Version 39
Added new macro: clean token names. This macro checks all tokens on all layers (optional) for characters (optional) that potentially might cause a bug in a macro and automatically fixes these (if the user wants)
Other stuff
- upgraded Diagnose to check for additional characters in a token name. Made the thoroughness of this check optional.
- upgraded Diagnose to check for trailing and leading spaces in a token name.
- upgraded Diagnose to check for tokens with a numeric ID.
- removed some taipoz
- small offset fix in teleports for small grid. Uncertain though to the repercussions, so futher testing required
- changed getSelected to getSelectedNames in ontokenmove to circumvent the id truncate issue
- tweaks and bugs in map editor!!
- add movetohidden & token macro for the map editor!!
-updated diagnosis to check for presence of additional tables
Version 38
New Features: Nildiks Frames and Nildiks 'Room Description' Tokens have been added. See manual for more information.
- Fixed issue when using 'resize pads' icw 'do not move to map after teleport' icw jump drop pads, option 2 and 3.
- updated text for animated door setup.
- updated oncampaignload on onTokenMove to take care of the 'no gm' bug.
- changed OCL to prevent strange bug
- fixed bot_table
- fixed bot_getColumns
- Fixed two bugs in the VBL stamp code
- Create a 'Set VBL Stamp' entry in the manual under UTILITY FUNTIONS.
- Token move animation now also works in grid pixels (instead of grid cells), but i haven't tested the bounce yet, so at your own risk.
- added bot_snapToGrid(token) function
- added Snap To Grid option in settings. These can be used to animate smooth token move and still have the tokens snapped. (When tokens are snapped, animation will always be in steps of grid cells)
- upgraded Diagnose to check for tokens with a numeric ID.
- taipoz
- small offset fix in teleports for small grid. Uncertain though to the repercussions, so futher testing required
- changed getSelected to getSelectedNames in ontokenmove to circumvent the id truncate issue
- tweaks and bugs in map editor!!
- added movetohidden & token macro for the map editor!!
Version 37
New Features:
- Map editor. This is a tool to quickly and easily create a full map, without the need to copy paste every token all the time!!
- Input string editor, as created by Bubblobill. This is for scripter to swiftly create an input string for use.
Other stuff:
- left rotation animation now also possible
- removed pause from rotation animation
- added runMacroFinal to animatemove, to be executed when animation is done.
- fixed deferanimatemove when you have both a translation and a rotation at the same time
- Fixed issue in Diagnose which did not detect ',' in map names
- Heavy update of the 'delete properties' macro. Added lots of options
- clean up of tokens.
- small bug fix in select on line.
- Added 'Move Crowd Plus' - an upgraded version of 'Move Crowd' albeith much slower.
- Added that and 'Choose Crowd' button to the panels.
- Small tweaks.
--> due to the addition of 'Move Crowd +' the state 'Prone' is required.
- fixed deferRemoveToken
- fixed selectOnLine
- added sort option for selectOnline (sorts in order of distance from origin)
- added moveCrowdPlus (requires Prone state) whic gives a more realistic movement of the crowd and also dissolves it when it reaches the border of the square.
--> due to the addition of the sort function, the lib:fixb90 is now required to use that.
- update on bot_getTokenFacing, added option 2, to NOT add the +90 degrees
- updated bot_selectOnLine() which is now MUCH faster
- Crowd now allows for mulitple Antagonists
- more small bug fixes in crowd build macro
- small bug fix in crowd build macro
Version 36
New feature: Crowd. Three new macros. One to select the images to form the crowd. One to create a square filled with tokens forming a crowd and the last macro to disperse the crowd away from the antagonist.
- added bot_pauseTime()
- added bot_resumeTime()
- Added setting 'Force Token Selection'.
- additional Fixes 'startup map'.
- Fixed 'startup map' bug.
- changed 'errorChecks' to 'diagnose'.
Version 35
New feature: Map Error Checks. This function checks ALL maps and ALL (lib)tokens for potential issues. It checks whether token names contain non-alphanumerical characters and checks the libs for the same and owner ship and visibility. Any errors are rendered in a frame with hyperlinks that lead you to the token.
- pulled out the error checks OCL to a seperate functions
Version 34
New feature: Tables
This feature allows you to add, edit (both dynamically and through a form) and delete tables on lib:OnTokenMove. The values can be accessed through the function bot_table(). More info can be found in the manual.
- Added explanation on how to create a polymorph table to use with AM's 'disquise' tool.
Version 33
New feaures: Added Geometric Functions (quite a bit of them). They support selection of tokens, point check, draw shape, for the followin shapes: Circle, Cone, Triangle, Line and Square.
- Added extra check to see if lib:eventmacros is to be found in the campaign file.
- Added functions bot_round2Grid() and bot_dpc2GridCoord to the functions manual.
- updated OCL text for doors.
- small fix in set vbl stamp.
Version 32
New feature: added New function: Benchmark.
- made sure that removeVBL() does not render any errors when run
- fixed switch map in virtual bot menu
- updated limit movement macro on the evenmacros lib to allow for properties and added more comment
- updated settings movement limitation tooltip
- Updated vblGrenade to both a function that can be called and a function that when given the argument 1 it automatically clears vbl on selected tokens. Also added that function to the input screen.
- set door updated. check for present VBL and if there, add checkbox that allows to clear the VBL on door. It was not possible to clear just the door VBL but it IS possible to clear ALL vbl on the door.
