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Giant
 
Joined: Sat Jun 14, 2008 9:44 pm
Posts: 172
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PostPosted: Sun Jul 13, 2008 11:12 pm 
TK,

I noticed that the crits are still a 'to-do', just wanted to make sure that is not a type o.


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Great Wyrm
 
Joined: Fri Apr 20, 2007 11:12 pm
Posts: 2228
Location: Albuquerque, NM
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PostPosted: Sun Jul 13, 2008 11:22 pm 
I didn't see a link for a generic token or a campaign file... any thoughts on someone setting these up?


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Demigod
 
Joined: Tue Sep 11, 2007 6:31 pm
Posts: 3239
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PostPosted: Mon Jul 14, 2008 8:05 am 
I want to suggest a change to the standard 4E properties file. I currently have the following for HP:

ClassHP = 10+((Level-1*4))
MaxHP = ClassHP+Constitution
MiscHP = 0
TempHP =0
HP=MaxHP+TempHP+MiscHP

Where in ClassHP, this character is a wizard and starts with 10 HP for his class and the 4 at the end is how much he increases with each level gain.

My proposal is to add a propertiey named CurrentDamage (or something like that) and change HP to HP=(MaxHP+TempHP+MiscHP) - CurrentDamage.

This is due to the upcoming release of the set token property feature, so you can then say /stp [CurrentDamage = CurrentDamage +Damage] and be prompted for Damage and it will all just "work". If you change HP directly using /stp, you blow away the formula, so this is why I am using the currentdamage property. Likewise, you could set up two macros for:

/stp [CurrentDamage = CurrentDamage - SurgeValue]
/stp [CurrentDamage = CurrentDamage - BonusHealing]

to add HP back so to speak. The first would just do the right thing, and the second would prompt for the value of BonusHealing to simulate class features or powers used by other players that provide a few random HP here and there. We would also create a macro that combines several things for the Healing Surge to decrement the SurgeRemaining, grant bonus to defenses and add the HP back(or subtract from damage as the case may be).

Thoughts?

Joe


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Giant
 
Joined: Thu Jun 26, 2008 11:02 pm
Posts: 162
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PostPosted: Mon Jul 14, 2008 8:05 am 
MacPharlan wrote:
TK,

I noticed that the crits are still a 'to-do', just wanted to make sure that is not a type o.


Sorry, last week was crazy so I didn't have as much time to work on it as I wanted. Crits are right for Weapon1, but the other weapons still say Weapon1 rather than 2 or 3. So as soon as I fix that bug then the to do list can be cleared.
I can make a campaign file that has the properties listed out, although I'm not sure what you had in mind with generic tokens. There are currently over 1000 macros in the file, I think that putting them all into one token would just cause unneeded clutter.

What I would like to discuss next are naming conventions for macros, which will be especially useful once we can import macros into tokens. So obviously the power name should be in the macro name, but I think some other information would be usefull as well. Probably an abbreviation for the frequency (W for at-will, E for encounter, D for daily). I think it may also be usefull to have an intial 2 letter code to separate the macros into types (like separate attack powers, initiatives, skill checks, weapon powers, racial abilities, and so on). Also, level may or may not be a useful, as may be the accessories used (weapons or implements), which stat is uses to attack, which defense it targets. Anyway, I would like to know what you think, I would like to give as much info as needed without overwhelming the macro panel with text.


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Great Wyrm
 
Joined: Sun Mar 16, 2008 7:12 pm
Posts: 1813
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PostPosted: Mon Jul 14, 2008 8:51 am 
I would just stick to something denoting frequency. I think adding in the stat, defense, and accesories is going a bit far, especially since all of that will be repeated in the attack itself. I mean, there has to be some onus on the player to know their own character's capabilities, and if they don't, then they're certainly not going to be able to make heads or tails of a bunch of codes.

Personally I use AtWill_, Encounter_, and Daily_ as my prefixes.


jfrazierjr, as far as your proposal goes, I think that's one of those things that will end up being a personal choice. As I've mentioned before, this is DnD, there are always going to be exceptions. One exception I notice your derived hp doesn't take into account right of the bat is the Touhness Feat. I'm against deriving things such as HP, AC and Defenses.

For the upcoming setting of token properties, I plan on doing this:

Macro: ChangeHP
/stp HP = HP + Value

Value is not a property, therefor it will just pop up an input box. Either put a positive number for healing, or a negative number for damage.


Macro: ExtendedRest
/stp HP = MaxHP
/stp SurgesRemaining = SurgesPerDay


Macro: Healing Surge
/stp HP = HP + SurgeValue
/stp SurgesRemaining = SurgesRemaining - 1


That's the jist of what I plan on doing.


