[Hackmaster Basic] HMB_Lite / HMB_Template

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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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted 1.87

Changes/Additions:
Fixed Rangers Level Bonuses for all Equip Slots.
Fixed Dual Wield Defense Field
Removed Extra Line Breaks in Hidden Skill Check
Added NPC roll 10+d10e for hidden skill check on skills they don't have.

Affected:
Lib:Hackmaster
Cmpgn macros (Hidden Skill Check)

philzee
Kobold
Posts: 1
Joined: Sun Jul 06, 2008 7:55 pm

Re: Hackmaster Basic: Framework

Post by philzee »

As a fellow Hacker I can appreciate your enthusiasm with this piece of work. I will be dropping by frequently to see how far you progress. Keep up the good work. By the way, what program are you using to construct this? If I had to guess, I would say something along the line of VB.

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Sir Flak
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Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Maptools itsself is written in java. Frameworks are basically alot of script code written in the maptool's scripting language. So your limited to what maptools can display the function that exist affect tokens and such on the map.

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted 1.88

Changes/Additions:
Unarmed attacks now say Unarmed in the Chat Display.
Fixed Targeted Unarmed Damage Rolls for NPC's
Negative Inits rolls set the token's count to zero.
Modified the GM Link in chat that re-adds a token to init.
Top Save now auto bumps init count of token.
Sleep Spell will auto bump init counts.

Affected:
Lib:Hackmaster
Lib:Hackmaster_Init
Cmpgn macros (Both TOPSave, SleepSpell)

Note: Now uses maptools 1.3b86

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted 1.89

Changes/Additions:
Lights and Vision
Targeted Attack: ApplyDamage Will remove dead tokens from init and refresh init.
Targeted Attack: ApplyDamage notifies you of potential TOP.
Targeted Attack: Damage Roll notifies you of potential KnockBacks.
Targeted Attack: Damage Roll notifies you of potential Shield Breaks.
Targeted Attack: Unchecking the Shield box on NPC melee defense removes the shield defense bonus


Affected:
Lib:Target
Lib:Hackmaster
Lib:Hackmaster_Init
Cmpgn macros (Both Take Damage, RemoveTokenFromInit)
Campaign Properties

User avatar
Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted 1.90

Changes/Additions:
Split cache for GM/Player Visibility of Init
Tokens without Visible to Players checked, will not show up on players init.
Toggle to not show any NPCs to players on Init.
GM "AddToInit" only outputs to GMs
AttackRoll uses Hand's Attack Modifier Correctly
Targeted Attack: Defense Roll Always says dodged on successful range defense.
Tageted Attack: Range Hits Remind you to make Shield Cover Checks if target had a shield.

Affected:
Lib:Target
Lib:Hackmaster
Lib:Hackmaster_Init

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted v1.91

Changes/Additions:
Targeted Attack Shows Range Before You make an Attack Roll.
Custom Skills May be Added By Pressing the [+] Link on the Skill section.
Skills can be deleted (check box in edit value).
Added Skills to new tokens
-Artistry
-Jewelry Making
-Musical Instrument
-Scrutiny

Affected:
Lib:Target
Lib:Hackmaster
Lib:Universal Inventory

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted v1.92

Changes/Additions:
Lots of chat clean up for servers without inline tool tips checked.
Fumble Defense doesn't auto fail.
Auto Rolls shield break saves (now way currently to handle +X shields. Also you must still remove them from your inventory).
Displays Range and Size Adjusted Range when Attacking. Works for tiny through gargantuan.
Wounds Heal speed can be increase by setting the aid field to 2 or higher (2 = each day counts as two days).
Added a direct/spread selection to distinguish between cleric heals and potions.

Affected:
Lib:Target
Lib:Hackmaster
Lib:Hackmaster_Init
Campaign Macros

User avatar
Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted v1.93

Changes/Additions:
Added Spell Sheet
Fixed some MonsterDB Parsing.
Making an NPC from the DB, Names should all show up correctly now in the drop down.
Making a Creature doesn't send output to chat where players can see.

