Re: MT1.3b91.03 Pathfinder + D&D3.5 Framework UPDATED AGAIN
Posted: Wed Mar 04, 2015 4:45 pm
Now that Mote is out, will anyone be able to port these Campaign Macros to Mote? http://idle-ideas.weebly.com/
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I have yet to start this campaign in MOTE to make sure everything is working but I know Lindsay was a part of the closed beta and I think he said it had some issues, but I'm not sure what those were. I'll be diving in after this weekend once I get all my GM duties out of the way. Right now I'm just poking it with a stick to see what is new. I REALLY like the SQL access and I'm just playing around with that part for now. The macro editor and macro pad are good features, but I'm not a fan of the auto-fill and I will likely continue to use Notepad++ and RPEdit if it works properly.smartsoldier wrote:Now that Mote is out, will anyone be able to port these Campaign Macros to Mote? http://idle-ideas.weebly.com/
I was excited to participate in the MOTE beta, but quickly found a significant effort to migrate my framework. So I chose to continue to tweak and enhance the framework over doing that conversion.smartsoldier wrote:Now that Mote is out, will anyone be able to port these Campaign Macros to Mote? http://idle-ideas.weebly.com/
v is for Variant. The "core" Pathfinder summon monster list gets extended by campaign options which are alternatives to the list.KaruiRPTools wrote:Got it! That makes a lot more sense, thanks! Looks like Mo0X would be for summon monster. I see a few have a v in there, like Mo07v. Any idea what that means?
Correct, there is no direct support for BAB changes and individual Skill check changes. I currently manage BAB changes through an obfuscated macro dedicated to the mod in question. I will add in BABmod in my next update (but individual skill check mods is stickier so no promises there).jsharen wrote:I can do a mod with the MiscAtk bonus, but I do not see the option for an actual BAB increase, with everything that entails (iterative attacks, etc).
As for the skill increase, there is no option in the creation of a mod to add to a skill. I suspect it has to be done by attaching a macro to the mod, which is how I intended to do it if someone could give me the macro to increase skill and BAB
I am uncertain under what conditions you need more than 2 extra damage dice for a weapon. I will investigate adding more, I think it will be an easy mod.Glock-9mm wrote: REQUESTS
Weapon Setup - So I love where the new secondary damage in the Variants Tab, is possible to get 2 more 2nd Extra Damage areas added or build in the ability to separate Dice Rolls?
* Example (2D6)+(2D6) Outs a total but in the breakdown explains that the 1st rolled X and the 2nd rolled X
Attack Panel - Is it possible to increase the increase the attack from 4 to 6? (Maybe an option to turn them on or off?)
I'm not sure if you integrated this from my code, but if you want multiple extra damage you can entered it as a comma delineated list. For example, "2d6,2d6" then on 2nd line you can put "bane,vicious" and it will show up in tool tip as separate rolls.lmarkus001 wrote:I am uncertain under what conditions you need more than 2 extra damage dice for a weapon. I will investigate adding more, I think it will be an easy mod.Glock-9mm wrote: REQUESTS
Weapon Setup - So I love where the new secondary damage in the Variants Tab, is possible to get 2 more 2nd Extra Damage areas added or build in the ability to separate Dice Rolls?
* Example (2D6)+(2D6) Outs a total but in the breakdown explains that the 1st rolled X and the 2nd rolled X
Attack Panel - Is it possible to increase the increase the attack from 4 to 6? (Maybe an option to turn them on or off?)
The attack dialog can be dynamically configured for more attacks (in the macro calling it). The Frame is more hard coded. I will see about adding more.