Joe's Ugly Hacks 'Drop-in' macro libraries - v0.2.5 [alpha]
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Re: Joe's Ugly Hacks 'Drop-in' macro libraries - v0.2.5 [alpha]
you've been busy! Nice work!
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DISCORD (the new MT forum!)
My stuff
Excel Tools: Table and Light editors
MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II,onMouseOverEvent.
Frameworks: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, SET Card Game, RoboRally
Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS
Re: Joe's Ugly Hacks 'Drop-in' macro libraries - v0.2.5 [alpha]
I haven't had the chance to try this yet, but this looks like the best thing ever? Yes? Not just me?
First thing I'm going to try to build is a damage indicator. Dream version is to see the damage numbers appear in red next to the corner of the target and float up as they fade away.
Thinking out loud now (don't mind me): Since this uses pictures, I'd need a picture of each digit, and an offset for each 10's column. If the animation already is a number rising, I just need to target the area next to the token, then start the animations at the same time for all of them. If getting it to offset isn't easy enough, I could make 3 versions of the animation using a different 10's column to rise within for digits 0-9. I think it would have more impact for the players to see their damage "hit".
Oh, and lava can happen now.
And fire-damage in a town. With smoke.
And traps with Spikes popping up.
And ground crumbling away to a pit.
And ocean waves. Hrm, would that need to use a bunch of tiles for efficiency? Lava too?
For a coder and an animator, this is friggen Christmas!! Thank you!!
First thing I'm going to try to build is a damage indicator. Dream version is to see the damage numbers appear in red next to the corner of the target and float up as they fade away.
Thinking out loud now (don't mind me): Since this uses pictures, I'd need a picture of each digit, and an offset for each 10's column. If the animation already is a number rising, I just need to target the area next to the token, then start the animations at the same time for all of them. If getting it to offset isn't easy enough, I could make 3 versions of the animation using a different 10's column to rise within for digits 0-9. I think it would have more impact for the players to see their damage "hit".
Oh, and lava can happen now.
And fire-damage in a town. With smoke.
And traps with Spikes popping up.
And ground crumbling away to a pit.
And ocean waves. Hrm, would that need to use a bunch of tiles for efficiency? Lava too?
For a coder and an animator, this is friggen Christmas!! Thank you!!
Last edited by Longshot on Mon Nov 14, 2022 9:03 am, edited 1 time in total.
Re: Joe's Ugly Hacks 'Drop-in' macro libraries - v0.2.5 [alpha]
This is not the same type of animation using tokens like JUH and the capabilities are not equal between the two but figured I'd share this here anyway.
https://1drv.ms/v/s!Al6_vh5ZO29wgUv1w4O ... j?e=K0SByr
https://1drv.ms/v/s!Al6_vh5ZO29wgUv1w4O ... j?e=K0SByr