- set door now detects the presence of a double door and checks the box if one is found
- fixed blank line issue ontokenmove
- added eventMacroPreTokenMove and eventMacroPreMultipleTokenMove to the settings and ontokenmove events. This allows to insert code AFTER initialization but BEFORE code execution
- changed 'west' to 'east' for door handles
- added option in doors to add door name to gm notes
- added none to the roof halo colors in the settings
- fixed key hole and window door view
- added new util: Pad Explorer. Shows all special pads on current map
- added quick selection links to the initialize pad results
- corrected halo option for linked pads
- further improvements to useDisguise (if multiple tokens on map have the same image, only one is shown. Self is NOT shown and if no visible images on map then the tab is not shown)
- added warning for non square doors
- updated use disguise to also use polymorph table and visible images on map
- several text updates on suggestion of Oryan
- Added setting where you can set the roof halo color (in the settings)
- summon token no longer shows empty lists
- fixed issue with initialize pads
Version 31
- full check and LOTS of fixes in the doors VBL (my god that was buggy)
- dito for VBL stamps, still had issues with remnants of VBL remaining with rotated tokens
- full VBL support check
- added delete all props to BoT menu
- use red color during OCL to indicate errors
- minor rewrite of the BoT virtual menus
- moved 'difficult' settings to 'system' tab in settings
- create 'scale teleportation' settings, so teleporting from the lower right of a enormous teleport, will put you on the lower right of a huge teleport. (instead of the relative position of the upper left corner of the teleport
- expanded setting 'change to map after inter teleport' with the option to store coords of interteleport pads first. This way you can use the option without reloading the map. Drawback is that need to rerun initialize maps after moving the teleport.
- fixed alt init pads coords value
- alt init lib coords pads are removed if alt init process is aborted (under usual circumstances)
- initialize pads now also checks for the existence of lib:coord files and if there, warns the user.
- added new function (also documented in manual): bot_findDuplicates() which returns all duplicate token(name)s from all layers on the current map.
- fixed initalization bug in shadowpad
Version 30
- Added shadowpads, updated manual
Version 29a
- fixed when you teleport from an activated roof, the roof is de-activated
Version 29
New feature: Added Tunnels, same as Bridges, but reversed (so the roofs only remove if you move over a tunnel token).
- finally mananged to keep bridge and tunnel tokens consistent when moving over them (if you move over a bridge onto a roof it does not disappear, however if you move again from one roof to another without touching the bridge token, the roofs disappear. This is now fixed.).
Version 28
New feature: Bridge pads, to be used icw Roofs and linked pads.
- fixed issue with roofs and doors
- fixed issue with VBL on roofs
- added new function bot_removeVBL(token), which removes all VBL data from the token.
Version 27
New feature: Event Buttons. You can set any token up as a 'Event Button'. When that token is selected a macro (of you own design) is activated. This effectively turns a token into a macro button.
- rewrote bot_switchMap() to allow optional arguments (mapname and playerlist)
- Added bot_switchMap() to the documented functions
- created work-around for varsfromstrprop bug in MT. in ontokenmove
- Updated manual with a seperate section on Event Pads and Event Buttons
Version 26a
- fixed MAJOR bug in ontokenmove, without a linked token the bot didn't work
- fixed cleargroup macro
Version 26
A lot of major changes, the big ones
- I've removed the 'numeric restriction' to the special pads. That means that instead of 'PadStart 1' and 'PadEnd 1' you can now also use 'PadStart Sea Level' and 'PadEnd Sea Level'. This does mean that you will need to be a bit more careful with tokens as now EVERY token that starts with a special name will be indentified as such. Fortunately there is the overview form at the end of the initialization which shows you the results. So keep a close eye on that one. I did however add a setting 'numeric Id only' in the settings, which you can check so it works again.
- Linked Pads. This works for Roofs, Canopy and Foliage. You can now link these tokens together by an identifier. E.g. 'Linked 1 Canopy 1' and 'Linked 1 Roof 3'. All 'Linked 1' tokens are linked so if one of them is triggered, then they are ALL triggered.
New features:
- fully operative stamps. The stamps can now cross VBL sections without distorting it.
- dito for doors, they won't cut out vbl walls anymore
- added a new option for roofs: swap VBL, it will have a cross when tokens are outside and it will swap for the room VBL when inside.
- add rotation to animate move
- updated function manual
- integrated Aliasmasks Disguise macro, and added an extra feature: you can also create a disguise list by selecting image:tokens together with the disguise token.
- integrated LMarkus whisper frame and added an extra features: Impersonate selected token and text formatting.
- integrated Rumbles Delete Macros utility. Added extra features: copy/paste function and a 'all macros' panel where you can meta select all macros or groups of macros.
- integrated Plothos Message Manager uttility. Added features: text formatting and adding pictures.
Other
- added check during initialize map to check whether roofs are snapped to grid (which they shouldn't
- updated 'set doors' macro with additional info. Also apply VBL is turned on per default.
- Fixed the token handout. The frame sizes together with the image. Also lowered the default setting from 700 to 500.
- fixed issue in debuging for where you leave out the macro name
- removed a couple of stray 'pause()' debug spots.
- added text field to the handouts
- tested all macros and fixed numerous bugs (some of which I do not understand why I never encountered them before)
- By True_Hitoare: fixed numbering bug in toggle doors, removed the 'auto-open-with one door only' and a visibility check.
- removed redundant error check on initialize pads. BoT also works with over 4000 tokens
- add extra error check and optimization on the initialize pads macro.
Version 25
New features:
bot_debugInfo(). This macro you can put anywhere in your code for debugging purposes. It has several features, described in the function manual. Typical use: [if(debug=1): bot_debugInfo('variable1, variable2, etc.')], and at the top of your macro you can set [debug=1]. This way you can turn debugging swiftly on or off. Per default debugInfo() parses the value to the chat using broadcast() so if the error happens AFTER the call, you'll have the values. Next to that it will show the currentToken, impersonatedToken, and has the option to use pause().
