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Cave Troll
 
Joined: Wed Jul 09, 2008 2:32 pm
Posts: 60
Location: Salem, Va.
 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Tue Sep 01, 2009 10:12 pm 
Quote:
I think any sort of info on the framework from the horse's mouth would be beneficial.


Seconded.


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Giant
 
Joined: Sun Jun 07, 2009 6:16 pm
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Location: Germany
 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Sep 02, 2009 5:22 am 
RPTroll wrote:
I'm very much interested in collecting all the setting tokens I can. In anticipation I've even downloaded an Evernight image in hopes you would offer. :-)


OK. I will try my best to get it done this weekend. But no promise, I've got a big To-Do-List. :mrgreen:

RPTroll wrote:
Is everyone clear on how the setting tokens operate? Do I need to develop a post on the subject?


I'm not really sure. :?

Paradox wrote:
I've kinda taken a shine to Deadlands and hunted up some of the material. I don't want to promise to make a Deadlands setting token, but the first obstacle would be figuring how to do it. If I knew how.. I'd be one step closer to actually doing it. :D


Then you'll need a new Makro for the Fate Chips I guess and one for the Gambler Power. :?:

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Kobold
 
Joined: Sat Feb 28, 2009 9:20 am
Posts: 19
 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Sep 02, 2009 7:21 am 
RPTroll wrote:
You can use the setting tokens. You'll see one for Fantasy, Hellfrost and Slipstream. I haven't completed the one for SWEX yet. So, if you've got a previous version of your campaign file you can use the get settings macro to suck the settings out and then the put settings macro to put them back in.

Always try to save off different versions of your campaign for just such occasions. :mrgreen:

You can also take a look at the macros mensioned above and find the specific ones in gear to grab from an older version. I think its gear and gear variations. You can then copy and paste those into your more recent campaign.


I'm sorry, I don't understand.

Can you post a very simple list of "click this, copy that" with the exact file names and macro names that tells me how to get a different equipment list? I've clicked the different macros a bunch of times, so, I've probably screwed something up along the way.

I am not very technical at all. Please explain this to me like I was six years old.


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Kobold
 
Joined: Sat Feb 28, 2009 9:20 am
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Sep 02, 2009 7:24 am 
RPTroll wrote:
/snip

Is everyone clear on how the setting tokens operate? Do I need to develop a post on the subject?


As my above post should indicate - very much no. The setting tokens, and, in fact, pretty much all the tokens have several macros with little explanation. I'm very afraid to touch anything, since, like I just did with the equipment thing, if I change anything, I'm worried that I will not be able to change it back.

A list that goes through each macro and tells what it's supposed to do and what its for would be REALLY nice.


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Cave Troll
 
Joined: Wed Jul 09, 2008 2:32 pm
Posts: 60
Location: Salem, Va.
 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Sep 02, 2009 10:28 am 
I am in the same boat to some degree, although I think you can play around with the framework with no fear as you can allways redownload the original framework from here back over the top.

As far as the library tokes go, if you want to load one up, you need to hit;

getsettingvalues

then;

putsettingvalues

I think/hope this is the correct procedure.


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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Sep 02, 2009 10:42 am 
That is the correct procedure.

I actually think I'm going to need a web site or something that contains the instruction set in digestible chunks.

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Kobold
 
Joined: Sat Feb 28, 2009 9:20 am
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Sep 04, 2009 8:41 am 
Sorted my issues. Thanks guys. Just a bit hopeless here. :?

:thumbup:


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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Sep 04, 2009 8:44 am 
Hussar wrote:
Sorted my issues. Thanks guys. Just a bit hopeless here. :?

:thumbup:


Cool!

Sorry that I haven't had time to do much this week. Its been a bear. Hopefully I'll have a bit of time this weekend for documentation.

Updated a few token state images (wounds, fatigue, shaken)
Update Gear Token image
Fixed 'Reload' message appearing for everything
Fixed 'Show Events' error when you didn't have any rolls
Modified Lib:Gear: UpdateGearDialogOK to support vehicles
Modified Lib:GM: added event and bennie fixes. Update Get Gear call from Character sheet to pass return macro name since it is now called from the Vehicle Sheet as well. Updated trait test and trait test mod to be callable from vehicles (required setting some default values)

There is a pending fix from NortonWeb regarding a similar error in Bennie Use. Once I get that worked out I'll post out another zip.

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Last edited by RPTroll on Sat Sep 05, 2009 8:45 pm, edited 2 times in total.

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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sat Sep 05, 2009 7:18 am 
SETTING TOKENS

alternate title

How to Import New Lib:Tokens and Keep My Gear, Powers, and Other Stuff

First: Instructions for loading updated Lib: Tokens
1) Save a backup of your current Campaign file.
2) Select your setting token and run GetSettingValues
3) Import new Lib: Tokens
4) Select your setting token and run PutSettingValues macro
5) Test, test and retest to make sure your data was restored properly

And now for the boring explanation:

Setting Token Functionality and Purpose

I've designed the framework to be easily portable between the multitude of genre's Savage Worlds supports. Key to the portability is the ability to save setting specific data to a safe place so you can import new Lib: tokens and put your game specific data back into the new Lib:tokens. To facilitate this I created a Setting Token to save this data from the various Lib:Tokens onto a single Setting token.

