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Giant
 
Joined: Sat May 22, 2010 10:16 pm
Posts: 129
 Post subject: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sat Jan 08, 2011 3:40 am 
Hey! It's Done(-ish)!

Well, done 'enough' for me to call it v1.0 and throw it out there.

This framework currently involves:

A GM Screen (7 pages)

An editable Character Sheet (2 frames, statSheet, and editSheet)

41 different Disciplines (that's 'Character Class' to you non ED folk) from the 'Core material':
ED3 Player's Guide, ED3 Player's Companion, Namegivers of Barsaive, and the new Cathay Player's Guide

It also incorporates the basic statistics (Attribute used, Action cost, etc) for every Talent, Skill and Power in the following:
ED3 Player's Guide, ED3 Player's Companion,ED3 Gamemaster's Guide, ED3 Gamemaster's Companion, Namegivers of Barsaive, the new Cathay Player's Guide, and the new Cathay Gamemaster's Guide

I've posted an introductory post on the Redbrick-limited forums announcing the release, and so the Earthdawn folks over there can start getting to know MapTool.
There is a thread on that forum on my development.

I've packaged this as a (fairly empty of 'stuff') campaign file, because I am using default properties:

Download Telarus' ED3 Framework v1.0

Drag&droping the Lib:token into an existing campaign should be no problem, as long as you copy over the token Types, and default Properties.

Let me know what you think! Thanks!


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Giant
 
Joined: Sat May 22, 2010 10:16 pm
Posts: 129
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sat Jan 08, 2011 8:29 pm 
If any of you actually download and try this out, feedback would be greatly appreciated.

I started learning MTscript back in November, so I'm stoked that I managed to bang this out in about 10 weeks.

But I know my code is a bit of a mess. I need to learn "User Defined Functions" more (I'm reading the Macro Best Practices thread again as I type this.. much easier to understand after 10 weeks buried in the Wiki).

Any other tips?

Some of my macros are huge.. will that cause a problem? (they're all stored on the Lib token). For example, the disciplineProfilesTable is a collection of 41 json.arrays and a switch to return the Discipline queried. Is there a better way of handling this?

Many thanks in advance.


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Kobold
 
Joined: Mon Feb 21, 2011 4:53 pm
Posts: 8
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Mon Feb 21, 2011 5:05 pm 
Amazing! I only just started perusing all you did with this Framework, but I'm impressed. I'll be able to better provide feedback after I can get my old Earthdawn group together for some online gaming!


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Kobold
 
Joined: Mon Feb 21, 2011 4:53 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Mar 13, 2011 10:43 pm 
Thought I'd provide some feedback after using your framework for a session of Earthdawn. Please keep in mind that I'm a n00b user of MapTool, and have not even dabbled in MTscript yet.

Overall, I and my gaming group loved how you put this together. It's very comprehensive and obvious that a lot of labor went into this. All I can say is "many thanks!"

Questions for you:
1. Why do you have the karma points and step made visible next to the portrait when hovering over a token?
2. Under the "main" heading of the statsheet window, attack and damage under actions appears to be simple text entry fields. Was there any greater intention for these fields other than the obvious?

Possible bugs (or my own idiocies):
1. I created a token for a T'skrang Taildancer. It would not properly relate the race to the token, and listed the race as "T". I attached a screenshot. Note: afterward, I edited the token directly, changing race to "T'skrang". Afterward, the profile listed tail combat as a racial ability. Editing a status effect while in "edit sheet" and clicking "Save Header" made the race change back to "T" when in "statsheet" view. In "edit sheet" it now reads "Dwarf" again.
2. I also created a Dwarf Horror Stalker, but received the following error when attempting to view/edit the talents using your tokenEdit macro: java.lang.IndexOutOfBoundsException: Index: 5, Size: 2 error executing expression powerCircle = json.get(tokenTalent, 5). I then edited the token directly and discovered in the Properties pane that it had listed multiple talents for the DiscTalents entry, many more than the beginning discipline talents for a Circle 1 Horror Stalker. I verified that the token was set to circle 1, then attempted creating a new Horror Stalker with a different token. Same result. Any thoughts? I have yet to find a work-around for this issue.


tskrang_issue.png
tskrang_issue.png [ 195.84 KiB | Viewed 2613 times ]
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Cave Troll
 
Joined: Fri Apr 15, 2011 9:25 am
Posts: 60
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri May 13, 2011 3:30 pm 
Very exited to find this thread! I started learning maptools about a month ago so i could use it to augment my Earthdawn game. The idea is that i want to use maptool to run Barsaive at War on a projector table. Now storytelling, pinache, suspense i got that in spades but i suuuuuck with computers so maptool has been making me [facepalm].

