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Cave Troll
 
Joined: Fri Jul 17, 2009 6:51 pm
Posts: 70
 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri Oct 14, 2011 8:08 am 
Here's a basic campaign with a portion of my craptastic progress (compared to yours) I stopped working on it the day I found out you were working on a new version.

Points of Interest:

- Note how you click on an adept token and see the organized buttons. They are arranged to be "four small buttons wide" but that typically works on most default resolutions.
- The button in Campaign - taskDeclareActions (Made it yellow for you) opens up the frame to list the majority of the states in an organized fashion. I spent quite a bit of time finding out how to organize them in a way that "works" and I wouldn't be surprised if this was the most helpful part of work I give to you.
- As I said before, I put all my states in the campaign properties, I'm sure you'll look here early.
- I worked on making button templates to allow people to easily use talents without opening the character sheet. I found this an ESSENTIAL start for the way we play our campaign. It sped things up quite quickly.
- I have four "phases" of combat setup regarding initiative. I know there are ways to improve the initiative structure further and it was on my todo list that I may approach after the second version comes out. You can see how it all works out in testing.

I wouldn't be surprised if there was "easier" ways to organize them that works with json or something of the nature. Please understand that this was a project for me to learn it as well, and my programming side is a bit "light". I hope it at least saves you some time as you convert it over or take what you need from it.


ED3-Jacklifear-States.cmpgn [2.23 MiB]
Downloaded 25 times
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Cave Troll
 
Joined: Fri Jul 17, 2009 6:51 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Fri Oct 14, 2011 4:03 pm 
Important suggestion regarding variables.

You need to add new equipment variables to at least store the information regarding weapons. It will be important when creating actions/macros regarding damage.


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Cave Troll
 
Joined: Fri Jul 17, 2009 6:51 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sat Oct 15, 2011 9:54 am 
Additional Variable Suggestion/Idea:

At this time, we sort all of our inventory into the containers. We list out what's in the belt pouch, large sack, backpack, etc. Only thing I can truly think of to pull this off would be a change of the variable to be a json with individual lines to be entered. So in it's complexity it's one of those things to maybe toss around in the back of your mind while you do other parts. Maybe put it on a todo list later on if you think it's a good idea.


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Oct 16, 2011 2:42 am 
Note: Add slots for "Languages" and "Knowledges", Surface Traits, Hidden Traits.


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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: Sun Oct 16, 2011 2:43 am 
Hey man. I will definitely keep those in mind, thanks. I like a lot of what you've done in your .cmpgn file. States, Talent/Skill use and combat management (w/ chat output) all very nice. This will save us plenty of time once I bring the base library back up to the same token functionality as 1.0


Inventory, Powers (Talents, etc), Spells, (probably even the Journal) are all going to run off the same type of functions (paired getX(), setX() functions).


I'm writing this right now actually... so I can populate the Powers/Skills pages of the Character Sheet. It will be similar to this:

A list of (Discipline:Talents|Containers:Items) exists in a property (ed3.disciplinetalents|ed3.equipment). They look like this once the JSON Objects are formatted...

Talents (multiDiscipline example):

Code:

ed3
.disciplines = {"Warrior":3, "Archer":1}

ed3.disciplinetalents= {
"Warrior.1":"Avoid+Blow,Karma+Ritual,Melee+Weapons,Unarmed+Combat,Wood+Skin", 
"Warrior.2":"Anticipate+Blow", 
"Warrior.3":"Wound+Balance", 
"Archer.1", "INITIATE+ARCHER+TALENTS"
} 


Containers (I'm still sketching out this code, actually):

Code:

ed3
.equipment = {
"Containers":"Backpack, Backpack.Ivory+Box, Backpack.Money+Pouch, Small+Sack",
"Backpack":"Ivory+Box,Small+Book,Healing+Potion,Money+Pouch", 
    
"Backpack.Ivory+Box":{"Gems":"Quantity=3; Description=Worth approx 30 silver each."},
    "Backpack.Small+Book":"Description=A nondescript book.", 
    
"Backpack.Healing+Potion":"HealingAid=Healing+Potion", 
    
"Backpack.Money+Pouch":{"Silver":30}, 
"Small+Sack":"Grappling+Hook,Rope+30ft", 
    
"Small+Sack.Grappling+Hook":"Bonus=+2 Climbing Tests; Requires=Rope", 
    
"Small+Sack.Rope+30ft":"Description=30 feet of hemp rope"} 

Or something like that.....

getPower("Melee+Weapons", "ed3.talent", id) will then return a JSON Object with all the info for that talent (from the lib:token), and for that specific token (talent rank, etc, pulled from hidden properties).

getEquipment() should work similarly...


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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: Sun Oct 16, 2011 2:45 am 
Jacklifear wrote:
Important suggestion regarding variables.

You need to add new equipment variables to at least store the information regarding weapons. It will be important when creating actions/macros regarding damage.



"Equipped" vs "Non-Equipped" gear is on my mind as well. ;)


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Cave Troll
 
Joined: Fri Jul 17, 2009 6:51 pm
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Oct 16, 2011 12:20 pm 
Nice. I don't mean to be impatient, but I'm curious how long you feel it will be until this is ready for field testing? We still looking at months or weeks?


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Oct 16, 2011 5:29 pm 
HAHA! I FIXED IT!

I'm leaving my information here in spoiler tag so you're aware of the bug in case it might get transferred to the new system.

