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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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 Post subject: MapTool 1.3 Development Build 16
PostPosted: Thu Sep 27, 2007 1:05 am 
The "More Volatile Features" build

As with build 15, this build is *HIGHLY UNSTABLE* as in, there is some major work going on, and some things are expected to change (particularly the way the token format works).

Please test it and let me know how to improve the new features and fix the bugs you find.

Build 16 (9/27/07)
* Fix URL autolinking in chat
* Fix campaign save-over on legacy files
* Fix bug: Connect to Server dialog port formatting bug
* Fix bug: Token properties dialog X button breaks the dialog
* Rebuild token sizing (fixes large tokens and hexes)
* Add GM stamp layer
* Token save and load
* Fix bug: right click image in Image Explorer->New Map does not set the map name
* Updated tool icons
* Asset Transfer Progress window
* Lookup tables (found in Edit->Campaign Properties->Tables and used with /table macro)

Contributed by Giliath/Phergus
* Roll updates

NOTES:
- I needed lookup tables for a game I want to play, so I threw some in. Check them out, spiffy.
- Token Saving. When you own a token, you can right click->Save. Save it somewhere that your Image Explorer knows about, you can then drag and drop directly from the Image Explorer onto the map. Let me know how this works out for you
- Phergus/Giliath have added some die rolling updates to help with Hero dice, but I didn't get the details in time, so I'll let him describe the change
- If a player gets a stuck loading page, check out Windows->Transfer Progress Dialog and see what's going on
- Stamp sizes from previous versions will not size correctly. I might be able to make b17 load them correctly, but b16 won't
- The toolbar icons are a work in progress, please provide your opinion on the updates

Please post bugs and suggestions to this thread

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Codeum Arcanum (RPTools Founder)
 
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 Post subject:
PostPosted: Thu Sep 27, 2007 1:05 am 
More details on lookup tables.

Go to Edit->Campaign Properties->Tables

Type in a table name 'test' (NOTE: No spaces allowed here, yet)

Leave Roll blank

Copy-paste this to the definition:

1=You Hit!
2=You Miss!
3-5=Let's contemplate the universe

Click "Update", you'll see "test" in the table list

Click "OK" to close the dialog

Open up chat (this will eventually have a UI method as well)

type:

/tbl test

It will use the default roll and display the result from the table

/tbl test [d2]

Will roll a d2 and look up the result in the table (for weighted rolls, or whatever)

/tbl test 2

Will return the exact row 2's result

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Dragon
 
Joined: Thu May 24, 2007 8:44 am
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Location: Copenhagen, Denmark
 Post subject:
PostPosted: Thu Sep 27, 2007 2:11 am 
Hey - I just wondered about those a while ago ... and now they're there!

Rolemaster people will rejoice ;)

GURPS doesn't have that many tables, but there are a few, and they shall be entered

You can enter any number of lines? And call them with any kind of die roll?


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Giant
 
Joined: Mon Feb 19, 2007 12:18 am
Posts: 156
Location: Perth, Western Australia
 Post subject:
PostPosted: Thu Sep 27, 2007 2:46 am 
when you drop a stamp into the new GM's layer it has the following properties:

size set to medium, not freesize
set snap to grid, regardless of preferences
is set "visible to players" even though it isn't
and finally, won't let you place it anywhere you want even with snap to grid switched off.


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Giant
 
Joined: Mon Feb 19, 2007 12:18 am
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 Post subject:
PostPosted: Thu Sep 27, 2007 2:48 am 
actually, an amendment to that - all stamps now seem to be snapping to some sort of grid even thouhg SNAP TO GRID is switched off.


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Cave Troll
 
Joined: Wed Sep 19, 2007 10:09 pm
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 Post subject:
PostPosted: Thu Sep 27, 2007 3:43 am 
You said we'd have to make some changes to campaign files from b15 to work in b16? Can you tell us what those were?

When opening my old campaign file from b15 the tokens are all locked on the cross of the grid and movement is really wonky. If I have to rebuild the campaign file that's cool, but a fix/manual update tutorial would be nice as well if possible?

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Joined: Thu Jun 01, 2006 1:05 pm
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 Post subject:
PostPosted: Thu Sep 27, 2007 7:39 am 
Hell Yeah!
Trevor, saving tokens is SWEET! I just checked it out - works like a charm! One suggestion here: Make these tokens look differently in the Image Explorer so we know they are saved tokens.

Great stuff!

Also, now I can make that critical fumble chart! BWahahahaha!!!! :twisted:


Last edited by dorpond on Thu Sep 27, 2007 8:24 am, edited 1 time in total.

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Codeum Arcanum (RPTools Founder)
 
Joined: Mon Jan 09, 2006 4:16 pm
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 Post subject:
PostPosted: Thu Sep 27, 2007 7:40 am 
Frozen-Solid wrote:
You said we'd have to make some changes to campaign files from b15 to work in b16? Can you tell us what those were?

