Working on a Mutants & Masterminds framework
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Working on a Mutants & Masterminds framework
I'd like to have a thread on the boards someplace where I can post my work-in-progress framework, so anyone else that's interested can participate.
Is this forum an acceptable place to do that? I've already posted the framework a couple of times in the Macro's forum, as a result of some syntax problems. But, this place seems more appropriate for purposes of collaboration.
Is this forum an acceptable place to do that? I've already posted the framework a couple of times in the Macro's forum, as a result of some syntax problems. But, this place seems more appropriate for purposes of collaboration.
Re: Working on a Mutants & Masterminds framework
Alrighty ... I'll assume it's OK to start sharing my work using this threat. Please, if anyone out there is interested in Mutants and Masterminds, feel free to jump in and contribute.
- Attachments
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- framework vPoint4.cmpgn
- (1.18 MiB) Downloaded 109 times
Re: Working on a Mutants & Masterminds framework
minor updates to framework
- Attachments
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- framework vPoint5.cmpgn
- Basic code for all conditions added
- (1.19 MiB) Downloaded 93 times
Re: Working on a Mutants & Masterminds framework
Here is the attack macro. Use only the testAttack for now as I am slowly building it into a true attack macro.
- Attachments
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- framework vPoint4.cmpgn
- This is V4, but with the Attack Macro.
- (1.19 MiB) Downloaded 79 times
Re: Working on a Mutants & Masterminds framework
Added a section for skills. I'd like to organize the buttons by colors that match colors used in the rulebook.
This file doesn't have the attack macro yet ... that's next on the list.
This file doesn't have the attack macro yet ... that's next on the list.
- Attachments
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- framework vPoint6.cmpgn
- (1.19 MiB) Downloaded 97 times
Re: Working on a Mutants & Masterminds framework
Here is the attack so far:
Paste into a macro called "Attack" on the Lib:libMM token in the group "Combat". Then put a macro in the campaign window with the following code:
This will allow you to roll an attack roll and select up to 10 different defenders. It currently does not roll 10 attacks, as that has not been built yet, but slow and steady wins the race.
Code: Select all
<!--This is the Attack configuration macro for Mutants and Masterminds FW-->
[H: tToken = currentToken() ]
[H: inCC =
"fullRound|Single, Full Round|Attack|RADIO|ORIENT=H SELECT=0 ##"
+ "flanking|0|Flanking?|CHECK| ##"
+ "higherGround|0|Attacking from Higher Ground?|CHECK| ##"
+ "pointBlank|0|<html>Point Blank Range (<font color=red>30 feet</font>)?</html>|CHECK| ##"
+ "fireIntoMelee|0|Shoot/Throw into Melee (-4)?|CHECK| ##"
+ "repeat | 0,1,2,3,4,5,6,7,8,9,10 | Repeat X times | LIST | SELECT=1" + "##"
+ "seperator|<html> ------ </i>Situational Attack Modifier</i> ------</html>||LABEL|SPAN=TRUE ##"
+ "atkMod|0|Situational Attack Modifier|TEXT|WIDTH=10"
]
[H: cancel = input(
"tab0 | Config Attack | | TAB",
inCC
)]
[H: abort(cancel)]
[ pause( "repeat" ) ]
<!-- When building a list of tokens, filter for undesirable tokens -->
[H: validTokens = getVisibleTokens("json")]
<!-- If there's nothing in the validTokens list, stop right here -->
[H: status = if(json.isEmpty(validTokens), 0, 1)]
[H: eval(
if(!status, 'input("blah | No valid targets in sight! | Error | LABEL")', 'true')
)]
[H: abort(status)]
<!-- Sort the validTokens by distance -->
[H: validTokens = json.toList(validTokens)]
[H: rangesList = ""]
[H, FOREACH(token, validTokens): rangesList = listAppend(rangesList, getDistance(token))]
[H: items = listCount(rangesList)]
[H,COUNT(items), CODE: {
[H, COUNT(items-1), CODE: {
[H: currentNum = listGet(rangesList, roll.count)]
[H: nextNum = listGet(rangesList, roll.count + 1)]
[H: nextName = listGet(validTokens, roll.count + 1)]
[H: rangesList = if(currentNum > NextNum,
listInsert( listDelete(rangesList, roll.count + 1) , roll.count, nextNum)
, rangesList)]
[H: validTokens = if(currentNum > NextNum,
listInsert( listDelete(validTokens, roll.count + 1) , roll.count, nextName)
, validTokens)]
}]
}]
<!-- targetArray holds targets (objects), which each have 3 keys: "Name", "Img", "Distance" -->
[H: targetArray = "[]"]
[H: OFFSET = 1]
[H, FOREACH(token, validTokens), CODE: {
[H: target = "{}"]
[H, TOKEN(token): name = getName()]
[H, TOKEN(token): img = getTokenImage()]
[H: distance = getDistance(token)]
[H: target = json.set(target, "Name", name)]
[H: target = json.set(target, "Img", img)]
[H: target = json.set(target, "Distance", distance)]
[H: target = json.set(target, "ID", token)]
[H: targetArray = json.append(targetArray, target)]
}]
<!-- Build an input() compatible list -->
[H: targetList = ""]
[H, FOREACH(target, targetArray): targetList = listAppend(targetList,
"(" + json.get(target, "Distance") + ") "
+ json.get(target, "Name") + " "
+ json.get(target, "Img")
)]
<!-- Build the input() dialog string -->
[H: ICON_SIZE = 50]
[H: inputStr = 'input("help | Choose your target(s): | Note | LABEL",']
[H, COUNT(repeat), CODE: {
[H: i = roll.count + 1]
[H: selectNum = 0]
[H: inputStr = inputStr + '"repeat'+i+' | '+targetList+' | Primary #'+i+ ' | LIST | ICON=true ICONSIZE='+ICON_SIZE+' SELECT='+selectNum+'",']
}]
[H: inputStr = inputStr + '"help | -------------------- | -------------------- | LABEL")']
<!-- If power lacks attacks/targets and is a supplement,
then don't even show the input dialog -->
[H: status = eval(inputStr)
]
[H: abort(status)]
[H, IF( repeat1 == 0 ): target1ID = ""; target1ID = json.get( json.get( targetArray, repeat1-1 ), "id" ) ]
[H, IF( repeat1 == 0 ): target1Name = ""; target1Name = json.get( json.get( targetArray, repeat1-1 ), "name" ) ]
[H, IF(isNumber(atkMod) == 1): num = atkMod; num = eval(atkMod)]
[T: 1d20 + (flanking * 2) + (higherGround * 1) + num]
Code: Select all
[MACRO("Attack@Lib:libMM"): ""]
Re: Working on a Mutants & Masterminds framework
Nice interface!!
