Pokemon Tabletop United(PTU) Kanto Framework 1.8

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

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Fazza
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Posts: 31
Joined: Wed Aug 14, 2013 5:45 pm

Pokemon Tabletop United(PTU) Kanto Framework 1.8

Post by Fazza »

This is a framework for maptool that me and my GM have been working on for an upcoming game. The aim was to make playing PTU over maptool with skype easier and reduce the need to reference the PDF. It uses character sheets with multiple pages to display the information for pokemon and trainers. Editing pokemon/trainers is all handled within the relevant sheets. It also allows quick rolling of moves and the damage done as well applying the result to a target.

Get the file here:
Kanto Framework Download

Main Features
Sheets with clickable links for the vast majority of informantion you need to run a game and or manage a character.

Adding XP automatically levels up pokemon, upon leveling up any new changes such as new moves availible will be displayed.

The ability to easily modify combat stages, initiative, damage reduction, throw range(trainers), evasion, damage bonuses, accuracy modifiers and critical hit ranges

Set your party and send out and recall pokemon from your trainer token to other maps. Upon sending out a pokemon is automatically added to iniative. You also have the ability to train your party which will automatically add xp to selected pokemon based on your command rank.

Working pokedex with token images. Along with the ability for gms to generate prestatted tokens with random or set nature, gender, abilities, and modifiers. Trainers can also track what pokemon they have seen and caught

Each pokemon and trainer has a move list with the ability to quickly add core moves from the PDF or add homebrew moves. You can also permanently edit moves easily should they change due to an ability or other reason or roll a move with editted effects that only effect that roll.

Moves are used at the click of a link and outputs the move details along with the accuracy and damage roll as well as a damage link that when clicked will apply the attack to the selected tokens with the relevant defense and damage multiplier(resistance/weaknesses)

All core ability and capability details with the ability to add them to pokemon/trainers quickly and reference them from their sheet from then on.

Working inventory with all core items present with corresponding prices that can be automatically deducted from your money upon adding(custom prices, such as 0 for free can also be used)

Automatically roll accuracy check and capture check when using pokeballs from inventory.

Capture calculator for the GM to quickly determine what roll is required to catch a pokemon. When a pokemon is selected it will prepopulate the choices to make this faster.

HP and XP Bars.
Images
Image

Image

Image
Usage Notes
Updated to 1.3
General
You will need maptool to use this framework it can be gotten from here(only tested in 1.3b87)

Most of the framework is used within the character sheets. To bring up pokemon/trainer sheets select a token and click F2. On the left it displays HP, action points(for trainers), initiative, evasion, defense and movement as well as ways to modify them.

The only thing handled outside the sheets is resting, it is done by selecting all the tokens you wish to rest and clicking F4 then entering the amount of time(in half hours) you are resting and how much hp you are recovering per half hour. This can be done by each player for each token they control or by the GM if he/she wishes to apply rest to everyone

Creating a new pokemon
From the Pokedex as GM
Open the pokedex from the GM screen(F5)
Select the pokemon you want
At the top of the page is a make token link, click it
An input with various selections will appear I will detail them here
  • Number to Generate: How many instances of the token you want.
  • Level: The level each token will be.
    Gender: If Random is selected each token's gender will be randomly determined based on the pokedex entry. Otherwise all will be the gender selected
  • Nature: If Random is selected each token's nature will be randomly determined. Otherwise all will be the nature selected. Either way base stats will be adjusted automatically.
  • Stat Assignment: This has a few options as to how stats will be assigned.
    • Random: Each modifier for each token is randomly assigned. This will not break base relation however. Due to the nature of this this method is signifigantly slower than the others, 5-10 seconds per token on my end depending on level but even so it's definitely my favourite method for random encounters.
    • Highest X/Even: Will evenly spread the stats across X stats(all in the case of even) with the highest base value. This prioritises the highest so any left over stats go to them first. This method is essentially. instant no matter the level.
    • Lowest First: Gives stats to the lowest first while maintaining base relation. This results in a very evenly balanced pokemon. This is slightly slower than Highest/Even.
    • None: Leaves modifiers unnassigned
  • Ability Assignment. How you want abilities to be determined. It will only assign 1 when below level 20 so it's not too important at those levels. Above 20 it will assign 2 and above 40 it will assign 3
    • Random: Each Ability slot is determined randomly so long as it is legal 1st one will be any of the basic, 2nd will be one of the advanced or any leftover basic and the 3rd will be one of the high ability or any of the left over lower ones
    • Highest Availible: Each slot will be randomly determined but will only choose one from the highest availible level.
  • Move Assignment: If not set to none you will get a popup with various pages of moves availible to the pokemon based on the pokedex Level(-) being level up moves below the current level(or equal), Level(+) being those above. There will be pages for egg, TM and tutor moves. If set to All each generated will have the same move set you chose. If Individual you will get an input for each token generated.
Other non variable stats such as weight class, movement capabilities etc are also added.


