I found myself using the onTokenMove event and was really happy there was such a feature in MapTool since it is exactly what i needed for my Framework, the problem is that i need the exact same feature for the facing option, since facing use some kind of action points as moving does.
All the move options would be welcome like a token.denyFacing=1 for instance and a facing freeze when it is not the player's turn to play ; Since i need also to prevent facing as much as moving when the player doesn't have anymore action points or is not in his own turn play.
Hm, that could be tricky -- when does the facing take effect?
As things stand right now, I can select a token and freely spin the mouse wheel while holding down the Shift key and the facing whirls around. So does each change mean an event is fired? What if I go full circle and then stop only one position away from my original position? If I spin the facing only one step, how long before the event fires? Remember that making changes to a token cause the token to be updated on all clients as well, which means network traffic. Firing off this event might be possible only on the originating machine, since the others don't need to know about it necessarily, but the above questions still need to be answered...
It won't happen in 1.3 due to the feature freeze, but the issues discussed here can help inform us as we work on 1.4.
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It would be a huge boon to maptools to get facing options, thats for certain. We use rear-flank, back-AC, and several other facing dependant additions to our games. In example, not being able to take opportunity attacks on people in your rear facing. While the effort may be incredible, I gotta say the results would be outstanding.
Correct me if I'm wrong but only GMs can face tokens that way, everyone else has to use the (trusted?) macro command Wiki: setTokenFacing(). Surely you can just use your "onTokenFacing" the line after you use setTokenFacing in a macro, and you're done?
_________________ I'm working on adapting the Alternity game for MapTool, and am implementing the quick play scenario into the game, complete with pre-made characters, map, handouts and instructions for the GM. Also re-writing the combat macros to make all the unique rules easier to code later. Outdated release & support thread: [Alternity] v0.2 *BETA*.
what you *can* do is save the facing of a token with e.g. a 'submit facing' macro and lock the 'submit' macro down when players may not change the facing. So when is allowed to change the facing of the token, she can change it, then press the 'submit facing' macro, which saves it on e.g. a lib:token. This is also the moment where you can calculate how much the facing has changed vs last time and calculate points.
Then when a battle is activated/resolved, e.g. someone shoots, the facing direction of the token is NOT taken from the token itself but from the saved var on the lib:token. You as gm could even create an extra macro: correct facing (apply to selected or apply to all pc tokens) that you press once and a while which automatically sets all facing of all tokens to the saved var. Or make this 'autofacingcorrection' part of the 'shoot' macro or even the 'onTokenMove' event.
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