Differentiating Foes, Allies, and NPCs

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Duniagdra DaaMyour
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Differentiating Foes, Allies, and NPCs

Post by Duniagdra DaaMyour »

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?

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mfrizzell
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Re: Differentiating Foes, Allies, and NPCs

Post by mfrizzell »

You could put halos around all of your tokens with different colors denoting their status.
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wolph42
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Re: Differentiating Foes, Allies, and NPCs

Post by wolph42 »

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.

Duniagdra DaaMyour
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Re: Differentiating Foes, Allies, and NPCs

Post by Duniagdra DaaMyour »

Thanks. The Halo Effect works very well. It effects vision, but I can get past that. :)

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Re: Differentiating Foes, Allies, and NPCs

Post by dorpond »

Duniagdra DaaMyour wrote:Thanks. The Halo Effect works very well. It effects vision, but I can get past that. :)
Effects vision?
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CoveredInFish
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Re: Differentiating Foes, Allies, and NPCs

Post by CoveredInFish »

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)


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CoveredInFish
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Re: Differentiating Foes, Allies, and NPCs

Post by CoveredInFish »

You're right, sorry. I missed it since it came after your ninja'd-claim... :?

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aliasmask
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Re: Differentiating Foes, Allies, and NPCs

Post by aliasmask »

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().

Code: Select all

*sheet.fof:[H, if(isNPC()): setState("Foe",!state.Friend); setState("Friend",1) + setState("Foe",0)][r: sheet.fof = ""]
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.

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Re: Differentiating Foes, Allies, and NPCs

Post by Duniagdra DaaMyour »

dorpond wrote:
Duniagdra DaaMyour wrote:Thanks. The Halo Effect works very well. It effects vision, but I can get past that. :)
Effects vision?
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.

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Attachments
Hovering over Gargoyle Token @ AW26 with Red Halo
Hovering over Gargoyle Token @ AW26 with Red Halo
HaloEffectingVisionFoe.jpg (272.85 KiB) Viewed 992 times
Hovering over Ryiad Token @ AV25 with Green Halo
Hovering over Ryiad Token @ AV25 with Green Halo
HaloEffectingVisionFriend.jpg (267.86 KiB) Viewed 992 times

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aliasmask
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Re: Differentiating Foes, Allies, and NPCs

Post by aliasmask »

There's a checkbox that sets vision color to halo color. Turn that off.

Duniagdra DaaMyour
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Re: Differentiating Foes, Allies, and NPCs

Post by Duniagdra DaaMyour »

aliasmask wrote:There's a checkbox that sets vision color to halo color. Turn that off.
Ah. I found it. Thanks for all the help peoples!
DD

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Mathemagician
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Re: Differentiating Foes, Allies, and NPCs

Post by Mathemagician »

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

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