From Scratch[/]
Drag the image you want to use for the token onto a map
Right click and select Edit, then go to the Config tab. Change properties to Pokemon and hit ok.
With the token selected press F2 to open the pokemon sheet. Go to the Misc page and enter the pokemon's basic details such as name, species, nature and type.
Go to the stat page and set it's base stats and any bonuses it may have nature is already calculated.
Now set it's level by clicking the level link under the image on the stat page and giving it the appropriate XP.
Go to the moves page and add any moves it may have by clicking the add link for each move. If the move is in the book you may search the drop down list on the preset tab(make sure load preset is checked) if not enter it manually.
Go to the skills page, it will already have athletics, acrobatics, combat, perception and stealth. If it has any others click the set list link and add them. Now click the edit values link to set the values as per the pokedex PDF
Go to the abilities page and click the capabilities link to set movement speed, pow and int as well as any additional capabilities. Add whatever abilities it has by clicking the ability link
If the pokemon has any edges go to the Edges page and add them

Creating a new trainer
Drag the image you want to use for the token onto a map
Right click and select Edit, then go to the Config tab. Change properties to Trainer and hit ok.
With the token selected press F3 to open the trainer sheet.
Set the amount of caught as well as other significant events that count towards levelling by clicking the level link on the stats page.
Clicking the base link to set your base stats and add any base bonuses you have to each stat(including the 10 you get at character creation). Add level and extra stat increases by clicking on the mod link.
Go to the benefits page and add any features or edges you have by clicking the appropriate links.
Go to the inventory page and set your money by clicking the money link. As well as items, if receiving items for free set check use custom price and set custom price to 0.

GMs
If you wish to add homebrew abilities, items, type interactions etc you can do this by clicking edit on the Lib:Pokemon token and navigating to the properties tab. When doing this I recommend copying and pasting to an external text editor(I recommend notepad++ but notepad will do) twice, keep one as a backup in case you mess up and can't figure out how to fix it. Follow the formatting of the rest of the information when editing the second one and then copy and paste that back into the appropriate property. Bear in mind maptool does not recognise certain symbols, many problems were had by inputting the wrong type of ' or "

I do plan on supporting homebrew in the framework in a more user friendly manner but it's not a priority for me right now.

If you want to use set damage instead of rolled or turn off lethal damage bring up the damage chart from the GM Screen and click the appropriate toggle link.

If you want players to not have control of what they add to their pokedexs bring up the pokedex from the GM screen


For hosts.
Run maptool with settings Max Mem: 1024 Min Mem: 512 Stack Size: 10(other settings may work but have not been extensively tested)
Open the campaign from maptool
Start a server if you are unsure on how to do this read this
Note that you should have strict token ownership, restricted player impersonation, players receive campaign macros, use tooltips for [] rolls selected and make sure players connecting have the same min, max and stack sizes as you. The players do not need to have the campaign file to connect.
Once you are ready give your players the details to connect,
Individual Sheet Details
Stats: This displays level, stats and injuries as well as ways to modify them by clicking the various links. When modifying pokemon the base stats are what you see in the pokedex pdf, bonus are anything they might get from trainer features, vitamins etc(note that nature is calculated automatically so is not entered here), level mod is the 10+level stats you get and extra is anything else you might get that modifies these stats. Combat stages can also be changed by clicking the + and - links for the respective stats.

