Star Wars: Edge of the Empire v2.0

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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Jshock
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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by Jshock »

That's not a bad idea; the official character sheets are set up like that.

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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by oggmosh »

yeah, just like that.
I had started to do something like that in one of the previous versions, and then lost my work due to foolishness and didn't go back to it.

Something like this: [spoiler="Screenshot"]
skills.png
skills.png (19.35 KiB) Viewed 1860 times
[/spoiler]

I like your plan of only displaying Skills which have ranks in them, while retaining the properties. Every character does need to have each of the Combat skills (and everyone has either Fists or Claws!) as weapons are designed to use one of the standard combat skills. I could see arguments either way for displaying or not displaying untrained Combat skills. Similarly, only showing the Knowledge skills which have ranks trained is a good idea, or a character sheet can get VERY long very quickly! So I'd suggest a checkbox for each of the groups, to display or not display unranked skills. Sorting each group separately is nice too!

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Daelkyr
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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by Daelkyr »

Here's what I've got cooked up.

[spoiler=Screen Shot]Image[/spoiler]

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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by oggmosh »

Looks great!

That was quick! Can you collapse each section separately, for untrained skills, too?

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inquisitor tremayne
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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by inquisitor tremayne »

Great work!

I would like to see a vehicle/starship sheet also.

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Daelkyr
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Re: Star Wars: Edge of the Empire v1.5 [Fully Functional]

Post by Daelkyr »

I'm posting version 1.6 up right now. It's got the skill tweaks and the ability to hide each group individually. Besides a re-layout of the skills, the real change is in the background. I've moved all properties to a new group called "SWA". Adding "SWA_" to each property and adding a "SWT_" to each variable in macros make it seamless to change issues I've had when trying to upgrade or make fancy macros. There is an update macro that seems to work with tokens stretching all the way back to oggmosh's 1.3 framework. I've putting 1.6 up with 1.5 so people who aren't interested in changing can continue to use it. I'm currently working on a ship sheet to add to the framework.
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Star Wars EotE v1_6.cmpgn
(2.14 MiB) Downloaded 86 times

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Jshock »

First, I thought I'd share how I've been rolling for obligation:

Code: Select all

[h: RollOb = 1d100]
<b>Victim of obligation:</b> [r: table ("Obligation", RollOb)] ([r: RollOb])


Obviously "Obligation" is a table with each PC's name and obligation type.

Now, a question / request; my players are asking if they can each roll starting destiny individually instead of one person rolling for all. Is there a way to modify the roller so it adds into a pool, instead of resetting it?

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Daelkyr »

Jshock wrote:First, I thought I'd share how I've been rolling for obligation:

Code: Select all

[h: RollOb = 1d100]
<b>Victim of obligation:</b> [r: table ("Obligation", RollOb)] ([r: RollOb])


Obviously "Obligation" is a table with each PC's name and obligation type.

Now, a question / request; my players are asking if they can each roll starting destiny individually instead of one person rolling for all. Is there a way to modify the roller so it adds into a pool, instead of resetting it?


There should be a way to make rolling for the pool doable for players. I'll look into that. I like what you've done for obligation, I'll see if there's a way for me to integrate that into the campaign proper. I've just finished preliminary work on v1.6S which of course stands for SHIPS!!! For the first time, you'll be able to have ship sheets for all the friends and foes that will be flying about. I'm still moving a few things here and there, trying to streamline the sheet and squash any bugs. I should have 1.6S up by late afternoon.

[spoiler=Character Sheet (Short Skills)]Image[/spoiler]
[spoiler=Character Sheet (Long Skills)]Image[/spoiler]
[spoiler=Ship Sheet]Image[/spoiler]

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by oggmosh »

Those sheets are looking nice!

The only thing I find a little confusing about them is that for most elements, the value of an item is below or to the right of the name of the item, but for Characteristics (and Defenses on the Ship sheet) we have the number _above_ the name. I know that's how it is on the official sheet, but it just seems a bit inconsistent and I keep mis-reading it as a result. What are your thoughts on that?

