[Pathfinder] TR's Toolbar v1
Posted: Tue Aug 03, 2010 5:38 pm
TR's Pathfinder RPG Toolbar v1.0 for b63
This is is a toolset for Pathfinder GMs that I have been working on for a few weeks. It differs from Lindsay Markus' (impressive) 3.5/PRPG framework in that I don't undertake to do combat math for players. Instead this is a toolbar that assists the GM with some of the more annoying tasks: HP tracking, Initiative Tracking, and Durations.
As far as I know, it could work alongside the L. Markus Framework, although I haven't tried it. It does work really well if you are GMing with a projection table or similar setup, with players rolling real dice. The toolbar basically lets you quickly leverage MapTool's bookkeeping ability, but it doesn't really automate much for the players.
To install it, import all of the .rptok button images and Lib:PathfinderRPG.rptok to your campaign, then import the toolbar properties. Save your campaign and reload it, and you should see a toolbar that can fit neatly on your screen up next to the built-in MapTool tool bar.
The buttons of the toolbar function thusly:
Heal Tokens
Use the Heal Tokens button while tokens are selected. A Dialog will appear where you can enter the value you want to heal all of the tokens.
You may enter dice notation ("xdy+z") and the result will be rolled once and the value applied to all selected tokens.
If the value would result in an HP total greater than the token's total hit points, the token will be at max HP.
Healing feedback appears as the HP value regained as a number on the token in blue.
Damage Tokens
Use the Damage Tokens Button while tokens are selected. A dialog will appear where you can enter an amount of standard damage, energy damage, bleed damage, or any combination of the three. Each of these fields will also accept dice notation ("xdy+z"), rolling the value once and applying the result to all selected token.
Amount: Damage entered in the Amount field is stopped by the token's Damage resistance by default. If the damage is coming from a non-energy attack that ignores damage reduction (such as a paladin's smite or an attack with the necessary qualities such as silver or adamantine) you may check the "Ignore DR" box and the damage will ignore DR on all tokens.
Energy: Damage entered in the Energy field ignores DR by default. You can select an energy type from the adjacent list, and that will check the token for any specified Immunities, Vulnerabilities, or Resistance, then apply those properties to the incoming damage.
Bleed: Damage entered in the Bleed Field will be subtracted each round as it becomes the creature's turn in initiative. This property will be reversed if the creature receives any type of healing.
Saving throw: Checking the "Saving Throw" box will bring up a second dialog when the damage is applied. In this dialog, there will be a list of all selected creatures, and three radio buttons for "Full", "Half" and "None". Select the option applicable, and the damage will be modified for that token.
Stop Regeneration: check "Stop Regeneration" if you want to suspend the creature's next round of regeneration after this damage is applied. This is appropriate for creatures such as trolls if the damage being applied is from acid or fire. The creature will forgo its next turn of regeneration, but afterward will resume HP recovery normally unless it is damaged again with "Stop Regeneration" checked.
Nonlethal: This feature is a work in progress.
Damage feedback appears on the token in Red.
Setup Token
Use the set-up token panel to assign the various defense properties you want to track.
Init: The initiative score of the token. This is for the convenience of the GM and isn't necessary to run the initiative tools.
Constitution Score: This determines the token's behavior when it falls to zero HP or lower. A token will be dead when it reaches a negative HP value equal to it's Constitution score. This field has no effect on the number of HP the token has.
Target Type: This determines the token's behavior when it falls to zero HP or lower. Select "undead" if a token is destroyed at zero HP.
Total Hit Points: This is the total number of positive HP for the token. There is no HP calculation going on, so any change to the token's Constitution score above will not increase the Total Hit Points on the token.
Hit Point Recovery: This is the value of any Fast Healing or Regeneration properties the token has. The token will regain this amount of HP at the beginning of it's turn unless it is at full HP or it has been damaged by a "Stop Regeneration" attack (see Damage Tokens above).
Temporary Hit Points: This is the number of Temporary HP on the token.
Damage Reduction: This is the value of Damage reduction on the token. This will be subtracted from all applied damage amounts except Energy attacks, bleed, or damage with the "Ignore DR" checkbox checked.
Acid, Cold, Elec., Fire, Sonic: The radio buttons on each line allow you to choose Immunity, Vulnerability, or Resistance to each elemental damage type. Select "Resist" with a value of 0 (the default) if the creature has no elemental properties.
Clear the initiative panel
This button will remove all tokens from the initiative panel. It also removes all Damage and Healing Feedback, and the "Active" state from any tokens that possess it.
