[Gaming] D&D Jay's Game - She's Dead Jim

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If Jay were to post his campaign token properties, we could build macros around that, really easy to do. And if he already has our pogs/tokens with the proper values for those properties created, it's even simpler.

We're all going to need simple macros for powers and skill checks, but if Jay were to build a set of global macros to modify token properties that would greatly simplify things. I have been struggling with this aspect.

Ex: a macro to take damage and update your HP is easy, to include your Temp HP has my brain splitting.

Though I did manage to solve the problem with healing from negative and over healing.
 

doomdragon6

Staff member
blarrgggg, maptools. Looks complicated and I don't feel like learning ittttttttttt. @_@

I forgot how to export the online builder's file so I can share it here.
 
If Jay were to post his campaign token properties
---------- BasicStats ----------
@Level:1
@HalfLevel:{FLOOR(Level/2)}
*@----- HealthStats -----:-
*@HitPoints:10
*@TempHP:0
*@MaxHP:10
@BloodiedHP:{FLOOR(MaxHP/2)}
*@SurgesLeft:6
*@SurgeValue:{FLOOR(MaxHP/4)}
@DailySurges:6
*@----- Defenses -----:-
*@ArmorClass:10
*@Fortitude:10
*@Reflex:10
*@Will:10
*@----- OtherInfo -----:-
*@Speed:6
*@Initiative:0
*@ActionPoints:1
------------------- AbilityScores --------------------------
@Strength:10
@Constitution:10
@Dexterity:10
@Intelligence:10
@Wisdom:10
@Charisma:10
---------- AbilityMods ----------
@StrMod:{FLOOR((Strength-10)/2)}
@ConMod:{FLOOR((Constitution-10)/2)}
@DexMod:{FLOOR((Dexterity-10)/2)}
@IntMod:{FLOOR((Intelligence-10)/2)}
@WisMod:{FLOOR((Wisdom-10)/2)}
@ChaMod:{FLOOR((Charisma-10)/2)}
---------- Skills ----------
@Acrobatics:{HalfLevel+DexMod+0}
@Arcana:{HalfLevel+IntMod+0}
@Athletics:{HalfLevel+StrMod+0}
@Bluff:{HalfLevel+ChaMod+0}
@Diplomacy:{HalfLevel+ChaMod+0}
@Dungeoneering:{HalfLevel+WisMod+0}
@Endurance:{HalfLevel+ConMod+0}
@Heal:{HalfLevel+WisMod+0}
@History:{HalfLevel+IntMod+0}
@Insight:{HalfLevel+WisMod+0}
@Intimidate:{HalfLevel+ChaMod+0}
@Nature:{HalfLevel+WisMod+0}
@Perception:{HalfLevel+WisMod+0}
@Religion:{HalfLevel+IntMod+0}
@Stealth:{HalfLevel+DexMod+0}
@Streetwise:{HalfLevel+ChaMod+0}
@Thievery:{HalfLevel+DexMod+0}

Players will own their tokens and update the things that cannot be updated. I've been checking on how to import DM related stuff right now.
Added at: 19:21
I've also contemplated add values for ranged, melee and magic attacks so it's all automatically able to be added in player's macros by the names assigned here. Players can make macros taking on the names taken in here like Acrobatics. Your macros will ALL AUTOUPDATE whenever you press the button to "level up" and all you gotta do is change the macros for your abilities.
 
So by defining the traits in the Campaign area like you have, it auto fills the entire token property automatically.

That's awesome! Simplifies so much!

But can you edit it in the token property section as well?
 
Yes at any time. Won't be necessary unless you have chosen, say a feat or gotten an enchanted item and the such.
 
What jumped to mind was automatically updating MaxHP when you gain a level by building the code for it.

Rusty = {12+Constitution+(Level-1)*5}

Also

*@Fortitude:{10+HalfLevel+if(StrMod>=ConMod,StrMod,ConMod)}
*@Reflex:{10+HalfLevel+if(DexMod>=IntMod,DexMod,IntMod)}
*@Will:{10+HalfLevel+if(WisMod>=ChaMod,WisMod,ChaMod)}
 
I thought of it but 80% of people take Born under a Bad Sign or whatever it is that sub's your best stat for Constitution
 
R

rathkor

I looked at all the formulas you are using and my brain melted just a little bit. i just did the [d20+whatever] plus some description of the attacks. i have no idea how to do all these formulas, and the tutorials arent really helping with that. um, i may be in a bit of a pickle here....
 
Okay, super simple macro

For a skill check;

<b>Acrobatics Check:</b> {1d20+Acrobatics}

will output this

Acrobatics Check: 24

Since Jay has done all the work by defining what Acrobatics is, this macro will never need updating.
 
R

rathkor

so won't i need access to Jay's Pog of my character to write these? that i actually understand, actually
Added at: 19:43
And do I need to do anything to the word Acrobatics in the formula, or will just typing it like normal work?
 
so won't i need access to Jay's Pog of my character to write these? that i actually understand, actually
Added at: 19:43
And do I need to do anything to the word Acrobatics in the formula, or will just typing it like normal work?
Just type it like normal, because Jay has defined that variable as normal.

Since Jay has posted his campaign token settings, you can build a campaign that has those settings and just work off of it.
 
R

rathkor

Oh yea.

Now back to the game.... Salvator's journal sheet. To the item holder....

View attachment 2077



You hold in your hands a mud caked parchment and upon viewing you realize the language is definitely not common. The writing seems to occasionally break to form smaller lines of content. Splotches of mud stain the beautiful parchment sheet. The style of writing seems written by an educated person who diligently took the time to write on this parchment in neat and straight lines.