Z-order panel: a panel where you can rearrange the order of the tokens on the map, works on selection base. It has extra functions like:
- set layer
- set shape
- rotate tokens
- rotate group
- rotate random
- reset rotation
rotateGroup(). This macro allows the rotations of a group of selected tokens of different size, while keeping there relative distances intact. The condition however is that the participating tokens must NOT be set to 'freesize'.
Other changes
- Optimization group panel
- updated manual with debugInfo and rotateGroup
- added settings to maximize the number of selected tokens at which panels stop operating
- fixed bug in sliding doors (no animation)
- fixed bug in show area tokens
- fixed bug in animate text
- fixed bug in assignedPads (macro call)
- added timer function and removed Cif's timer lib.
-- bot_startTime: starts/resets the time
-- bot_subTime: gives the time since the last subTime (or startTime if its the first)
-- bot_totalTime: gives the time since it was last started/reset
--- The latter two functions can be given '1' as parameter to return the time formatted: 1h3m2.324s. Else they return ms.
- fixed selection issue in group (select)
- fixed resetFoW bug in ontokenmove
- overhaul of group rotation, added a new function and it now supports rotation of different sized tokens. I removed 45 degrees though.
- generalized the time out macros.
- Fixed issue with door animation closing directly after opening
- last bugs (hopefully) from the group select panel, which was INSANELY difficult to fix. MT does some really strange stuff like negating selections when it fire off the onchangeselection function (4x)
- group select now allows for multiple selections (so you can select two groups and other tokens in addition.
Version 24
New feature (as always when I increase the version number): Group Select Functions. Three macros in total 'Group (Select)', 'Ungroup (Select) and 'Activate Group'. With these macros you can create a group that will act as one object. When you select one token of the group, all other tokens will be auto-selected as well. This is particularly usefull when creating a map with tokens and you want a set of tokens to act as one object. These 'select' groups have nothing to do with the 'move' group functions (aka formations) which is explained in more detail in the manual. For this reason I've renamed the group move macros to better distinct them.
Other changes:
- Updated seektoken to match all when search string is left empty: ' '.
- added extra check OCL: all lib:tokens on BASE map will be checked for ownership. An error is reported when ownership is set.
- VBL stamps are now also supported by multiple token move.
- on request of Jamz, added proximity check to 'toggle doors' macro. A gm can use the macro without selecting a pc token, a player must have a player token selected before this macro works. It then shows a list of doors to open where you're close to enough.
- fixed incompatibility issue with VBL check and draw polygon VBL stamp
- added snap to grid and extend vbl for draw polygon VBL stamp
- two fixes in the vbl stamps
- minor tweaks in the polygon vbl code
- the macro panel now works without the img_table installed
- added setting to turn off the messaging checks oncampaignload
- updated OCL to check the existance of the VBL_Brush token
Version 23
New feature: Multiple Polygon VBL Stamps. What this means is that you can add (more then one) vision blocking layer to a token. This is particularly usefull for Dungeon Tiles. You can add the VBL to the tiles, save them and then copy paste them over the map and then activate their VBL. I've also went one step futher and added a 'draw mode' where you can use a brush to draw the VBL onto token. To use you will need either b87 with Jamz' fork installed or b89+. In the bot settings, toggles tab, turn on 'VBL Stamps'. Then select a token and run 'Set VBL Stamp'. There choose the polygon option and click ok.
Other changes
- fixed OCL for b87
- added is fullscreen check to the door switch frame. So the isfull screen is now done automatically (b89+)
- renamed the area buttons after the tutorial
- fixed issue with assigned macro to areas not showing up.
- fixed issue draw area, token not appearing on selected token.
- something went wrong with the OCL of 'd'. 2nd attempt.
- made sure that json.fromlist is NOT redefined from b89+ (as its fixed in that version and broken before that)
- Added VBL macro check for build 89 and beyond (so the VBL macros are activated for this version.
- Fixed VBL on move check bug with tokens with the same name.
- macro clean up, reshuffled OCL.
- Added new macro: bot_sortTokeByProp. sort tokens by property. Can be found in function manual
- added tan function.
- added option to bot_travelAngle() to return cardinal points instead of angle
- fixed several issues with lock token. one with the track path still showing and one with vbl check still on. Also multipleontokenmove had some issues.
Version 22
New feature: lock token. This prevents the token from being moved. Both by player and gm!
To use: select one or more token. Click the 'lock token' macro. There is a general toggle in the settings to turn this feature on and off. Note that the 'lock' property is stored on the token itself. When you select a mixture of locked and unlocked tokens and run the macro then their settings will be inverted. So the locked will unlock and the unlocked will lock!
Other changes
- updated manual with explanation between initalize maps and alt.init.maps
- Fixed several small bugs in the define and remove area tokens
- Fixed bug in fill area macro (bugged out when using one selected token NOT on basemap
- Added extra functionality to the fill area macro: the fill coordinates are now derived fully when two tokens are selected (upper left is from token 1 and width and height are derived from the relative position of token 2
- fixed small bug in switchmap when gm forces player to the map where the gm already is (and tokens are selected
- fixed bug in seek tokens
- warded areas will be checked first THEN Eventpads THEN the rest (to prevent stepping on a teleport AFTER moving over a ward
- fixed bug in warded tokens
- removed the lower() function from all the message related macro like gm(), self() etc.
- VBL compatibility check is now done OCL
- added more verbosity in OCL
- restored door vbl macro (was erased for unknown reason.
- fixed bug in util menu.
- fixed 'base map' bug in OCL.
- added workaround for a bug in broadcast(), is only in effect when the redefined bc setting is set.
- made sure that all the message owner/self/all/etc macros return lower case names.
- Added bot_getTokensPath(). This function returns the path in cell coordinates (including and) between two tokens.
