RPTools.net

Discussion and Support

Skip to content

It is currently Mon May 20, 2013 10:13 pm 




Forum rules


Discussion regarding lmarkus001's framework only. Other posts deleted without notice! :)



This topic is locked, you cannot edit posts or make further replies.  [ 1499 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 100  Next

Previous topic | Next topic 

  Print view

Author Message
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Wed Jan 28, 2009 3:34 pm 
I,

Were you going to be adding CMB to the Pathfinder setup?

Thanks,
E


Top
 Profile  
 
User avatar  Offline
Great Wyrm
 
Joined: Fri Mar 28, 2008 11:30 pm
Posts: 1586
Location: Layfayette Hill, PA
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Wed Jan 28, 2009 3:57 pm 
Elorebaen wrote:
I,

Were you going to be adding CMB to the Pathfinder setup?

Thanks,
E


What were you after in particular. The Opposed Grapple calculation in the Grapple macro is equivalent to the CMB. So maybe a macro labeled CMB that prompts for a temporary modifier?

FYI CMB calculation is:
Code:
[1d20+BAB+StrB+(SizeM*-4)]


Ah you probably also want tracking for the Agile Maneuvers feat (or I could simplify and just have a radio select Str / Dex on the dialog that you enter the temp mod, and default to STR).

_________________
Whisper Frame, Map Move-To Points, Handouts | D&D3.5 / Pathfinder Framework


Top
 Profile  
 
User avatar  Offline
Great Wyrm
 
Joined: Fri Mar 28, 2008 11:30 pm
Posts: 1586
Location: Layfayette Hill, PA
 Post subject: Re: Question: AC determination
PostPosted: Wed Jan 28, 2009 4:24 pm 
Elorebaen wrote:
Hello,

Using latest campaign file, and b50 (though I tried the same thing on b49 and received the same results)

Add token, change config to "Pathfinder" than run PF setup. Everything looks good except the AC.

Ex. Riding Dog http://www.d20srd.org/srd/monsters/dogRiding.htm
When I was prompted for armor I put in "16" and this is what is showing: 28/12/26
Any ideas???

* Also, for weapon dmg, do we simply add what is present. For example, the dog above has 1d6+3 dmg for its bite. Can we just put that straight into the weapon dmg? I sure hope so, because more complicated monsters it gets crazy trying to figure out where the bonuses are coming from.

Thanks for any help!
E


For AC:

The values to populate are:
Armor -- This is for things that provide an Armor modifier (like chainmail, or bracers+2)
ArmorACP -- The Armor Check Penalty of the above armor
Shield -- The AC given from any wielded shield
ShieldACP -- ACP of that shield
MaxDex -- Maximum Dexterity the armor allows
Natural -- Natural armor
Deflection -- Deflection bonuses
Dodge -- Dodge bonuses
Desc -- Description (like Full Plate Armor & Heavy Steel Shield)

For the example riding dog, the parameters that go into calculating AC are:
Size -- Medium so is 0
Dexterity -- 15 so +2
Natural Armor -- 4 (this is from this line of the monster: Armor Class: 16 (+2 Dex, +4 natural) ..)

When those elements are entered the calculated AC will be correct: 16/12/14

Weapon Damage:

No sorry the Weapon (really more of an attack config) dialog only wants NON-stat based modifiers. But you are right, for the setupBlank___ macros I really should allow you to enter it as the monster entry states and programmatically remove stat modifiers (like I do for saves and skills). I have just been trying to find the time to rebuild the whole weapon&weapon-set&attack configuration so have let that languish a bit...

_________________
Whisper Frame, Map Move-To Points, Handouts | D&D3.5 / Pathfinder Framework


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: Question: AC determination
PostPosted: Wed Jan 28, 2009 4:36 pm 
* re AC
Gotcha!

lmarkus001 wrote:
Weapon Damage:

No sorry the Weapon (really more of an attack config) dialog only wants NON-stat based modifiers. But you are right, for the setupBlank___ macros I really should allow you to enter it as the monster entry states and programmatically remove stat modifiers (like I do for saves and skills). I have just been trying to find the time to rebuild the whole weapon&weapon-set&attack configuration so have let that languish a bit...


* That is helpful. I would definitely appreciate being able to enter the information directly from the stat block, at least as much as possible.