If it's in Elven, I can read it.
Added at: 20:00
Ok, I found Jay's post about the settings or whatever. I'm to use this to write my codes, yes? what do I do with it in MapTools?

I really am sorry guys, I have 0 experience with coding of ANY kind.
 
Click Edit
Click Campaign Properties
Click New
Give it a Name , I used Jay
Then in the body paste all that stuff Jay has spoilered
Click Update
Click OK

Click File
Click Save Campaign
Save the file somewhere

Click File
Click Add Resources to Library
Add some file directory somewhere on your computer that has gametable pogs in it

Click Window
Click Library

Find some pog in the Library window and drag it on to the map.
Give it a name.

Right Click the pog
Click Edit
Select Config
Set Properties to the name you gave your Token Properties way back, I used Jay.
Select Token Properties

If you did everything right, you can start changing all the properties to match any character you want and build generic macros for them
 
It's not Elven.

You know HC, what we could do is this.... find a way to create a macro where we can see the roll in the chat.... then create it for every single one of the skills first. Once done, I can upload it to the campaign macros. Color setting being say, Green. Once this is done, once everyone has their tokens at the start of the session all they need to do is to click on the appropriate skill when needed and it'll automatically roll for them and take into consideration what they have in their token settings.

Once the macros for the skills are done, we can do the same for Initiative, Saving Rolls....

The only thing players will need to setup are their attack macros and I'm already working on that part... I can add a few extra lines in the campaign notes for melee bonus, ranged bonus and whatnot.
 
R

rathkor

that helps with ability checks and strength checks and stuff. how would i go about doing attack and damage rolls?
 
that helps with ability checks and strength checks and stuff. how would i go about doing attack and damage rolls?
shouts "I'll Kill you like I killed Tyrdin's mom!", eat Acid Orb Monster!

<!--
{ImpB=1}
-->
<br><b>To Hit:</b> {1d20+HalfLevel+ChaMod+ImpB}
<br><b>Damage: </b>{1d10+ChaMod+StrMod+ImpB}
 
Not sure how well this will work on other peoples computer, but here is my token with selection macros based upon Jay's variables.
 

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doomdragon6

Staff member
So, like I said, I don't remember how to export the online builder file for Jay.

But I took Summon Magma Monster or whatever.

Should be fun.
 
R

rathkor

Falagar with the ability to summon a molten lava monster? why am i suddenly afraid?
 
And that brings up my next quest on maptools, how to make a token that is dependent upon another token for stats like a summoned monster would be...
 
I thought on this and came up with creating a NEW Campaign token property then creating a global macro to push a selected token to be considered a particular type of token property... aka PC, NPC, OBJECT such as doors and what not to be viewed only by the DM.
 
Interesting and a 747 to me. I was thinking about using a second token with defined properties linked to the name of another token.
 
Quest log

- collect goblin necklaces and mask of goblin chief
- find missing cargo shipment for arms dealer
- rescue some cleric

and why are we wandering around in the first place anyway?
 
- find Rod of Wonder for a mage in Brinshandre

We're heading to Easthaven to stop another agent of chaos that we expect to be operating in/around there, as well as find Helga's husband Magar, who is supposed to be there in 2 days.

I've made my pog using Jay's token properties, but I'd like to log onto is campaign before I start making campaign-specific macros. Does that sound right?
 
Alright so after stealing HC's table format for Tyrdin's macro, I've made myself a fairly scalable melee basic macro that will add to itself if my STR mod or level increase.

Going forward, are we going to be automatically doing the hit/miss thing? Like if I roll up on a guy, and swing for a 26 vs. AC, and his pog's AC is set at 20, will damage automatically be done? Is there some boolean state for hitting/missing a target in that way?

Because if someone can figure it out, I'll send them $10 bucks for making it so I never have to adjust my temp HP manually again. :D
Added at: 09:44
If I have to adjust it manually still, it's fine. It just occured to me that programming that is probably more difficult than timesaving, and the game loses some of its.... drama or gravitas, if I click a macro and damage is dealt before I can even read the result.

We still want this to be DnD, after all.
 
Because if someone can figure it out, I'll send them $10 bucks for making it so I never have to adjust my temp HP manually again. :D.
I gain {TMP = NewTemporaryHitPoints}<br>
<!--
{TempHP = max(TempHP, TMP)}
-->
My TempHP is now {TempHP}
Is a macro to take care of your temp hp manually, because like you said, until we link macros to targets, we are manually doing this. Because there is so much you can do in this system, it could easily overwhelm us at the start.

I have damage taking and healing macros for Jay as well, but want him to look at them first.

And Jay I have broken my pog in your test game. But was able to move it around easily for a while, I just messed up some piece of code in the token characteristics.

And I still have no clue how to code states and bars automatically.
 
Tonight I'll put the server up (with a temp camp) so people can play with pogs. You can contact me on Steam or forums if you need to reach me. I'll post. Maybe even connect on Vent for awhile.
 
For that snippet of code, is NewTemporaryHitPoints a value that I enter? Similar to Tyrdin's augmentation?
yes, since NewTemporaryHitPoints is not defined, it will ask you to enter a value for it in a pop up menu, so enter into it what ever new THP you just received
 
One more thing, should I list the temp I gain for each successful hit/invigorating hit/invigorating miss, just to keep things clear? Or would that make my macros too cluttered? It'd basically be adding a bonus effect to every attack, similar to if my attacks knocked a dude prone or something.
 
All you would need to do is add a line at the end of your macro to print out what you get on a hit for temp hp.

IE: I gain {ConMod+4} TempHP on a hit and {ConMod} TempHP on a miss.

Then if Jay says hit or miss, run your TempHP macro to adjust manually.
 
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