Roll initiative for selected tokens
This button shows a dialog with the name of all selected characters, followed by a text field with that token's initiative roll in dice notation ("xdy+x"). You may input a "Final" integer value in any of the fields, in any combination. If your players enjoy rolling their own initiative, you can input the values they rolled for each token, and then use the dice notation to automatically roll for the NPCs. Or you can cheat and give your NPCs good initiative rolls!
Pressing the "Add" button will perform any necessary rolls, add the tokens to the initiative panel, assign their initiatives, and sort the panel.
NOTE: The initiative rolling macro only supports tokens with alpha-numeric characters and underscores. Any spaces or punctuation marks will break the macro.
Advance the initiative
This button replaces the function of the next button in the initative panel. You must be careful to not to accidentally use the initative panel next button. If you want to leverage features like Bleed, Fast healing, Duration Tracking, etc, you must use this button to advance the initiative.
Show timers
This button shows the Effect Timer List window, which is a list of ongoing effects specified by the GM. The list sorts from "most time remaining" to "least time remaining" and has fields for Creator and Affected tokens. Whenever the advance time buttons are used (see below) the time remaining on each effect in this window is updated.
Any effect in the list can be dismissed by clicking the "X" button next to its effect name.
Add a new timer
This button brings up a dialog that allows you to define a new timer.
Effect Name: This is the name of the effect. Each effect name must be unique.
Creator:This is the creator of the effect. If there is an Initiative in progress, this will be the name of the currently active character in initiative by default (although you can specify any other token if necessary). If there is no initiative in progress, the name "GM" will be the default Creator. Effects end once the number of rounds remaining is Zero and their creator's turn in the initiative is up.
Duration Value: This is the numerical value of the duration (rounds by default).
Duration Interval: This list allows you to create timers with large increments of duration (rounds, minutes, minutes x 10, hours).
Affected Tokens: This field is a convenience for the GM, allowing him to note which tokens are affected by an effect. The format is a comma-separated list of token names, with the selected tokens appearing by default.
Advance time
+R: This button advances time by one full round.
+M: This button advances time by a minute (ten rounds).
+H: This button advances time by one hour (600 rounds).
Reset Clock
This button sets the campaign clock to 0:00. Doing this will eradicate your existing effect timers.
Health Bars
Temporary HP: Orange
Hit Points: Red
Negative HP: Purple
This is is a toolset for Pathfinder GMs that I have been working on for a few weeks. It differs from Lindsay Markus' (impressive) 3.5/PRPG framework in that I don't undertake to do combat math for players. Instead this is a toolbar that assists the GM with some of the more annoying tasks: HP tracking, Initiative Tracking, and Durations.
As far as I know, it could work alongside the L. Markus Framework, although I haven't tried it. It does work really well if you are GMing with a projection table or similar setup, with players rolling real dice. The toolbar basically lets you quickly leverage MapTool's bookkeeping ability, but it doesn't really automate much for the players.
To install it, import all of the .rptok button images and Lib:PathfinderRPG.rptok to your campaign, then import the toolbar properties. Save your campaign and reload it, and you should see a toolbar that can fit neatly on your screen up next to the built-in MapTool tool bar.
The buttons of the toolbar function thusly:
Heal Tokens
Use the Heal Tokens button while tokens are selected. A Dialog will appear where you can enter the value you want to heal all of the tokens.
You may enter dice notation ("xdy+z") and the result will be rolled once and the value applied to all selected tokens.
If the value would result in an HP total greater than the token's total hit points, the token will be at max HP.
Healing feedback appears as the HP value regained as a number on the token in blue.
Damage Tokens
Use the Damage Tokens Button while tokens are selected. A dialog will appear where you can enter an amount of standard damage, energy damage, bleed damage, or any combination of the three. Each of these fields will also accept dice notation ("xdy+z"), rolling the value once and applying the result to all selected token.
Amount: Damage entered in the Amount field is stopped by the token's Damage resistance by default. If the damage is coming from a non-energy attack that ignores damage reduction (such as a paladin's smite or an attack with the necessary qualities such as silver or adamantine) you may check the "Ignore DR" box and the damage will ignore DR on all tokens.
Energy: Damage entered in the Energy field ignores DR by default. You can select an energy type from the adjacent list, and that will check the token for any specified Immunities, Vulnerabilities, or Resistance, then apply those properties to the incoming damage.
Bleed: Damage entered in the Bleed Field will be subtracted each round as it becomes the creature's turn in initiative. This property will be reversed if the creature receives any type of healing.