- Updated function manual with getTokensPath() and getPath()
Version 21
Full Screen Mode. Currently this mode needs to be toggled (Shortcut key is F2) as there is no way to check whether you are in Full Screen or not (in the next MT build this should be solved). How it works is simple: if you are in full screen (ctrl+alt+enter) you can press F2 to toggle to full screen mode. The BoT menu will also pop in screen. All the relevant screens will show up in dialog, even the last chat message IF you make use of the message function implemented in this FW. To do that you will need to check the 'redefine broadcast' setting in the settings. This results in the broadcast function not only porting to chat but also to a chat dialog. In that case you will always see the last broadcasted message in full screen.
One remark: when you click somewhere on the MT map then the dialogs will 'dissapear' (as they are moved to the background). To get them back use alt+tab.
Other changes
- the door shape is now automatically set to TOP DOWN (if you have the special jar file installed) for doors that are set.
- expanded the VBL stamps, they now incorporate rotational offsets (not yet in the input). This does require a re-set of the tokens with a vbl stamp. When setting old vbl stamp tokens you get a couple of input requests, just click ok.
- added upgraded code for doors icw vbl stamps (currently deactivated). Something for the future. It does work, but not yet for sliding nor for double doors.
- completely rewritten the door VBL code. Its now simpler (I hope) and the window vbl remains issue should be solved. I've tested it for ALL possible combinations and they all work.
- in addition (though not tested yet) this should allows for freeform doors, so the doors no longer need to be 'large' (4x4 cells) size.
- The only current drawback is that this function is no longer compatible with older set doors, so you will need to set the doors in your campaign again.
- fixed numerous issues with doors (vbl, toggledoors, identifiers, etc.)
- filtered out the double doors from the toggle doors macro.
- fixed bug in toggledoor when only one or no option is selected
- Based on an idea of Pinkrose I Added the net-trap to the campaign file. To use this you will need to add the 'trapped' state to your campaign and you need the 'Standard Net Trap' macro located on lib:EventMacros. There are also a net token and a trip wire token available in the zip.
- updated manual with rules for the door images when using the VBL option.
- extended 'switch map' with the functionality to move selected tokens as well.
Version 20
Message macros. Version 20 contains an update not readily available for most but in the form of a new macro set. Message macros. Specifically bot_message('This is a message', 'This is the header', 'black-white', all(), 'Wolf', 'Prey'). This will broadcast a preformatted message with a header containing both the images of the Wolf and Prey token and the header text and with black background color and white text. I've also included 'user' macros like all(), self(), etc. that return a json array with the users in question. Read the macro manual for more info.
Other changes
- Switchmap automatically selects current map.
- Updated the virtual tables and message() so they remain compatible with java 7.
- added message() functions..
- fixed bug in turning the ontokenmove event on and off. Relic from the split up of the menu. Message is now set to gm only.
- the roof and canopy special pads are automatically moved to the background layer when moved over and moved back to the original layer when moved off
- solved issue with open frame OCL where players got an not gm error message
- track path is turned off for unsnapped to grid tokens
- vbl move check and path tracking now work together (single tok move only)
- updated issue in settings when upgrading from <v18
- show handout function now also has the option to show portrait and token image. Also updated the GUI of this function
- added option to the settings for track path that allows for manual/command removal of the 'path feet'
Version 19
Not really a big change but a new feat nonetheless: path tracking. In the settings --> toggles tab a new toggle has been added called <i>Show the last moved path</i>. When checked, small feet will be placed in the cells over which a token is moved. Red feet for NPCs and Blue feet for PCs.
Other changes
- formation rotation goes slightly faster as its optimized
- when the group is NOT snapped to grid the rotation will go in increments of 45 instead of 90 for snapped to grid
- when the selected token has tokenfacing set then the group is rotated according to that tokens rotation
- added Extra manual. When you click 'manual' you will get 2 manuals. The default one and one explaining the available functions from the macro lib.
- added waypointfinder macro to new macro utils (not yet accessible through campaign panel).
Version 18
Observant users might notice I've skipped v17 entirely, which I actually didn't but the whole version remained fully in beta and was only available through another topic. This concerned the addition of VBL (Vision Blocking Layer) support. After I was finished with that I did a FULL overhaul of EVERYTHING, mainly function names and property names. This means that this new version will not be backwards compatible with older versions. That is... if you only use teleport pads you need to reinitialize and everything will work, other stuff though like assign pads, doors and canopy probly not. I've made numerous changes and fixes in this version and did not keep track cause of the sheer amount of it. The major VBL changes however you can read. in this log under v 17
Note that this MT version supports the new VBL code, but you need both the .jar file and replace it with the current one in the mt install directory AND you need to turn on 'VBL support' in the settings.
Other changes under v18
-fixed two links in the assign and define area macro buttons, which occured during the tutorial session. The macros are ok, but the buttons were not.
-Added draw area macro, which enables you to fill up an area with one token by dragging the other. The 'one' token will be copied in the path of the moved token.
-Expanded options for Mass VBL with All and Selection
-Added VBL grenade. Select one or more tokens, run macro, set radius (in grid cells) and ALL VBL in that radius around the selected tokens will be cleared.
-Change canopyVBL into Mass VBL and added a lot of options (layers, search string and the option to save the VBl)
-Added Toggle Mass VBL macro, with which you can turn on or off mass VBL structures created by the Mass VBL macro.
-bugfix in the layers selection of Seek Token.
-added circular VBL Stamps
-VBL Stamps can now be added to multiple selected tokens (of different size and rotation)
-token stamp snap to grid issue resolved
-implemented the draw and erase funcitons with json variables
-added horizontal and vertical line option to the vbl stamp
-implemented the draw and erase funcitons with json variables
-added horizontal and vertical line option to the vbl stamp
Version 17
NEW: This version needs a special .jar file for the vbl support to work. Hopefully this code will be implemented in the last version of MT, for no you will need to replace the .jar file in the mt install directory with the vbl support one.
