[nWoD] exhominem'a Character Sheet Framework

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

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Glock-9mm
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Location: Wgtn, New Zealand

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Glock-9mm »

As would I. :)
---
Glock-9mm (Wgtn, NZ)
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Venatius
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Re: [nWoD] exhominem'a Character Sheet Framework

Post by Venatius »

I've been trying to finagle the NWoD fansplat "Genius: The Transgression" into this, and mostly successfully, but it has a little fit (Unknown JSON type "" in function "json.get".) every time the framework tries to load the character sheet, presumably because it's trying to load the graphics from some repository or another. Where would I root around to find that to add at least placeholder graphics, assuming that's the actual problem?

FYI, for at least the time being, the properties set for this splat is:
[spoiler]

Code: Select all

TemplateType:GtT
------------|TEMPLATE VERBAGE|------------
SupernalTemplateText:Genius
SupernalTraitText:Inspiration
SupernalEnergyText:Mania
SupernalFamilyText:Catalyst
SupernalSocialGroupText:Foundation
SupernalPowersText:Axioms
SupernalMoralityText:Obligation
------------|TEMPLATE SPECIFIC TRAITS|------------
*@Apokalypsi
*@Automata
*@Epikrato
*@Exelixi
*@Katastrofi
*@Metatropi
*@Protasia
*@Skafoi
------------|ATTRIBUTES|------------
Intelligence:1
Wits:1
Resolve:1
Strength:1
Dexterity:1
Stamina:1
Presence:1
Manipulation:1
Composure:1
------------|SKILLS|------------
Academics:-3
Computer:-3
Crafts:-3
Investigation:-3
Medicine:-3
Occult:-3
Politics:-3
Science:-3
Athletics:-1
Brawl:-1
Drive:-1
Firearms:-1
Larceny:-1
Stealth:-1
Survival:-1
Weaponry:-1
Animal_Ken:-1
Empathy:-1
Expression:-1
Intimidation:-1
Persuasion:-1
Socialize:-1
Streetwise:-1
Subterfuge:-1
------------|ARMOR|------------
ArmorPenalty:0
GeneralArmor:0
BallisticArmor:0
ArmorBulletProof
ArmorMinStr:1
ArmorFightingPenalty:[R: if(Strength < ArmorMinStr, -1, 0)]
ArmorDefensePenalty:0
ArmorSpeedPenalty:0
Armor:[R:GeneralArmor] / [R:BallisticArmor] ([R:ArmorDefensePenalty])
------------|OTHER TRAITS|------------
SupernalTrait:1
SupernalEnergy:10
SupernalEnergyMax:10
SupernalEnergyPerTurn:1
SupernalFamily:None
SupernalSocialGroup:None
SupernalPowers
SupernalMorality:7
Size:5
Defense:[R:min(Dexterity, Wits) + ArmorDefensePenalty]
InitMod:{Dexterity+Composure}
Speed:[R:Strength + Dexterity + 5 + ArmorSpeedPenalty]
Health:[r,For(i,0,maxHealth,+1, "") : "e"]
MaxHealth:[R:Stamina+Size]
HealthCurrent:{Health}
CurrentWillpower:[r: Resolve + Composure]
MaxWillpower:[r: Resolve + Composure]
Willpower:[r:CurrentWillpower] ([r:MaxWillpower])
Morality:7
Virtue:Hope
Vice:Pride
WoundPenalty:0
------------|DISPLAY|------------
*@SupernalEnergyDisplay (Mania):[R: SupernalEnergy + "(" + SupernalEnergyMax +") / " + SupernalEnergyPerTurn]
*@DefenseDisplay (Defense):{Defense}
*@ArmorDisplay (Armor):{Armor}
*@SpeedDisplay (Speed):{Speed}
*@InitDisplay (Initiative):{InitMod}
*@I/W/R:[R:Intelligence]/[R:Wits]/[R:Resolve]
*@S/D/S:[R:Strength]/[R:Dexterity]/[R:Stamina]
*@P/M/C:[R:Presence]/[R:Manipulation]/[R:Composure]
*@Brawl Attack:[R:Strength + Brawl + ArmorFightingPenalty]
*@Weapon Attack:[R:Dexterity + Weaponry + ArmorFightingPenalty]
*@Firearm Attack:[R:Dexterity + Firearms]
*@WoundPenaltyDisplay (Wound Penalty):{if(WoundPenalty < 0, WoundPenalty, "")}
------------|CURTAIN|------------
Private
SpellBook
Weapons
WeaponGroup:{""}
ArmorOwned
ShieldOwned
ClassTalent
Equipment
SheetType
------------|TO BE REMOVED OR CHANGED|------------
ArmorType:0
Mana:0
WeaponArmorNotes
[/spoiler]

Alternatively, is there a way to get it to just use the Mortal sheet's graphics and other properties?
Edit/Update: Aha. Just setting the supernatural type to "Mortal" apparently helped. If I could just copy whatever "set" that's drawing on, and change relevant bits like the list of supernatural groups, while leaving the graphics on the default Mortal ones, that'd be perfect. Well, aside from the add/remove mania buttons randomly changing graphics. Not sure why that's going on.

bigeshu
Kobold
Posts: 11
Joined: Fri Dec 31, 2010 8:05 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by bigeshu »

So I've toyed around with this frame work and it's fantastic. I love how everything is contained so simply and cleanly, even if the gold, silver, copper thing for equipment was odd. I just have one question though. How do you set it to change forms for a werewolf?

