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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Mar 13, 2009 9:42 pm 
Note: I'm in the middle of updating documentation. Some of it is out of date. You can find my latest campaign file here to test. It contains the Tomb of Terrors and whatever other adventure I'm working on at the moment. :-)

The easiest way to make use of the framework is to download the file below, unzip it, and find a genre campaign that matches your own.

https://www.dropbox.com/s/mrz5safzph1ifdj/TROLLWARE.zip?dl=1 (last updated May 22, 2013)

[03/29/2015]I've created a github repository for the macro code. You can see the work and commits and download the code if you know GIT. Trollware Source Code If you're interesting in learning about GIT source code control, check out this free book.

If you've used the framework before and wish to update your campaign with the latest Lib: tokens, please read the Setting Tokens post for instructions on how to save your campaign specific data.

Code:
Archive:  TROLLWARE.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
    31097  2013-05-22 19:05   CampaignMacros.mtmacset
    86871  2010-04-02 10:02   LibAdventureDeck.rptok
   172422  2013-01-04 19:44   LibDeck.rptok
   188181  2009-10-17 09:15   LibDiceBox.rptok
   123263  2009-10-17 09:15   LibEvernight.rptok
    91668  2010-02-14 14:53   LibFantasyCompanion.rptok
   175686  2013-05-22 19:22   LibGear.rptok
   345191  2013-05-22 19:21   LibGM.rptok
    78187  2009-10-17 09:15   LibHellFrost.rptok
    81973  2013-01-04 19:45   LibInit.rptok
   326274  2010-04-02 10:03   LibPowers.rptok
    76971  2010-10-24 14:20   LibRace.rptok
     1800  2009-10-17 09:15   LibSettingMacros.mtmacset
   103369  2009-10-17 09:15   LibSlipstream.rptok
   163649  2009-10-17 09:15   LibSWEX.rptok
   319777  2010-04-02 10:03   LibVehicles.rptok
  1810979  2013-05-22 19:04   SavageWorlds.mtprops
  9309525  2013-05-22 19:22   SWEX.cmpgn
   166249  2010-02-15 13:32   LibSpaceNazis.rptok
    19998  2010-02-24 19:43   FrameworkDocsCodersGuide.odt
    19433  2010-02-24 07:28   FrameworkDocsGMsGuide.odt
    19157  2010-02-24 07:27   FrameworkDocsPlayersGuide.odt
   544634  2010-09-18 23:19   Lib1889.rptok
   544633  2010-10-24 14:20   LibSpace1889.rptok
  8645028  2012-03-25 15:29   SWEXTemp2.cmpgn
  9023067  2010-03-11 17:13   SWEXTemp.cmpgn
   137429  2011-12-11 12:14   LibPokerDeck.rptok
     3542  2011-12-11 15:29   PokerDeckCampaignMacros.mtmacset
    20177  2013-05-22 19:14   GearMacros.mtmacset
---------                     -------
 32630230                     29 files


Here's a picture of the center piece of the framework: The Character Sheet.

Image

From this sheet you can use weapons, cast spells, draw intiative cards and modify your characters traits and abililities. I detail each major section in individual posts following this one. To get started, right click on the link below and select "Save As" from the popup menu.

http://RPTroll.com/SavageWorldsMaptool.cmpgn

Then click on this link to start maptool.

http://download.rptools.net/webstart.ph ... m%20-Xss4m

After maptool starts, load the above campaign file using File->Open Campaign.

Something like the following image should appear.

Image

Now click on the Troll token and find character sheet in the campaign macro panel. With the Troll selected, click on the Character Sheet button. The character sheet of the troll should appear. It may first appear very small. Feel free to resize it and dock it to another window to to an empty frame side. (for more on docking and unpinning see maptool documentation)

After the character sheet is up and situation to your liking, click on the Strength hyper link on the character sheet. Now look at the chat window. You shout see something like the following.

