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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Wed Jul 16, 2008 8:14 pm 
Here's the base b35 Savage Worlds campaign file
http://rptroll.com/MTb35SavageWorlds.cmpgn

and the props file
http://rptroll.com/MTb35SavageWorlds.mtprops

and here's a screen shot with some die rolls with two levels of fatigue and
two wounds.
Image

Let me know if you have any problems opening the files.


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Giant
 
Joined: Thu May 24, 2007 12:48 am
Posts: 110
Location: Plymouth, UK
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PostPosted: Fri Jul 25, 2008 3:00 pm 
Excellent work RPTroll :)

Just loaded this up in the latest version (1.3.b37) and I'm getting a big red "?" on the token when I select any of the wounds. Any ideas?

MB

Edit:

Also the same goes for shaken and dead, and is there a way to make unshaken?

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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Fri Jul 25, 2008 7:42 pm 
It turns out the build 35 didn't save the state images in the campaign file. B37 does so here's the latest.

I've updated my state images as well. Here's what it looks like in this file.

Image

Here's the b37 campaign file and mtprops file.

http://rptroll.com/MTb38SavageWorlds.cmpgn

http://rptroll.com/MTb38SavageWorlds.mtprops


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Fri Jul 25, 2008 9:38 pm 
I settled on AidyBaby's for my current set of state images

http://gallery.rptools.net/v/contrib/Ai ... States+v2/

Jector has those killer slashes (which I might go back to)
http://gallery.rptools.net/v/contrib/Jector/Tools/

Also, at some point I'll move the token macros to use the curly brackets to hide the formula and just give the final roll.


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Mon Jul 28, 2008 11:19 pm 
Well, here's a first shot at some Macros for 1.3b38

Fighting:
Code:
<!--ToHitTarget {TargetNumber=Target.Parry}
Fatigue {Fat=Fatigue}
Wounds {Wnd=Wounds}
Fight {R=Fighting}
Wild {W=d6e}
Miss {Miss=if(R<2,1,0)}
Crit {CritMiss=if(R<2&&W<2>TargetNumber+4,MeleeDamage+d6e,MeleeDamage)}
Hit {Rhit=if(Roll>=TargetNumber,1,0)}-->{if(CritMiss,' <b><i>Critically</i></b> ','')} {if(Rhit,' <font>Hits</font> ',' Misses ')} {if(Roll>TargetNumber+4,' with a <b>raise</b> ','')} on a roll of {Roll} {if(Rhit,' for <font>' + Damage + ' damage </font>','')}

ShootClose:
Code:
<!--
RangeModifier {RM=0}
ToHitTarget {TargetNumber=4+RM}
Fatigue {Fat=Fatigue}
Wounds {Wnd=Wounds}
Shoot {R=Shooting}
Wild {W=d6e}
Miss {Miss=if(R<2,1,0)}
Crit {CritMiss=if(R<2&&W<2>TargetNumber+4,MeleeDamage+d6e,MeleeDamage)}
Hit {Rhit=if(Roll>=TargetNumber,1,0)}-->{if(CritMiss,' <b><i>Critically</i></b> ','')} {if(Rhit,' <font>Hits</font> ',' Misses ')} {if(Roll>TargetNumber+4,' with a <b>raise</b> ','')} on a roll of {Roll} {if(Rhit,' for <font>' + Damage + ' damage </font>','')}


For shooting, I first had RangeModifier as an input that that got old after a while so I made three buttons, one for close, one for medium and one for long.


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Sat Aug 02, 2008 6:55 pm 
New Wound and Fatigue Macros

Macro Name: Fatigue+
Purpose: Add one level of fatigue to a token
Code:
/me has {Fatigue=if(Fatigue==3,3,Fatigue+1)} Fatigue Levels
<!-- {state.Fatigue1=if(Fatigue>0,1,0)}
{state.Fatigue2=if(Fatigue>1,1,0)}
{state.Fatigue3=if(Fatigue>2,1,0)} -->


Macro Name: Fatigue-
Purpose: Deduct one level of fatigue to a token
Code:
/me has {Fatigue=if(Fatigue==0,0,Fatigue-1)} Fatigue Levels
<!-- {state.Fatigue1=if(Fatigue>0,1,0)}
{state.Fatigue2=if(Fatigue>1,1,0)}
{state.Fatigue3=if(Fatigue>2,1,0)} -->


Macro Name: Wound+
Purpose: Add one wound to a Wildcard token
Code:
/me has {Wounds=if(Wounds==5,5,Wounds+1)} Wounds
<!-- {state.WoundI=if(Wounds>0,1,0)}
{state.WoundII=if(Wounds>1,1,0)}
{state.WoundIII=if(Wounds>2,1,0)}
{state.WoundIV=if(Wounds>3,1,0)}
{state.WoundV=if(Wounds>4,1,0)} -->


Macro Name: Wound-
Purpose: Deduct one wound to a Wildcard token
Code:
/me has {Wounds=if(Wounds==0,0,Wounds-1)} Wounds
<!--{state.WoundI=if(Wounds>0,1,0)}
{state.WoundII=if(Wounds>1,1,0)}
{state.WoundIII=if(Wounds>2,1,0)}
{state.WoundIV=if(Wounds>3,1,0)}
{state.WoundV=if(Wounds>4,1,0)} -->


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
 Post subject:
PostPosted: Sat Aug 02, 2008 6:57 pm 
Campaign Properties for different types of tokens. I added a few more like
*FightMod (FiMod)
*ShootMod (ShMod)
*ThrowMod (ThMod)

These are used as constant modifiers to combat rolls and should be set via macro for the parry of opponent, range modifier, cover, unsteady platform penalty, etc. These should be reset when the target/range changes.