There is one setting token per Savage Setting. Thus Slipstream would have its own setting token which saves different data than a HellFrost token. So far I have the following setting tokens. If any of you have other genre specific tokens you wish to share please send me a PM and I'll put them in the zip.

Attachment:
SettingTokens.png
SettingTokens.png [ 404.34 KiB | Viewed 2132 times ]


Setting Token Macros

On the setting tokens are two macros.

Attachment:
Macros.jpg
Macros.jpg [ 9.96 KiB | Viewed 2132 times ]


The GetSettingValues will get all the various setting values and store them on the token. At the time of this writing, the code for this macro is

Code:
<b>Saving Setting Values from Library Tokens</b>
[h:setLibProperty("SettingKnowledgeSkills",getLibProperty("SettingKnowledgeSkills","Lib:GM"))]
[h:setLibProperty("SettingEdges",getLibProperty("SettingEdges","Lib:GM"))]
[h:setLibProperty("SettingMinHind",getLibProperty("SettingMinHind","Lib:GM"))]
[h:setLibProperty("SettingMajHind",getLibProperty("SettingMajHind","Lib:GM"))]
[h:setLibProperty("SettingSkills",getLibProperty("SettingSkills","Lib:GM"))]
[h:setLibProperty("Languages",getLibProperty("Languages","Lib:GM"))]

[h:setLibProperty("Gear",getLibProperty("Gear","Lib:Gear"))]
[h:setLibProperty("GearVar",getLibProperty("GearVar","Lib:Gear"))]

[h:setLibProperty("Powers",getLibProperty("Powers","Lib:Powers"))]
[h:setLibProperty("PowerABxref",getLibProperty("PowerABxref","Lib:Powers"))]
[h:setLibProperty("ABTypes",getLibProperty("ABTypes","Lib:Powers"))]
[h:setLibProperty("PPVariations",getLibProperty("PPVariations","Lib:Powers"))]
[h:setLibProperty("SettingPowers",getLibProperty("SettingPowers","Lib:Powers"))]
[h:setLibProperty("SettingABTypes",getLibProperty("SettingABTypes","Lib:Powers"))]

[h:setLibProperty("SettingRaces",getLibProperty("SettingRaces","Lib:Race"))]
[h:setLibProperty("RaceAbilities",getLibProperty("RaceAbilities","Lib:Race"))]
[h:setLibProperty("RaceAbilityVariations",getLibProperty("RaceAbilityVariations","Lib:Race"))]
[h:setLibProperty("RacialEdges",getLibProperty("RacialEdges","Lib:Race"))]
[h:setLibProperty("RacialMinHind",getLibProperty("RacialMinHind","Lib:Race"))]
[h:setLibProperty("RacialMajHind",getLibProperty("RacialMajHind","Lib:Race"))]

[h:setLibProperty("DefaultDeck",getLibProperty("DefaultDeck","Lib:Deck"))]
[h:setLibProperty("Deck",getLibProperty("Deck","Lib:Deck"))]
[h:setLibProperty("HeldCards",getLibProperty("HeldCards","Lib:Deck"))]
[h:setLibProperty("DiscardPile",getLibProperty("DiscardPile","Lib:Deck"))]
[h:setLibProperty("ImageTable",getLibProperty("ImageTable","Lib:Deck"))]
[h:setLibProperty("ImageTable",getLibProperty("ImageTable","Lib:Deck"))]
[h:setLibProperty("Trade",getLibProperty("Trade","Lib:Deck"))]
[h:setLibProperty("HeldCardStates",getLibProperty("HeldCardStates","Lib:Deck"))]
[h:setLibProperty("DefaultState",getLibProperty("DefaultState","Lib:Deck"))]

[h:setLibProperty("Round",getLibProperty("Round","Lib:Init"))]
[h:setLibProperty("DeckToken",getLibProperty("DeckToken","Lib:Init"))]
[h:setLibProperty("Events",getLibProperty("Events","Lib:Init"))]
[h:setLibProperty("Inits",getLibProperty("Inits","Lib:Init"))]
[h:setLibProperty("StepCount",getLibProperty("StepCount","Lib:Init"))]
[h:setLibProperty("HoldingPlayers",getLibProperty("HoldingPlayers","Lib:Init"))]
[h:setLibProperty("ResetCards",getLibProperty("ResetCards","Lib:Init"))]
[h:setLibProperty("DisplayControl",getLibProperty("DisplayControl","Lib:Init"))]


The PutSettingValues is similar except it reloads the above data back to the appropriate Lib: Token.

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Giant
 
Joined: Sun Jun 07, 2009 6:16 pm
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 7:30 am 
The Gear Section is taking more time than expected. But I'll get it done til next weekend.

I'm doing 2 Lib Tokens for Evernight. One before the invasion and one for after it.

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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 9:06 am 
MarCazm wrote:
The Gear Section is taking more time than expected. But I'll get it done til next weekend.

I'm doing 2 Lib Tokens for Evernight. One before the invasion and one for after it.


