AD&D 2nd Edition Campaign Framework
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Re: AD&D 2nd Edition Campaign Framework
Any further progress on this AD&Ded2 campaign? I am running an Ed2 campaign (35+ years and counting) and I'd like to have a good set of macros. I took a stab at this last year, but didn't get as far as the work discussed here. Planning on digging into these macros again.
- Mark
- Mark
Re: AD&D 2nd Edition Campaign Framework
Just to give you an idea of the direction I've been heading in:
The eventual idea is that spells can be case directly from the memorized spell, a proficiency check can be made from the specific one being used, a potion or item can be used by clicking on it, etc. Eventually, I'd like to add an "equipped" diagram similar to WoW or DDO that would show what the character is wearing or holding in hand.
There is also a simplified character sheet view that doesn't list spells or inventories. I have game time macros and limited attack macros developed.
I tried to attach it to this post, bit it's too large (10 MB). So download it from here http://www.nolaria.org/dd/Nolaria.cmpgn. I'll have to create a slimmed down version with a single map and the macros.
Post here if you are interested in collaborating on a shared AD&Ded2 MT set of macros.
- Mark Norton
The eventual idea is that spells can be case directly from the memorized spell, a proficiency check can be made from the specific one being used, a potion or item can be used by clicking on it, etc. Eventually, I'd like to add an "equipped" diagram similar to WoW or DDO that would show what the character is wearing or holding in hand.
There is also a simplified character sheet view that doesn't list spells or inventories. I have game time macros and limited attack macros developed.
I tried to attach it to this post, bit it's too large (10 MB). So download it from here http://www.nolaria.org/dd/Nolaria.cmpgn. I'll have to create a slimmed down version with a single map and the macros.
Post here if you are interested in collaborating on a shared AD&Ded2 MT set of macros.
- Mark Norton
Re: AD&D 2nd Edition Campaign Framework
Attached is a file which is the start of a description of what I want in a good set of macros. I'm writing this largely for my own use, but if you have suggestions, chime in!
Hmm, silly forum doesn't allow PDFs. Ok, get it here http://www.nolaria.org/dd/ADD2-Design-v1.pdf.
- Mark
Hmm, silly forum doesn't allow PDFs. Ok, get it here http://www.nolaria.org/dd/ADD2-Design-v1.pdf.
- Mark
Re: AD&D 2nd Edition Campaign Framework
Drobbox is your friend if you want others to see larger frame works
Re: AD&D 2nd Edition Campaign Framework
I'm not familiar with the Dropbox function, or perhaps it is a site? Can you provide further detail?
- Mark
- Mark
Re: AD&D 2nd Edition Campaign Framework
Yes. It's a free storage and data transfer website: http://www.dropbox.com/mjn wrote:I'm not familiar with the Dropbox function, or perhaps it is a site? Can you provide further detail?
- Mark
"The Dude abides."
Re: AD&D 2nd Edition Campaign Framework
Been using quikdagger's 2ed framework that I just downloaded a few weeks ago (9/21/2012). Anyone know how to get the spell database/library to work that he has in the framework? Or does he have an updated version of the framework, besides the 2 versions on this page? Been trying to contact quikdagger directly but have not heard back from him.
Re: AD&D 2nd Edition Campaign Framework
I just started using this campaign for one of my adventures. Is it still being maintained? If so I have a question on the weapon configuration.
I see the attributes for each weapon as: WpnName,WpnAttackBonus,WpnDamage,WpnMaxDamage,WpnCritDamage,WpnKeyword.
In second edition, critical hits are an optional rule according to the DMG and it suggests rolling a second damage die for critical hits. I would suggest using the attributes from the weapon table in the player handbook plus a few of those above.
Handbook Table values: SpeedFactor, SMDamage, LgDamage
Keep these: WpnAttackBonus, WpnDamageBonus
This would line up better with the game mechanics since it can show damage vs small/med and large creatures. If critical hit rules are in effect, the player can run the attack macro again to get the critical damage or double the damage depending on house rules.
If this is still being maintained I could probably help make some updates because my friends and I are running a 2nd edition game. I'll probably end up tweaking my campaign macros, but if this is being regularly updated I'll be glad to collaborate and publish improvements back to the site.