Moves: This shows a table of each move you know as well as a way to add new ones, this can either be done manually or by loading a preset move(this contains all the moves in the PDF). Once added you can click the move name to quick roll or click the "(i)" to see the information for a move in a different frame and permanently edit, roll with temporary edits or remove the move. Note that when attacking it will display the details in the chat window along with the accuracy roll and the damage roll. Beside the damage roll is a link if you select a pokemon and click this link it will bring up the input to damage that pokemon, this will be pre-populated with the damage roll result(including injuries if the target is heavily injured), the relevant defense for the targeted pokemon(including damage reduction where relevent) and has the damage modifier preselected if the move is effective or weak against the target. (Note that to get double strike and five strike moves to work with things like technician you will need to edit the damage bonus in the edit move input)

Skills: For trainers this is where you set and roll attributes and skills. For pokemon you first of all set their skill list and then set the values(by default pokemon have a 2d6 for athletics, acrobatics, combat, focus and stealth

Abilities: This shows your capabilities including power, intelligence and movement speeds. Clicking the header will allow you to set them. Abilities are displayed below clicking the header lets you add a new ability(abilities are referenced to centrally so homebrew ones will have to be added by the GM). Clicking on the ability name will show the details as well a way to delete them.

Benefits(trainer)/Edges(pokemon): This shows your features and edges. Clicking the header will allow you to add a new one. Clicking the feature/edge shows the details in an info frame along with links to edit and delete them.

Party(Trainer only): This will show the pokemon that a trainer is carrying with them currently. To set this up the trainer token must be on the Pokemon Area map and the pokemon arranged in a 2x3 area starting to the trainers right. Once set up clicking on the pokemon name while on another map will send out or return that pokemon.

Inventory(Trainer only): This shows what the trainer currently has as well as their money and equipment. Items are stored centrally along with their prices and descriptions adding a new one will automatically reduce the price from your money, if you are getting the item for a different price(including free) check the custom price box and enter the value(per item).

Misc(Pokemon Only): This shows a pokemon's species, nature(as well as it's effects, gender, type, egg group, hatch rate, size and weight class. These are all edited by clicking the edit link on the page. The size description is also clickable so if a pokemon is bigger than medium you can have it as medium on the pokemon sheet and then click the link upon sending it out. This also shows the tutor points available, the held item(although this is currently not implemented) and the experience points and pokemon has and how many it needs to level up.
Changelog
v1.01
-Quickfix so crit damage was passed to the HP Change input correctly

v1.1
Added held items and a way for trainers to give/take items to/from their pokemon. This is based off of token ownership so I recommend only giving ownership of tokens to the relevant players.

Added stat bonuses that are calculated after combat stages are applied these are changed after clicking mod on the stats page under the PostCS tab.

Changed the default type effectiveness to reflect the PDF also removed all reference to fairy if you wish to use gen 6 they are in the GM notes of Lib:Pokemon. Just copy paste them into the relvent properties.

Type effectiveness chart. For ease of reference this is available to all players and the GM. It is dynamic so any houserules the GM makes will be reflected here, including adding custom types(this will have to be done through property editing). Also changed colour of electric and steel to be closer to colour of the chart in the pdf because the white text on the old colours hurt my eyes.

Damage roll chart. Once again for ease of reference will change to reflect if the GM uses set or rolled damage. This is also dynamic.

Added an info sheet for trainers this currently just has links for showing the type effectiveness chart and damage chart

Added a GM screen with several utilities for GM usage. This is ugly as hell right now because I haven't decided how I want it formatted but hell it works and has some handy features. Because of this the "copy to global" macro group is no longer needed. The links are described below
-"Damage Chart": Same as info sheet but with an option to toggle between set and rolled damage also toggle whether damage or injuries can be lethal.
-"Type Chart": Same as info sheet
-"Exp Calculator": Allows you to put in combat details and spits out the exp per trainer
-"Capture Calculator": An input that will calculate the capture roll for a pokemon. If you have a pokemon selected it will take the HP, level and number of injuries and input them automatically.
-"Assign random nature to all selected": Once you have a pokemon token created you can just copy paste it and use this to give all the pokemon a unique nature.
-"Update selected trainers pokemon": Mass update if you wish to do things this way
-"Add all selected to Init": Self explanatory
-"Rest Selected": Self explanatory

Changed features and edges to have a choice text box(so if you choose something when taking a feature store it here). This may well break and will at least cause issues with previous tokens so reset their features/edges properties when needed.

Changed double strike move crits before they added the crit damage onto the 2 hit rather than considering the possiblity of 1 critting and the other missing now it spits out the rolls separately, it's not super elegant but it works.

