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Dragon
 
Joined: Sat Oct 11, 2008 2:37 am
Posts: 733
Location: Limoges/Guéret, France
 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Sep 10, 2011 3:16 pm 
Thanks again Rumble.

I tried v4 and noticed (again, sorry) 2 things, one minor, and one ... well, less minor (or I'm completely missing something) ;)

1) A minor bug when using the "Equip Shield" macro : if you don't tick the check box and press "Ok", the macro asks for an "output" value.

2) I was re-reading the BoL rulebook and noticed that the "Noncombat check" macro should ask for an attribute choice ?

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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Sep 10, 2011 5:37 pm 
Natha wrote:
Thanks again Rumble.

I tried v4 and noticed (again, sorry) 2 things, one minor, and one ... well, less minor (or I'm completely missing something) ;)

1) A minor bug when using the "Equip Shield" macro : if you don't tick the check box and press "Ok", the macro asks for an "output" value.

2) I was re-reading the BoL rulebook and noticed that the "Noncombat check" macro should ask for an attribute choice ?


No need to apologize - I don't know why I didn't have it asking for an attribute; I must have just forgotten in my haste (as in, I tested the dice rolling with some set values, and never thought to look again... :oops: ). Will be fixed directly.

Edit: Okay, fixed (find the updated file in the first post). It should look like the combat check dialog now (or, somewhat like it). I also fixed the Shield bug.

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Dragon
 
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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sun Sep 11, 2011 11:49 am 
Thanks. No more bugs found in v5 ;)

Here's a small modification to the character sheet that I propose :
Attachment:
BoLv5_CharSheet_Natha.JPG
BoLv5_CharSheet_Natha.JPG [ 26.01 KiB | Viewed 489 times ]


Code:
[h:tokens = getSelectedNames()]
[h,if(listCount(tokens) != 1): abort(0)]
[h:token = listGet(tokens, 0)]
[h:go = 1]
[h,if(startsWith(token, "Lib")): abort(0)]
[h,if(!isGM() && isNPC(token)):abort(0)]
[h:switchToken(token)]
[frame("Character Sheet"):
{
  <html>
  <head>
  <title>Character Sheet</title>
 <head><link rel='onChangeSelection' type='macro' href='[r:macroLinkText("rfw.bol.charSheet@this", "none", token)]'></link>
  </head>
  <body bgcolor='white'>
  <table border=0 width='100%'>
  <tr bgcolor='#4574a3' color='white'>
  <td colspan='2'><b>[r:token]</b></td>
  <td colspan='2'><b>Origin</b>: [r:Origin]</td>
  </tr>
  <tr>
  <td valign='top' colspan='2'><b>Lifeblood</b>: [r:Lifeblood] / [r:MaxLB]</td>
  <td valign='top' colspan='2'><b>Hero Points</b>: [r:HeroPoints] / [r:MaxHeroPoints]</td>
  <tr bgcolor='#dcdcdc'>
  <td><b>STR</b>: [r:Strength]</td>
<td><b>AGI</b>: [r:Agility]</td>
<td><b>MND</b>: [r:Mind]</td>
<td><b>APP</b>: [r:Appeal]</td>
  </tr>
  <tr bgcolor='#dcdcdc'>
   <td><b>BRAWL</b>: [r:Brawl]</td>
   <td><b>MELEE</b>: [r:Melee]</td>
   <td><b>RANGED</b>: [r:Ranged]</td>
   <td><b>DEFENSE</b>: [r:Defense]</td>
  </tr>
  <tr>
  <td valign='top' colspan='4'>
  <b>Careers</b>:
  [r,foreach(career, Careers, ", "): career + " <b>+" + json.get(Careers,career)+"</b>"]
  </td>
 </tr>
  <tr bgcolor='#dcdcdc'>
  <td valign='top' colspan='2'>
  <b>Boons</b><br>
  [r,foreach(boon, Boons, "<br>"): boon]
</td> 
<td valign='top' colspan='2'>
  <b>Flaws</b><br>
  [r,foreach(flaw, Flaws, "<br>"): flaw]
 </td>
</tr>
  <tr>
  <td valign='top' colspan='2'>
  <b>Armor</b>:
  [r:EquippedArmor]
  [r:if(EquippedShield==1," & Shield","")]
  </td>
  <td valign='top' colspan='2'>
  <b>Weapon</b>:
  [r:EquippedWeapon]
  </td>
 </tr>
 </table>
 </body>
</html>
}]

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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Fri Sep 16, 2011 4:41 pm 
Consider it done.