Saving throw: Checking the "Saving Throw" box will bring up a second dialog when the damage is applied. In this dialog, there will be a list of all selected creatures, and three radio buttons for "Full", "Half" and "None". Select the option applicable, and the damage will be modified for that token.
Stop Regeneration: check "Stop Regeneration" if you want to suspend the creature's next round of regeneration after this damage is applied. This is appropriate for creatures such as trolls if the damage being applied is from acid or fire. The creature will forgo its next turn of regeneration, but afterward will resume HP recovery normally unless it is damaged again with "Stop Regeneration" checked.
Nonlethal: This feature is a work in progress.
Damage feedback appears on the token in Red.
Setup Token
Use the set-up token panel to assign the various defense properties you want to track.
Init: The initiative score of the token. This is for the convenience of the GM and isn't necessary to run the initiative tools.
Constitution Score: This determines the token's behavior when it falls to zero HP or lower. A token will be dead when it reaches a negative HP value equal to it's Constitution score. This field has no effect on the number of HP the token has.
Target Type: This determines the token's behavior when it falls to zero HP or lower. Select "undead" if a token is destroyed at zero HP.
Total Hit Points: This is the total number of positive HP for the token. There is no HP calculation going on, so any change to the token's Constitution score above will not increase the Total Hit Points on the token.
Hit Point Recovery: This is the value of any Fast Healing or Regeneration properties the token has. The token will regain this amount of HP at the beginning of it's turn unless it is at full HP or it has been damaged by a "Stop Regeneration" attack (see Damage Tokens above).
Temporary Hit Points: This is the number of Temporary HP on the token.
Damage Reduction: This is the value of Damage reduction on the token. This will be subtracted from all applied damage amounts except Energy attacks, bleed, or damage with the "Ignore DR" checkbox checked.
Acid, Cold, Elec., Fire, Sonic: The radio buttons on each line allow you to choose Immunity, Vulnerability, or Resistance to each elemental damage type. Select "Resist" with a value of 0 (the default) if the creature has no elemental properties.
Clear the initiative panel
This button will remove all tokens from the initiative panel. It also removes all Damage and Healing Feedback, and the "Active" state from any tokens that possess it.
Roll initiative for selected tokens
This button shows a dialog with the name of all selected characters, followed by a text field with that token's initiative roll in dice notation ("xdy+x"). You may input a "Final" integer value in any of the fields, in any combination. If your players enjoy rolling their own initiative, you can input the values they rolled for each token, and then use the dice notation to automatically roll for the NPCs. Or you can cheat and give your NPCs good initiative rolls!
Pressing the "Add" button will perform any necessary rolls, add the tokens to the initiative panel, assign their initiatives, and sort the panel.
NOTE: The initiative rolling macro only supports tokens with alpha-numeric characters and underscores. Any spaces or punctuation marks will break the macro.
Advance the initiative
This button replaces the function of the next button in the initative panel. You must be careful to not to accidentally use the initative panel next button. If you want to leverage features like Bleed, Fast healing, Duration Tracking, etc, you must use this button to advance the initiative.
Show timers
This button shows the Effect Timer List window, which is a list of ongoing effects specified by the GM. The list sorts from "most time remaining" to "least time remaining" and has fields for Creator and Affected tokens. Whenever the advance time buttons are used (see below) the time remaining on each effect in this window is updated.
Any effect in the list can be dismissed by clicking the "X" button next to its effect name.
Add a new timer
This button brings up a dialog that allows you to define a new timer.
Effect Name: This is the name of the effect. Each effect name must be unique.
Creator:This is the creator of the effect. If there is an Initiative in progress, this will be the name of the currently active character in initiative by default (although you can specify any other token if necessary). If there is no initiative in progress, the name "GM" will be the default Creator. Effects end once the number of rounds remaining is Zero and their creator's turn in the initiative is up.
Duration Value: This is the numerical value of the duration (rounds by default).
Duration Interval: This list allows you to create timers with large increments of duration (rounds, minutes, minutes x 10, hours).
Affected Tokens: This field is a convenience for the GM, allowing him to note which tokens are affected by an effect. The format is a comma-separated list of token names, with the selected tokens appearing by default.
Advance time
+R: This button advances time by one full round.
+M: This button advances time by a minute (ten rounds).
+H: This button advances time by one hour (600 rounds).
Reset Clock
This button sets the campaign clock to 0:00. Doing this will eradicate your existing effect timers.
Health Bars
Temporary HP: Orange
Hit Points: Red
Negative HP: Purple