Re: Working on a Mutants & Masterminds framework
Updates:
1) put in the Attack macro
2) added an interface to edit basic traits. these are PPs applied to basic abilities prior to applying the effects of any feats or powers. Think Superman under a red sun.
3) Edited the campaign properties so that pmod bonuses are based on the sum of b, mod and tmod properties. pmod was only calculating based on the value of 'b' properties alone.
1) put in the Attack macro
2) added an interface to edit basic traits. these are PPs applied to basic abilities prior to applying the effects of any feats or powers. Think Superman under a red sun.
3) Edited the campaign properties so that pmod bonuses are based on the sum of b, mod and tmod properties. pmod was only calculating based on the value of 'b' properties alone.
- Attachments
-
- framework vPoint6.cmpgn
- (1.19 MiB) Downloaded 84 times
Re: Working on a Mutants & Masterminds framework
Created a button to 'Add a Power', which adds a custom property which is a JSON object string. The name of the custom property is the customized name indicated by the token owner of the superpower chosen. So, if a character has 2 forms of 'Blast', each form requires a unique name, and each form will be defined with a differently configured custom property.
- Attachments
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- framework vPoint6.cmpgn
- (1.19 MiB) Downloaded 161 times
Re: Working on a Mutants & Masterminds framework
You may want to take a look at Veggiesama's FW as his does exactly what you are trying to do with Powers. It is great as you can use "Blast 1" to create "Blast 2" because the name has changed and it automatically creates a new version on the token.
Re: Working on a Mutants & Masterminds framework
With the new edition of M&M coming out soon, I'm wondering if there's any point in continuing and if it'd be best to wait for 3rd ed.
Are many folks planning on sticking w/ 2nd ed? If not, I can't see the point in building a framework for it.
Are many folks planning on sticking w/ 2nd ed? If not, I can't see the point in building a framework for it.
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- Kobold
- Posts: 6
- Joined: Fri Jul 16, 2010 3:38 pm
- Location: Fort Wayne, IN
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Re: Working on a Mutants & Masterminds framework
Hello!
First off I have to say thanks for all your hard work on the code so far. I'm going to try it out and see how it melds into the game I'm running right now with a group of friends.
As far as 3rd Edition goes, its mostly all cosmetic, with the exception of a couple of powers. Not only that but they are turning stats from the (Trait-10)/2 to a straight stat bonus. The conversion to 3rd edition ought to be completely the same as 1st code wise.
Despite this fact I'm sure people will still be able to use your code. The preorder for DC Adventures is out, and if you buy it you can get the PDF for 5$ (Normally 20$), and it includes the changes if you'd like to see it.
If you feel its still not worth it I completely understand, and I'll continue to learn the code myself.
Thanks again!
Christopher
First off I have to say thanks for all your hard work on the code so far. I'm going to try it out and see how it melds into the game I'm running right now with a group of friends.
As far as 3rd Edition goes, its mostly all cosmetic, with the exception of a couple of powers. Not only that but they are turning stats from the (Trait-10)/2 to a straight stat bonus. The conversion to 3rd edition ought to be completely the same as 1st code wise.
Despite this fact I'm sure people will still be able to use your code. The preorder for DC Adventures is out, and if you buy it you can get the PDF for 5$ (Normally 20$), and it includes the changes if you'd like to see it.
If you feel its still not worth it I completely understand, and I'll continue to learn the code myself.
Thanks again!
Christopher
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"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb
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"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb
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Re: Working on a Mutants & Masterminds framework
Thanks for the kind words and encouragement! From what you're describing, there's not a lot of change from 2nd to 3rd edition, and it's likely that such changes could be later incorporated into some kind of global options menu. Something that comes to mind is the change to Impervious I read about.
So, if most changes are cosmetic, then I'm leaning towards just continuing what I started.
So, if most changes are cosmetic, then I'm leaning towards just continuing what I started.
Re: Working on a Mutants & Masterminds framework
I (and a friend) have put together a M&M 3rd framework you can look at and steal stuff from. (plug plug)
Take a look...
Take a look...
Re: Working on a Mutants & Masterminds framework
No need for me to steal ... this looks pretty cool. I'm gonna upgrade to 3rd ed just for this framework. Thanks for building this!!