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Joined: Wed Jul 09, 2008 2:32 pm
Posts: 50
Location: Salem, Va.
 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Fri Sep 30, 2011 11:55 pm 
I got a chance to try this out tonight and it is very light and useful. I did find one possible error, but it was easily worked around. Combat dice rolls should be attribute + relevant combat ability. It is adding in the combat ability automatically, but not the attribute. This may be by design and it is easy enough just to add the attribute in as a mod. Thanks for the framework.


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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Oct 01, 2011 8:51 am 
Claybor wrote:
I got a chance to try this out tonight and it is very light and useful. I did find one possible error, but it was easily worked around. Combat dice rolls should be attribute + relevant combat ability. It is adding in the combat ability automatically, but not the attribute. This may be by design and it is easy enough just to add the attribute in as a mod. Thanks for the framework.


Hm. Not by design, much more likely by "not reading carefully" or "not thinking when I made the macro." I haven't ever played BoL, you see, so if I overlooked something, I wouldn't necessarily catch it in testing.

I'll take a look; should be easy to fix.

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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Oct 01, 2011 9:28 am 
Quick update - you can now add the attribute to a combat roll like you're supposed to. Thanks for the heads-up, Claybor; it's all fixed.

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Cave Troll
 
Joined: Wed Jul 09, 2008 2:32 pm
Posts: 50
Location: Salem, Va.
 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Oct 01, 2011 10:44 am 
Thanks Rumble, that was quick.

Very nice of you to set this up even though you don't play.

Even if folks don't use this for long term campaigns, BOL is one of if not the best pick up game I have seen.

I very much like the mouse over tooltips the way you have them set up now, very easy to see.


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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sat Oct 01, 2011 4:31 pm 
Hopefully I am not getting pushy now. :}

I really like that you can add careers and origins, and I was wondering if it would be difficult to add the same for boons and flaws?


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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sun Oct 09, 2011 1:33 am 
I did notice that the damage rolls do not have strength added in as a modifier. Easy to take care of as it is, but it might be something to add if you get the chance at some point.

Thanks again.


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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sun Oct 09, 2011 2:40 am 
Oooh right ! I missed that one.
I have started the translation but I should wait a little so that more people test this framework.

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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sun Oct 09, 2011 11:03 am 
Whoops. One of those things I just missed when reading. Okay, the latest version (v8) has it. It should now add Strength to any Melee combat rolls, and 1/2 Strength to any ranged combat rolls. Technically, it seems to be based on the weapon used, but I think triggering the addition based on Melee and Ranged skills should work fine, I think.

Edit: Scratch v8 - I've put up v9. I missed the request about adding boons and flaws, and went back to add that. There are campaign macros now for that.

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Joined: Wed Jul 09, 2008 2:32 pm
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Location: Salem, Va.
 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Thu Oct 13, 2011 5:59 pm 
Quote:
I've put up v9. I missed the request about adding boons and flaws, and went back to add that. There are campaign macros now for that.


Fantastic! and thanks.


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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Fri Oct 14, 2011 12:41 am 
Great ! Thanks Rumble.

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 Post subject: Re: Barbarians of Lemuria Framework
PostPosted: Sun Oct 16, 2011 5:24 pm 
I don't know if I need to create a new thread for that but ... here's a first translated (to french) version of Rumble's BoL framework v9.

For frenchies out there, it needs testing (and the rules for armor used by Rumble are not the ones I've got in my french PDF of BoL ... :?: )

Attachment:
bol_VF_v1.cmpgn [983.32 KiB]
Downloaded 29 times

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