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Giant
 
Joined: Sat Jun 14, 2008 9:44 pm
Posts: 172
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PostPosted: Mon Jul 14, 2008 5:37 pm 
UntoldGlory wrote:
For the upcoming setting of token properties, I plan on doing this:

Macro: ChangeHP
/stp HP = HP + Value

Value is not a property, therefor it will just pop up an input box. Either put a positive number for healing, or a negative number for damage.


Macro: ExtendedRest
/stp HP = MaxHP
/stp SurgesRemaining = SurgesPerDay


Macro: Healing Surge
/stp HP = HP + SurgeValue
/stp SurgesRemaining = SurgesRemaining - 1


That's the jist of what I plan on doing.



Awesome... Is this ability going to be in the next build (35?)


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Great Wyrm
 
Joined: Sun Mar 16, 2008 7:12 pm
Posts: 1813
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PostPosted: Mon Jul 14, 2008 5:44 pm 
Yeppers. Though I'm not 100% clear yet on how setting multiple properties from the same macro will work.


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Troll
 
Joined: Sun Jun 22, 2008 8:56 am
Posts: 38
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PostPosted: Tue Jul 15, 2008 6:59 pm 
How do I go about cutting and pasting the properties in the preferences? I can't seem to paste anything.


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Great Wyrm
 
Joined: Sun Mar 16, 2008 7:12 pm
Posts: 1813
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PostPosted: Tue Jul 15, 2008 7:07 pm 
Delgar wrote:
How do I go about cutting and pasting the properties in the preferences? I can't seem to paste anything.


Go to "Edit >> Campaign Properties"
Then click on "Basic" under the "Token Type" heading. A list of default properties should show up. Highlight and delete the ones there, then copy in the new ones. After that, click "update", then, click on basic again and click "export" to save your properties for future use.


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Giant
 
Joined: Thu Jun 26, 2008 11:02 pm
Posts: 162
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PostPosted: Tue Jul 15, 2008 9:18 pm 
OK, sorry for the delay, all crits should be working right now. Please let me know if there are any problems in any of the macros you see.


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Kobold
 
Joined: Mon Jul 14, 2008 2:40 pm
Posts: 9
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PostPosted: Wed Jul 16, 2008 2:31 pm 
holy crap this is awesome! Whoever took the time to build all those macros in excel format. WELL DONE!!


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Troll
 
Joined: Mon Jun 30, 2008 8:25 am
Posts: 43
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PostPosted: Wed Jul 16, 2008 3:40 pm 
eldria wrote:
holy crap this is awesome! Whoever took the time to build all those macros in excel format. WELL DONE!!


No doubt. What a time saver it's been.


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Giant
 
Joined: Thu Jun 26, 2008 11:02 pm
Posts: 162
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PostPosted: Wed Jul 16, 2008 8:55 pm 
With B35 being out with the ability to drag and drop macros, putting all the powers into a token seemed like it'd be a big time saver. Well, I did that, but it turns out that trying to put over 1000 macros into a token is a bad idea. So instead I created a token for each class with that class's macros. I posted them on the first post, but for those who are following this thread I'll post them here too to save you some trouble.
Also of note, I'm starting to define a naming convention for macros, since they are threatening to get a bit out of hand in terms of number.
Anyway, please let me know if you encounter any problems with the power tokens, and if there are any wish list items you have.

Artificer
Bard
Cleric
Druid
Fighter
Paladin
Ranger
Rogue
Warlock
Warlord
Wizard

edit: If you want the token that has every macro, it's below, but be advised that due to a bug in B35 you won't be able to scroll down all the way to see every macro.
http://dl.getdropbox.com/u/36446/Cormam ... cros.rptok


Last edited by TK on Wed Jul 16, 2008 9:13 pm, edited 1 time in total.

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Great Wyrm
 
Joined: Sun Mar 16, 2008 7:12 pm
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PostPosted: Wed Jul 16, 2008 9:06 pm 
Awesome TK!


***edit***
Wait, Druid?!


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Giant
 
Joined: Thu Jun 26, 2008 11:02 pm
Posts: 162
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PostPosted: Wed Jul 16, 2008 9:22 pm 
The Druid is by no means an official class, but since it was in the power set I used, I figured I'd include them. The source for the druid powers is an EN world thread.
http://www.enworld.org/forum/showthread.php?t=230397

As a reminder, I'm not the one who's been typing up all the stuff, that has been contributed by Ander00 in this thread at ENWorld
http://www.enworld.org/forum/showpost.p ... tcount=568


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