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Cave Troll
 
Joined: Mon Oct 13, 2008 3:36 pm
Posts: 30
 Post subject: Re: Setting up MT for GURPS
PostPosted: Thu May 26, 2011 5:26 pm 
Winter wrote:
How would you all feel if I were to consolidate the Inventory tab into the Main tab? It seems that those are the two most used tabs, and it might cut down on the number of clicks required to take a turn if the inventory appeared on the Main tab.

Wouldnt that kind of overload the tab? But some kind of Switch for Weaponsets or so might be usefull.


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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
Posts: 155
Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Mon May 30, 2011 12:32 pm 
Quote:
Wouldnt that kind of overload the tab?

Maybe. That's why I was asking. None of my tokens have more than 20 items, so they would easily fit. But I don't know about others'.

Quote:
But some kind of Switch for Weaponsets or so might be usefull.

Could you spell out what you mean? A button that would swap from sword-and-shield to rapier-and-dagger, perhaps? (Or, perhaps, twin laser arrays and heat- and radar-seeking missile pods?)

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Cave Troll
 
Joined: Mon Oct 13, 2008 3:36 pm
Posts: 30
 Post subject: Re: Setting up MT for GURPS
PostPosted: Mon May 30, 2011 12:53 pm 
Quote:
A button that would swap from sword-and-shield to rapier-and-dagger, perhaps? (Or, perhaps, twin laser arrays and heat- and radar-seeking missile pods?)

Yes something like this, i doubt anyone regularly swaps countless items, but switching from ranged to melee weapons is something done regularly.


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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
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Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Tue Jun 07, 2011 10:13 pm 
I've been thinking about this "weapon-sets switch". Since switching weapons requires discrete Ready actions (or at least, fast-draw checks), would we really want to give users a way to switch several weapons in bulk? I suppose I could make it an optional feature, or GM-only.

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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
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Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Tue Jun 07, 2011 10:23 pm 
Also, a little update is in order. I've been working intermittently on the Spells tab, which is about halfway done. I've also been working on damage-type-specific DR, as discussed upthread. My other priority is some sort of improved conditions-and-states tracking, so that shock will wear off and spells will expire automatically. The initiative tracker was really just the prerequisite for this tracking feature, which will be the biggest help to the GM of anything I can think of (and the SJG online policy will let me implement). Suggestions on any of these are welcome.

Real Life has kept, and will keep, me busy for the last few months and for the foreseeable future, but I'm sure I can squeeze in the time to finish another release by the end of August. The Spell tab will be finished by then, but as much as I'd like it, I doubt the damage-type-specific DR and the conditions tracking will be finished at that point.

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Giant
 
Joined: Tue Nov 18, 2008 10:16 am
Posts: 136
 Post subject: Re: Setting up MT for GURPS
PostPosted: Fri Jun 10, 2011 11:46 am 
Hi Winter, the framework is looking good. I'm tempted to use it, in a way being stripped down makes it more appealing. I like being expected to know the rules.

However the current fight we are in has over 50 NPCs, of 7 different types, fighting six PCs and their 10 allies. That's a lot of character sheets to set up. I guess I'll look for a better moment to integrate the framework for in game testing.

But I have a question, what is vision and visibility? What is sharp and night vision? How do you handle the conic vision/night vision/darkvision in your games?


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Kobold
 
Joined: Thu Jun 16, 2011 12:43 pm
Posts: 5
 Post subject: Re: Setting up MT for GURPS
PostPosted: Thu Jun 16, 2011 12:53 pm 
Winter:

Love the work you're doing and wanted to offer my assistance. I'm a developer (as I'm guessing you are) with quite a bit of experience with HTML, CSS, various scripting languages and Java. I'd like to see if there's any way I can help out. I tried to PM you, but it appears you don't have messages enabled in your profile or something? I don't get a link to email you in any case. PM me and maybe I can find a way to help you out with this awesome resource!

Oso Rojo


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Kobold
 
Joined: Wed Jun 29, 2011 4:57 pm
Posts: 3
 Post subject: Re: Setting up MT for GURPS
PostPosted: Thu Jun 30, 2011 12:19 am 
Hello Winter,

I sent a post to you under the title "To Winter" but not sure if the moderators have approved it.

I have problems with MT GURPS. One of the problems is the lib:GURPS token, the selectability of another token to review its new character sheet by pressing the macro "Character Sheet", and it won't work. It says that it either is missing the token lib:Sheet, or that the macro has to be defined by location.

I am currently using MapTool .b85 and am wondering if it is possible I could consult with you about the problems that I face in MapTool. I am currently working on a campaign, creating my worlds, but really need some thorough input on the macros.