So yeah- Im super pumped that theres an ED framework and i downloaded it. Cant get it to work. I extract the zip file and i have 3 files- assets, content and properties...

Wheres the library token and how do i get it into maptool?
How do i use it once i have it in maptool?


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Kobold
 
Joined: Mon Feb 21, 2011 4:53 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri May 13, 2011 3:59 pm 
The main thing you need is the .cmpgn file. Open it with MapTool. Looks like Telarus created the Earthdawn logo as the library token. You need it to remain intact in order to setup tokens with ED attributes.

Once it's loaded, you'll see the macros Telarus created under the Campaign pane. If you start there, you'll get to the meat of the framework.

My old (15+ years ago) college gaming group is getting together tomorrow for our 2nd session using Skype, MapTool and this framework! W00t!


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Giant
 
Joined: Sat May 22, 2010 10:16 pm
Posts: 129
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri May 13, 2011 5:56 pm 
Hey guys, thanks for the interest!

Soultroubadour,

As asaraludu mentioned, the .cmpgn file should be opened with MapTool as a normal campaign. You'd then want to save a COPY under a different file name (say, "BarsaiveAtWar.cmpgn" or something) and then build all the maps and tokens you need for that campaign into the "new" file. This is so you have a clean copy of the code base in the original file in case you need it.

asaraludu,

Sorry for not getting back to you on the T'skrang issue. It seems the apostrophe in their Name is messing with some of the code-flow. Simple solution is to text search though the code files and replace T'skrang with Tskrang in all cases.

I've kinda set this on a backburner for now, because I'm working on my 3D Atlas of Barsaive (an extension of my previous Atlas into a 3D engine). So I haven't been back here in a while. I've got 5 more weeks budgeted for the Atlas Project, I'll see about updating the MapTools framework after that.

It's really awesome to hear that this got your old group back together!

Namaste


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Cave Troll
 
Joined: Fri Apr 15, 2011 9:25 am
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sat May 14, 2011 10:45 am 
Awesome! thanks guys... It was a simple matter of sving the file as 'cmpgn'. I got the frame up and running Im going to start building some tokens with ED attributes and get a feel for how it works.


If i can get this workin i want to try and translate some classic ED adventures into maptool woot! Theres also a fabulous 12 story Casino/brothel/hotel/restaurant in Travar (built by my old gaming group)that i made a detailed map of years ago. lol Id love to just be able to let everyone use it. @Asaraludu congrats on getting your group back together- i hope to do the same...and thanks guys!


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Cave Troll
 
Joined: Fri Apr 15, 2011 9:25 am
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sat May 14, 2011 11:03 am 
ok WOW. Rolling up an earthdawn character is crazy easy now! 2 questions- adding talents to the character sheets is causing a stack size problem. What stack size/ launch settings do you reccomend? Question 2- How automated are opposed tests between tokens in this frame? I.E. could someone describe a combat sequence using the system... Great job Telarus!


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Dragon
 
Joined: Fri Sep 21, 2007 5:10 pm
Posts: 368
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Mon Jun 06, 2011 5:52 pm 
I have never played Earthdawn before, but man that is a nice framework. I wish mine could be as non-cluttered. Love the character sheet for character input. Something else I am going to need to learn.


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Mon Jul 11, 2011 3:22 am 
Hey Telarus-
OK so I ran a couple of teaser adventures for my upcoming Earthdawn campaign using your maptools frame and everyone was really impressed. I even had an airship battle in the skies over Travar! Rolling up characters is super easy now and tracking NPCs is tremendously easier than it was back in the day.

That said- I am starting in on the next phase of building my campaign- I think a pre-generated token library with all the creatures and a variety of npc's would be a great resource for anybody using this ED frame. In order to streamline this I am trying to implement 'Disguise' by aliasmask or a similar 'token image editor'. The idea is to have 'generic' tokens with several different token images i can choose from. This way i can use my 3rd circle troll skyraider template to make a group of 3rd circle troll skyraiders that all look different.

Now I would be happy to devote hours and hours to making such a library but i cant seem to get over the first hurdle of integrating a token image editor into this framework. Can you help me? I would be very pleased to make this thing happen and post the finished library on this thread for everyone to use :)

hit me up



found here viewtopic.php?f=8&t=15168


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Giant
 
Joined: Sat May 22, 2010 10:16 pm
Posts: 129
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Mon Jul 11, 2011 5:05 pm 
An airship battle over Travar! That sounds epic.

You have really good timing, actually. I just got time in my schedule to revisit this code. (After coding and learning the whole art and Lighting side of the UDK).