Fixed an issue that meant five strike was not in the keyword list when editing/adding a move

If you alter your speed combat stage your initiative will now be adjusted accordingly.

1.3
  • Advanced Generation: When generating a token now you will have an input pop up with the following options that I will explain.
    • Number to Generate: How many instances of the token you want.
    • Level: The level each token will be.
      Gender: If Random is selected each token's gender will be randomly determined based on the pokedex entry. Otherwise all will be the gender selected
    • Nature: If Random is selected each token's nature will be randomly determined. Otherwise all will be the nature selected. Either way base stats will be adjusted automatically.
    • Stat Assignment: This has a few options as to how stats will be assigned.
      • Random: Each modifier for each token is randomly assigned. This will not break base relation however. Due to the nature of this this method is signifigantly slower than the others, 5-10 seconds per token on my end depending on level but even so it's definitely my favourite method for random encounters.
      • Highest X/Even: Will evenly spread the stats across X stats(all in the case of even) with the highest base value. This prioritises the highest so any left over stats go to them first. This method is essentially. instant no matter the level.
      • Lowest First: Gives stats to the lowest first while maintaining base relation. This results in a very evenly balanced pokemon. This is slightly slower than Highest/Even.
      • None: Leaves modifiers unnassigned
    • Ability Assignment. How you want abilities to be determined. It will only assign 1 when below level 20 so it's not too important at those levels. Above 20 it will assign 2 and above 40 it will assign 3
      • Random: Each Ability slot is determined randomly so long as it is legal 1st one will be any of the basic, 2nd will be one of the advanced or any leftover basic and the 3rd will be one of the high ability or any of the left over lower ones
      • Highest Availible: Each slot will be randomly determined but will only choose one from the highest availible level.
    • Move Assignment: If not set to none you will get a popup with various pages of moves availible to the pokemon based on the pokedex Level(-) being level up moves below the current level(or equal), Level(+) being those above. There will be pages for egg, TM and tutor moves. If set to All each generated will have the same move set you chose. If Individual you will get an input for each token generated.
  • Token Images: Many thanks to Elemental Knight who has kindly allowed me to include all his token images which are used in the pokedex. This doesn't have Gen 6 tokens but if you wish to add them yourself or change the current images you can do so by editting the PokemonTokens table(make sure the pokeball or whatever you want to be the default image is last and the range covers the number of pokemon in the dex). Tokens generated will also use the relevant image. Pokemon without a corressponding image will use a pokeball image instead. Note that because of this change I changed the order of the pokedex to the national dex since it was much easier. If you change the order it will screw up the image references. This doesn't currently work for mon with multiple forms expect that soon though.
  • State Images: Thanks to Ardo for putting together a package of state images. Credit to AidyBaby for making at least some and inspiring the style and also others at this thread. Note that states are not yet fully implemented these are just to show but rolls and the like will have to be done by GMs and players themselves. Expect fully integrated status afflictions in the next big update.
  • Static Attack Bonuses: You can now set bonuses to accuracy, damage and crit range on a token's Move page these are automatically taken into consideration when rolling an attack. Note that accuracy rolls are left in the format of d20Roll+AccuracyBonus=Total intentionally as the natural roll is important for effect ranges and crits.
  • Health Bar and XP Bar: Under the image of the token on the sheet there is now bars for health and xp similar to those in the video games. Injuries are also simulated in the health bar by blacking out the appropriate amount
  • Changed the way stats are stored to fix an issue with base stats going below 1. This will mean old stats will appear to be lost, GMs will have a link on the GM screen to update all selected tokens to the current set up though so in theory it shouldn't be too painful a transition.
  • Nature stat changes can now be editted on each token, this was kept away from users before but I decided to make it a bit more obvious and also there was no way to simulate breeder's complex personality.
  • Updated move keywords to 1.04.
  • Fixed mega evolutions displaying Atk and Def again instead of Sp. Atk and Sp. Def.
  • Fixed pokemon edges info outputting empty fields
  • Changed trainer modifiers to be level+9 in line with pokemon being level+10. I previously said that this should be added to base bonus but now that seems dumb as hell so I changed it.
Version 1.4
Condition Tracking
  • Adding and removing conditions is done from the stats sheet. It will show the conditions a pokemon/trainer is currently suffering, by clicking on the individual condition it will bring up the details of the condition in a new frame. Additionally if the condition will do damage there will be a link to automatically inflict this damage and if the condition allows for save throws a link to roll this and output the relevant result.
  • When adding a condition that changes Combat Stages you will be asked whether to apply these or not, this is just because of abilities that change how conditions effect a pokemon. I'm planning to make it possible to change how conditions effect individual pokemon but for now this is how I'm doing it.
  • When disabled is selected an input window of all your moves will come up to allow you to select the move(s) that is/are disabled, note that when disabled you can still roll the move it will output that the move is disabled though.
  • When suppressed it will automatically change At-Will to EOT and EOT to Scene. However since currently the framework doesn't track PP Ups this will have to be done manually, I'll try to add it soon.
  • When asleep evasion is reduced accordingly. When blinded accuracy is reduced accordingly.
  • Added a Save Check bonus that can be set in the same way conditions are set. This will be automatically applied when rolling save checks. Temporary bonuses can also be applied at the time of rolling.
The Rest
  • Added links to recharge an entire party from the trainers party sheet.
  • Changed Accuracy roll display it shows the roll vs the AC as well as a new Hits EV number if this number is higher than or equal to the targets evasion it's a hit. Just removes a small bit of math
  • Damage rolls in the Damage Chart are now clickable
  • Added Version macro on Lib:Pokemon which displays what version you have is. When clicked it outputs the changelog.
  • Added info tokens. Clicking on these will display some info on how to use the framework.
  • Added rest to character sheet. Also a Rest Party to the Party sheet of trainers so resting yourself and your party should be easy
  • Fixed an issue with adjusting modifiers
  • Fixed an issue where one use scene/daily moves couldn't be recharged. Also EOT moves can be recharged now.
Credits
This is modified from a framework we previously built for PTA which can be found here
The creators of the game for obvious reasons.
Elemental Knight for kindly allowing me to use images for the pokedex get themhere
Also Xyless for gen 6 token images. Get them and other stuff here
The HP Change macro is modified from Web_Metz's code here
Ardo at RPTools for putting together a package of state images.
Credit to AidyBaby for making at least some and inspiring the style and also others at this thread
Last edited by Fazza on Fri May 29, 2015 9:34 pm, edited 23 times in total.