Thank you!
E


Top
 Profile  
 
User avatar  Offline
Site Admin
 
Joined: Mon Jun 12, 2006 12:20 pm
Posts: 11622
Location: Tampa, FL
 Post subject: Re: Question: AC determination
PostPosted: Wed Jan 28, 2009 5:12 pm 
Elorebaen wrote:
* That is helpful. I would definitely appreciate being able to enter the information directly from the stat block, at least as much as possible.

Thank you!
E

I think this is going to be very tricky. For attack rolls it may not be too bad, but for damage? Feats like Overhand Chop and Backswing change the stat bonus on damage rolls, then there are things like mighty bows that allow a Str bonus up to a certain limit.

I suppose one thing to do would be to let the user type in two fields: random damage, and constant damage. So an attack that does 2d6+12 (say from a giant's club?) would be entered into two fields. The 2d6 field would have an auxiliary field to enter the maximum value (might be able to just split on the "d"). The other field would be just the 12 and a radiobutton as to whether it includes Str*0.5, Str*1.0, Str*1.5, or Str*2.0. Then any remaining can be calculated and assumed to be something else (Power Attack?). Now when the creature comes under the enlarge spell, the values can be adjusted automatically. (I think. I haven't verified all of the above.)

_________________
Interested in Time Magazine's Best Invention of 2008 Unix-powered laptop? No crashes or lockups. In fact, that series of articles has two such machines. The other is a Dell netbook. :)


Top
 Profile  
 
 Offline
Dragon
 
Joined: Wed Jan 07, 2009 4:36 pm
Posts: 271
Location: Gloucester, England
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Thu Jan 29, 2009 3:21 pm 
oh btw on my problem,
the decimals work fine for levels, the problem is in the HP.
for example a tiny mounstorous spider has CR 1/4 (easily achieved using level-0.75) and HD 1/2d8 according to the MM.
atm we've just stuck in the average (2 in this case) and i hope it can be sorted in future :D
i'm using the b49_03 macros and MT b50.

Mal

_________________
Mal


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Thu Jan 29, 2009 3:49 pm 
Mind you, the functionality currently is awesome. :)


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Timer and Player Use
PostPosted: Thu Jan 29, 2009 7:26 pm 
A player and I are testing Timers, and he cannot seem to get it to run Setup for him. This is the message he is getting:

Quote:
Could not execute the command: You do not have permissions to call the getSelected() function


I have given him ownership of the Timer token. Any ideas?

Thanks!
E


Top
 Profile  
 
User avatar  Offline
Great Wyrm
 
Joined: Fri Mar 28, 2008 11:30 pm
Posts: 1586
Location: Layfayette Hill, PA
 Post subject: Re: Timer and Player Use
PostPosted: Thu Jan 29, 2009 7:37 pm 
Elorebaen wrote:
A player and I are testing Timers, and he cannot seem to get it to run Setup for him. This is the message he is getting:

Quote:
Could not execute the command: You do not have permissions to call the getSelected() function


I have given him ownership of the Timer token. Any ideas?

Thanks!
E


I will debug this tomorrow and put up a patch... this is probably just an access issue. Things you can explore:

Lib: token should be Visible to Players (it can be on the Hidden layer though)

Verify the getSelected() function is not editable by players.

_________________
Whisper Frame, Map Move-To Points, Handouts | D&D3.5 / Pathfinder Framework


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: Timer and Player Use
PostPosted: Thu Jan 29, 2009 8:04 pm 
Thanks for looking into it!

lmarkus001 wrote:
Elorebaen wrote:
A player and I are testing Timers, and he cannot seem to get it to run Setup for him. This is the message he is getting:

Quote:
Could not execute the command: You do not have permissions to call the getSelected() function


I have given him ownership of the Timer token. Any ideas?

Thanks!
E


I will debug this tomorrow and put up a patch... this is probably just an access issue. Things you can explore:

Lib: token should be Visible to Players (it can be on the Hidden layer though)

Verify the getSelected() function is not editable by players.


Top
 Profile  
 
User avatar  Offline
Site Admin
 
Joined: Mon Jun 12, 2006 12:20 pm
Posts: 11622
Location: Tampa, FL
 Post subject: Re: Timer and Player Use
PostPosted: Thu Jan 29, 2009 11:50 pm 
Elorebaen wrote:
Thanks for looking into it!

As discussed in the PM, this is the base token I use for fighter-types. There is currently no macro for editing the Feats field (this is just a first cut at adding the PF feats to lmarkus001's weapon attacks).

