[Hackmaster Basic] HMB_Lite / HMB_Template

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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fewilcox
Kobold
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Joined: Wed Jun 09, 2010 1:29 am

Re: Hackmaster Basic: Framework

Post by fewilcox »

Sir Flak wrote:It should be useful even as a stand alone aid to a table top game as in the short test games we've run keeping track of all the counts really slowed the game down.
That's exactly what I'm hoping.
Sir Flak wrote:INSTRUCTIONS
  • Setting Up a New Character Token
    1: Drag a new token onto the Map
    2: Change its Properties Type to "HM_PC"
    • Double Click Token
    • config tab
    • Properties drop down
    • Select "HM_PC"
I can't do that step because "HM_PC" won't show up for some reason. Obviously I'm not doing something that needs doing.

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Sir Flak
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Loading Framework
1: Download Maptool version 1.3b68 or higher.
2: Download the Campaign File above.
3: Run On windows run MaptoolLauncher.exe Make sure the memory is set for 512, 64, 2.
4: Once maptool has opened go to click File->Open in the menu.
5: Navigate to where you saved the framework campaign file and Open it.
I added this little blurb on how to open a campaign file. Once you do this you should be able to follow the other instructions. Let me know if you still need help.

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Sir Flak
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Ok guys I posted an update.


Updates
Links to edit skill values on the character PC sheets.
Totally new method of inputting NPCs. It can now import statblock text that you paste in.
Some little tweaks to the inventory library

If your trying to update an existing campaign with just the updates:
Copy in the new lib tokens. (Right Click and save them from the template. Rename old ones in your campaign. Drag them into your campaign.)
The NPC campiagn macros have changed might as well export that group and import them into your existing campaign.
HM_NPC needs an additional variable StatBlock.

fewilcox
Kobold
Posts: 3
Joined: Wed Jun 09, 2010 1:29 am

Re: Hackmaster Basic: Framework

Post by fewilcox »

Sir Flak wrote:
Loading Framework
1: Download Maptool version 1.3b68 or higher.
2: Download the Campaign File above.
3: Run On windows run MaptoolLauncher.exe Make sure the memory is set for 512, 64, 2.
4: Once maptool has opened go to click File->Open in the menu.
5: Navigate to where you saved the framework campaign file and Open it.
I added this little blurb on how to open a campaign file. Once you do this you should be able to follow the other instructions. Let me know if you still need help.
I tried that first as it seemed obvious. I even tried re-downloading the file and re-installing maptool. Perhaps I need to completely remove maptool then install it yet again.

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Sir Flak
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Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.66

Another Update.

I tweaked the parsing to be able to pick up more stuff from some of kenzerco's module statblocks.

I also fixed a bug: if the creature being pulled in didn't have a damage modifier it would break the macro. Now this shouldn't be a problem.

I added mage/thief and fighter/thief to the PC classes. It should let you select them on the PC setup. It should also calculated their level based combat modifiers.

fewilcox
Kobold
Posts: 3
Joined: Wed Jun 09, 2010 1:29 am

Re: Hackmaster Basic: Framework

Post by fewilcox »

fewilcox wrote:
Sir Flak wrote:
Loading Framework
1: Download Maptool version 1.3b68 or higher.
2: Download the Campaign File above.
3: Run On windows run MaptoolLauncher.exe Make sure the memory is set for 512, 64, 2.
4: Once maptool has opened go to click File->Open in the menu.
5: Navigate to where you saved the framework campaign file and Open it.
I added this little blurb on how to open a campaign file. Once you do this you should be able to follow the other instructions. Let me know if you still need help.
I tried that first as it seemed obvious. I even tried re-downloading the file and re-installing maptool. Perhaps I need to completely remove maptool then install it yet again.
Yep. A clean install fixed it so I can try out your framework and finally get around to learning maptool while I'm at it.

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Sir Flak
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Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

b69v1.67 Posted

Implemented Suggestion to Update Init Count after Attack
Fixed missing entries in Inventory
Added Next Count Button to campaign macros.
Fix PC AddtoInit macro. You don't have to have your token selected any more (just impersonated).

Rearranged the which F-Keys are bound to which macro.
Display/RefreshInitCount - F2
Update Token's Init Count - F3
NextCount - F4

Show PC Sheet - F5
Show NPC Sheet - F7

Display PCGen Form - F9
PrepNPCToken - F12

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Sir Flak
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Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.69

Update Posted.