Added VBL draw and remove for doors (rotating, sliding and double doors for both). In addition some bugfixes to the doors code.
further improvements on seek token
- find duplicate lib:tokens and swiftly delete them
- sort the found tokens
- restructure the seek token GUI
- updated the regex for looking for partials. I've removed the start/end part but the results show up roughly 3x faster.
- maps in switch map are sorted
- updated manual.
- updated settings with VBL options.
- split up the virtual menu into two tabs (macro got a bit long)
- seekToken can now also be called in a macro, similar to getTokenNames only here you can actually set a name partial for the return.
- added token stamp vbl. If you label a token 'VBLStamp' then a vbl cross will be added to the token when you move it and the vbl will move along with the token.
- vbl stamp now also handles 90 degrees rotations.
- fixed issue with doors on multi clients and some clients getting a pop-up
- fixed vbl issue with doors on clients
- fixed several doors bugs (pop-up request on settin door, duplicate doors over clients)
- VBL for rotating doors is now set ON the door. So if the door is under an angle the VBL line is in the same angle.
- On door VBL now also works for double doors.
- fixed bug in seek token, move from map didn't work
- added couple of functions from Aliasmaks lib:math (cos, sin, toradians)
- created facingToCoord()
- updated door section to work with the new vbl functions
- fixed clearFoW issue (hopefully)
added the following VBL settings for doors:
- crack open door
- half way open door
- peek through key hole
- peek through window
- rewrote VBL part
- made it work for both the non-animated and the animated version
- updated set door with extra tab concerning VBL
- added setting: VBL support (so you can turn it off)
Version 16
NEW (well... incrementally over the last subversions): Seek Token. This function can look for a partial string in ALL tokens on ALL maps and allows for a wide variety of settings:
- where to look in the name (start, end, anywhere)
- what to show as result (image, name, layer)
- which layers to look on (token, hidden, object, background)
- The result is shown in the form of executable links which allow you to either: Copy, Move or Select the token.
- And finally: the macro will save the last settings
Other stuff:
- Added more functions to seek token. An image of the found token can be provided, you can set what to show in the results and the settings are saved. The latter means that if you use your own lib:Eventmacro token that you willl get pop-up requests on first use. After that these settings are saved and will be updated with every use.
- Added more functions to seek token. You can now also move or copy a token to the current location through the macro link.
- Added endswith and anywhere options to the seekToken function
- Added macro links to the seekToken results so you can goto the map and select the token automatically.
- Added new macro: <i>Fill Area</i>. This allows you to select one token set the upper left corner of the 'to be filled area' and then set the width and height of the area. The area will then be filled witht copies of the selected token.
- Restructued the show area macro (special areas)
- Added overlay tokens to show special areas
- Fixed some textual issues in assign special area
- updated manual
- Added 'startsWithTxt' option to 'getValidTokens' macro.
- Further improvement of seek token, it can now handle 'infinite' number of token instead of only the first 1000.
- dito for renumber tokens which was limited to 2000 tokens.
- The 'Seek token' macro can now sort found lib:Tokens per map. Also added checkbox to specifically search for these.
- Removed stray 'debug pause()' from initialize maps.
- Added extra setting to exclusions: you can now give a list of token property types that will NOT trigger the onTokenMoveEvent (request of JamzTheMan). For this I removed the earlier check that checked for ANY special pad and if it IS a special pad to abort the trigger. Now you need to set the property type to an excluded one to NOT trigger the event.
- changed the propertyType of ALL the special pads in the example campaign to: 'SpecialPad'. This is no requirement in your campaign file, but can be used to prevent triggering the onTokenMove event for certain property types. These you can set in the settings.
- Updated input screen for show token handout macro. It now depicts a thumbnail of the handout.
- Added show token handout. This forces a pop-up on all selected clients showing the handout.
Version 15
NEW - Event Areas: Added the option to create Areas with a resolution of the current grid that will trigger an event (macro) when a token moves (on, off, over, etc) this area. These Areas can take ANY form and do NOT need to be contiguous. The besst part: they are FAST! Especially when you need to use a lot of pads for e.g. difficult terrain, then Areas will make a HUGE difference in speed. I've also updated the Limit Movement event macro so it works with Areas assigned to it.
Other stuff:
- Fixed 'all' part of summon tokens.
- Added new versions of the teleport pads, showing the entire area they cover so you now exactly what the 'trigger' area is.
- upgraded the event toggle button on the macro panel
- updated 'execute event' macro. It now lists all the macros in lists per group. Multiple macros can be chosen this way to run consecutively
- Rebuild BASE map. The old one is now an example map. The new BASE map contains all the special tokens
- Added explainatory notes to all the special pads on the (new) BASE map.
- The 'result' frame after 'initalize pads' now no longer show the 'found none' entries
- Cleaned up redundant maps
- added option to settings to centre on 'centreOnMePad' on the map.
- Updated execAllPlayers with extra parameter where you can give a list of users to execute for
- Updated switchmap with a selection panel where you can select users
- Implemented code from the_meek which roughly halves the time to initialize the campaign file. As the initialization can vary from a few seconds upto minutes can have a HUGE positive impact on the initalization time!!
- Dice box now supports 10 different boxes (you can click the macro upto 10 times
- added 'show result to GM and You' option.
- added 'switch map' macro. This macro forces ALL clients to the chosen map AND forces view to the centreOnMePad (if its on the map).
- small update in manual
- added util: seek token: searches ALL maps and check ALL tokens to match the first part of a string you enter.