Fazza
Cave Troll
Posts: 31
Joined: Wed Aug 14, 2013 5:45 pm

Re: Pokemon Tabletop United(PTU) Kanto Framework 1.2

Post by Fazza »

Needed to make some quick fixes.

Version 1.2.1
Link Removed

Changelog
  • Various moves weren't being read right by my excel sheet due to some inconsistencies in the PDF that I had not build into it to handle for the last version I think they are all fixed now(Magnitude having no AC (which I made 2 like 1.03 hope that's what it's meant to be) and Tailwind and others not having a range)
  • Added Technology skills to Porygon and Rotom Line in the pokedex
  • Added Static to move frequencies
wolph42 wrote:Nice addition! Thank you for sharing!
No problem, started off as a little project to make running the game I'm in a bit easier I never thought I would be working on it as much as I have since. Decided that it I was happy enough with it to release so others might get some use out of it. It's not perfect but I'm adding to it all the time.

Really I should be thanking you I've come across a lot of your posts when looking for ways to implement certain things and it looks like your excel table editor could make my life a lot easier for something I'm hoping to add in a future update. And Bag of Tricks is really cool.
Last edited by Fazza on Sun Apr 13, 2014 1:45 am, edited 1 time in total.


Fazza
Cave Troll
Posts: 31
Joined: Wed Aug 14, 2013 5:45 pm

Re: Pokemon Tabletop United(PTU) Kanto Framework 1.2.1

Post by Fazza »

Whoops. Good catch.

Adro
Kobold
Posts: 8
Joined: Tue Feb 03, 2009 2:19 am

Re: Pokemon Tabletop United(PTU) Kanto Framework 1.2.1

Post by Adro »

Ok, first pass at states (status afflictions mostly), with all your props from latest update

Get Here

Just download and Import campaign props.

Thanks for the work, hope it'll help you.