Lastly of all, I found that your campaign idea may have been updated, but there are some confusion about how to create the Character Sheet Macros, some rolls were missing, and some weren't working, etc. If this beta campaign file I downloaded recently was built on an earlier version, I am not so sure what I am doing wrong. Do yuo know the approximate version of this .cmpgn file?

I hope you do reply back to me.


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Kobold
 
Joined: Thu Jun 16, 2011 12:43 pm
Posts: 5
 Post subject: Re: Setting up MT for GURPS
PostPosted: Thu Jun 30, 2011 7:30 am 
Huscurian wrote:
Hello Winter,

I sent a post to you under the title "To Winter" but not sure if the moderators have approved it.

I have problems with MT GURPS. One of the problems is the lib:GURPS token, the selectability of another token to review its new character sheet by pressing the macro "Character Sheet", and it won't work. It says that it either is missing the token lib:Sheet, or that the macro has to be defined by location.

I am currently using MapTool .b85 and am wondering if it is possible I could consult with you about the problems that I face in MapTool. I am currently working on a campaign, creating my worlds, but really need some thorough input on the macros.

Lastly of all, I found that your campaign idea may have been updated, but there are some confusion about how to create the Character Sheet Macros, some rolls were missing, and some weren't working, etc. If this beta campaign file I downloaded recently was built on an earlier version, I am not so sure what I am doing wrong. Do yuo know the approximate version of this .cmpgn file?

I hope you do reply back to me.


Try making the lib:GURPS token visible to players (right click the token, check 'visible to players'). If you don't want them modifying it, place it on a map that's NOT visible to players. It will still work. That cleared up the character sheet problem for me.


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Kobold
 
Joined: Wed Jun 29, 2011 4:57 pm
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 Post subject: Re: Setting up MT for GURPS
PostPosted: Fri Jul 01, 2011 2:25 am 
Hey, I figured it out thanks to yuo, Ojo Rojas.

I was supposed to make the token change from its basic state to the current one, GURPS; that alone made the token available to show up the character sheet for modification. That solved my problem. :) At least, I do nto have to ask for Winter.

Your statement regarding the basic map, changing into another one worked with other tokens on other ones. That one did the trick for me.

Thanks very very much for solving a problem that's been plaguing me for days.


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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
Posts: 155
Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Sun Jul 03, 2011 11:24 am 
Thanks, OsoRojo, for clearing up Huscurian's problem while I was away from the forums. I'll fix that bug in the next release.

I certainly wouldn't mind some help developing improvements to the framework. I'll get back to you in a few days.

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Kobold
 
Joined: Sun Jul 25, 2010 9:44 pm
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 Post subject: Re: Setting up MT for GURPS
PostPosted: Fri Jul 15, 2011 6:55 pm 
Hello Winter,
The framework you did for GURPS is amazing!
But I believe I found a small bug. When creating a new character it seems impossible to put a Basic Lift different than (ST*ST)/5. I have a PC with the advantage Lifting ST and I couldn't manage to put a Basic Lift value independent of his ST. I'm using the b86 build on a Windows XP.


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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
Posts: 155
Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Sun Jul 17, 2011 8:42 pm 
Hello, marceloyoiti. Thanks for trying out the framework. You can't add Lifting ST explicitly, but you can change the Basic Lift. Hit the blue Attributes link at the top of the Main tab. This will let you edit the Basic Lift to whatever value you'd like. Let me know if this works for you.

I might add in an explicit Advantage of Lifting ST in the Ad/Disad tab in a future release, but I'm trying to add other functionality - like Spells - for which there's no support at all. In the meantime, just edit Basic Lift and at your Lifting ST to any lifting skill checks you might make.

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Giant
 
Joined: Wed Apr 22, 2009 6:24 pm
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Location: Chicago, IL
 Post subject: Re: Setting up MT for GURPS
PostPosted: Sun Jul 17, 2011 8:48 pm 
Whoa, scratch that. There is a bug with Lifting ST. You can enter a new value for Basic List, but the system doesn't register it. I'll fix that. Thanks for pointing it out!

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Kobold
 
Joined: Mon Sep 12, 2011 7:05 am
Posts: 4
 Post subject: Re: Setting up MT for GURPS
PostPosted: Mon Sep 12, 2011 7:21 am 
Hi there,

I've been drooling over the prospect of getting a VTT set up with GURPS and came across this thread. However, I'm finding using it a bit daunting (being a new user to maptools and, by extension, to this framework). Is there a wiki out there somewhere with "how to do x" type articles in it? I know that I'd find it useful. Thanks in advance.


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