So, I'm going to be going back and looking at this thing from the ground up. There are nested json arrays, & I just saw recent comments about in another thread about getting rid of them. Gonna do something about that (should speed the Token property assignment speed, among other things). There's also a new character generator thread over on the ED forums, and I have an eye on incorporating an importer for it's character sheet (which is xml based, I believe, so it should work).

I'll definitely check out the thread you referenced. I was just last night wishing I had that function while building a map for a quick 1-session. Be back later!


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Cave Troll
 
Joined: Fri Apr 15, 2011 9:25 am
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Mon Jul 11, 2011 9:04 pm 
lol yeah it was pretty cool :) I also have a thread with a series of airships that are formatted like tokens so you can fly them over other maps... viewtopic.php?f=6&t=18780 (thanks to everyone on the forums who helped me make them and there's more to come!)

The whole (multi image) generic creature/ npc library is part of a bigger project of transposing classic earthdawn adventures into scene by scene maptools maps.I have ordered some top down tokens of earthdawn races for use in this roject as well- cant wait to see how they turn out :)

With this in mind- another good addition for the next version of this framework would be to incorperate the drop in teleport pads (for traversing buildings etc with multiple levels) and also 'waypoints' (used for transferring tokens to other maps) they're both here- viewtopic.php?f=46&t=10642

One other thing- i thought you might like this- http://earthdawn.dragonpaw.org/ash/ its a link to Ash's earthdawn character sheets, tables, npc sheets and downtime system- its top notch

Anyway your framework has been a tremendous help in the creation of this project- I cant wait to run my Barsaive at War epic! if there is anything i can do to help please let me know


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Giant
 
Joined: Sat May 22, 2010 10:16 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri Jul 15, 2011 8:13 am 
Alright, I've re-and-re-and-re-read the wiki, forum posts, etc. Got a good feel of where maptool is right now (whoa, some nice things happening with the onTokenMove() stuff... I agree, we'll have to work something like the Drag&Drop teleport pads in).

So, I'm going to re-do the GM and Player's Character Sheets, as well as the token.property structure (to allow total drag&drop, so staying away from Campaign Properties and 'Token Types'... although I'll probably make my own type property to re-create the function).

So, first up, let me sketch out the token property structure. I saw else-where that property names support dot.syntax, so we'll be using that. The format will be "ed3.*.*", and I'll try to only go 3 (maybe 4) levels deep with the naming.

Code:
[H: id = getSelected()]
[H: attributes = "dex,str,tou,per,wil,cha"]
[H: dexStep = 6]
[H: strStep = 5]
[H: touStep = 6]
[H: perStep = 5]
[H: wilStep = 6]
[H: chaStep = 5]
[H, FOREACH(attr, attributes), CODE: {
     [H: varName = attr+"Step"]
     [H: varValue = eval(varName)]
     [H: setProperty("ed3."+attr+".step", varValue, id)]
   }]
[R, FOREACH(attr, attributes, "<br>"): getProperty("ed3."+attr+".step", id)]


That seemed to work when I ran it. Cool.

Hopefully, this convention and some documentation on property names will allow anyone who desires to write their own macros an easy way to hook them in. As a note, most properties that represent a Step will also have a corresponding Mod(ification) property, just to store data on the token. Such as "ed3.dex.step" & "ed3.dex.mod"... both of which would be used in the calculation of "ed3.init.step", and then there would be an additional "ed3.init.mod" on top of that to modify the Init on the fly.

As such, the properties as seen on the character sheet will probably be a variable that calculates, say:
Code:
[H: dexStep = getProperty(ed3.dex.step) + getProperty(ed3.dex.mod)]


I'm going to try to keep token properties for data storage, and use UDFs to call static data. So, the Rank of talents would be stored on a token, but the references to the base Attribute used, or if it costs Karma or Strain will be on the library token.

In this way, you should be able to write a macro to grab the "ed3.disciplinetalents" and "ed3.othertalents" arrays, cycle through them to find "Flame Arrow" (noting which Index in which Array it's at), using that index to go to "ed3.disciplinetalents.[index]" or "ed3.othertalents.[index]", and using the json Object there' Keys to grab the "Rank" and then add it to the base Attr, and roll the final Step to determine a Result.

And this macro would be droppable onto any character that had Flame Arrow, and it would work!

So, a beginning list of Properties would look like:

ed3.dex.value
ed3.dex.step
ed3.dex.mod

ed3.init
ed3.mod

etc

Still kinda working on the exact Token property structure. Also working on structuring the GM tables to store in properties on the Lib token....


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Cave Troll
 
Joined: Fri Apr 15, 2011 9:25 am
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Jul 17, 2011 6:10 pm 
Wow you been busy! Thanks Telarus!


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