Any plans for making abilities (like Iron Fist) affect moves or for health bars? Realize these would entail a totally different amount of work, mostly just curious. Was looking at what it would take to add current max hp (based on injuries) and current hp bars. I'll post if I make the attempt :)

Adro

Fazza
Cave Troll
Posts: 31
Joined: Wed Aug 14, 2013 5:45 pm

Re: Pokemon Tabletop United(PTU) Kanto Framework 1.2.1

Post by Fazza »

Adro wrote:Ok, first pass at states (status afflictions mostly), with all your props from latest update

Get Here

Just download and Import campaign props.

Thanks for the work, hope it'll help you.

Any plans for making abilities (like Iron Fist) affect moves or for health bars? Realize these would entail a totally different amount of work, mostly just curious. Was looking at what it would take to add current max hp (based on injuries) and current hp bars. I'll post if I make the attempt :)

Adro

Hey sorry I don't check here super often I'll try to be a bit better for that.

Yeah that actually does help me out a lot I've been procrastinating on adding status conditions for far too long now. I'll probably add the images to the next update which should be pretty soon because it will be nice to have them there just for reference and I'll look at full status integration in the one after that. I know I've seen at least a few of them kicking about in various packages, is there anyone in particular that needs to be credited for actually making them?

As for abilities I want to keep them fairly simple. There are just so many possibilities I don't want to think about how I would even start to do that. For things like Iron Fist I would recommend editing the moves themselves since they are tracked on individual tokens.

Health bars I actually have a traffic light style one that is incorporated into the frame that will be in the upcoming update. I honestly didn't really look into the built in bar function. I know DeviantNull had a green, yellow, red bar in there but I never actually seen it in use but I imagine it wouldn't be too hard, I presume there's a function to set which one is visible based on the percentage of HP left.

EDIT: I don't know if they all came from the same thread but I gave credit to AidyBaby and his thread since that seems to be where most of those style of images originated from. I also added one for Badly Poisoned and changed Bad Sleep to differentiate it from Sleep.
Last edited by Fazza on Wed Apr 09, 2014 9:45 pm, edited 2 times in total.

Fazza
Cave Troll
Posts: 31
Joined: Wed Aug 14, 2013 5:45 pm

Re: Pokemon Tabletop United(PTU) Kanto Framework 1.2.1

Post by Fazza »

New Update Version 1.3

Link Removed

Not a huge amount of additions but one very signifigant one to this version, this update makes GM life much more bearable with advanced token generation that takes most of the leg work out of statting up wild pokemon. While the previous version had simple token generation that filled in all of the static stuff such as type, size, base stats and the like this provides the GM with options on how to automatically stat out the variables such as mods, abilities, natures, genders and moves. I've been thinking about this for a while but I've recently started GMing and stating up wild pokemon is a pain, I want to give a good amount of freedom to my players so statting up wilds in advance is hit and miss and I hate wasting effort. Statting them up in session also stalled my first session for a few minutes and of course I missed a few things(forgot to give Natures to one set of pokemon, forgot to assign modifiers to others). Also of note is that I changed some things under the hood regarding stats so GMs will need to use the link on the GM screen to update selected tokens.

