Has there been anymore movement on creating macros for Hero System 6th Ed.???pmbruner wrote:To expand on what Brad has said, there are some major differences that affect the campaign properties in 6E. The biggest thing is that Dex and Ego have nothing to do with OCV or OMCV (formerly called ECV). They are primary characteristics in their own right, starting with a base of 3 (regardless of your Dex or Ego score), and being bought up from there with character points. What this means for the conversion effort is that any combat rolls based on OCV or ECV have to call these new characterisitcs, and not be calculated using Dex or Ego divided by 3. In addition Comliness is gone from the game, replaced by the Talent "Striking Appearance" which acts like a Skill Level adding pluses or dice to PRE based skills or Pre Attacks. The other thing is that movement is no longer based on hexes inches, it is based on meters. Most characters start with a base move of 12 meters. So assigning a campaign movement property of 12 is where I started and I have set the units per cell to equal 2.
[Hero 5th ED] brad's Hero5thMacros.cmpgn
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Re: Hero 5th ED macro set, brad's
Re: Hero 5th ED macro set, brad's
A group of people over on the Hero forum have started and been plugging away on a 6E Framework. I have not looked at it as I have been using other systems for a while now. Here is the link http://www.herogames.com/forums/showthr ... ht=maptool
Depending on how far they have gotten and what the look and feel is, I may or may not make start tinkering with my own 6E framework sometime this year. I always seem to return to Hero. Though it sounded like their coding skills were better then mine, so I am guessing that their framework might be more organized then anything I might come up with. I am not sure why they have not posted it on the rptools forum.
Depending on how far they have gotten and what the look and feel is, I may or may not make start tinkering with my own 6E framework sometime this year. I always seem to return to Hero. Though it sounded like their coding skills were better then mine, so I am guessing that their framework might be more organized then anything I might come up with. I am not sure why they have not posted it on the rptools forum.
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Re: Hero 5th ED macro set, brad's
I can answer that. It is....just because.
Mostly, I wanted to have some level of completion on using powers like Aid, Drain, etc. And then I sort of lost focus. As it stands, we have a pretty decent campaign file as is. I should probably post it here, in case anybody wants to play around with it (modify it, expand it, etc).
Mostly, I wanted to have some level of completion on using powers like Aid, Drain, etc. And then I sort of lost focus. As it stands, we have a pretty decent campaign file as is. I should probably post it here, in case anybody wants to play around with it (modify it, expand it, etc).
Re: Hero 5th ED macro set, brad's
Just a quick note, I finally felt it was time to post the 6E Framework over here.
Here is the link: http://forums.rptools.net/viewtopic.php?f=8&t=18939
Here is the link: http://forums.rptools.net/viewtopic.php?f=8&t=18939
Re: Hero 5th ED macro set, brad's
hey Brad,
I am still using your 5th edition Hero marcos every other Saturday. First off let me say I am not asking for help .
I have palyed around with a couple of the marcos and thought I would share what I have learned.
First off I managed to make the Initiative start with phase 1 instaed of phase 12. The phases are now displayed from 1 to 12 instead of 12 to 1. Here is what I did to the macro
By placing a letter infront of the phase and assigning the letter a number value, I am now able to have the phases count the way they are suppose to be. I just ingore the letter infront of the phase. I think I like this method better, at least for my application.
Second I changed the Start phase marco to this.
I am not sure what I erased, but now it asks when a token has a counter on it how many phases has past. I like this method better because we never seemed to pick up using the start phase every time we had a character start his phase. I believe this way we can either use the start phase or only use it when a character has a counter on that token.
I also fixed the Endurance marco from asking twice for the input value. I cannot remember what the old line said, but now it is
That was a small fix, but while I was playing around in the marcos I thought I would change it.
And finally, I fixed the flash counter. It use to display how many phases a token was flashed in the chat window. My party never abused this information, but I decided to fix it. Under the power_effect_flash marco line
I changed the "r" to a "h" and now it hides the phases. I may not be a true code writer, but I am starting to able to stumble my way through and make changes as I need them. I will be testing these changes out tonight.
I am still using your 5th edition Hero marcos every other Saturday. First off let me say I am not asking for help .
I have palyed around with a couple of the marcos and thought I would share what I have learned.
First off I managed to make the Initiative start with phase 1 instaed of phase 12. The phases are now displayed from 1 to 12 instead of 12 to 1. Here is what I did to the macro
Code: Select all
[h: initiative_list=macro.args]
[h: speed_num=listGet(initiative_list, 0)]
[h: init_mod=listGet(initiative_list, 1)]
[h, if(speed_num==0): addToInitiative(1, "f PHASE 7" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h, if(speed_num==1), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==2), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==3), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==4), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "h PHASE 5" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==5), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==6), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "f PHASE 7" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==7), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "h PHASE 5" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==8), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "f PHASE 7" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==9), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "h PHASE 5" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==10), code:{
[h: addToInitiative(1, "a PHASE 12" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "f PHASE 7" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "f PHASE 6" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "e PHASE 5" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "d PHASE 4" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+500+init_mod) + (eval(int)+500))]
}]
[h, if(speed_num==11), code:{
[h: addToInitiative(1, "a PHASE 12"+ "0" + (eval(dex)+ 500+init_mod) )]
[h: addToInitiative(1, "b PHASE 11" + "0" + (eval(dex)+ 500+init_mod) )]
[h: addToInitiative(1, "c PHASE 10" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "d PHASE 9" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "e PHASE 8" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "f PHASE 7" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "g PHASE 6" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "h PHASE 5" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "i PHASE 4" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "j PHASE 3" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "k PHASE 2" + "0" + (eval(dex)+ 500+init_mod))]
[h: addToInitiative(1, "l PHASE 1" + "0" + (eval(dex)+ 500+init_mod))]
}]
[h: sortInitiative()]
Second I changed the Start phase marco to this.