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

I added the chancedie to the AbilityRoll Macro.

Code: Select all

[h: ability = json.get(macro.args, 0)]
[h: focus = json.get(macro.args, 1)]
[h: focName = json.get(macro.args, 2)]
[h: modab = ""]

[h,if(focName != "None"): displayFoc = "("+focName+")"; displayFoc = ""]

[h: status= input (
".|<html><b>"+ability+" "+displayFoc+" Roll</b>||LABEL|SPAN=TRUE",
"type|Intelligence, Wits, Resolve, Strength, Dexterity, Stamina, Presence, Manipulation, Composure|Ability Modifier|LIST",
"bonus|0, 1, 2, 3, 4, 5|Willpower|RADIO|ORIENT=H SELECT=0",
"miscPos | 0 | Misc. bonus",
"miscNeg | 0 | Misc. penalty",
"againDice|10,9,8|Roll again on|RADIO|ORIENT=H VALUE=STRING"
)]
[h: abort(status)]

[h,switch(type):
case 0: modab= "Intelligence";
case 1: modab= "Wits";
case 2: modab= "Resolve";
case 3: modab= "Strength";
case 4: modab= "Dexterity";
case 5: modab= "Stamina";
case 6: modab= "Presence";
case 7: modab= "Manipulation";
case 8: modab= "Composure";
default:  modab="Intelligence"]

[h:bonusd=0]
[r,IF (CurrentWillpower>0&&bonus>0),CODE:
   {[MACRO("[email protected]:WoD"): "Prop=CurrentWillpower; PropText=Willpower; PropChange=-"+bonus+"; PropMax="+MaxWillpower]<br>
   [h:bonusd=bonus*3]
   };{}]

[h:abMod = getProperty(modab)]
[h:abilityValue = getProperty(ability)]
[h:wPenalty = getProperty(WoundPenalty)]

[h: miscNeg = 0 - miscNeg]

[h: numDice = abilityValue + abMod + bonusd + if(focus, 1, 0) + miscPos + miscNeg+wPenalty]

[H: '<!-- -->']
<span style="font-size:10px;">

<b><span style="color:blue">[r: ability] + [r:modab] [r:displayFoc] Test</span></b><br>

[r,IF(numDice>0),CODE:
{
    [h: diceArray='[]']
    [h: i=0]
    [h, while(i <numDice), CODE:{
    [h: theRoll=1d10]
    [h: diceArray=json.append(diceArray,theRoll)]
    [h, IF(theRoll<againDice): i=i+1]
    }]

    [h: numSuccess=0]
    [h: numFail=0]
    [count(json.length(diceArray)), CODE:{
    [h: thedie=json.get(diceArray,roll.count)]
    [h,IF(thedie >=8),CODE:{
       [h: numSuccess=numSuccess+1]
       [h: color='green']
    }]
    [h,IF(thedie ==1),CODE:{
       [h: numFail=numFail+1]
       [h: color='blue']
      Epic failure!
    }]
    [h,IF((thedie>=2)&&(thedie<=7)), CODE:{
       [h: numFail=numFail+1]
       [h: color='black']
    }]
    <font color=[r: color]> [r: thedie] </font>
    }]
   
(Success: <font color='green'>[r: numSuccess]</font> , Fail: <font color='blue'> [r: numFail] </font>)
};
{     <b><span style="color:blue">Chance-Roll</span></b><br>
   [h: success = 0]
    [h: botch = "false"]
    [h: theRoll = 1d10]
    [h: rollList = stringToList(theRoll, ":", ", ")]

    [h, if(theRoll==1), code:
   {
      [h: botch = "true"]
   };{}]

    [h, while(theRoll==10), code:{
   [h: success=success+1]
   [h: theRoll = 1d10]
   [h: rollList = listAppend(rollList, theRoll)]
    }]
    [r, if(botch=="true"), code:
   {
      [r: RollList]<br>
      <font color='red'><b><u>[r:"Dramatic Failure!"]</u></b></font>
   };{
      [r, switch(success):
         case "0": +rollList+"<br> (Fail: <font color='blue'>1</font>)";
         case "1": +rollList+"<br> (Success: <font color='green'>"+success+"</font>)";
         default: +rollList+"<br> (Success: <font color='green'>"+success+"</font>)"
      ]
      }]
};]

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

Did anybody finished the WtF forms?

bigeshu
Kobold
Posts: 11
Joined: Fri Dec 31, 2010 8:05 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by bigeshu »

I'm not sure about the WW forms, but I'm finding that it won't let me spend willpower. Did anyone find a fix for that? Also, how and where do we add the codes?

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

bigeshu wrote:(...) but I'm finding that it won't let me spend willpower. (...) Also, how and where do we add the codes?