Outstanding!!!

The first cut at vehicles is done. I'll be posting out a new version soon.

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TheBard
 
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 10:29 am 
New Release

TROLLWARE.zip
old file at
TROLLWARE_last.zip


Code:
Archive:  TROLLWARE.zip
  Length     Date   Time    Name
 --------    ----   ----    ----
     3941  09-06-09 09:15   CampaignMacros.mtmacset
   180658  08-20-09 07:19   LibDeck.rptok
   188181  08-15-09 20:56   LibDiceBox.rptok
    90448  09-06-09 09:17   LibFantasyCompanion.rptok
   184886  09-06-09 09:10   LibGear.rptok
   602655  09-06-09 09:09   LibGM.rptok
    78187  09-06-09 09:17   LibHellFrost.rptok
    86841  09-06-09 09:10   LibInit.rptok
   324797  08-19-09 19:31   LibPowers.rptok
    79525  08-19-09 10:31   LibRace.rptok
     1800  09-06-09 09:15   LibSettingMacros.mtmacset
   101772  09-06-09 09:16   LibSlipstream.rptok
   163649  09-06-09 09:16   LibSWEX.rptok
   588487  09-06-09 09:11   SavageWorlds.mtprops
  6561087  09-06-09 09:20   SWEX.cmpgn
    52566  08-23-09 21:23   LibAdventureDeck.rptok
   319752  09-06-09 09:09   LibVehicles.rptok
 --------                   -------
  9609232                   17 files


Fixes and additions for this release include
Updated a few token state images (wounds, fatigue, shaken)
Update Gear Token image
Fixed 'Reload' message appearing for every weapon.
Fixed 'Show Events' error when you didn't have any rolls
Fixed Use/Burn Bennie to allow you to just burn a bennie without a soak or reroll (Thanks Nortonweb)
Modified Lib:Gear: UpdateGearDialogOK to support vehicles
Modified Lib:GM: added event and bennie fixes. Update Get Gear call from Character sheet to pass return macro name since it is now called from the Vehicle Sheet as well. Updated trait test and trait test with mod to be callable from vehicles (required setting some default values)
Modified the Vehicle Token
Modified the 'Create Token Macro Buttons' on campaign so it works loads the proper macros onto vehicle and basic tokens

Vehicle post to follow.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 10:58 am 
At long last Vehicles!

I designed the Vehicle Sheet along the same lines as the Character Sheet so if you're used to the Character Sheet you should have not problems with the Vehicle Sheet. Here are the steps to creating a vehicle token in the framework.

1) drop a vehicle token
2) open up the token's property window (either by double clicking or right click->Edit) and on the 'Config' tab set the Property dropdown to Vehicle. the click the OK button.
3) Bring up the campaign macro window and select your new vehicle token then run the 'Create Token Macro Buttons' from campaign macros.
4) open the 'Selection' Macro window and find the 'Vehicle Sheet' macro on the token and run that macro. A window should appear that looks something like the image below.

Image

The status line contains those data elements that change during the adventure. You modify them via the screen below.

Image

The Stats line contains that data that is static. You modify it via a similar window.

Image

The Gear line opens the same gear dialog box that you use on the Character Sheet. In fact, it uses the same gear entries so any vehicle equipment will need to be added via the Edit Gear macros on Lib:Gear. The gear hyper links work the same as they do on the character sheet as well including ammo tracking and targeting.

The Traits line allows you to set generic vehicle traits that will be used just as they are on the character sheet. There is a slight difference in the trait editing window, however. The trait value drop down now uses d4e-2 to denote a trait that doesn't apply to that vehicle. Anything set to d4e-2 does not appear in the list on the vehicle sheet. Below is an example of a rocketship. As you can see there is no need for driving or boating and so that remains set to d4e-2.

Image

The crew section has the most potential for change but I've got a game coming up Tuesday and had to get something out. Currently the crew edit window allows you to select crew from the current map and assign them to the ship. This provides a convenient way to bring up a crew members character sheet from the vehicle sheet. The edit crew function lists the crew currently assigned first then every other exposed 'Basic' token on the map.

Image

Vehicles can be part of the intitiave panel as well. All the normal functions work including bringing up a vehicle sheet from the Init Control window.

Image

Please give it a try and let me know if you have any problems.

Good Luck,
Troll.

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Demigod
 
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 11:11 am 
Had some issues... it does not open in b56 (loads but just to empy grasslands), but works fine in b57.

Your framework keeps getting better and better!

Oh btw, nice new state icons :-D

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Sun Sep 06, 2009 11:30 am 
CoveredInFish wrote:
Had some issues... it does not open in b56 (loads but just to empy grasslands), but works fine in b57.

Your framework keeps getting better and better!

Oh btw, nice new state icons :-D


In the "I forgot to mention" category, I forgot to mention that CoveredInFish provided the new state icons. He's also responsible for several of the Lib:Token images. Expect to be asked about other images later. :-)

Regarding B56. I'm brutal about making my players use the latest build unless there is a known show stopper. If you want to use b56 simply import the lib tokens, mtprops and macro sets for the setting tokens and campaign macros and you should be fine.

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