Version 14
hmm, forgot to keep track of this... I do remember fixing a LOT of things
The two MAJOR changes;
- I've integrated aliasmaks VBL move check, this is a setting you can turn on. When doing so the path of the token is checked and any move through VBL will be reverted. As a nice side effect, this will also prevent individual FoW lag.
- Because of this feat i had to integrate a defer, which has an effect on the token movement. It LOOKS very snappy but the calculations still take roughly the same amount of time. Point is that the move is done instantly and THEN the pads are checked. Unless you turn on the VBL check in which case your movement will be reverted first, then the path is checked and THEN the token is moved back. Just try it and you'll see what I mean
- Another Side effect of this implementation is that there is NO OUTPUT TO CHAT anymore. This means that for the events in which you want to port something to the chat you'll need to use broadcast(). I've updated the eventMacros to reflect this, so you have some examples.
- Added RUMBLES dice box. I did however rewrote most of the code, redid the dice images and added a couple of options. But its still recognizable as his work!
- bug in the roof, also made it a bit faster
- removed a stray 'pause' in the initialize pads.
- A LOT of restructuring so there is a fair chance that some things won't work properly, testing is required!!
- added extra idiot checks in the settings for lib:eventmacros
- It turned out that it was VERY difficult to setup the bag for a fresh campaign file. Fixed that. The settings will now also automatically run the first time IF you name your initial map not 'BASE'
- Added trigger event AFTER on(multiple)tokenmove.
- Added arguments to macro.
- Updated manual with General Event Macros (last section).
- Updated manual with how to upgrade.
- Added new feature. You can now set events to trigger simultaneous with other events: ontokenmove, onmultipletokenmove, onTeleport, afterTeleport, onInterTeleport and afterInterTeleport.
- fixed couple of bugs in animateText
- added <none> to the assignlist for assigned pads
- added 2 arguments to mtt_executeAssingPads(1,'red') the first executes all pads if set to one, the second limits this to only one group. Using this will immediately execute the teleportation without an input screen
13.0
AssignPads have been added to the mixture on request of BoneWhite. You can place these pads on the map give them a group name and an index name. Then run one macro to link tokens to the pads (this you typically do in preperation of you game). Then with another macro you can execute the teleportation and the linked tokens will be teleported onto the AssignedPads. More in the manual.
Other changes:
- Repaired set light source. You can now select multiple tokens, the current sources of the first selected token are taken as default, after you click ok, those settings are applied to ALL selected tokens. If you have 'set light source' in your campaign panel then turn off 'apply to selected tokens'
- Updated tooltip, noting that this macro does NOT work for light sources with a comma ',' in the name.
- Added functionality: you can assign a trigger macro (placed on lib:eventmacros) to a door.
- Removed macro existence checks from oncampaignload as they generated errors.
- Move the movement limitation macro outside of ontokenmove and onto lib:EventMacros, so a user can now change it to her own liking. Also updated the Settings to reflect this. This DOES REQUIRE YOU HOWEVER TO MOVE TWO FUNCTIONS FROM THE NEW LIB:EVENTMACROS TO YOUR LIB:EVENTMACROS. As I've placed the updated code there.
- onmultiple tokens move passed on the token ID instead of the token name to its macros.
- Expanded tool-tip for max movement and allowed for changing the message.
- Added Alternative code input for movement limiter.
- Added movement limiter to the settings (toggles). This will prevent tokens from moving further then the preset amount.
- removed the last references to pit pads. (now covered by eventPads)
- optimized the ontokenmove a bit, movement should be a bit speedier
- the distance for sliding doors is now set to gridSize of map per default
- added onCampaignLoad setting to automatically run the door switches form
12.0
Version 12 now supports sliding doors. This was a bit more tricky then I first envisioned and it required me to rewrite some of the code and variables for the rotating doors as well. In all it should work *better* (not that you would notice). HOWEVER: ALL EXISTING DOORS IN YOUR FRAMEWORK NEED TO BE RESET. With that I mean, if you have a framework with doors using an older version of the Bag of Tricks (<12), then if you update you need to select every existing door in your framework, click setup door and ok. Once thats done everything should be working as usual.
Other stuff:
- implented sliding doors without animation
- completely rewrote setup door
- added teleport demo maps to the campaign
11.0
A new number means new pads: InterPadBorder, PadStartBorder, PadEndBorder. I've created these to complete the list of teleport tokens. There existed already 'Border' pads but only for the jump/drop pads I've added them for the Start/End and Inter. This means that these border pads work TWO way, while the others work ONE way. In addition in this version I also did some cleaning up. Also completed a couple of incomplete lists, listing not all the special pads. The manual is updated with these new teleports
Other stuff:
-removed silly typo.
-base map name kept resetting when running setup.
-Fixed bug in MappedPads.
-Updated manual with reported mishaps.
-FoW is cleared for tokens after an teleport to another map (on request of Lonewolf).
-Bug fix startup coordinates, if set to 0 it can generate an error in the OCL.
-Bug fix in OCL map swap.
-added feature to settings to load picked map and coordinates when you load the campaign.
-fixed text animation to other clients
-fixed Set event pad macro
10.0
Version 10 entails a major overhaul of the Bag of Tricks. Which effectively result in two things:
1. The pit and trap special tokens have been replaced by EventPads, read the manual for further info. Note though that this build also contains a macro with which you can swiftly convert old campaign (with pits and traps macro) to be compatible with this build.
2. The introduction of a new library: lib:EventMacros. Here the macros associated with Pits and Traps can (must) be moved AND in addition all the settings, including the info about the pads for your campaign file are store on this token. So with future updates you no longer need to redo the settings and initializing pads. You can simply drag the updated lib:OnTokenMove to your campaign and leave the 'lib:EventMacros' intact.
The other changes
- Updated manual
- Added ALL to summon tokens
- toggle special now also works for selections
- fixed issue with initializing interjump/interdrop pads.