Image

Our Troll is a wild card and so gets a wild die. In this case his wild die aced and thus he rolled again. You can mouse over the underlined text to see the roll calculation.

Now play around with the other links. The links on the left allow you to edit the character sheet while the links on the right roll traits, activate powers, or roll attacks.

For now, play around with the character sheet to see what it can do. Please report any bugs you find back to the forum.

And now for a few important notes


***** Important: Settings ******
As of the current version everyone will need to set their stack size to 4 MB or the character sheet will not run
As of the current version you must set the tool tip flag in preferences Edit->Preferences find the Chat group and click "Use Tooltips For Inline Rolls"
All Macros on the Lib: tokens must be trusted which means
* The library token must be visible to players (make sure Visible to Players is set in the right-click context menu)
* The library token must have a name in the format "Lib:name"
* The library token must be present on only one map in the campaign file.
* The library token may not be owned by any players (it's best not to be owned by ANYONE!)
If you have questions about how to make the trusted please see the wiki

THIS PRODUCT OPERATES UNDER A FAN LICENSE AND MUST HAVE THESE WORDS AND IMAGE PRESENT IN ORDER TO USE. Please see http://www.peginc.com/Licensing.html for details.

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Last edited by RPTroll on Wed May 22, 2013 8:18 pm, edited 49 times in total.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Mar 13, 2009 9:43 pm 
The Init System

There is a window in Maptool that contains campaign macros. Maptool distributes these macros when a client connects so anything your players will be able to see anything you place here. The bottom part of the panel contains a macro group named Initiative. Four of these buttons are for the GM to use to run Initiative.

Image

The DrawInitCard button deals an intiative card for each selected token. It outputs the card draws to the chat window as shown below.

Image

The Next button advanced the initiative order. Each time Next is invoked you see a message in chat saying whose turn it is and who has yet to act.

Image

The Red Reset button is used before (or after) you leave the combat round and revert to normal game time. It has the effect of collecting all the cards and purging any internal counters.

The Green Init Control button takes the place of the normal maptool Initiative window. Its a small yet powerful window that allows the GM to track Initiative, states, and perform trait and attack rolls. In the window below you can see the Mage has initiative and the Troll is shaken. The Next button on this window advances the init and functions the same way as the Next button on the campaign macro window. You can also delete combatants from the order by selecting the checkbox and clicking on the Delete Key. If you Toggle Hold on a combatant they will show as on hold in the chat output, an hour glass symbol will appear on the combatants token, and the combatant will not draw an Initiative card until that combatant goes off hold. 'Trait Roll' and 'Attack' will invoke a dialog window allowing the GM quickly perform these actions without leaving the Init Control window.

Image

There are a few rules associated with going on Hold. You can't go on hold if your turn as passed. If you try you get an error. Likewise you can't go on hold between rounds. Combatants that go on hold are give a card equivilant to an Ace of Spades to indicate they go before everyone else who hasn't drawn a joker.

After the GM has stepped through all the combatants for the round, a message will appear in chat letting the players know the round is over. The Init Control panel then automatically redraws init cards for all combatants it finds on the current map that were in the last round. If you need to add new combatants then you'll need to use the DrawInitCard function on the Campaign macro window after selecting the new combatant(s).

Another handy macro button is ShowInits which displays the Init order in chat with the card symbols held by each token. You can also use the ShowHands macro to display the cards graphically in a separate window.

Now lets put it all together. In the scene below a Mage, Fighter and Elf have started a fight with a poor, innocent Troll who was just minding his own business when these so-called adventurers performed the fantasy equivalent of a home evasion.

Image

The GM resets the Initiative deck using the Red Reset Init Deck button, selects all four tokens, and clicks on the Green DrawInitCard button in the campaign macros. The following output dumps to chat.