When opening my old campaign file from b15 the tokens are all locked on the cross of the grid and movement is really wonky. If I have to rebuild the campaign file that's cool, but a fix/manual update tutorial would be nice as well if possible?


Just don't save anything in b16 yet, I'll see about making b17 more conducive to loading up old campaigns.

I wanted to get b16 out for people to see what's been going on and give feedback on the features that are in-progress

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Codeum Arcanum (RPTools Founder)
 
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 Post subject:
PostPosted: Thu Sep 27, 2007 7:40 am 
Kzintzi wrote:
actually, an amendment to that - all stamps now seem to be snapping to some sort of grid even thouhg SNAP TO GRID is switched off.


D'oh !

I might do a build 17 to fix this. Give me a day or two.

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 Post subject: Re: MapTool 1.3 Development Build 16
PostPosted: Thu Sep 27, 2007 8:43 am 
trevor wrote:
Contributed by Giliath/Phergus
* Roll updates

NOTES:
- Phergus/Giliath have added some die rolling updates to help with Hero dice, but I didn't get the details in time, so I'll let him describe the change


Phergus did a great job submitting a patch that does hero dice rolls. You can do a something like this:

Code:
stun: [4d6h] body: [4d6b]

This will return the stun and body dice rolled.

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 Post subject: Re: MapTool 1.3 Development Build 16
PostPosted: Thu Sep 27, 2007 9:09 am 
giliath wrote:
Code:
stun: [4d6h] body: [4d6b]

This will return the stun and body dice rolled.


I am an idiot when it comes to the dice rolling stuff guys so I appologize in advance; what do the h and b mean really? For giggles, I just threw typed in [4d6b] into the chat line and it keeps coming back with the same number.

Maybe I need to read the hero rules :oops:

Anyway, I was just hoping for more of a breakdown with what H and B do actually in the script. Thanks!


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TheBard
 
Joined: Tue Mar 21, 2006 7:26 pm
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 Post subject:
PostPosted: Thu Sep 27, 2007 9:39 am 
When stamps are rotated, the resizing is borked. It takes the mouse movements as if it was at the original rotation (0 degrees). It's really odd.

Saving tokens is SWEET!

Now, of course, we're going to want to edit all that lovely XML. :-)

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Joined: Thu Sep 28, 2006 3:20 pm
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 Post subject:
PostPosted: Thu Sep 27, 2007 9:57 am 
Your instructions for weighted roll don't work.

/tbl test [d2] <-- this gives parsing error
/tbl test d2 <-- this works which is wierd

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 Post subject:
PostPosted: Thu Sep 27, 2007 10:00 am 
Sir Flak wrote:
Your instructions for weighted roll don't work.

/tbl test [d2] <-- this gives parsing error
/tbl test d2 <-- this works which is wierd


curious. surprisingly, the second one doesn't surprise me (odd, eh?). I would have thought the first one would have worked though, must not be preprocessing the roll. Weird.

I might leave it like that

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Deity
 
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 Post subject: Re: MapTool 1.3 Development Build 16
PostPosted: Thu Sep 27, 2007 10:07 am 
dorpond wrote:
giliath wrote:
Code:
stun: [4d6h] body: [4d6b]

This will return the stun and body dice rolled.

I am an idiot when it comes to the dice rolling stuff guys so I appologize in advance; what do the h and b mean really?


The use of H or h merely indicates that it is a Hero system dice roll. This tells the dice rolling internals to calculate both the Stun and Body result from the single roll and hang onto the Body result.

The B or b indicates, give me the Body count from the previous roll. The number and size of dice need to match on both calls. Only the most recent Hero rolls Body is kept.

Code:
Example:

   Bozo Blaster hits Evil Minion with his Bozo Blast doing 6d6 damage.

   Player enters:  /roll 6d6h
      ==>  MT generates 3, 4, 2, 6, 1, 4
      ==>  result is 20 Stun and 6 Body
      ==>  MT returns 20
   Player enters:  /roll 6d6b
      ==>  No roll is actually made.
      ==>  MT simply returns the previously calculated Body of 6.


Obviously the best way to employ this is with macros. The player would put "Stun: [6d6h] Body: [6d6b]" into one of the macro buttons and label it BB or something.

Note that I consider this only an interim solution until a more advanced system is in place that can return multiple results from a single roll request.

dorpond wrote:
...For giggles, I just threw typed in [4d6b] into the chat line and it keeps coming back with the same number.

Yup. The B option just returns the result of the previous H roll (assuming they match) or -1 to indicate that you messed up.

dorpond wrote:
Maybe I need to read the hero rules :oops:

Anyway, I was just hoping for more of a breakdown with what H and B do actually in the script. Thanks!

Some understanding of the Hero system is probably necessary. :)

Hope that helps.

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