- minor fix and update in getValidTokens (summon token macro).
- Fixed issue with 'getNumSize not defined' error. (I hope).
- fixed issue with request to map mappads on ALL maps, even if there are no mapped pads.
- the time lock delay in the setting didn't work on the door buttons. Now it does.
- added option to summon multiple tokens of each selected token. Also added a spread option.
9.0
I used to up the version number with each new set of special tokens, but neglected to do that with the border pads. This time however on request of Lindsay (a looong time ago) and lonewolf, I decided to add 'Mapped' teleport pads ('MappedPads') to the mix. Hence the new version number.
- Added Mapped Pads, these pads work similar to the teleport pads, although of these there is only one type of pad and not two like the start and end pad with the 'normal' teleports. When initializing them you'll get a pop-up per map where they exist and here you can set the destination pad. The 'destination' must be a number, so you can if you like also put in forumulas or dice rolls, as long as the result is a number (and as long as a destination pad with that number actually exist).
- Added toggle to no longer activate special pads if the token was 'moved' around but put back on its original spot.
- another correction to scatter images
- Restore FoW and Centre on Token now happens AFTER taking care of special tokens instead of before (which lead to some unwanted behaviour with e.g. wards and teleports
- updated the manual
- updated the pause message for alt init map
8.6
- the one way teleports were not initialized when using the alt init map
- added one way teleport jumps border pads. Both map and intermap. These are activated when a token moves OVER (or onto) the token and can be used to transport tokens to different maps WITHOUT the need to actually step onto the token.
- correction in travelAngle
- correction in token animation
- implemented Oryans new formation buttons (thnx!!)
- Created seperate button for formations buttons for campaign panel
- added option to run a macro after each step in the animation move macro
- added option to travel a certain distance with the animation move macro
- added function snapAngle()
8.5
- Tabs in settings
- Added toggles to turn certain things on and off in the settings, among which:
- Added toggles to turn on 'restore FoW' on token move
- finally fixed the sorting issue with summon tokens (and its faster now)
- update in getValidTokens() _none no longer requires a mapswitch (the image is retrieved with getimage()
- fixed turn on/off ontokenmove toggle macro
- fixed move issue with group move when members of the group are deleted (this resulted in the moved token to be moved again)
- accidentily broke the door animations... (fixed)
8.4
- added new feature, force selection on 'slave' client. Read last part of the manual for more info.
- changed name of 'init' to mtt.init to prevent interference with token properties
8.3
- set group can be called with arguments
- added time-lock setting to the settings. In case of door animation being triggered multiple times when using the token buttons.
8.2
- open wedge for selected tokens didn't work properly
- packed wedge for both group tokens and selected tokens didn't work properly
8.1
- Added more formations to the group move.
- Changed the 'group' formation macros such that they also can be used for non grouped tokens, just select more then one token to use them.
- Changed the call for the group move macro panel onTokenSelect method, so the panel is NOT rebuild every time you select a group token
- Updated manual
- Updated notes of nearly all the tokens (new zip file)
- Removed a couple of buggy tokens from the zip file
- The macros running from the macro panel now ignore output (so you don't get blank lines)
- Changed formation macros for icons.
- Fixed a couple of macros that did not run when using the macro frame
8.0
- Added new feature: group move. You can combine a set of tokens into one group, then when you move one token of the group the rest will follow accordingly. Also added some extra macro for rotation and spread.
7.9
- Added settings 'run animation per client' (so you can turn this off)
- Updated manual
-Turned off ownership of lib token (again) (when an owner is checked, the BoT will not function well.)
7.8
- Fixed Proximity issue when using 'toggle doors'.
- Fixed Proximity issue for old door'.
- Added new functionality: doors can be linked to roofs, when this is done, then token can only 'enter' the roof when it went over an open door. Else the token is warded.
7.7
- Fixed interjumps: jumped to the wrong coordinates.
7.6
- Added setting: automaticaly switch map for interpads. Unchecking this will prevent the map from automatically switching
7.5
- Build in a proximity check for the door switch buttons
- updated manual
- cleaned up the 'set door' macro
- Fixed issue for 'special pads' with no number. This would ask the user for 'padName' when initializing
- Fixed sorting issue for summon tokens
7.4
- Moved the initialization report to a frame to prevent stac overflow when initializing a lot of maps.
7.3
- Added a Text animation macro and a corresponding input screen. you can both use the macro itself or use the input screen as a tool
- fixed small issue where the tokenOwnerOnlyVisible check was not turned off for animated doors when no server is running (e.g. when creating and testing a map)
7.2
- Added a macro with which you can temporarily disable the On Token Move Event. This is usefull for when you e.g. create a map.
- updated manual
7.1
- added Token door switch functionality. You can now set a switch on a door and when you click on that the door will autamatically open/close. This requires some preperations, read the manual for further instructions
- added option to set animation of doors to 0, in which case the door is simply opened without any animation
- added option to lock a door (which means that only the GM can open it.), for this too the manual must be read
7.0
- added one way teleports, both for on a map and in between them
- if no special tokens are listed, it will not show up in the summon tokens input
- if no proptypes are listed, it will no longer generate an error
6.7
- Added line at the bottom of the summon token with the coords and name of the selected token
- Fixed 'Init' request on Intermap teleport
- Started with text animation, not yet ready though
- Finetuning in the vbl bounce of animate movement
Changes in 6.6
- Added Movement Animation Support
- This version is no longer beta
- added tooltips to the macro panel.
