Search found 21 matches

by Velocinox
Tue Sep 20, 2011 8:31 pm
Forum: MapTool
Topic: Light source syntax
Replies: 2
Views: 222

Re: Light source syntax

Ahh, ok. I was using b86. used it all during development of the game I started this Saturday, but during one of the playtests, we ran into the player view bug and the IFOW bug, so we rolled back to b81. I know the fixes are in the SVC, hope you guys push them in a b87... Maybe? Until then, I'll just...
by Velocinox
Tue Sep 20, 2011 5:30 pm
Forum: MapTool
Topic: Light source syntax
Replies: 2
Views: 222

Light source syntax

In b81 does saving the light source properties change the syntax or am I doing something wrong? I put the following in; Flashlight - 10 : cone arc=60 10 20#010101 NV Goggles - 20 : cone arc=60 20#00e000 Lantern, bullseye - 60 : cone arc=60 62.5 122.5#000000 Click [OK] and then open the light propert...
by Velocinox
Sun Sep 18, 2011 7:49 pm
Forum: MapTool
Topic: Token IDs being lost on Imported maps.
Replies: 5
Views: 365

Re: Token IDs being lost on Imported maps.

Thanks for the fast reply guys. I posted this right before a session, and had to go GM the game. I eventually found the problem and it was not due to the exported and imported maps. I was using a borrowed macro and it needed to write to a Lib token. It worked fine on the map where the Lib token was,...
by Velocinox
Sat Sep 17, 2011 6:31 pm
Forum: MapTool
Topic: Token IDs being lost on Imported maps.
Replies: 5
Views: 365

Re: Token IDs being lost on Imported maps.

No, I am sorry. I was unclear. The map is exported and then imported. The tokens are just copy and pasted from a main area where the PCs and NPCs are made. It also happens when I import a map, and then drag an empty token over to the imported map and let the campaign fill in the properties. Then I d...
by Velocinox
Sat Sep 17, 2011 6:18 pm
Forum: MapTool
Topic: Token IDs being lost on Imported maps.
Replies: 5
Views: 365

Token IDs being lost on Imported maps.

Whenever I drop a token (which works fine on a quick map made while the server is running) is dropped on an imported map I get the following errors from macros that otherwise work fine... Error executing switchToken: the token name or id {1} is unknown. Error executing getProperty: the token name or...
by Velocinox
Wed Jul 13, 2011 11:04 am
Forum: User Creations
Topic: Hero System Dice Lib Update
Replies: 12
Views: 1686

Re: Hero System Dice Lib Update

I was wondering though if it would be possible to make it a simple mathematical flag instead of a separate function. How about an optional flag on the herokilling function? So it would be herokilling(numberOfDice, sidesOfDice, additionOrSubtraction, useMinus1Flag) That would mean you'd have to use ...
by Velocinox
Wed Jul 13, 2011 2:24 am
Forum: User Creations
Topic: Hero System Dice Lib Update
Replies: 12
Views: 1686

Re: Hero System Dice Lib Update

Thanks for the change Jagged. I was wondering though if it would be possible to make it a simple mathematical flag instead of a separate function. As it stands now, if you run across an Xd6-1 situation you have to have a code type branched if to handle both cases (i.e...) [h, if(altDamRoll == true),...
by Velocinox
Tue Jul 05, 2011 3:29 pm
Forum: Developer Notes
Topic: Suggested Hero Dice Update
Replies: 21
Views: 6499

Re: Suggested Hero Dice Update

Jagged wrote:Okay. On the one hand its cool you got an official answer. On the other hand, I have to modify my code! Bummer ;)


Hehe, I apologize, I play mostly hero level and so need the changes made. To that end if I don't convince you to do it, I will have to... You can certainly see my dilemma. :)
by Velocinox
Mon Jul 04, 2011 7:07 pm
Forum: Developer Notes
Topic: Suggested Hero Dice Update
Replies: 21
Views: 6499

Re: Suggested Hero Dice Update

Hi, The syntax would be [1d6hk-1] you can test it by doing [1d6hk-1] [1hm] for a fixed multiplier. That will result in a possible value of 0 but I am reliably informed thats the correct calculation See this thread in the Hero Forums Actually, the official word from Steve Long is 1d6-1 damage rolls ...
by Velocinox
Fri Jul 01, 2011 8:23 am
Forum: Developer Notes
Topic: Suggested Hero Dice Update
Replies: 21
Views: 6499

Re: Suggested Hero Dice Update

From what I can see, the X.5d6 vs X+1d6-1 option produces a slightly lower average, but higher minimum. Perhaps a reasonable option for players. However, the real reason I would like to see a flag option on DC's 2, 5, (x+3)... is that the official firearms in the core books, equipment guides, and da...
by Velocinox
Wed Jun 29, 2011 11:22 pm
Forum: Developer Notes
Topic: Suggested Hero Dice Update
Replies: 21
Views: 6499

Re: Suggested Hero Dice Update

Thank you very much!

The source material from both FRED and 6E use it in the 'official' weapons (dagger for instance) so I was hoping I could remain official and still use your changes.
by Velocinox
Tue Jun 28, 2011 4:44 pm
Forum: Developer Notes
Topic: Suggested Hero Dice Update
Replies: 21
Views: 6499

Re: Suggested Hero Dice Update

Thanks for this Jagged. I'll be using it until 1.4 rolls and (hopefully) supports hero as well. I also have a question... Does the change support the xd6-1 option for x+1/2d6 DCs? What I mean is at DCs 2, 5, 8, 11, (x+3 etc...) you can choose to have your power be x+1/2 d6's -OR- (x+1d)d6-1 with a m...
by Velocinox
Wed Feb 09, 2011 7:02 pm
Forum: MapTool
Topic: form control names
Replies: 4
Views: 252

Re: form control names

Went with your second example, worked great.

Thanks Fish.
by Velocinox
Wed Feb 09, 2011 6:45 pm
Forum: MapTool
Topic: form control names
Replies: 4
Views: 252

Re: form control names

So something like this?

strformat("<td>Ammo</td><td><input type="text" name=%{prop + "_ammo"} size="3"></td>")
by Velocinox
Wed Feb 09, 2011 6:24 pm
Forum: MapTool
Topic: form control names
Replies: 4
Views: 252

form control names

I have a series of controls that repeat on a form thanks to a foreach loop based on the weapons a player has. (i.e. sword, sling, bow) each control appears or not depending on the attributes of the weapons (i.e. melee weapons don't have ammo, so it shouldn't appear for a sword, but should for the sl...

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