Since lmarkus has done a much more advanced version for b49, the only real advantage to this token will be the feats used in the weapons, the skills list in the setup macro, and the default list of skills in the token properties. Note that you won't see the Feats property unless you add it to your Campaign Properties.

I'm going to move to his b49/b50 stuff within a couple weeks...


File comment: MT b1.3.48 token (rename to .rptok)
BaineWithFeats.zip [68.01 KiB]
Downloaded 28 times

_________________
Interested in Time Magazine's Best Invention of 2008 Unix-powered laptop? No crashes or lockups. In fact, that series of articles has two such machines. The other is a Dell netbook. :)
Top
 Profile  
 
User avatar  Offline
Great Wyrm
 
Joined: Fri Mar 28, 2008 11:30 pm
Posts: 1586
Location: Layfayette Hill, PA
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Fri Jan 30, 2009 12:29 pm 
Quickie Update:
MT1.3.50_DnD35PathfinderCore01.cmpgn



This has 2 updates:

  • New macro: CMB - Pathfinder Combat Manuever roll.
  • Fix Timer: Setup and Next macros moved to the Lib token, and various execution order/GM-only issues resolved.

_________________
Whisper Frame, Map Move-To Points, Handouts | D&D3.5 / Pathfinder Framework


Top
 Profile  
 
User avatar  Offline
Site Admin
 
Joined: Mon Jun 12, 2006 12:20 pm
Posts: 11622
Location: Tampa, FL
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Fri Jan 30, 2009 2:32 pm 
lmarkus001 wrote:
Quickie Update:
MT1.3.50_DnD35PathfinderCore01.cmpgn

This has 2 updates:

  • New macro: CMB - Pathfinder Combat Manuever roll.
  • Fix Timer: Setup and Next macros moved to the Lib token, and various execution order/GM-only issues resolved.

Thanks, lmarkus. :)

How did you do the CMB macros? I was planning on providing a single macro that had used a list of radiobuttons to select the particular action. Then there would be either options or just explanatory text for each maneuver. For example, selecting the Trip option would just make the CMB roll and add in some text to say that creatures with more than two legs received additional bonuses.

It looks like our group will adopt the "CMAC" rule being discussed on the Paizo forums. Basically, the CMB roll will not be against a flat 15+CMB, but rather against an Armor Class. The AC will be 10 + BAB + any Dex or Dodge-related bonuses. (We're still tweaking this and haven't really decided until we playtest it some more.) When that happens, I will probably code up a macro that calculates the token's CMAC. So the CMB roll that a player uses will call a Lib: token which executes the CMAC macro on the opponent and uses the return value as the DC. This means adding a "targeting" phase to the players CMB macro, but I plan to include the new distance functions that Craig is adding (didn't make it into b50, I think) so that only creatures within reach are potential targets.

Pie in the sky right now, but that was the plan.. :)

_________________
Interested in Time Magazine's Best Invention of 2008 Unix-powered laptop? No crashes or lockups. In fact, that series of articles has two such machines. The other is a Dell netbook. :)


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Fri Jan 30, 2009 4:57 pm 
Thanks I!

lmarkus001 wrote:
Quickie Update:
MT1.3.50_DnD35PathfinderCore01.cmpgn



This has 2 updates:

  • New macro: CMB - Pathfinder Combat Manuever roll.
  • Fix Timer: Setup and Next macros moved to the Lib token, and various execution order/GM-only issues resolved.


Top
 Profile  
 
 Offline
Dragon
 
Joined: Sat Dec 22, 2007 5:37 pm
Posts: 269
 Post subject: Re: D&D3.5 Pathfinder MT1.3b49 Campaign Macros
PostPosted: Fri Jan 30, 2009 5:18 pm 
If we were adding these two changes to an existing camp file, what would suggest? Camp Properties, Lib and Camp tokens?

Thanks.

lmarkus001 wrote:
Quickie Update:
MT1.3.50_DnD35PathfinderCore01.cmpgn



This has 2 updates:

  • New macro: CMB - Pathfinder Combat Manuever roll.
  • Fix Timer: Setup and Next macros moved to the Lib token, and various execution order/GM-only issues resolved.


Top
 Profile  
 
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.  [ 1499 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 100  Next

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:

Who is online

In total there are 0 users online :: 0 registered, 0 hidden and 0 guests (based on users active over the past 5 minutes)
Most users ever online was 243 on Sun Nov 04, 2012 6:14 am

Users browsing this forum: No registered users and 0 guests





Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group

Style based on Andreas08 by Andreas Viklund

Style by Elizabeth Shulman