Affected:
Lib:Universal Inventory System
Lib:Hackmaster
Lib:Hackmaster_Init
Lib:Monster_DB
Campaign Properties

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted v1.94

Changes/Additions:
Added AFK Button. This required a new states in the campaign properties.
CharacterGen Form now adjusts the fighter's TOP formula.
Sleep Spell input/output tweaked to be more obvious hopefully.
Added "Level Stats" Button, it allows you to select and apply dice to your ability fractionals.
AddTokenToInit for NPC's checks for GM credentials. I think people were using it for their PC's and it was causing issues.
MainHand Ranged Attacks choose correct die based on range.
PC Take Damage macro now reports errors if you try to use it on an npc.
Monser Importing, Fixed shield use special defense to accept "shield use" or "shields" per HOB.
Fixed BW Damage Bonus, it was pulling from reach.
Resized the Attack Popup and Enforced a Character Limit.
Added Body Shield to available equipment. Cost of the item was guesstimated at 100sp.
Changed the Targeted Attack Buttons so they are black and stand out.

Affected:
Lib:Universal Inventory System
Lib:Hackmaster
Lib:Hackmaster_Init
Lib:Target
Campaign Properties
CMPGN Macros

User avatar
Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: Hackmaster Basic: Framework

Post by Sir Flak »

Posted v1.95

Changes/Additions:

Added New Classes to Character Gen Form.
Added Several Race Options to Character Gen Form.
Fixed Spell Sheet Corrupting Level.
Added TOPDie Field to token properties, defaults to d20e, but can be changed to something lower like d12e for Tough as Nails.

Affected:
Campaign Properties
Lib:Hackmaster

Kambuk
Kobold
Posts: 11
Joined: Thu Jun 18, 2009 6:01 pm

Re: [Hackmaster Basic] HMB_Lite / HMB_Template

Post by Kambuk »

I am back using maptools for Hackmaster, I was playing Rogue Trader and ended up helping Wolf42 with his Campaign framework and I learned a lot.
Have added a few features to make my life easier to the great work Sir Flak has done.

https://dl.dropbox.com/u/68685609/HMb_T ... rk_1.cmpgn

I am running maptools to help with playing with people locally rather than online (but it's great when people can't make it as they can remote in from home.) so my changes are to do with that.

Big change is movement, still tidying it up but it's mostly functional.
For every token that is moving you set it's speed and facing.
Every token in the init panel gets checked to see if it's moving if it is it gets moved automatically every time you hit next count.
This is great if there are a lot of things moving as you don't need to touch them every count, only when they change direction or stop.
For this to work properly you need to have snap to grid off.
I have also given each token an aura showing it's reach and area it threatens, you can turn this off if you don't like it.
I am using the NPC attack dialog macro and have updated it to allow manual rolls to be input, I am not using maptools for actual dice rolling but to keep track of everything i.e. my players and I roll the dice an i input the raw roll into maptools and it works out all the bonuses.
It should keep track of armor damage as well...
I'm still working on it but this might be helpful for anyone else using maptools.
I haven't finished updating all the items to the new rules but there is a macro on the campaign macros to easily edit items now.
If I get time i'll be updating the classes to give the right bonuses and maybe working on Fatigue factor and adding crit tables in next.

Kambuk

edit: added Fumble Tables and fixed Grid scaling issue with movement
edit: added Encumbrance, set weight on PC tokens and it should adjust movement and combat stats correctly, for NPC's just set Encumbrance to None/Light/Medium/Heavy/Overloaded, will add management onto Chr sheets soon...
Last edited by Kambuk on Thu Sep 13, 2012 6:38 pm, edited 2 times in total.

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Sir Flak
Dragon
Posts: 344
Joined: Thu Sep 28, 2006 4:20 pm
Location: Oklahoma, US

Re: [Hackmaster Basic] HMB_Lite / HMB_Template

Post by Sir Flak »

Your Link isn't working for me for some reason.

Kambuk
Kobold
Posts: 11
Joined: Thu Jun 18, 2009 6:01 pm

Re: [Hackmaster Basic] HMB_Lite / HMB_Template

Post by Kambuk »

Fixed, link broke when I updated it...

Haven't updated this version yet but the version i'm working on I have got encumbrance working.
i.e. updating your combat stats based on your encumbrance level.
Currently this requires you to manually set the total weight carried on the token, getting it to add up all the weight of the equipment is fairly high on the list..
Going to get the movement speed modifiers in today with any luck so it reduces your speed if you try and move faster than a walk while encumbered and then will update the copy on the link.

Update: Encumbrance Modifiers are in

Kambuk.

p.s. adding all the encumbrance variables for each Str value was painful...

Greylond
Kobold
Posts: 16
Joined: Sun Jan 30, 2011 11:34 pm

Re: [Hackmaster Basic] HMB_Lite / HMB_Template

Post by Greylond »

Kambuk, how do you turn off the Reach Aura? I think I like it but it would be nice to turn it on/off.

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