Fighting Style Support Added.


Campaign Properties, Campaign Macros, and Lib:Tokens changed.

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Sir Flak
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.70 Posted

Fixed a bug in the equipment screen. Range weapons weren't showing they were equipped when put in the two handed slot.

Tweaked the Initiative Tracker for performance.

Tweaked the next count macro. Clicking next count, now pushes a Init frame refresh to all connected users.


AFFECTED AREAS
Lib:HackMaster
Lib:Hackmaster_Init
Campaign Macro: "NextCount"

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Sir Flak
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.71 Posted

Fixes/Changes:

* ResetWeapon - If you are offensively dual wielding it will reset both weapons, adding the second if necessary. If you aren't dual wielding it will reset your weapon, removing the second attack if necessary.
* CombatCalc for magic weapons
* Attack and Defense Roll tooltips
* PC Attack and Defense macros now check property type not token type. So you shouldn't get those ShieldUse questions if you've got a NPC token type with a HM_PC property type impersonated.
* If you roll an init of 0 or 1 your token starts with its info set at "Primary Attack" instead of "Surprised".

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Sir Flak
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.72 Posted

Fixes:

Magic Items on NPC weren't being correctly calculated into their combat stats. This was corrected.

Affected:

"Lib:HackMaster_NPC" was changed.

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.73 Posted

Addition:

Talents Weapon Specific Talents can now be Slot specific as well. IE ALL, 2Handed, MainHand, OffHand. The talent for that wepaon will only be active for the chosen slot.

Affected:

Lib:HackMaster
Lib:UniversalInventorySystem
New Campaign Macro: "UpdateTokenVersion 1.73"

Note:
"UpdateTokenVersion 1.73" Must be run on ALL PC tokens (NPC token not nessessary) on ALL maps. Just go to a map select all the PC type tokens, and click that macro. Give it a minute to update them.

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Sir Flak
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Posts: 344
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Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.74 Posted

Fixes:

I fixed a few bugs I notices while making the tutorial videos for this framework, and a few other things.

- Two Handed Slot wasn't pushing magic properties into the combat calc.
- Editing a skill value in your character sheet didn't refresh the character sheet.
- Bug in wasn't dividing damage in the 1/4 damage selection.
- Damage Type wasn't editable on custom weapons for NPCs.

Additions:

- Implemented the Damage macros style of the PC's for NPC (ie select Crit,Normal,1/2,etc)

Affected:

"Lib:HackMaster" was changed.
"Lib:HackMaster_NPC" was changed.

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.75 Posted

Fixes:
[*]Damage Macros didn't like if you had a zero for your second damage die. This has been fixed for PC's & NPC's

Changes\Additions:
[*]In the UpdateInitCount dialog the modify radio button now sets the token's count to the entered value + tracker current count. It used to set the token's count to entered value + token current count.
[*]In the UpdateInitCount dialog, I added a button next to the Info field. If you press the button it will display several predefined strings to chose from. Select a string and press record and you will see it is now entered in the Info field of the dialog. Note: the change is still not submitted until you record the changes with the record button.

Affected:
"Lib:HackMaster" was changed.
"Lib:HackMaster_NPC" was changed.
"Lib:Hackmaster_Init" was changed.
Commented out code that got left in b73 was removed from the NPC damage campaign macro.

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Sir Flak
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Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

v1.76 - Posted

Changes\Additions:

[*] Missing a TOP Save automatically sets the disabled state on the token.
[*] Added Grel as a race in the drop down when entering your token.
[*] Added Skill Link. If you Click the Link on the skill heading, it will bring up the "edit skills" screen that lets you edit all the skills at once.
[*] Added XP, Luck variable to PC Properties
[*] Added XP, BP, Luck to Main Charcter Sheet Page, & moved class down a row.
[*] Added a money section to the equipment
[*] Sheet Editable Level,XP,BP,Honor,Luck,Money (honor/luck are both next to honor on the sheet).

Affected:

[*] "Lib:HackMaster" was changed.
[*] Campaign HM_PC Property Set has changed. New variable were added to support luck, XP, etc. You must grab the new one if you want to use the new features in an existing campaign. Copy the text from the new template and paste it over the old text and press "update".
Last edited by Sir Flak on Fri Jan 14, 2011 7:24 pm, edited 1 time in total.

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