Changelog
  • Advanced Generation: When generating a token now you will have an input pop up with the following options that I will explain.
    • Number to Generate: How many instances of the token you want.
    • Level: The level each token will be.
      Gender: If Random is selected each token's gender will be randomly determined based on the pokedex entry. Otherwise all will be the gender selected
    • Nature: If Random is selected each token's nature will be randomly determined. Otherwise all will be the nature selected. Either way base stats will be adjusted automatically.
    • Stat Assignment: This has a few options as to how stats will be assigned.
      • Random: Each modifier for each token is randomly assigned. This will not break base relation however. Due to the nature of this this method is signifigantly slower than the others, 5-10 seconds per token on my end depending on level but even so it's definitely my favourite method for random encounters.
      • Highest X/Even: Will evenly spread the stats across X stats(all in the case of even) with the highest base value. This prioritises the highest so any left over stats go to them first. This method is essentially. instant no matter the level.
      • Lowest First: Gives stats to the lowest first while maintaining base relation. This results in a very evenly balanced pokemon. This is slightly slower than Highest/Even.
      • None: Leaves modifiers unnassigned
    • Ability Assignment. How you want abilities to be determined. It will only assign 1 when below level 20 so it's not too important at those levels. Above 20 it will assign 2 and above 40 it will assign 3
      • Random: Each Ability slot is determined randomly so long as it is legal 1st one will be any of the basic, 2nd will be one of the advanced or any leftover basic and the 3rd will be one of the high ability or any of the left over lower ones
      • Highest Availible: Each slot will be randomly determined but will only choose one from the highest availible level.
    • Move Assignment: If not set to none you will get a popup with various pages of moves availible to the pokemon based on the pokedex Level(-) being level up moves below the current level(or equal), Level(+) being those above. There will be pages for egg, TM and tutor moves. If set to All each generated will have the same move set you chose. If Individual you will get an input for each token generated.
  • Token Images: Many thanks to Elemental Knight who has kindly allowed me to include all his token images which are used in the pokedex. This doesn't have Gen 6 tokens but if you wish to add them yourself or change the current images you can do so by editting the PokemonTokens table(make sure the pokeball or whatever you want to be the default image is last and the range covers the number of pokemon in the dex). Tokens generated will also use the relevant image. Pokemon without a corressponding image will use a pokeball image instead. Note that because of this change I changed the order of the pokedex to the national dex since it was much easier. If you change the order it will screw up the image references. This doesn't currently work for mon with multiple forms expect that soon though.
  • State Images: Thanks to Ardo for putting together a package of state images. Credit to AidyBaby for making at least some and inspiring the style and also others at this thread. Note that states are not yet fully implemented these are just to show but rolls and the like will have to be done by GMs and players themselves. Expect fully integrated status afflictions in the next big update.
  • Static Attack Bonuses: You can now set bonuses to accuracy, damage and crit range on a token's Move page these are automatically taken into consideration when rolling an attack. Note that accuracy rolls are left in the format of d20Roll+AccuracyBonus=Total intentionally as the natural roll is important for effect ranges and crits.
  • Health Bar and XP Bar: Under the image of the token on the sheet there is now bars for health and xp similar to those in the video games. Injuries are also simulated in the health bar by blacking out the appropriate amount
  • Changed the way stats are stored to fix an issue with base stats going below 1. This will mean old stats will appear to be lost, GMs will have a link on the GM screen to update all selected tokens to the current set up though so in theory it shouldn't be too painful a transition.
  • Nature stat changes can now be editted on each token, this was kept away from users before but I decided to make it a bit more obvious and also there was no way to simulate breeder's complex personality.
  • Updated move keywords to 1.04.
  • Fixed mega evolutions displaying Atk and Def again instead of Sp. Atk and Sp. Def.
  • Fixed pokemon edges info outputting empty fields
  • Changed trainer modifiers to be level+9 in line with pokemon being level+10. I previously said that this should be added to base bonus but now that seems dumb as hell so I changed it.
Last edited by Fazza on Sun Apr 13, 2014 1:45 am, edited 1 time in total.

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3

Post by Fazza »

Quick Fixes 1.3.1

Link Removed

Some quick but essential fixes that needed to be made

-Fixed the table to include pokeball image for pokemon without token images(read Gen 6) that basically broke their pokedex entries
-Fixed setting base stats changing nature and breaking Misc Sheet
-Fixed leveling up by training party bringing up trainer modifiers and added level up checking to it as well.
Last edited by Fazza on Sun Apr 13, 2014 1:46 am, edited 2 times in total.

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by wolph42 »

tip: use bit.ly for your mediafire links. I'm doing that for quite a while now (actually I use dropbox instead of mediafire but same difference). The nice things about using bit.ly is that you get statistics on the downloads. For my 40k framework for example I have VERY little activity on the forum but the FW is downloaded roughly 100+ times per month. Its now up for 27 months and been downloaded 3000 times from 60+ different countries. In that same period I got less than 100 posts on the forum from probly less then 30 different persons.

The download rating gives you and idea of how many people (and how global) are really interested in what you're doing.

Additionally, as I mentioned dropbox. Save the repository function it has (which has saved me quite some times) the really cewl thing is that when I'm working on the BoT its literally live: when I save it its online. For this reason my filenames don't have version numbers as that would require me to change the name and thus the dropbox link. So what I have is e.g. "Wolph42 - Bag of Tricks.cmpgn" in the public folder of my dropbox. The public link I put in bit.ly and that result I link here on the forum. This saves me the hassle of constantly uploading new version to websites AND it gives me statistics.

maybe you don't care about this, but I find it giving an extra layer to sharing your work!

