Differentiating Foes, Allies, and NPCs
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- Cave Troll
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Differentiating Foes, Allies, and NPCs
Is there a way to indicate Foes Effectively in MT? In the token properties>>config you can select PC and NPC and the token name that is visible on the map will show up in two separate colors/shades. Can we change the colors of these and get a third option, Foes, that can be red? Something that makes them stand out?
Re: Differentiating Foes, Allies, and NPCs
You could put halos around all of your tokens with different colors denoting their status.
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Re: Differentiating Foes, Allies, and NPCs
I'm inclined to ask: why?!? anyway the answer is yes but not how you suggested it. The two basic options I can imagine are:
1. when creating the token just use another color outer ring (or square) e.g. red.
2. create a small aura e.g. range 0.7 with a red color and turn it on for all the 'foes'
argh. ninja'd. well sort of. Indeed halo is also a possibility, come to think of it, you can also create a state and apply that.
1. when creating the token just use another color outer ring (or square) e.g. red.
2. create a small aura e.g. range 0.7 with a red color and turn it on for all the 'foes'
argh. ninja'd. well sort of. Indeed halo is also a possibility, come to think of it, you can also create a state and apply that.
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- Cave Troll
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Re: Differentiating Foes, Allies, and NPCs
Thanks. The Halo Effect works very well. It effects vision, but I can get past that.
Re: Differentiating Foes, Allies, and NPCs
Effects vision?Duniagdra DaaMyour wrote:Thanks. The Halo Effect works very well. It effects vision, but I can get past that.
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- CoveredInFish
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Re: Differentiating Foes, Allies, and NPCs
Okay we have here
1) halo
2) aura
3) graphic on the token itself
and (and thats missing yet)
4) a state.
Probably you could also count
5) label (a text line shown below the name)
1) halo
2) aura
3) graphic on the token itself
and (and thats missing yet)
4) a state.
Probably you could also count
5) label (a text line shown below the name)
Re: Differentiating Foes, Allies, and NPCs
nope I had state already down.
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- CoveredInFish
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Re: Differentiating Foes, Allies, and NPCs
You're right, sorry. I missed it since it came after your ninja'd-claim...
Re: Differentiating Foes, Allies, and NPCs
Here's some actual code I use for a friend or foe system I'm using. This sets one of two states (Friend / Foe). It assumes all PCs are friends. It sets the state once so there's no unnecessary network traffic, so if you want to reset the initial state you have to set the states manually or change the PC/NPC type and use Wiki: resetProperty().
I set both friend and foe because there are other tokens that are neither and using Wiki: getTokens() to find by state makes things easier. I usually use a transparent pixel for states with no images.
I haven't gotten this far, but I was going to set all the visible foes with a red aura that shows the threatened area and a green aura around current token trying to move.
Code: Select all
*sheet.fof:[H, if(isNPC()): setState("Foe",!state.Friend); setState("Friend",1) + setState("Foe",0)][r: sheet.fof = ""]
I haven't gotten this far, but I was going to set all the visible foes with a red aura that shows the threatened area and a green aura around current token trying to move.
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- Cave Troll
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Re: Differentiating Foes, Allies, and NPCs
Yeah, it's weird. When you hover over the token and you see that token's line of sight and visible distance, the area is shaded green. Let me get a screen capture. Okay give me a sec, I need to open maptool.dorpond wrote:Effects vision?Duniagdra DaaMyour wrote:Thanks. The Halo Effect works very well. It effects vision, but I can get past that.
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- Attachments
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- Hovering over Gargoyle Token @ AW26 with Red Halo
- HaloEffectingVisionFoe.jpg (272.85 KiB) Viewed 992 times
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- Hovering over Ryiad Token @ AV25 with Green Halo
- HaloEffectingVisionFriend.jpg (267.86 KiB) Viewed 992 times
Re: Differentiating Foes, Allies, and NPCs
There's a checkbox that sets vision color to halo color. Turn that off.
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- Cave Troll
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Re: Differentiating Foes, Allies, and NPCs
Ah. I found it. Thanks for all the help peoples!aliasmask wrote:There's a checkbox that sets vision color to halo color. Turn that off.
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Re: Differentiating Foes, Allies, and NPCs
Late to the party, but I use the following conventions in my game:
Circle token = Enemy (usually :> )
Square token = PC / Ally
Hex Token = PC summon / other things like this
Circle token = Enemy (usually :> )
Square token = PC / Ally
Hex Token = PC summon / other things like this