I see the attributes for each weapon as: WpnName,WpnAttackBonus,WpnDamage,WpnMaxDamage,WpnCritDamage,WpnKeyword.
In second edition, critical hits are an optional rule according to the DMG and it suggests rolling a second damage die for critical hits. I would suggest using the attributes from the weapon table in the player handbook plus a few of those above.
Handbook Table values: SpeedFactor, SMDamage, LgDamage
Keep these: WpnAttackBonus, WpnDamageBonus
This would line up better with the game mechanics since it can show damage vs small/med and large creatures. If critical hit rules are in effect, the player can run the attack macro again to get the critical damage or double the damage depending on house rules.
If this is still being maintained I could probably help make some updates because my friends and I are running a 2nd edition game. I'll probably end up tweaking my campaign macros, but if this is being regularly updated I'll be glad to collaborate and publish improvements back to the site.
Re: AD&D 2nd Edition Campaign Framework
So there hasn't been any new posts in this thread for about 2 years, but I've recently started trying to incorporate more functionality into the AD&D 2nd Edition campaign I have been running. I made an attempt to to import the campaign from this thread into my own, spent some time fixing some spelling errors, expanding the list of non-weapon proficiencies, adding tooltip displays for certain dice rolls (like attack rolls), and some cosmetic upgrades such as not showing any skills or abilities on the character sheet if they are set at 0.
One thing that hasn't worked for me, and never worked, even in the original campaign file I downloaded from here, was the inventory system. Using it to keep track of coins works fine, but as soon as I go to try to add any sort of item, like a Backpack or weapon, the 'Open Inventory' button just stops working and it spits out an unhelpful error. I've been entirely unsuccessful in figuring out what the problem even is and was wondering if anyone still uses this, or would have any idea how to fix it?
I'm currently running this on MapTool 1.3.b90 (although it didn't work under 1.3.b89 either). I can also upload the changes I have made so far as well, if anyone's interested.
One thing that hasn't worked for me, and never worked, even in the original campaign file I downloaded from here, was the inventory system. Using it to keep track of coins works fine, but as soon as I go to try to add any sort of item, like a Backpack or weapon, the 'Open Inventory' button just stops working and it spits out an unhelpful error. I've been entirely unsuccessful in figuring out what the problem even is and was wondering if anyone still uses this, or would have any idea how to fix it?
I'm currently running this on MapTool 1.3.b90 (although it didn't work under 1.3.b89 either). I can also upload the changes I have made so far as well, if anyone's interested.
Re: AD&D 2nd Edition Campaign Framework
And I found the answer to my own question.
In the beta for MapTool 1.3.b90, there is a bug with json.sort that affects this campaign. Including the fix from the archive, libfixb90.rptok fixes this. I'm not sure why I didn't get it to work in b89, but it's possible I was doing something else wrong then.
Happily, this means I've now managed to get all parts of this 2nd Edition campaign working, and mostly updated. Now if I can only figure out how to add spell lists.
In the beta for MapTool 1.3.b90, there is a bug with json.sort that affects this campaign. Including the fix from the archive, libfixb90.rptok fixes this. I'm not sure why I didn't get it to work in b89, but it's possible I was doing something else wrong then.
Happily, this means I've now managed to get all parts of this 2nd Edition campaign working, and mostly updated. Now if I can only figure out how to add spell lists.
-
- Kobold
- Posts: 6
- Joined: Sat Nov 19, 2011 7:21 pm
Re: AD&D 2nd Edition Campaign Framework
By all means Peregrine post what you have. I tried to do some of the things you did and used someone else spell add-on but I couldn't get it to work properly.
Re: AD&D 2nd Edition Campaign Framework
I've put what I've done in an empty campaign file here. This should hopefully just work. I tested this with MapTool b90. If using any other version, you can can get rid of the lib:fixB90 token as the json bug doesn't exist in older or newer versions of MapTool, as far as I am aware.
Off the top of my head, here are the changes I've made:
If you want to integrate this into an existing campaign, just save the tokens individually and import them, and export/import, or just copy paste the campaign properties you want, export the character token macros, and also optionally do the same with the campaign macros.
Hopefully, this just works. If it doesn't, then I very likely screwed something up when I packaged this up. If so, just let me know and I'll fix it.
Edit
Added a slightly newer version (3.0) with sample PC, Monster, and Ship tokens (in addition to the mostly blank one that was already there.)