Image

The so-called Hero goes first and attacks the Troll with his long sword. The player of the Hero would either roll the attack from the character sheet or use the 'Use Weapon' macro button to perform the attack. Unfortunatly for our Hero, he failed critically. HA! Serves him right for attacking a Troll.

Image

The GM would then advance intiative from the Next button on either the Init Panel or the Campaign Macros panel. With a Queen of Spades its now time for our Troll to attack. As the GM, I'll attack from the Init Panel but I can just as easily do so from the Troll's character sheet. By marking the Troll's checkbox on the Init Panel and clicking the Attack button I get a dialog asking me which weapon I wish to use. The Troll has axes and claws to choose from but I decide to use axes.

Image

After selecting the Axe I get the following window. This same window appears in the lower half of the Character Sheet window if you click Axe in the Troll's gear section.

Image

The Troll does well! He manages to shake and wound the Hero. But the fight is not over yet. It is the Elf's turn. She fires her bow with the following result.

Image

She missed! But had she hit it would have damage the Troll badly. Too bad the adventurers are all out of Bennies. But next up is the Mage. He casts a Bolt at the Troll and rolls 1 on his spell casting die and is automatically shaken.

Image

As we end this little demonstration things are looking good for our Troll.

Image

And no, I didn't fudge the rolls to help the Troll. So that's a brief example of how Initiative works in Savage combat within my framework. Please download the campaign file above, give it a try, and let me know what you think.

Edit: Update on the combat above. I needed to test some things for displaying events and so ran the above combat to its end. The troll managed to incapacitate the Hero and the Mage and had the Elf on the ropes. The Elf had to drop to a rapier, which increased his parry by 1. One lone pointed ear elf managed to Shake the troll allowing the elf to retreat and draw his bow again. The troll never recovered from shaken and the elf and kept getting wounds (even with regeneration ability). The elf was able to incapacitate the Troll and get his friends out of there.

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Last edited by RPTroll on Fri Aug 14, 2009 11:51 am, edited 12 times in total.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Mar 13, 2009 9:43 pm 
Here's some screenshots. Text to follow.

If you click the "Attributes" link on the character sheet you are able to edit the tokens SW attributes.
Image

Derived stats, like Parry and Toughness are edited on the screen below. If the character has an arcane background you can also edit their max and used power points.
Image

The gear screen is broken down into the different types of gear. You equip by make the check box and, additionally, can had the number carried.
Image

The skills dialog allows for the adding, removing and updating of skills. This is also where you advance the Arcane Background skills.
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Last edited by RPTroll on Mon Apr 06, 2009 10:48 pm, edited 2 times in total.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Mar 13, 2009 9:44 pm 
Savage Worlds has the most variation in Gear from setting to setting and so it is likely you will be spending most of your time as a GM on the Gear screens.

In order to edit your gear, find the "Edit Gear" macro on the Lib:Gear token. When you execute it, it produces a dialog like the one below.

Image

Gear is divided into 4 categories: Weapons, Ammo, Armor, and Other. (coming soon: Devices and Artifacts). Weapons are things that use one of the combat skills Fighting, Shooting or Throwing. Ammo are things that are used to power/feed weapons. Armor protects the wearer by adding to toughness. Other is anything that doesn't fit into the above categories.

All gear have the following attributes: Weight, Cost, and Comments. Armor has an armor value and the area of the body protected. Weapons have a large number of additional information.

Each type of equipment has a detail screen associated with it. Ammo and Other share the screen below.

Image

The Submit button saves the data and refreshes the main Edit Gear Screen. The Refresh button refreshes the current screen. The Rename Gear button renames the current gear on the detail screen. The Delete Gear button Deletes the gear from the gear list. The Duplicate Gear makes a copy of the current gear entry.

Armor has some additional fields to fill out.
Image

The Armor field is the overall protection the armor provides to the wearer. Head, Torso, Legs, and Arms is the degree to which the armor protects those sections of the body. For armor computations when a wearer adds armor, only torso is used in the computation. The remain fields are for documentation only. Parry is the addition or subtraction to the wearers parry score. Currently, it is for documentation only and does not update the wearers Parry score.