To resolve potential bug with Durability + Troubadours, do the following:

1. Goto GMtables - DisciplineProfilesTable, edit it
2. In the table, there are FOUR instances (Not 2 like I originally thought) of Troubadour being spelled incorrectly (It's spelled Troubador)
3. After corrections, profit!

Random note: I know that I don't want you to be delayed on working on your current project. but I think I have a bug here that I just can't figure out the deal with. It involves your first framework and durability not working for Troubadours.

Here's what I can find out so far. When you add the power to other classes it will say this:
Quote:
Durability 7/6

When you add it to a Troubadour, it shows as this:
Quote:
Durability Death/Unc


Now, after you add Durability, you can't go back to the Main Tab, as you receive the error:
Quote:
Illegal argument type java.lang.String, expecting java.math.BigDecimal

When you go to the properties, it shows as the following:
Quote:
Durability: [6,5]
Death: [r: DeathBase+DeathMods]
Unconsciousness: [r: UncBase+UncMods]

So they look good and I assume that is where it's getting the "death / Unc" from, because all of your references in the code seem to be drDeath and drUnc.

The most relevant information I've found is that it seems you have typos, but when I "fix" them, I break troubadours as a whole. So it's like it' sbeing referenced in another part of the code and I "JUST" can't find it... >.<

In GMtables.disciplineProfilesTable you find the following lines of code:
Quote:
[h: troubador = json.append('[]',
'Troubador',
'["Charisma", "Perception"]',
'[6, 5]',

But it shouldn't be "Troubador" but "Troubadour". When I correct this spelling error, then a lot more in the code seems to break down. So I suspect that there is other code out there that depends on this being mispelled, and I can't find out where.

I took time to share this because I'm trying to make it work for our campaign. Another reason is that I suspect you'd be reusing some of this code in a sense for 2.0, and fixing this bug might help prevent it from coming up in the next version.

If you find out how to fix it, can you please post here where to fix it? Thanks!


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Sun Oct 16, 2011 9:27 pm 
Bugfix: On the "main" tab of the character sheet, "LegendTotal" was "Legentotal", thus not allowing it to save. I'm putting this here in case you reuse any code that may involve it being used in the new one.

Bugfix: Alchemy was not on the list of skills, it has been added. Be sure to update the for loop on the add skill link to 98 instead of 97, otherwise "wound balance" is not on the list of skills.


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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: Tue Oct 18, 2011 7:45 am 
Will double-check my corresponding code, thanks!

As to your questions, I'm seriously pushing for "weeks" now that all the underlying code is working.

On that note, update:

https://lh4.googleusercontent.com/-qn1l ... ip_012.jpg


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Tue Oct 18, 2011 10:18 am 
Very, VERY nice. Since you said "corresponding code" I will continue to work on bug fixes on my end and post them. If you've already fixed them, no problem!

I'm working on a new set of state icons specific to Earthdawn. I felt like all of the ones I had to pull off were "kinda" alright, but some of them were definate compromises. So what I'm doing is looking for online "free to use" cartoon like drawings of things and putting them on the edges of the circle. (I figured "square" and "Hex" overlays were too specific depending on the map people liked to use, circle works on both and are what I used in my campaign)

It'll be my way of contributing while not having access to the code at all.

EDIT: Here's an update of the image itself (Click it to see entire image). It includes Stances, Unconscious, Knocked Down, Flight, Mounted, Harried, Overwhelmed, Death. More are coming today, the entire group is pulling together and seeing what we can do with our less than professional skillsets. Each of these icons can also be resized and prepped to be individual icons for your "Status effects" section in your character sheet if you'd rather show individual icons instead of words. Up to you though.
Image


Last edited by Jacklifear on Tue Oct 18, 2011 2:35 pm, edited 6 times in total.

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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Tue Oct 18, 2011 2:20 pm 
Suggestion: You should consider adding new variables that separate "Modifiers" and "Combat Modifiers". The combat modifiers has caused confusion at times that made people accidentally remove "permanant" bonuses when attempting to remove combat bonuses. It may also allow for easier to track mistakes in the code. (Such as defensive stance being removed but it's modifiers not removed, etc)

This was found most relevant when our elementalist cast air armor on our warrior, since he was new in the game, he had to take a step back and figure out how much of his armor was actually his. It will also allow for you to create a function to "clear all combat modifiers" which could be useful in buttons.


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Cave Troll
 
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 Post subject: Re: [Earthdawn 3rd Ed] Telarus' ED3 Framework - v1.0
PostPosted: Tue Oct 18, 2011 8:26 pm 
I finished my batch! Got a basic image and a link to the rar file. Enjoy and hope this helps flesh it out a bit.

Image

ZIP: http://www.mediafire.com/?lbtl9o216ug7a6b


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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: Thu Oct 20, 2011 4:09 am 
And another:

https://plus.google.com/u/0/10484935540 ... GeQ9YQ6JXt


[EDIT] Ooooh, didn't see those replies. Neat. Going through it now.


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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: Thu Oct 20, 2011 4:30 am 
Jacklifear wrote:
I finished my batch! Got a basic image and a link to the rar file. Enjoy and hope this helps flesh it out a bit.

Image

ZIP: http://www.mediafire.com/?lbtl9o216ug7a6b



These are AWESOME. And a great idea. I think you may need to clean them up a little.

Specifically, the wheel background (good idea, btw), is a little choppy/pixelated. see if you can smooth that in the software you're using. And sometimes there are 'slices' of the wheel in empty space. Check for those and just delete the pixels. "Running" for example. You've also got both 'Aggressive" & 'AggressiveStance' with the same image.

Do you have a list put together?


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