack, Roll, Crit, or Damage are campaign properties. I assume the parser sees "floor" in the property and says "oh, that's a string. I'll concatenate these." I've no clue why it's prompting me for the damage. When I try running the macro as:

<table>
<tr><td colspan=2 nowrap><b>Melee basic attack (STR vs AC)</b></td>
<span style="font-size:0">[Roll = d20][Crit = floor(Roll / 20)]</span>
<tr><td>Attack: <span style="color:rgb({255 * Crit},0,0)">{Attack = Roll + HalfLevel + STRMod + WeaponMagic1 + 2}</span></td>
<td>Damage: <span style="color:rgb({255 * Crit},0,0)">{Damage = max((1d8) * abs(Crit - 1), (8 + CritDamage1) * Crit) + STRMod + WeaponMagic1}</span></td> </table>

I get:

Could not execute the command: Illegal argument type java.lang.String, expecting java.math.BigDecimal

I hope that helps. I'll get the campaign file to you as soon as I'm able.


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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
Posts: 11386
Location: Austin, Tx
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PostPosted: Fri Aug 01, 2008 9:27 am 
That's probably good enough, I'll take a look

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Giant
 
Joined: Fri May 23, 2008 9:23 pm
Posts: 244
 Post subject:
PostPosted: Fri Aug 01, 2008 9:28 am 
trevor wrote:
* Fix bug: referenced token properties that are strings must have quotes


does this mean that if i put any string in a property and call it it will give me that string? this could kill my target declaration stuff, all my attacks cal the property Target which normally contains just "" so it returns nothing, but when i'm targetting someone specific i have it contain there name, and when I want to be able to note a different target per attack, I put an unnamed variable.

but from what you said above, if i set my prop to var and then call it, it will return var, rather than doing a prompt. which is what I need it to do.

EDIT: Actually, i may have just had an idea that could fix this problem, and maybe the meeks as well. for properties that need to be evaluated but might look like strings, which is most that would need to be evaluated, put them in {} so that it makes them calculate.
I can't actually test it right now as I have no time to do the download this morning, but there is the idea.


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Great Wyrm
 
Joined: Sun Nov 26, 2006 11:44 am
Posts: 1114
Location: Atlanta, GA
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PostPosted: Fri Aug 01, 2008 9:44 am 
UntoldGlory wrote:
dorpond wrote:
Wanna hear something funny? We had the ability to move templates in Maptool 1.1 :P

Yeah, I jsut loaded up MT 1.1 and I was able to move the templates. Heh, too funny. All this time and I had no clue.. :)


That's hilarious. I had no idea as well.
I actually figured this feature out sometime ago. I thought it was either already known or possibly a bug.

In either case, I'd still like to be able to move the AoE template after drawing it, too, which would solve both needs for placing it strategically and tracking moving areas of effect.


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Deity
 
Joined: Fri May 12, 2006 7:56 pm
Posts: 6300
Location: Las Cruces, NM
 Post subject:
PostPosted: Fri Aug 01, 2008 9:55 am 
dorpond wrote:
Wanna hear something funny? We had the ability to move templates in Maptool 1.1 :P

Yeah, I jsut loaded up MT 1.1 and I was able to move the templates. Heh, too funny. All this time and I had no clue.. :)


You know there is this feature in MapTool where all the tools put Help text into Status bar. :lol:

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
Posts: 11386
Location: Austin, Tx
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PostPosted: Fri Aug 01, 2008 9:57 am 
salmelo wrote:
for properties that need to be evaluated but might look like strings, which is most that would need to be evaluated, put them in {} so that it makes them calculate.


Exactly :)

" in addition you can write any line you want just like on the chat window, so [ ] and { } work to recursively resolve values "

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Great Wyrm
 
Joined: Fri May 09, 2008 9:45 am
Posts: 1852
Location: Doylestown PA
 Post subject:
PostPosted: Fri Aug 01, 2008 10:04 am 
trevor wrote:
salmelo wrote:
for properties that need to be evaluated but might look like strings, which is most that would need to be evaluated, put them in {} so that it makes them calculate.


Exactly :)

" in addition you can write any line you want just like on the chat window, so [ ] and { } work to recursively resolve values "


Ah, this fixes what I thought was going to be a bug.

Note that it MUST be {} and not [].

EVERYONE THAT HAS a property like WeaponDmg: 2d6 will need to modify this to WeaponDmg: {2d6}. This is an important change.

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Giant
 
Joined: Fri Aug 01, 2008 8:18 am
Posts: 103
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PostPosted: Fri Aug 01, 2008 10:05 am 
Quote:
for properties that need to be evaluated but might look like strings, which is most that would need to be evaluated, put them in {} so that it makes them calculate.


That fixed everything. Good call. Thanks a ton!


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Dragon
 
Joined: Mon Jul 28, 2008 11:23 am
Posts: 558
Location: Oshkosh, WI
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PostPosted: Fri Aug 01, 2008 10:43 am 
Orchard wrote:
EVERYONE THAT HAS a property like WeaponDmg: 2d6 will need to modify this to WeaponDmg: {2d6}. This is an important change.


Or put it in eval() in the spot where you are calling it:
Code:
You do {eval(Weapon1Dmg)} damage to your foe!

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