Code: Select all
[h: man_dcv_melee_mod=0]
[h: man_dcv_melee_half=0]
[h: man_dcv_melee_0=0]
[h: man_dcv_range_mod=0]
[h: man_dcv_range_half=0]
[h: man_dcv_range_0=0]
[h: man_ocv_mod=0]
[h: dcv_m=0]
[r: getName() + " starts phase.<br />"]
[r: if(state.stunned==1, "You have recovered from being Con'd. Your phase is over.", "")]
[h, if(state.stunned==1): nextInitiative()]
[h: dcv_levels_on=if(state.stunned==1, 0, 1)]
[h: state.stunned=if(state.stunned==1, 0, 0)]
[r, c(4), code: {
[r, if(eval("timer" + roll.count)>0), code: {
[h: eval("timer" + roll.count + "= timer" + roll.count + "-" + time_passed_since_last_action)]
[h, if(eval("timer" + roll.count)<=0): eval("timer" + roll.count + "=0")]
[r, if(eval("timer" + roll.count)<=0 && roll.count==0): getName() + " is no longer Flashed!"]
[h, if(eval("timer" + roll.count)<=0 && roll.count==0): state.flashed=0]
[h, if(eval("timer" + roll.count)<=0 && roll.count==0): targeting_senses=0]
[r, if(eval("timer" + roll.count)<=0 && roll.count==1): "Timer" + roll.count + " has run out!"]
[r, if(eval("timer" + roll.count)<=0 && roll.count==2): "Timer" + roll.count + " has run out!"]
[r, if(eval("timer" + roll.count)<=0 && roll.count==3): "Timer" + roll.count + " has run out!"]
}]
}]
[h, macro("track_dcv_ocv@lib:gm"): ""]
[h, macro("combat_sheet@lib:gm"): ""]
I also fixed the Endurance marco from asking twice for the input value. I cannot remember what the old line said, but now it is
Code: Select all
"endurance_cost"
And finally, I fixed the flash counter. It use to display how many phases a token was flashed in the chat window. My party never abused this information, but I decided to fix it. Under the power_effect_flash marco line
Code: Select all
[r: count=count+1]
I changed the "r" to a "h" and now it hides the phases. I may not be a true code writer, but I am starting to able to stumble my way through and make changes as I need them. I will be testing these changes out tonight.
Re: Hero 5th ED macro set, brad's
Hi Bengalelf! Thanks for tinkering and fixing. I probably won't be doing much with this anymore, so any of the old kinks you can work out will be appreciated by anyone still using the framework.
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Re: [Hero 5th ED] brad's Hero5thMacros.cmpgn
Hello, I'm still very fond of this Campaign. I was wondering if anyone was still using it, or could help.
After being Transformed...I could not find a way to remove the amount of transformation back to 0. I tried on the timer/transformation button to set to 0, but it does not hold and when you go back the full amount it still there.
Also, I would like to add a state to when the transform completes..it doesn't seem to do that. and when it is being transformed I would like a state.
Not sure if anyone is still even on this board anymore..but I still enjoy this campaign
Oh forgot...the Ego Transfrom doesn't work..it moves over to the body Transform.
After being Transformed...I could not find a way to remove the amount of transformation back to 0. I tried on the timer/transformation button to set to 0, but it does not hold and when you go back the full amount it still there.
Also, I would like to add a state to when the transform completes..it doesn't seem to do that. and when it is being transformed I would like a state.
Not sure if anyone is still even on this board anymore..but I still enjoy this campaign
Oh forgot...the Ego Transfrom doesn't work..it moves over to the body Transform.
Re: [Hero 5th ED] brad's Hero5thMacros.cmpgn
Hey OptionW. Nice to hear that someone is still enjoying my framework. I haven't used this in a while now, I have been playing Cthulhu and Savage Worlds. If you give me a few days to refamiliarize myself I will look into your bugs/requests and let you know what I can do.
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Re: [Hero 5th ED] brad's Hero5thMacros.cmpgn
Thanks Brad,
It's awesome that you would still help with this. I know its been awhile.
One other thing...when you set up a Enderance Battery or charges...when you attack in the chat window it changes the name to the Enderance battery or charges name....such as Optionw attacks with quiver of arrows. Or Optionw attacks with spell power charges.
OptionW
It's awesome that you would still help with this. I know its been awhile.
One other thing...when you set up a Enderance Battery or charges...when you attack in the chat window it changes the name to the Enderance battery or charges name....such as Optionw attacks with quiver of arrows. Or Optionw attacks with spell power charges.
OptionW
Re: [Hero 5th ED] brad's Hero5thMacros.cmpgn
As a GM I was wondering what the quickest way to have a player find a magical sword...or anything and have him use it.
I was interested if there was a way to "export" a built Power (weapon) and then just "import" it into the players token (Power builder)?
that way a GM could make up a bunch of magic or other things and just put it in the players token when he picks it up. Otherwise it seems a big time element to have to build it to a toon that happens to be awarded..or picks up an item.
OptionW
I was interested if there was a way to "export" a built Power (weapon) and then just "import" it into the players token (Power builder)?
that way a GM could make up a bunch of magic or other things and just put it in the players token when he picks it up. Otherwise it seems a big time element to have to build it to a toon that happens to be awarded..or picks up an item.
OptionW