Note that the Dwarf Example PC has one important difference in his macros. The "Test PC" character uses the standard character macros that you should probably export and import to all your own characters. The Dwarf PC is from one of my adventures, and I do critical hits different, where I just have crits do full damage automatically, so the Attack macro on the dwarf uses the WpnMaxDamage attribute instead of the dice roll specified in WpnCrtDamage. You should only use the macro appropriate for your rules.
Also, I changed the encumbrance categories to Unencumbered, Light, Moderate, Heavy, and Severe, like it is in the Player's Handbook. And changed the default to Unencumbered instead of Light. The numbers it shows for how much a character can carry are still off though, I'm not sure what system it's using to calculate the numbers from, but it's not what I show in my Player's.
Off the top of my head, here are the changes I've made:
- Added the library token for the b90 fix
- Corrected various spelling errors in proficiencies and wherever else I could see them
- Updated the proficiency list to include all proficiencies I could find from all groups
- Modified character sheet display to not show proficiencies or thieving abilities that are set to 0 (Note you still need to impersonate the token to see any other tab on the character sheet besides the first. Impersonation is not needed for any other function.)
- Set various default values (such as Climb Walls and Detect Noise)
- Added a WpnCritical section for weapons. It allows you to have weapons which crit at different ranges. ie: Setting WpnCritical to 0 means you only crit on a natural 20. WpnCritical of 2 means you crit on natural 18-20, and so on.
- Added an Initiative property which is used for the default initiative modifier. There currently is no button to set this, you just have to directly edit the property on the token.
- Added campaign macros for damage/healing that can be used on any character or monster, as well as an initiative button that rolls standard AD&D 2nd Edition initiative (using 1d10, lower the number the better) but then converts it to the d20 system used by MapTool and sets it appropriately.
If you want to integrate this into an existing campaign, just save the tokens individually and import them, and export/import, or just copy paste the campaign properties you want, export the character token macros, and also optionally do the same with the campaign macros.
Hopefully, this just works. If it doesn't, then I very likely screwed something up when I packaged this up. If so, just let me know and I'll fix it.
Edit
Added a slightly newer version (3.0) with sample PC, Monster, and Ship tokens (in addition to the mostly blank one that was already there.)
Note that the Dwarf Example PC has one important difference in his macros. The "Test PC" character uses the standard character macros that you should probably export and import to all your own characters. The Dwarf PC is from one of my adventures, and I do critical hits different, where I just have crits do full damage automatically, so the Attack macro on the dwarf uses the WpnMaxDamage attribute instead of the dice roll specified in WpnCrtDamage. You should only use the macro appropriate for your rules.
Also, I changed the encumbrance categories to Unencumbered, Light, Moderate, Heavy, and Severe, like it is in the Player's Handbook. And changed the default to Unencumbered instead of Light. The numbers it shows for how much a character can carry are still off though, I'm not sure what system it's using to calculate the numbers from, but it's not what I show in my Player's.
- Attachments
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- AD&D 2nd Edition Framework ver 3.0.cmpgn
- (2.25 MiB) Downloaded 252 times
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- AD&D 2nd Edition Framework ver 2.1.cmpgn
- (926.96 KiB) Downloaded 148 times
Re: AD&D 2nd Edition Campaign Framework
So I am getting back into maptools and wanted to use your framework. I snagged 3.0 and looked at the samples. I am running 1.3b91. When I look at the sample tokens "character sheet" and click any of the options on the window (Main, Saves, Skills/etc) it gives an error.
Any thoughts?
Code: Select all
Error in body of roll.
Statement options (if any): frame("CharSheet")
Statement Body (first 200 characters): { [h: page = getStrProp(macro.args, "Page")] [h,if(page==""): page="Main"]
Re: AD&D 2nd Edition Campaign Framework
Did you make sure to impersonate the token first? As noted previously, you need to impersonate the token and use the Character Sheet button from the Impersonate window before the other tabs will work.
Re: AD&D 2nd Edition Campaign Framework
Sadly no I completely missed that bit, sorry for the bogus information.Peregrine wrote:Did you make sure to impersonate the token first? As noted previously, you need to impersonate the token and use the Character Sheet button from the Impersonate window before the other tabs will work.
Thanks for setting me on the right path!