First :
Libraries used from other Frameworks
Lib:cifGroupSelect : Wolf42
Dice Box : Rumble
Lindsay's Generic Tools (Whisper, Move Tokens, Handouts) : lmarkus001
RPedit - Macro Importer/Exporter : aliasmask
Disguise : [Drop-In] [aliasmask]Disguise: Save/use multiple tkn images :aliasmask
These element are absolutely unchanged, and thanks alot
to all of the programmer and contributors are these macros are unvaluable.
List of the functionnalities from the framework
Group : Communication :
1) AFK : Away from keyboard : Easy way to tell the other players you are not available (and also visible into the initiative panel)
2) Clear chat : Easy way to clean up the chat at every moment
3) Disguise (cf lib token used)
4) Whisper (cf lib token used)
Group : Communication :
This list of macro use also the initiative panel. Intent of these macro it to enable players to keep track of the passing rounds of combats from one side and to enable the GM to keep trak of the NPCs initiative (also take into consideration multiple attacks). Players are considered to be able to raise the hand when their initiative is coming.
Group : Combat:
1)StartCombatE1 : Clear the initiative panel, set round to 1, launch the the macro StartInitE1 (select NPC not dead token, set initiative) launch addAttE1 (for each token, set initiative using Json, add duplicate of initiative in case of multiple attacks, sort token by initiative for 1 to last initiative value)
2) NewroundE1 : Clear the initiative panel, define initiative for the new round and launch the macro, StartInitE1 and addAttE1.
3) EndCombatE1 : Print into the chat the infos about end of initiative. purpose of this macro is to enable the launch of specifica macros to be trigerred at end of every round
4) ClearInitiative : Clean up of the initiative pannel
Comment: All these macro are store in a combat lib token. in addition to these macro there is a simplier version were only the information sent to chat are encoded and nothing regarding init panel.
Group : Dammage:
1) Dammage : Ask via input for the damamges, prepare the output via use of the Output define user, manage Hitpoint bar, manage a visual state to define the level of damage visible by players from nothing to the following states : wounded, light wounded, heavily wounded, uncounsious and up to dead.
Comment: a difference is made between PCs and NPCs, wouds states are sets to 1%, 50%, 75%
1) Hit Points Max: Set hit points to maximum and mamnage hit bar and states
1) Dead: Set state to dead without changing Hit point values, or hit bar