This took way longer to write then I initially thought, months longer. I can't believe how long I've been writing this thing, working on it in my spare time has become a fixture of my life. It's frankly insane.
But it's done. More or less. I need to clean up the conditions info and I think put in the errata versions. And there might need to be a little nip or tuck here and there as well potentially adding minor things such as an Aftereffects line or a way to flag a token as going up and down different elevations as well as the eventual removal of global daily item use tracking and other tweaking to match errata. But all the big moving parts and intricate little pieces should be in place and working.
No, I haven't tested all of it. It's so darn complex at this point I have a hard time keeping track of all the potential interactions, but the basics have been and they seem to work. Hence the beta. I'm kicking the tires on it again Monday and after that if it still seems to work I'm going to make a brand new thread. This one has come a long way but I'd like to start fresh.
The example is just the lib tokens (plus Rumbles die roller because I think it's nifty) and the properties and tables and everything it needs to run; no example tokens yet as I haven't had time to build them or update the old ones.
Important bits to know updating
You no longer need a Character State on a token, simply setting it to the DNA Property list is enough for the sheet to tell it's an approved token. The State is still in the state list because I forgot to delete it.
Set a token to the DNA property set BEFORE running the updater, even though it may appear to run on a non-switched token. There is one global updater and one updater for each page. The global calls the individual ones on the Lib:Information token. The individual ones are incase it craps out, you can usually rerun each one individually and if it was previously run either delete the old groups/containers it tried to make or it simply overwrites the first attempt depending on which page it was. Typically it's the DNA_Equipped property that craps out if it's not changed first, for some reason it won't set the default property if not on DNA first. I might need to try and tweak the updater.
DO NOT do a whole bunch of tokens at once. This is a heft chunk of code it has to plow through since nearly the entire storage structure is different. I'm not sure if it'll choke. I've had luck with about 4-5 at a time and I haven't pressed my luck further.
Some old things do not have equal things in the new system. I tried to match as close as I could, it's not 100%. You will likely need to do some fine tuning by hand. And example is the old Psionic usages, they'll default to at-will now, and some ranges went away. Also any custom stuff will likely get nixed and try to default. It should convert things well enough that you can then edit the power or item in the system and make adjustments.
Editing Items & Powers
These can have multiple entry dialogs. Items will ask for how many powers something has and powers ask for how many attack/damage routines a power has. Also, if these have conditions selected they'll go to a condition entry screen where extra details can be filled in.
Typically if something is BOLD on the sheet it means it has a mechanical effect within the framework, some keywords or types are bolded. This is to flag the power as implement based or an item as 2 handed or a psionic power as augmentable.
I'm pretty sure it gets grumpy if a whole bunch of people try to edit tokens all at the exact same time over a connection. To make the multi-dialog boxes work information has to be temporarily stored on the token, and there is not an inconsequential amount of it. Having 5 players trying to ram this thorugh MT all at once can cause lag and slowdown. It's best to edit offline, though it can handle it just fine if it's just one or two people doing it.
It can take it a few seconds to process things, magnified by lag if connected to multiple players. There are several calculations and checks that need to be done for the more complex things such as saving an edited power or giving an entire bag of 20 items to another token. Don't panic. Power execution and HP management tends to be zippy though.
DO NOT try and have 2 people edit the same token at the same time. This causes problems and tends to revert BOTH changes.
General Info
When a player first connects for the first time to a campaign they'll likely get ? for the buttons and icons until they've DLed the assets from the tables. The assets are small (LordAelfric did an awesome job, BTW) so it shouldn't take long. However if you've got 5 players all trying to snag them at once it can take a bit.
The sheet will not refresh unless a different eligible token is selected or it is told to by a macro (often by using something). This means if a GM makes a change to a player token the player will not see the change right away. I had a fix for this, but I think it was slowing things down. Clicking on the icon/picture on the sheet forces a refresh of the sheet to reflect any changes that may have happened like this.
The sheet will not change focus if a dialog box it spawned is open. This is a feature, not a bug. Most targeting windows will have the target default to the selected token. However, GM's sheets would always change if not stopped since they own everything.
For item and power use targeting, there is a white crosshairs. This refreshes the dialog box with the selected tokens as the selected targets. You can not use this to select the same token twice, but it does go in order of token selection. It will wipe any other selections so target first then enter mods and check boxes. You also can't target the triggering token with it (otherwise you'd always be first in your attack list and that's not cool!) but the triggering token is first in the list.
The up and down arrows change the order of items in a list. Bags and groups can't be reordered like this... yet.
Linked Powers are gone. There is no need for them working the way they did anymore. Any power can have any number of attack and damage routines stuck on it in any combination of single, multi, or no hit attacks. It remains solely as a tracking system for powers that link together in global usage. You can either link the two powers directly together or if more then 2 link them to a controlling global power that marks as used when either are used.
I left the vast majority of properties visible on a token. I wanted to use getProperty() wherever possible, but this recent round of speeding it up I went with regular calls instead since I'm unsure if they're the same speed. If you don't know what you're doing, don't screw with them. Stuff will break.
The little undo circle arrow is Recharge. Items and Powers have them. Items get them next to their individual power entries and only appear if the power is expended. Powers get them in their toolbar if expended. Powers that normally recharge also get a link on hte list though it appears to be a regular icon, it is a macro link.
For GM's
The Lib:Info sheet has a few special things.
System events can have a line tag added, for things like editing a token or similar. This is held in the SystemMessage Prop in the Information properties list and is a simple text string.
Game events can be similarly tagged. They're in the GameEvents prop.
GMScreen is if the GM screen is up. 1 is up empty is off. There's a macro to toggle it. While up GM's gain the ability to input a die roll for d20 rolls. All such rolls will be flagged "Rolls behind GM screen" so the players know you rolled behind it. They can not tell if you fudged or not beyond that.
SaveTN is simply the TN for saving throws. House rule I use. Defaults to 10 if you leave it alone. I set it to 11 and use the following...
AltSaveBonus. If set to 1, each failed save grants a +1 on the next save.
Just for PinkRose
Don't know if you still need WildSoul but I still support it. Same =() entry as before but the token needs an entry for the DNA_WildSoulRange. This is the type of die to roll, which is a 1d10 (it technically supports any, future expansion maybe). You need to put this in by hand. No quotes or anything, just 1d10.
That's everything I can think off the top of my head. Here you go:
http://www.mediafire.com/file/riai5can5 ... Beta.cmpgn
I'm happy to answer questions or put out fires from the wheels falling off but otherwise, with that, you can stick a fork in me, I'm done.
...for now.