Wildcard:
Code:
Agility (Agil)
Smarts (Smrt)
Spirit (Sprt)
Strength (Str)
Vigor (Vig)
Pace (Pace)
*@Parry (Pary)
*@Toughness (Tuff)
Charisma (Char)
*Wounds (Wnds)
*Fatigue (Fatg)
*Bennies
*PowerPoints
*FightMod (FiMod)
*ShootMod (ShMod)
*ThrowMod (ThMod)
Fighting (Fght)
MeleeDamage (MDam)
Shooting (Shot)
RangedDamage (RDam)
Throwing (Thrw)
ThrownDamage (TDam)
Notice (Note)
Guts
Arcane
Boating
Climbing
Driving
Gambling
Healing
Intimidation
Investigation
Knowledge
Lockpicking
Persuasion
Piloting
Repair
Riding
Stealth
Streetwise
Survival
Swimming
Taunt
Tracking
Edges
Hindrances
Equipment
XPs
Description (Des)


Extra:
Code:
Agility (Agil)
Smarts (Smrt)
Spirit (Sprt)
Strength (Str)
Vigor (Vig)
Pace (Pace)
*@Parry (Pary)
*@Toughness (Tuff)
Charisma (Char)
*FightMod (FiMod)
*ShootMod (ShMod)
*ThrowMod (ThMod)
Fighting (Fght)
MeleeDamage (MDam)
Shooting (Shot)
RangedDamage (RDam)
Throwing (Thrw)
ThrownDamage (TDam)
Notice (Note)
Guts
Arcane
Intimidation
Taunt
Edges
Hindrances
Equipment
Description (Des)


Vehicle
Code:
*Speed (Sp)
*Altitude (Alt)
TopSpeed (TSp)
Acceleration (Acc)
Deceleration (Decl)
*Wounds (Wnd)


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
 Post subject:
PostPosted: Sat Aug 02, 2008 11:52 pm 
And now for some of the vehicle properties in action.

Something from Steel Rat's collection complete with macros to change speed and set altitude (complete with the rules governing speed and altitude changes).
Image

and Sweet Ride, the pickup from the Post Apoc game I ran
Image


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
 Post subject:
PostPosted: Tue Aug 26, 2008 7:32 pm 
Here just in time for build 41 is the mtprops file for b40 along with a token complete with macros. The props file has the state opacity set correctly.

http://rptroll.com/v3b40.mtprops

http://rptroll.com/Brunt.rptok


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Kobold
 
Joined: Thu Aug 28, 2008 9:18 am
Posts: 2
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PostPosted: Thu Aug 28, 2008 9:34 am 
Our group has been using the MapTool release candidate (1.2.b32) for about a year now. We are using this version because we worried about stability issues with development builds. We've used only the basic functions.

However we just saw RPTroll's post on the Pinnacle's forums.

I have to say we are very impressed by the functionality you have added to the tool.

Questions:
1) How much work is involved in getting this functionality (from reading the previous posts, it would seem we just download your property and token files and apply them...?)
2) Is there a prop/tok file for the 1.2.b32 build, or should we move on to the latest development build and hope it is stable?

Thanks so much for hand-holding us through this


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Demigod
 
Joined: Tue Mar 21, 2006 7:26 pm
Posts: 2648
Location: Austin, Tx
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PostPosted: Thu Aug 28, 2008 10:28 am 
I would have to make one for you. I'm slammed tonight but might be able to create one this weekend.

1.3b41 is pretty nice but I understand wanting stability. I suspect we are about 11 builds away from the release candidate for 1.3.


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Kobold
 
Joined: Thu Aug 28, 2008 9:18 am
Posts: 2
 Post subject:
PostPosted: Thu Sep 11, 2008 11:31 am 
RPTroll wrote:
1.3b41 is pretty nice but I understand wanting stability. I suspect we are about 11 builds away from the release candidate for 1.3.


No worries RPTroll. Our group just upgraded to 1.3.b41 last session. It looks great.


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Great Wyrm
 
Joined: Tue Oct 24, 2006 10:45 pm
Posts: 1316
Location: Clarksville, TN
 Post subject:
PostPosted: Fri Sep 19, 2008 10:58 am 
Wow troll these look amazing! Awesome work!

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Giant
 
Joined: Wed Jun 18, 2008 1:07 pm
Posts: 178
 Post subject:
PostPosted: Fri Sep 19, 2008 5:13 pm 
Hey there RPTroll

It's occurred to me that with the new List functions in b42+, it ought to be possible to make a pretty good approximation of a proper deck of cards, that would remember which cards have already been drawn and not allow redraws.

Are you already working on it perhaps?? If not I'll have a go.


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Giant
 
Joined: Wed Jul 02, 2008 8:12 pm
Posts: 150
Location: SE Arkansas (CST)
 Post subject:
PostPosted: Fri Sep 19, 2008 7:12 pm 
Quote:
It's occurred to me that with the new List functions in b42+, it ought to be possible to make a pretty good approximation of a proper deck of cards, that would remember which cards have already been drawn and not allow redraws.


That would be wonderful. I'm devouring anything I possibly can in regards to Savage Worlds through MT.

RPTroll, I'm still wondering how you made those beautiful character sheets for your fantasy game, just to veer ever so slightly off-topic.


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