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by Fazza »

Hmmm well mediafire has a download count the bit.ly/dropbox combo just bringing up the browser based save thing looks nicer than bringing you to a seperate page and it works with mediafire so I'll probably do that. Need to take look at dropbox though just used mediafire since I seen a few people using it around the time I first released this framework but there is plenty that annoys me about it.

So I had a paragraph about how I wouldn't use the whole file being live dealy. But I kind of talked myself into thinking it might be an option. So while working on something would you just save it locally and once you add a full fledged new feature you'll save it to dropbox and make a quick post on the forum as to what the new feature is? Or is that too spammy? I don't know.

Oh by the way your table generating excel thing saved me so so much work when it came to making a table with all the pokemon token images.

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by wolph42 »

Fazza wrote:So I had a paragraph about how I wouldn't use the whole file being live dealy. But I kind of talked myself into thinking it might be an option. So while working on something would you just save it locally and once you add a full fledged new feature you'll save it to dropbox and make a quick post on the forum as to what the new feature is? Or is that too spammy? I don't know.
yes and no.

My W40k framework I work on in dropbox but NOT public. Once in a while I release a new version by copy-pasting it to the public folder and then updating the forum. (and sometimes I discover a stupid mistake in the online version short after and the only thing I have to do is overwrite it with the correct version).

The bag of tricks campaign file is literally live (thus I edit it in the public folder). Meaning that if you time your download unlucky then it might not work as I'm dev. something
The bag of tricks .rptok file only gets updated when I release a new version so that one should always be stable.
Overall you require the zip and the rptok to install the BoT not the campaign file. Which is why I do it the way I do.

So in short: no I usually don't do live editing, but I *do* all my editing in the dropbox if not only because of the repository function.

the excel thing was actually the first thing I developed for maptool as it was sorely needed (unfortunately)

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by Fazza »

I guess more what I'm wondering now is would it be reasonable to update upon adding a fairly small feature. I've tended to wait a good while between updates as I try to add at least one major feature and a few smaller ones.

But I just I added fractional damage support on my end which only took a few minutes but is something that I had overlooked despite coming up a lot of times(dividing something by 8 never seemed a huge deal but eh nice to have it built in now). Anyway I kind of had it in my head that updates need to be of a certain significance but would it be unreasonable with each completed feature(or a few features if I'm blasting through them in one day) to upload the new campaign file and make a quick post basically saying "Hey I added this"?

I guess I wouldn't have any issues doing that if it was just here since this forum is specifically for frameworks but I also post it to the PTU Forums and I'm kind of reluctant because I don't want to be the jerk constantly bumping his thread with minor updates.

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by wolph42 »

I've got a method for that too. I quite often update small stuff in the BoT. in the ontokenmove lib waaay at the bottom there is a version button (black). This updates libversion property on the token so when you OCL you see which version it is. Minor updates I call e.g. 35a, 35b, 35c etc. and these are NOT announced on the forum until I move to version 36. then I move all the 35a,b,c,d, etc changes under version 36 and announce that on the forum. Check out the lib to see what I mean. I just released version 35e but its unannounced.

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Re: Pokemon Tabletop United(PTU) Kanto Framework 1.3.1

Post by Fazza »

Changing the way I'll be doing these, will be doing more frequent smaller updates, at least that's the plan. Anyway new update. Download links will now always be in the first post.


1.3.2
-Added gen 6 token images. Many thanks to Xyless for allowing me to use his excellent gen 6 tokens. Get them and other stuff here
-Added fractional damage/healing. Entering a fraction in the format of x/y in the first box of the HPChange input will calculate that based on the targets Max HP. So to do 1/8th damage due to poison say you just put "1/8" in(without the brackets). To heal half your HP thanks to recovery put in 1/2 and check the healing radio button.
-Removed the restriction where trainers had to be on the Pokemon Area map to utilise the sending out/recalling pokemon system. This was done so GMs could make more use of this feature with NPCs being stored on a different map. But you could in theory have a different map for each trainer if that's what you wanted.
-Fixed an issue with Natural Tutor Moves when generating pokemon.
-Added some labels with basic instructions on how to open sheets, just so that it's actually in the file itself.

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