Also, two tiny typos on the Ship Sheet - the Aluminum Falcon (LOVE the name!) should be a Light Freighter, not a Light Frieghter; and Hull Trauma should have a 'u' in it.

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Jshock »

Hey, something weird I caught while we were playing tonight (on 1.5; maybe you rectified it in 1.6); when I roll a crit for a NPC, it puts the same crit on PCs. I'd have to play around with it to find out exactly what the behavior is, but it didn't seem to put it onto another NPC on the board who already had a crit.

On a related note, caught a rules fluke; you only make 1 crit roll per attack, but you can spend Advantage if you crit to up the crit roll modifier. The crit roll bonus will have to be user modifiable somehow.

Also also, not a strict need... but can weapon notes be displayed when a weapon roll is made? it'd be nice to see (I'm having trouble remembering how my players have their guns tricked out). I don't think showing off NPC weapons is a bad idea either.

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Steel Rat »

Hey all. Looks like fantastic work on the framework.

Unfortunately I have no idea how to actually use this stuff. My experience with MT has been to simply make simple maps and export screenshots for encounters for forum-based play.

So, I loaded up MT b89 (getting a Java security error, but I can click past that), and I loaded the 1.6 EotE framwork, all good. But I have no idea what to do from there. How do I bring up a char sheet? Rolling dice? Etc.

I'm sure this sort of stuff has been covered, but I can't seem to find it.

Thanks!!
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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Jshock »

Read back through the entire thread and noticed that it actually hasn't been covered at all. I'll try to remedy that.

I think the problem you're having is that there's an OnCampaignLoad that fires that should be bringing up the character sheet and isn't for you. If you select Lib:Sheet you can fire it manually (it's labeled "onCampaignLoad" under the "sheet loader" group). It'll bring up a frame with the EotE logo asking you to select a token you own; when you do, you should see something like this:

[spoiler=]Image[/spoiler]

Each of the underlined sections on the sheet is a hyperlink, which allows you to do relevant functions:
- "Initiative" lets you make either a Cool or Vigilance roll and add it to the initiative table.
- "Destiny" lets you spend a destiny point. The pool changed automatically based on the type of token (PC tokens subtract from the light side pool and add to dark, NPCs vice versa).
- "Dice pool" just brings up the dice roller (useful for weirdie rolls)
- "Status" allows you to make changes to the character sheet.
- "Critical" makes a critical roll. The roll macro automatically adds the bonus from current injuries to the roll.
- "Wounds" and "Strain" allow you to add and subtract wounds and strain.
- Clicking a characteristic's value brings up the die roller and automatically adds the value to the pool.
- "Skills" lets you add a new skill to the list.
- Clicking a skill brings up the die roller and adds the skill's value to the pool.
- "Weapons" Lets you add a new weapon.
- Clicking a weapon's entry lets you add that weapon's associated skill value to the pool. Note: weapon notes are not currently output to chat.

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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Steel Rat »

Ok, it's making more sense now.

The OnCampaignLoad dialog does open, but I figured it was just an informational popup and not something needed, so I closed it, lol. Still don't know how to get it back once closed. I don't know what "Lib:Sheet" refers to.

Thanks!
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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Steel Rat »

Also trying to figure out how to add a sheet to a new token. :oops:
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Re: Star Wars: Edge of the Empire v1.6 [Fully Functional]

Post by Jshock »

"Lib:sheet" is a token that goes with the framework (it'll be on the "GM screen" map in a fresh EotE campaign file). The macro is on the token.

if it's opening, all you need to do is to get the framework's properties onto the token. Double click the token in question to edit it, click over to the "config" tab, and under the "Properties" drop down select "SWA". Hit OK, then reselect the token; the character sheet will display the token's name and stats (they'll all be at 1 if it's a new token).

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