- fixed resetPit
- Interpad didn't work properly
Changes in 6.5 beta
I've been working pretty hard to get this build out. I've sacked several versions before I came to this one. I think this is the best performace you can get out of this, without loosing any quality. The major change in this one is a different build up of alt.init.pads and a complete rebuild of onTokenMove and onMultipleTokenMove macros. This should result in a faster response to the movement of one or more tokens. I've also added an extra dimension to freesize tokens so in case they're rectangles the move over token works better. I think the most performance increase is noticeable with movement of multiple token in large forests (although even now its slower then I would have want it, but this really is as good as it gets....). Because of the HUGE rebuilds I've been doing between 6.4 and this one, you can consider this release again pretty 'BETA'. So pls test and give feedback.
Changes in 6.4 beta
- Performance update (mainly for maps which are initialized with 'Initialize Pads'
- Updated output, more condensed output and error reports
- Fixed blank line to chat when multiple tokens were moved
- Downsized tree trunks for performace increase
- fixed issue with set doors, got a bigdecimal error
- added 3 more trunks
- PAD NUMBERS DO NO LONGER NEED TO BE CONTIGUOUS
- Manual text is updated
- Settings and Initialize Pads have been partially rewritten to allow funky characters in mapnames (thnx Alias)
Changes in 6.3 beta
- added light source editor, can also be adjusted in the settings.
- Added Summon Tokens Macro
Changes in 6.2 beta
- updated manual with 'Implementation'
- removed relic code from 'Bag of Tricks Macros' macro
- (size) fix in alt. init maps.
Changes in 6.1 beta
- removed the first couple of bugs to implement the rptok straight into a foreign FW.
Changes in 6.0 beta
Note that this version is HEAVILY updated and is thus still in beta fase. I've tested it a couple of times and encountered some errors (which I later couldn't reproduce) but despite the errors (which you can click away) everything appears to work.
- Created an alternative method to initialize pads, this method saves EVERY coordinate on the map where a special token is placed and when a token moves through it it checks vs that coordinate. This is a faster method if many special tokens (> 100) are used on the map, or when you move a lot of tokens at once.
- Rewritten the internal structure of ontokenmove and onmultipletokenmove
- Rewritten Autoforest
- Updated manual
- Renamed all UDF's to mtt_ so it does no longer interfere with anyones own macros.
- Added progress bar for huge calculations like the alternative initialization
- Updated settings so you can omit certain maps in the initialization process
- added macro frame containing all the Bag of Tricks Macros so it takes less space on the campaign panel.
- All the original campaign macros are still available, but are all updated so you need to re-drag these from the lib:token to your owns campaign panel (or use the alternative button).
- added a couple of usefull functions like:
- 'remove %20', this replaces any %20 with a normal space
- renumber tokens, this makes sure all the tokens of one type are numbered continuously
- toggle special, with this you can turn on/off all canopy, foliage or roofs in one click.
- set draw order, witht this you can better influence the z-order of a token.
Note: In the campaign file on the BASE map you'll find two extra libraries, rpedit and token manager, these are not mine, but are drop-ins from the forum which I use to code and debug this drop-in.
Changes in 5.2
- Few tweaks in Autoforest so it can also be used for 5ft squares
Changes in 5.1
- NEW: Auto Forests
- Rebuild scatter macros
Changes in 5.0
- NEW: CANOPY: Canopy has the same function as foliage however 'Canopy' tokens are given a treetrunk image as token handout automatically when 'Initialize maps' is run. Read Manual for further info.
- NEW: SCATTER: Merged scatter functions (drop-in of Craig, further developed by me) with the back of tricks. Especially usefull icw Canopy.
- Upgraded scatter with 'Spread' function.
- Updated Manual
- Manual is now shown in a frame.
- Added photoshopped images of Treetrunks to the campaign file and the zip.
- Removed code from Campaign Buttons.
- Added Remove %20 macro
- Added renum tokens macro
- Added toggle special pads macro
Changes in 4.2
- accidentily set ownership of the lib:token, meaning that the autoexec didn't work anymore meaning that the animations got screwed up.
- fixed issue when a player is on another map when you start the macro
- added feature to set a description for the door, which you find back in the Toggle Door
s macro.
Changes in 4.1
- animated doors function now works seperate on every client, this does however means that GMs will see ghost images of every clients animation
- fixed issue with duplicated lib:tokens when a client connects or when a server is started.
Changes in 4.0
- added animated doors functionality
- updated manual
Changes in 3.2
- fixed chkMapsOCL error when you only use the token
Changes in 3.1
- mfrizzell pointed out to me that the map initialization onCampaignLoad is confusing for some and certainly not always wanted. To make this tool as UF as possible it does a rough check on startup (onCampaignLoad) and if it finds anything it properly initilises all the maps. This makes it appear that all the maps are loaded serially (you see the maps flicker shortly by) instead of just loading the campaign file. For big maps this can be VERY annoying, while for small maps and during development this can be very usefull... so now its a setting. You can turn it on or off is you want. The default is on (checked).
Changes in 3.0
Big changes (even if they don't look like it) so reason for a version increase.
-
Full support for multiple tokens move. This means that if you position you tokens correctly, you can in one move of 4 tokens: teleport, move in a trap, another in a pit and move a fourth one to another map
- Couple of performance fixes (although overall performance for mutliple token move will have decreased, because of the full support)
- Tokens are not stopped in front of a warded area instead of a full reset of the move.
- The path of the token is now correctly cut off when e.g. trapped in a pit or stopped by a warded area. Before you could drag a token through a warded area onto foliage, which would let the foliage dissapear while the token was not on it.
Changes in 2.7
- If the pads are not yet initialized on this map, its done so automatically. Note that this only happens when the entry on the libtoken is empty!
- Added settings: use alternative 'transparent image for foliage' which allows the use of the token handout image in stead of the tabel image.
- Updated the manual
- Removed all the text tags and placed it in the 'Notes' sections of the tokens, so just click on the tokens for more info about them.
- Added macro 'set draw order' so you can manually set the draw order.