Weapons are the most complicated form of gear. They have all sorts of uses and variations on those uses. To allow for this, Weapons have any number of variations open to them. Below is an example of the Weapon detail screen.

Attachment:
EditWeaponDetail.jpg
EditWeaponDetail.jpg [ 67.16 KiB | Viewed 20379 times ]


The description of the Weapon Variation fields are as follows;
    Skill - A drop down with Shooting, Fighting and Throwing. This is the trait roll that will be used when the character uses the weapon via the character sheet.
    Skill Bonus - The modifier to the skill roll for a well or poorly made weapon
    Tag - Important The tag field uniquely identifies the variation. Each variation must have a different tag field.
    Damage - the damage roll the frame work will use. Thus 2d8e will roll 2d8 acing dice in the chat window when the weapon is used. To use a trait as part of the damage use something like eval(Strength)+2d8e.
    Range - Used to enter the range or reach of the weapon. Range MUST be in the format of Range 11/22/33 where 11 = the short range of the weapon, 22= the medium range of the weapon, and 33 = the long range of the weapon. If the weapon has a Reach rather than a range use Reach # where # = the reach of the weapon. Thus a dagger might have Range 3/6/9 for one variation and a Reach 0 for another (as pictured below).
Attachment:
EditWeaponDetail2.jpg
EditWeaponDetail2.jpg [ 54.17 KiB | Viewed 20381 times ]

    RoF - Rate of Fire. Used for documentation purposes
    Shots - Number of shots the weapon has with a full load of ammo
    NumHands - Number of hands required for weapon. Used for documentation purposes
    AP - Armor Piercing. The degree to which the weapon ignores armor
    AmmoType - The type of ammo used by the weapon. It will draw from the ammo equipment you've entered. There are two additional entries "None" which indicates the weapon does not use ammunition and Self which indicates the weapon itself is ammunition. Self is used for things like grenades and other thrown weapons. As a general practice, however, you might want to set recoverable thrown weapons to None unless you want your players re-equipping after each battle.
    Ammo2Fill is the number of Ammo equipment used to fill the weapon. Thus a battery pack or Arrow would be set to one but a six shooter would be set to 6.
    ParryBonus - the addition to the characters parry score when using the weapon
    Round2Reload is the number of actions it takes to reload the weapon. For things like crossbows this is set to 1. For muskets it might be set to 2. When you try to use a weapon with a value above 0 it will let you know it is in the middle of reloading the weapon.
    ShotsUsed - This indicates the number of shots used by the weapon when it is first equipped. For bows, crossbows and similar weapons this should be set to 1. For all others it should be 0.
    Note - notes about the weapons use.

There are two additional buttons on the Weapon Detail screen. Add Variation and Delete Variation. This will add a new way to use the gear or delete the last variation you have for the weapon.

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Last edited by RPTroll on Sun Sep 13, 2009 10:57 am, edited 2 times in total.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri Mar 13, 2009 9:44 pm 
Initial Screen Shots for Powers
Character Sheet with a power selected
Image
Character Sheet with another power selected
Image
Once you take an AB feat, you have access to the skill associated with it
Image
If the character has multiple ABs, he is allowed to select what power goes with which AB
Image
The link created for each power knows the type of power it is and thus what sort of roll to make
Image
I've also added edit windows for the powers.
Image
Clicking the power link brings up an update screen
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Last edited by RPTroll on Tue Mar 17, 2009 11:43 pm, edited 1 time in total.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Mon Mar 16, 2009 3:40 am 
Some really cool stuff is going on there !
Thanks for sharing, RPTroll.
One question though : I didn't figure out how to make a Trait roll with modifiers ?
Is it possible ?