Forget about the macro buttons and use the character sheet only. Push the "- Willpower" button to spend willpower.

What do you mean by "codes"? Are you talking about the macros?

bigeshu
Kobold
Posts: 11
Joined: Fri Dec 31, 2010 8:05 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by bigeshu »

Actually when I try to spend willpower on the character sheet it comes up with an error that says...

Illegal argument type java.lang.String, expecting java.math.BigDecimal

And no willpower is spent. And yes, I am talking about the macros. Sorry wrong term.

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

It works fine with 1.3 b87 (MaxMem 1024, MinMem 64, Stack 6) ... doesn't matter which sample character I choose.

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

WeaponAttack (Lib:WoD) with Chance-Roll:

Code: Select all

[h: name = json.get(macro.args, 0)]
[h: bonus = json.get(macro.args, 1)]

[h: status= input (
".|<html><b>"+name+" Attack Roll</b>||LABEL|SPAN=TRUE",
"defend | 0 | Opponent Defense + Armor",
"miscPos | 0 | Misc. bonus",
"miscNeg | 0 | Misc. penalty"
)]
[h: abort(status)]

[h: miscNeg=0-miscNeg]
[h: defend=0-defend]
[h:wPenalty = getProperty(WoundPenalty)]

[h: total = bonus + miscPos + miscNeg + defend+wPenalty]

[h: inputString2="againDice|10,9,8|Roll again on|RADIO|ORIENT=H VALUE=STRING"]
[h: status=input(inputString2)]
[h: abort(status)]

[H: '<!-- -->']
<span style="font-size:10px;">

<b><span style="color:blue">[r: name] Attack Roll / Defender Modifier: [r:defend] </span></b><br>

[r,IF(total>0),CODE:
{
    [h: diceArray='[]']
    [h: i=0]
    [h, while(i <total), CODE:{
    [h: theRoll=1d10]
   
   [h: diceArray=json.append(diceArray,theRoll)]
    [h, IF(theRoll<againDice): i=i+1]
    }]

    [h: numSuccess=0]
    [h: numFail=0]
    [count(json.length(diceArray)), CODE:{
    [h: thedie=json.get(diceArray,roll.count)]
    [h,IF(thedie >=8),CODE:{
       [h: numSuccess=numSuccess+1]
       [h: color='green']
    }]
    [h,IF(thedie ==1),CODE:{
       [h: numFail=numFail+1]
       [h: color='blue']
      Epic failure!
    }]
    [h,IF((thedie>=2)&&(thedie<=7)), CODE:{
       [h: numFail=numFail+1]
       [h: color='black']
    }]
    <font color=[r: color]> [r: thedie] </font>
   
   }]
   (Success: <font color='green'>[r: numSuccess]</font> , Fail: <font color='blue'> [r: numFail] </font>)
};
{     <b><span style="color:blue">Chance-Roll</span></b><br>
   [h: success = 0]
    [h: botch = "false"]
    [h: theRoll = 1d10]
    [h: rollList = stringToList(theRoll, ":", ", ")]

    [h, if(theRoll==1), code:
   {
      [h: botch = "true"]
   };{}]

    [h, while(theRoll==10), code:{
   [h: success=success+1]
   [h: theRoll = 1d10]
   [h: rollList = listAppend(rollList, theRoll)]
    }]
    [r, if(botch=="true"), code:
   {
      [r: RollList]<br>
      <font color='red'><b><u>[r:"Dramatic Failure"]</u></b></font>
   };{
      [r, switch(success):
         case "0": +rollList+"<br> (Fail: <font color='blue'>1</font>)";
         case "1": +rollList+"<br> (Success: <font color='green'>"+success+"</font>)";
         default: +rollList+"<br> (Success: <font color='green'>"+success+"</font>)"
      ]
      }]
};]

Lithorn
Kobold
Posts: 2
Joined: Tue Mar 11, 2014 10:32 am
Location: Alpine, CA
Contact:

Missing Files

Post by Lithorn »

The most recent nWoD framework file links not hosted on this site are missing. Does anyone have the most up-to-date frameworks saved to be able to post them? I'd also be interested in checking out :!: any other nWoD frameworks people may have created. Thank you bunches!

oggmosh
Cave Troll
Posts: 39
Joined: Wed Aug 10, 2011 12:04 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by oggmosh »

Here's a copy of JamzTheMan's 0.8 version. I believe he had a 0.9 version at one point, but that was never publicly distributed.

This is in my public DropBox folder, so it may not be available forever!

https://dl.dropboxusercontent.com/u/2604730/nWoD%20Framework%200_8.cmpgn

Lithorn
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Joined: Tue Mar 11, 2014 10:32 am
Location: Alpine, CA
Contact:

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Lithorn »

Thank you sooooo much for posting that for me. :)
"She was AMAZING...beautiful...witty...mad as a balloon."

Nin
Cave Troll
Posts: 51
Joined: Tue Oct 25, 2011 8:17 am

Re: [nWoD] exhominem'a Character Sheet Framework

Post by Nin »

Has anyone written a MT framework for the Godmachine rules (in particular: DtD)?

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