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Mon Apr 06, 2009 10:51 pm 
Thanks Natha. You can now pass the arg "mod" to the character sheet which will be added to the roll (or subtracted if a negative).

I've now updated the first portion of this topic with a 'get started' section.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Tue Apr 07, 2009 9:10 am 
As suggested in the Pinnacle forums:

RPTroll wrote:
GreenTongue wrote:
Strength roll of d12e yeilds
1 ??
with a wild die roll of

The graphic shows a roll of 2.


Yeah, he had a -1 to his roll (note, this could be a but since he has a power active and that mod should not affect non-AB stuff). I'll redo the screen shot without the mod.
Or express the mod in the output, especially if he has wounds and/or fatigue levels, but that might get cluttered.

Then again, you could always list the mods after the main output.
Modifiers Applied: -3 (Wounds -2, Fatigue 0, User specified -1)

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Tue Apr 07, 2009 9:25 am 
I was thinking about the states on the character sheet, and I realized I have no idea what those symbols mean. It's one thing to have them on a token, but I think a plain text on the character sheet would be more appropriate. If you hyperlink them, then it can display the image below with a list of the effects applied.

For example, if you have a wounded state, clicking the link would show the state icon and a -2 wound penalty is currently applied to all trait rolls.

Side note: What if someone has an Edge that allows them to ignore wound penalties? Does your character sheet account for that?

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Tue Apr 07, 2009 9:31 am 
Amaril wrote:
I was thinking about the states on the character sheet, and I realized I have no idea what those symbols mean. It's one thing to have them on a token, but I think a plain text on the character sheet would be more appropriate. If you hyperlink them, then it can display the image below with a list of the effects applied.

For example, if you have a wounded state, clicking the link would show the state icon and a -2 wound penalty is currently applied to all trait rolls.

Side note: What if someone has an Edge that allows them to ignore wound penalties? Does your character sheet account for that?


On states, you can mouse over to get the name. It would take up less real estate to just provide the names. I'll play with it to see what works best.

I don't take into account much in the way of edges. Eventually I'd like to handle the ambidextrous and two fisted edge are is relates to multi attack but for now I'd like the GM sort that out. The things I take into account now are active powers when using AB, wounds and fatigue.

My thoughts on the combat edges (if I decide to include them in mods) is to have the weapon usage run through a filter macro that computes the mod value passed to the trait test. But that's later. :-)

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Wed Apr 15, 2009 10:54 pm 
Updates to all files. Here's a partial list of changes.

4/12/09 - Massive changes to gear system. It will wipe out you current gear the first time you select the hyperlink. This is to get the framework in place to track ammo and bennie use for rerolls. Also a fix for init system where it wasn't storing data to the Lib:InitDeck. Fixed Powers editor to correct FOR loop issues introduces in b54. Modifiers are now displayed as part of trait tests.

Edit: Even more changes due to b54 changes. Hold is working again.

4/15/09 - verified the framework works for b55. Fixed but in Superpower power point calculation.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Thu May 28, 2009 8:55 am 
Fantastic work, I really love it.

A question though. How do I remove the pictures in the Character sheet? They take up way too much space on my screen.


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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Thu May 28, 2009 9:00 am 
Hussar wrote:
Fantastic work, I really love it.

A question though. How do I remove the pictures in the Character sheet? They take up way too much space on my screen.

There's an image tag in the Character Sheet macro on the Lib:GM token.

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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Thu May 28, 2009 9:32 am 
yep, you can also shrink it. I expanded it by 25 pixels for this round. Maybe I should make that a token property since its up to individual taste. The other thing I'm considering is dumping the CSS into a token property so folks can play with their own colors
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 Post subject: Re: [Savage Worlds] RPTroll's Campaign File Framework
PostPosted: Fri May 29, 2009 8:59 am 
Sorry, completely newbie here.

When I try to edit the macros in the Lib:GM token, the macros tab is greyed out and it won't let me touch them. What am I doing wrong?


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